Description
Magic bullets are a combination of debuffs with bullets. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies from bullet to bullet. Its noteworthy that all of the same element will cooldown at the same time. For example, if you fire Forgetful Bullet Hole (Magic), then Toxic Bullet Hole and Spell Mute Bullet Hole will become unavailable until Forgetful Bullet Hole finishes cooling down. With a proper amount of int, these can basically become your standard attacks. You will attack slower and be more vulnerable, but because your bullets will be inflicting more damage and you will be inflicting status effects.
This also allows you to play a bit of support. If there are enemies that do high damage spells. Or if a boss wanders into agro range, you can use something like forgetful bullet hole to pretty much disable that particular monster. Monsters that you are unable to deal a lot to, you can use Toxic Bullet hole to supplement your damage. There are many ways you can use them.
Progression
Requirements to Unlock: Shot at Class 2-0, Curse Magic at Class 2-0, Gun Knowledge at Class 1-0, Magic Control at Class 1-0
Raising: You raise Magic Bullet by gaining rank in its component Expertises.
Gains expertise equal to 30% of your Shot level.
Gains expertise equal to 10% of your Curse Magic level.
Gains expertise equal to 40% of your Gun Knowledge level.
Gains expertise equal to 20% of your Magic Control level.
By using Magic Bullets, Gun Knowledge and Magic Control will both increase. This means that the most effective way to level Magic Bullets is to use Magic Bullets.
Skills
Magic Bullet deals damage based on 100% Long Range Attack statistic plus 50% Spell statistic statistic plus a damage bonus dependent on your level of expertise in Magic Bullet.
Class 1 Rank 0
Squalling Bullet Hole
Cost: 5mp
Element: Force
Status Effect: Shock
N.B. The ratio of Gun Knowledge:Magic Control exp gained from Squalling Bullet Hole is 2:1. (This means Gun Knowledge is raised faster than Magic Control.)
Class 2 Rank 0
Toxic Bullet Hole
Cost: 3mp
Element: Magic
Status Effect: Poison
Forgetful Bullet Hole
Cost: 3mp
Element: Magic
Status Effect: Amnesia
Class 2 Rank 5
Arm Snipe
Cost: 4mp
Element: Same as Weapon
Status Effect: Melee attack power down
Class 3 Rank 5
Enchanting Bullet Hole
Cost: 3mp
Element: Mind
Status Effect: Charm
Spell Mute Bullet Hole
Cost: 3mp
Element: Magic
Status Effect: Mute
Class 4 Rank 5
Scorching Bullet Hole
Cost: 5mp
Element: Fire
Status Effect: Burning
Class 5 Rank 0
Hailing Bullet Hole
Cost: 5mp
Element: Ice
Status Effect: Freeze
Thundering Bullet Hole
Cost: 5mp
Element: Lightning
Status Effect: Paralysis
Magic bullets are a combination of debuffs with bullets. They have two main advantages. First, they carry an element. This means that you have at your disposal most elements rather easily. This can help you be more versatile. All of them use 1 bullet and have a varying MP cost. They fire slightly slower than normal shooting and have a cooldown. The status effects they inflict do not always work and the chance varies from bullet to bullet. Its noteworthy that all of the same element will cooldown at the same time. For example, if you fire Forgetful Bullet Hole (Magic), then Toxic Bullet Hole and Spell Mute Bullet Hole will become unavailable until Forgetful Bullet Hole finishes cooling down. With a proper amount of int, these can basically become your standard attacks. You will attack slower and be more vulnerable, but because your bullets will be inflicting more damage and you will be inflicting status effects.
This also allows you to play a bit of support. If there are enemies that do high damage spells. Or if a boss wanders into agro range, you can use something like forgetful bullet hole to pretty much disable that particular monster. Monsters that you are unable to deal a lot to, you can use Toxic Bullet hole to supplement your damage. There are many ways you can use them.
Progression
Requirements to Unlock: Shot at Class 2-0, Curse Magic at Class 2-0, Gun Knowledge at Class 1-0, Magic Control at Class 1-0
Raising: You raise Magic Bullet by gaining rank in its component Expertises.
Gains expertise equal to 30% of your Shot level.
Gains expertise equal to 10% of your Curse Magic level.
Gains expertise equal to 40% of your Gun Knowledge level.
Gains expertise equal to 20% of your Magic Control level.
By using Magic Bullets, Gun Knowledge and Magic Control will both increase. This means that the most effective way to level Magic Bullets is to use Magic Bullets.
Skills
Magic Bullet deals damage based on 100% Long Range Attack statistic plus 50% Spell statistic statistic plus a damage bonus dependent on your level of expertise in Magic Bullet.
Class 1 Rank 0
Squalling Bullet Hole
Cost: 5mp
Element: Force
Status Effect: Shock
N.B. The ratio of Gun Knowledge:Magic Control exp gained from Squalling Bullet Hole is 2:1. (This means Gun Knowledge is raised faster than Magic Control.)
Class 2 Rank 0
Toxic Bullet Hole
Cost: 3mp
Element: Magic
Status Effect: Poison
Forgetful Bullet Hole
Cost: 3mp
Element: Magic
Status Effect: Amnesia
Class 2 Rank 5
Arm Snipe
Cost: 4mp
Element: Same as Weapon
Status Effect: Melee attack power down
Class 3 Rank 5
Enchanting Bullet Hole
Cost: 3mp
Element: Mind
Status Effect: Charm
Spell Mute Bullet Hole
Cost: 3mp
Element: Magic
Status Effect: Mute
Class 4 Rank 5
Scorching Bullet Hole
Cost: 5mp
Element: Fire
Status Effect: Burning
Class 5 Rank 0
Hailing Bullet Hole
Cost: 5mp
Element: Ice
Status Effect: Freeze
Thundering Bullet Hole
Cost: 5mp
Element: Lightning
Status Effect: Paralysis
Última edición por Therra el Miér Jul 29, 2009 2:31 am, editado 1 vez