Difference between revisions of "Gunner (PSO2)"
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== Skills == | == Skills == | ||
+ | |||
+ | ===Basic Skills=== | ||
+ | |||
<div id="hpup"> | <div id="hpup"> | ||
==== HP Up 1 ==== | ==== HP Up 1 ==== | ||
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| R-DEF Up 2<br>R-DEF || +4 || +9 || +14 || +19 || +25 || +31 || +39 || +50 || +62 || +75 | | R-DEF Up 2<br>R-DEF || +4 || +9 || +14 || +19 || +25 || +31 || +39 || +50 || +62 || +75 | ||
|} | |} | ||
+ | |||
+ | ===Weapon Related Skills=== | ||
<div id="tmggear"> | <div id="tmggear"> | ||
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|} | |} | ||
− | <div id=" | + | <div id="tmgmaster"> |
− | ==== | + | ==== Twin Machinegun Mastery ==== |
</div> | </div> | ||
− | + | MAIN CLASS ONLY<br> | |
− | + | When equipped with twin machineguns, PP regeneration on hit and critical damage is increased. | |
{| class="wikitable" | {| class="wikitable" | ||
|-style="text-align:center" | |-style="text-align:center" | ||
− | ! Icon !! width="92px" | Level !! width="36px" | 1 !! width="36px" | 2 !! width="36px" | 3 !! width="36px" | 4 !! width="36px" | 5 | + | ! Icon !! width="92px" | Level !! width="36px" | 1 !! width="36px" | 2 !! width="36px" | 3 !! width="36px" | 4 !! width="36px" | 5 |
|-style="text-align:center" | |-style="text-align:center" | ||
− | | rowspan="2" | [[File: | + | | rowspan="2" | [[File: TwinMachineGunMasteryIcon.png ]] || Critical Damage || 101% || 102% || 103% || 104% || 105% |
|-style="text-align:center" | |-style="text-align:center" | ||
− | | | + | | PP Gain || +0.20 || +0.40 || +0.60 || +0.80 || +1.00 |
|} | |} | ||
− | + | <div id="tmgarts"> | |
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− | + | ==== Twin Machinegun Arts Short Charge ==== | |
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− | === | ||
</div> | </div> | ||
− | When equipped with twin machineguns, | + | MAIN CLASS ONLY<br> |
+ | When equipped with twin machineguns, linking a PA or a technic to a different chargeable PA will reduce the charge time to zero. | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Icon !! width="92px" | Level !! width="36px" | 1 | ! Icon !! width="92px" | Level !! width="36px" | 1 | ||
|-style="text-align:center" | |-style="text-align:center" | ||
− | | [[File: | + | | [[File: TwinMachineGunArtsSChargeIcon.png ]] || - || - |
|} | |} | ||
− | |||
− | + | Notes:<br> | |
− | < | + | * Only affects Aerial Shooting, Heel Stab, and Infinity Fire. |
− | + | * Unlike Fighter's Tech Arts Just Attack Bonus, | |
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<div id="showtime"> | <div id="showtime"> | ||
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|-style="text-align:center" | |-style="text-align:center" | ||
| [[File:OneMoreTimeIcon.png]] || - || - | | [[File:OneMoreTimeIcon.png]] || - || - | ||
+ | |} | ||
+ | |||
+ | ===Class Specific Skills=== | ||
+ | |||
+ | <div id="chaintrigger"> | ||
+ | |||
+ | ==== Chain Trigger ==== | ||
+ | </div> | ||
+ | ACTIVE SKILL<br> | ||
+ | After activating the skill, the next normal attack will initiate a chain. Once the chain starts, regular attacks and uncharged technics will raise the chain hits, and the next PA or charged technic you use will cause a Chain Finish, having its damaged increased based on the chain count. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |-style="text-align:center" | ||
+ | ! Icon !! width="92px" | Level !! width="36px" | 1 !! width="36px" | 2 !! width="36px" | 3 !! width="36px" | 4 !! width="36px" | 5 !! width="36px" | 6 !! width="36px" | 7 !! width="36px" | 8 !! width="36px" | 9 !! width="36px" | 10 | ||
+ | |-style="text-align:center" | ||
+ | | rowspan="2" | [[File:ChainTriggerIcon.png|link=|38px]] || Duration || colspan="10" | 30s | ||
+ | |-style="text-align:center" | ||
+ | | Cooldown || 150s || 140s || 130s || 120s || 110s || 100s || 90s || 80s || 70s || 60s | ||
+ | |} | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |-style="text-align:center" | ||
+ | ! colspan="11" | Chain count | ||
+ | |-style="text-align:center" | ||
+ | | 1-8 || 9-18 || 19-28 || 29-38 || 39-48 || 49-58 || 59-68 || 69-78 || 79-88 || 89-98 || 99+ | ||
+ | |-style="text-align:center" | ||
+ | ! colspan="11" | Damage multiplier | ||
+ | |-style="text-align:center" | ||
+ | | 150% || 200% || 300% || 320% || 340% || 360% || 380% || 400% || 425% || 450% || 500% | ||
+ | |-style="text-align:center" | ||
+ | ! colspan="11" | Time until Chain stops | ||
+ | |-style="text-align:center" | ||
+ | | 6s || 5s || 4s || 4s || 3.5s || 3.25s || 3s || 2.75s || 2.5s || 2.25s || 2s | ||
+ | |-style="text-align:center" | ||
+ | |} | ||
+ | |||
+ | Notes: | ||
+ | * If the enemy part in which the chain trigger was used is broken, the chain is cancelled. | ||
+ | * Although you can only activate this skill while having a TMG equipped, you can increase the number of hits with any weapon, and activate the Chain Finish with any PA of any weapon. | ||
+ | * Allies in the party can contribute to the chain with attacks, techs and PAs. | ||
+ | * Once you use a PA, you have a grace period of ~3 seconds in which all PAs will benefit from the Chain Finish bonus. | ||
+ | * {{icons|PA}}{{icons|Partizans}} Vol Graptor and {{icons|PA}}{{icons|Bullet Bows}} Banish Arrow do not benefit from Chain Finish. | ||
+ | |||
+ | <div id="twicechain"> | ||
+ | |||
+ | ==== Twice Chain ==== | ||
+ | </div> | ||
+ | When equipped with twin machineguns, chain count will accumulate twice as quickly. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |-style="text-align:center" | ||
+ | ! Icon !! width="92px" | Level !! width="36px" | 1 | ||
+ | |-style="text-align:center" | ||
+ | | [[File:TwiceChainIcon.png|link=|38px]] || - || - | ||
+ | |} | ||
+ | <div id="chainfinish"> | ||
+ | |||
+ | ==== Chain Finish ==== | ||
+ | </div> | ||
+ | Increases the damage of a chain finish. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |-style="text-align:center" | ||
+ | ! Icon !! width="92px" | Level !! width="36px" | 1 !! width="36px" | 2 !! width="36px" | 3 !! width="36px" | 4 !! width="36px" | 5 !! width="36px" | 6 !! width="36px" | 7 !! width="36px" | 8 !! width="36px" | 9 !! width="36px" | 10 | ||
+ | |-style="text-align:center" | ||
+ | | [[File:ChainFinishIcon.png|link=|38px]] || Damage || 101% || 102% || 104% || 106% || 109% || 112% || 115% || 120% || 130% || 135% | ||
+ | |} | ||
+ | <div id="chainfinishbonus"> | ||
+ | |||
+ | ==== Chain Finish Bonus ==== | ||
+ | </div> | ||
+ | When a chain finish is activated, the cooldown for [[#chaintrigger|Chain Trigger]] will be reduced according to the accumulated chain. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |-style="text-align:center" | ||
+ | ! Icon !! width="92px" | Level !! width="36px" | 1 !! Cooldown Reduction | ||
+ | |-style="text-align:center" | ||
+ | | [[File:ChainFinishBonusIcon.png|link=|38px]] || - || - || 0.25 * number of hits | ||
|} | |} | ||
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| [[File: PpUpIcon.png ]] || Restore Rate || 110% || 120% || 130% || 140% || 150% || 160% || 170% || 180% || 190% || 200% | | [[File: PpUpIcon.png ]] || Restore Rate || 110% || 120% || 130% || 140% || 150% || 160% || 170% || 180% || 190% || 200% | ||
|} | |} | ||
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<div id="srollup"> | <div id="srollup"> |
Revision as of 06:43, 7 November 2016
Combines high rate of fire and high maneuverability using ranged weapons for close range combat.
Class Weapon Overview
Skill Tree Overview
Skills
Basic Skills
HP Up 1
Increases maximum HP.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Max HP | +3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
R-ATK Up 1, 2, 3
Increases R-ATK.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
R-ATK Up 1 R-ATK |
+3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
R-ATK Up 2 R-ATK |
+4 | +9 | +14 | +19 | +25 | +31 | +39 | +50 | +62 | +75 | |
R-ATK Up 3 R-ATK |
+4 | +9 | +14 | +19 | +25 | +31 | +39 | +50 | +62 | +75 |
DEX Up 1, 2
Increases DEX.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
DEX Up 1 DEX |
+3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
DEX Up 2 DEX |
+4 | +9 | +14 | +19 | +25 | +31 | +39 | +50 | +62 | +75 |
R-DEF Up 1, 2
Increases R-DEF.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
R-DEF Up 1 R-DEF |
+3 | +6 | +10 | +14 | +18 | +23 | +28 | +34 | +40 | +50 |
R-DEF Up 2 R-DEF |
+4 | +9 | +14 | +19 | +25 | +31 | +39 | +50 | +62 | +75 |
Weapon Related Skills
Twin Machinegun Gear
Landing hits fill the gear gauge, which increases damage dealt.
Icon | Level | 1 | Damage | ||
---|---|---|---|---|---|
1/3 Gear | 2/3 Gear | Full Gear | |||
![]() |
- | - | 105% | 110% | 130% |
Twin Machinegun Mastery
MAIN CLASS ONLY
When equipped with twin machineguns, PP regeneration on hit and critical damage is increased.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Critical Damage | 101% | 102% | 103% | 104% | 105% |
PP Gain | +0.20 | +0.40 | +0.60 | +0.80 | +1.00 |
Twin Machinegun Arts Short Charge
MAIN CLASS ONLY
When equipped with twin machineguns, linking a PA or a technic to a different chargeable PA will reduce the charge time to zero.
Icon | Level | 1 |
---|---|---|
![]() |
- | - |
Notes:
- Only affects Aerial Shooting, Heel Stab, and Infinity Fire.
- Unlike Fighter's Tech Arts Just Attack Bonus,
Showtime
ACTIVE SKILL
Twin machinegun only skill
Increases the accumulation rate of enemy hate and weapon gear.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Hate | 200% | 220% | 240% | 260% | 280% | 300% | 320% | 340% | 360% | 400% |
Gear | 110% | 120% | 130% | 140% | 150% | 160% | 170% | 180% | 190% | 200% | |
Duration | 45s | ||||||||||
Cooldown | 60s |
High Time
MAIN CLASS ONLY
During Showtime, a damage bonus will be accumulated. Taking damage will reset the bonus.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Increase per Second |
1.0% | 1.5% | 2.0% | 3.0% | |
Damage Increase Limit | +10% | +15% | +20% | |||
Time to Reach Limit |
10s | 7s | 5s | 8s | 7s |
Showtime Star
During Showtime, increases max PP while equipped with twin machineguns.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Max PP | +25 | +30 | +35 | +40 | +50 |
Toughness Time
During Showtime, reduces the amount of gear lost on hit. Only takes effect if Twin Machinegun Gear is learned.
Icon | Level | 1 |
---|---|---|
![]() |
Gear Loss | 0% |
One More Time
If damage was not taken during Showtime, Showtime will be reactivated once.
Icon | Level | 1 |
---|---|---|
![]() |
- | - |
Class Specific Skills
Chain Trigger
ACTIVE SKILL
After activating the skill, the next normal attack will initiate a chain. Once the chain starts, regular attacks and uncharged technics will raise the chain hits, and the next PA or charged technic you use will cause a Chain Finish, having its damaged increased based on the chain count.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Duration | 30s | |||||||||
Cooldown | 150s | 140s | 130s | 120s | 110s | 100s | 90s | 80s | 70s | 60s |
Chain count | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1-8 | 9-18 | 19-28 | 29-38 | 39-48 | 49-58 | 59-68 | 69-78 | 79-88 | 89-98 | 99+ |
Damage multiplier | ||||||||||
150% | 200% | 300% | 320% | 340% | 360% | 380% | 400% | 425% | 450% | 500% |
Time until Chain stops | ||||||||||
6s | 5s | 4s | 4s | 3.5s | 3.25s | 3s | 2.75s | 2.5s | 2.25s | 2s |
Notes:
- If the enemy part in which the chain trigger was used is broken, the chain is cancelled.
- Although you can only activate this skill while having a TMG equipped, you can increase the number of hits with any weapon, and activate the Chain Finish with any PA of any weapon.
- Allies in the party can contribute to the chain with attacks, techs and PAs.
- Once you use a PA, you have a grace period of ~3 seconds in which all PAs will benefit from the Chain Finish bonus.
Vol Graptor and
Banish Arrow do not benefit from Chain Finish.
Twice Chain
When equipped with twin machineguns, chain count will accumulate twice as quickly.
Icon | Level | 1 |
---|---|---|
![]() |
- | - |
Chain Finish
Increases the damage of a chain finish.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Damage | 101% | 102% | 104% | 106% | 109% | 112% | 115% | 120% | 130% | 135% |
Chain Finish Bonus
When a chain finish is activated, the cooldown for Chain Trigger will be reduced according to the accumulated chain.
Icon | Level | 1 | Cooldown Reduction |
---|---|---|---|
![]() |
- | - | 0.25 * number of hits |
Zero Range Advance 1, 2
Increases the damage of close ranged shooting attacks.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Shooting Damage | 101% | 102% | 103% | 104% | 105% | 107% | 109% | 111% | 113% | 115% |
Zero Range Critical
Increases the critical rate of close ranged shooting attacks.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Critical Rate | +20% | +25% | +32% | +40% | +50% |
Perfect Keeper
Increases damage dealt when HP is over 75%.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Damage | 102% | 104% | 106% | 108% | 110% | 112% | 114% | 116% | 118% | 120% |
HP Threshold | 75% |
Aerial Advance
Increases damage dealt against airborne enemies.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Damage | 102% | 104% | 106% | 108% | 110% | 112% | 114% | 116% | 118% | 120% |
Automate Deadline
When HP drops below 25%, a mate will be automatically used.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Activation Rate | 20% | 24% | 28% | 32% | 36% | 42% | 47% | 62% | 80% | 100% |
Attack PP Restorate
Increases the PP restore rate of normal attacks.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Restore Rate | 110% | 120% | 130% | 140% | 150% | 160% | 170% | 180% | 190% | 200% |
Stylish Roll Up
Increases damage dealt during a Stylish Roll.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Damage | 150% | 160% | 170% | 180% | 200% |
Stylish Roll Arts
During a Stylish Roll, pressing the PA button will unleash a more powerful attack.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Damage | 200% | 225% | 250% | 275% | 300% |
Consumed PP | 10 |
Stylish Roll Just Attack Bonus
Increases the damage of a Just Attack after a Stylish Roll.
Icon | Level | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
![]() |
Damage | 102% | 104% | 106% | 108% | 110% |
Rare Mastery Gunner
MAIN CLASS ONLY
Increases R-ATK when equipped with a weapon with a rarity of ★10 or greater.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
R-ATK | +30 | +32 | +34 | +36 | +38 | +40 | +42 | +44 | +46 | +50 |
Dive Roll
INNATE SKILL
It's a dive roll, what else is there to say?
Icon | Level | 1 |
---|---|---|
![]() |
- | - |
Dive Roll Advance
Extends the invulnerability duration of Dive Roll.
Icon | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Duration | 0.05s | 0.09s | 0.11s | 0.13s | 0.014s | 0.15s | 0.16s | 0.17s | 0.18s | 0.20s |
Dive Roll Shoot
Allows for an attack to be made during a Dive Roll.
Icon | Level | 1 |
---|---|---|
![]() |
- | - |
Just Reversal
INNATE SKILL
After being blown away and downed, pressing the Jump key allows for a recovery action.
Icon | Level | 1 |
---|---|---|
![]() |
- | - |