Difference between revisions of "Rinser Raphel"
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(Created page with "{{Weapon |Rarity=15 |StatsRequirement=565 |StatsType=DEX |WeaponType=Jet Boots |Classes=Bouncer |Potential=Gleaming Fangs |AugmentFactors=Aether Factor |SGradeAugment=SGA 145...") |
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*** Follow-up damage dealt from Zanverse is also counted towards the reactivation. | *** Follow-up damage dealt from Zanverse is also counted towards the reactivation. | ||
}} | }} | ||
+ | {| class="wikitable mw-collapsible table-bordered table-responsive-md" | ||
+ | | {{rarity|15}} Rinser Series | ||
+ | |- | ||
+ | | {{icons|Sword}} [[Rinser Vella]]<br> | ||
+ | {{icons|Wired Lances}} [[Rinser Wave]]<br> | ||
+ | {{icons|Partisan}} [[Rinser Berq]]<br> | ||
+ | {{icons|Daggers}} [[Rinser Regia]]<br> | ||
+ | {{icons|Double Saber}} [[Rinser Valg]]<br> | ||
+ | {{icons|Knuckles}} [[Rinser Volna]]<br> | ||
+ | {{icons|Katana}} [[Rinser Mahj]]<br> | ||
+ | {{icons|Soaring Blades}} [[Rinser Maroso]]<br> | ||
+ | {{icons|Gunblade}} [[Rinser Talassa]]<br> | ||
+ | {{icons|Rifle}} [[Rinser Tingl]]<br> | ||
+ | {{icons|Launcher}} [[Rinser Urdha]]<br> | ||
+ | {{icons|Twin Machineguns}} [[Rinser Bolea]]<br> | ||
+ | {{icons|Bow}} [[Rinser Rulutea]]<br> | ||
+ | {{icons|Rod}} [[Rinser Galula]]<br> | ||
+ | {{icons|Talis}} [[Rinser Haran]]<br> | ||
+ | {{icons|Wand}} [[Rinser Cyuma]]<br> | ||
+ | {{icons|Jet Boots}} [[Rinser Raphel]]<br> | ||
+ | {{icons|Harmonizer}} [[Rinser Juran]] | ||
+ | |} |
Revision as of 13:44, 16 April 2021
Swords | Wired Lances | Partisans | Twin Daggers | Double Sabers | Knuckles | Katanas | Soaring Blades | Gunblades |
Assault Rifles | Launchers | Twin Machine Guns | Bows |
Rods | Talises | Wands | Jet Boots | Harmonizers |
Rinser Raphel
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Rarity:
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Req: 565
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Type:
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Classes:
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Statistics
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Stats |
+0 |
+35 |
Operation |
Cost
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MEL Pwr |
1987 |
2682 |
Grind |
||||
RNG Pwr |
Element |
||||||
TEC Pwr |
2101 |
2836 |
Affix |
||||
Augment Factor |
Aether Factor | ||||||
Supported S-Grade Augment Slots |
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Damage +9%. Upon striking with an attack, increase damage by an additional 8%, reduce damage taken by 20%, and increase maximum PP by 100 for 20 seconds. Effect timer regenerates after dealing 1,500,000 damage. | |||||||
Damage +11%. Upon striking with an attack, increase damage by an additional 8%, reduce damage taken by 20%, and increase maximum PP by 100 for 20 seconds. Effect timer regenerates after dealing 1,500,000 damage. | |||||||
Damage +13%. Upon striking with an attack, increase damage by an additional 8%, reduce damage taken by 20%, and increase maximum PP by 100 for 20 seconds. Effect timer regenerates after dealing 1,500,000 damage. |
Drop Info
Additional Info
The potential provides the following effects:
- When the 20-second effect is activated, a gauge of remaining time is displayed on the right side of the player.
- If the potential level is the same, the effect will be maintained even if you switch to another weapon type of the same potential.
- For every 1.5 million damage done, the remaining time of the effect will be reset to 20 seconds.
- If 1.5 million damage is not dealt within this time frame, or if you switch to a weapon outside of this potential, the effect will be canceled.
The cooldown time to reactivate the effect is 40 seconds, and will keep going even when equipped with other weapons.
When the cooldown is finished, a gauge will momentarily appear on the player's right side.- When the effect expires and 1.5 million damage is dealt during the cooldown, the effect will reactivate without waiting for the cooldown to finish.
The cumulative damage dealt of 1.5 million will not be reset even if the effect expires.
As an example, inflicting 1.2 million damage during the effect and dealing another 300,000 damage after the effect expires will allow the effect to reactivate again. - As an exception, if you switch to another weapon that does not have this potential, the damage dealt count will be reset.
- Follow-up damage dealt from Zanverse is also counted towards the reactivation.
- When the effect expires and 1.5 million damage is dealt during the cooldown, the effect will reactivate without waiting for the cooldown to finish.
- If 1.5 million damage is not dealt within this time frame, or if you switch to a weapon outside of this potential, the effect will be canceled.