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Difference between revisions of "Austere Rain-NT"
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(Created page with "{{Weapon |JapaneseName=オフスティアレイン-NT |Rarity=15 |StatsRequirement=850 |StatsType=R-ATK |WeaponType=Twin Machine Guns |Classes=Gunner; Hero |Potential=Phantasm...") |
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Line 18: | Line 18: | ||
|TATKNT=0 | |TATKNT=0 | ||
|TATK35=0 | |TATK35=0 | ||
+ | |WeaponDescription=Twin purified Machineguns. They | ||
+ | grant weak spirits the power to | ||
+ | overcome any difficulty. | ||
|WeaponDropInfo=* Dark Falz Persona (Lv. 86+) | |WeaponDropInfo=* Dark Falz Persona (Lv. 86+) | ||
* Zieg (Austere Series Upgrade) ([[Austere Rain]] OR [[Invade Rain-NT]]+35 x1, [[Slave Bullet-NT]]+35 x1, [[Nemesis Bullet-NT]]+35 x1, [[Ares Machine Gun-NT]]+35 x1, Excube x400) | * Zieg (Austere Series Upgrade) ([[Austere Rain]] OR [[Invade Rain-NT]]+35 x1, [[Slave Bullet-NT]]+35 x1, [[Nemesis Bullet-NT]]+35 x1, [[Ares Machine Gun-NT]]+35 x1, Excube x400) | ||
Line 42: | Line 45: | ||
*** Barrier is dispelled upon taking damage (damage from status effects does not count). | *** Barrier is dispelled upon taking damage (damage from status effects does not count). | ||
*** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. | *** While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken. | ||
+ | {{ItemSeries|austere}} | ||
}} | }} |
Latest revision as of 23:04, 15 July 2022
Twin purified Machineguns. They grant weak spirits the power to overcome any difficulty.
Drop Info
- Dark Falz Persona (Lv. 86+)
- Zieg (Austere Series Upgrade) (Austere Rain OR Invade Rain-NT+35 x1, Slave Bullet-NT+35 x1, Nemesis Bullet-NT+35 x1, Ares Machine Gun-NT+35 x1, Excube x400)
Additional Info
- This weapon always drops with its Overgrind Limit at 35 and its Attribute set to 60.
- All three of this weapon's Potentials have the following additional effect:
- Increase Natural PP Recovery by 10%.
- The first Potential of this weapon, Phantasmal Darkness, has the following effect:
- Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character.
- Helix: Increase Power by 6%.
- Ajax: Increase Active PP Recovery by 60%.
- Ketos: Increase Natural PP Recovery by 40%.
- Julius: Decrease damage taken by 15%.
- Ilios: Reduce PP consumption by 20%.
- The effect of this bonus will persist after usage until the weapon is switched, but will be restored if the weapon is re-equipped.
- Using multiple Photon Blasts within the same Quest instance will stack each individual bonus, but the same type of bonus cannot be stacked twice.
- Upon using a Photon Blast, gain a bonus based on the type of Photon Blast used. The activation of this effect is marked by an emblem appearing around the character.
- The second Potential of this weapon, Darkness Shield, has the following effect:
- If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons if the weapon being switched to has a Potential that is the same type as this Potential ( Darkness Shield, Darkness Ward, Sacred Shield, Enticing Ward).
- The barrier produced by this Potential has the following properties:
- Barrier is dispelled upon taking damage (damage from status effects does not count).
- While the barrier is active, PP consumption decreases and damage taken from the next hit decreases.
- The third Potential of this weapon, Darkness Ward, has the following effect:
- If 30 seconds pass while no barrier is active, the barrier is deployed. The barrier will remain active upon switching weapons if the weapon being switched to has a Potential that is the same type as this Potential ( Darkness Shield, Darkness Ward, Sacred Shield, Enticing Ward).
- The barrier produced by this Potential has the following properties:
- Barrier is dispelled upon taking damage (damage from status effects does not count).
- While the barrier is active, Active PP Recovery increases and you are immune to knockback and flinching from the next hit taken.
Part of the Austere set:
- Austere Calibur / Austere Calibur-NT
- Austere Wing / Austere Wing-NT
- Austere Spear / Austere Spear-NT
- Austere Fencer / Austere Fencer-NT
- Austere Edge / Austere Edge-NT
- Austere Fist / Austere Fist-NT
- Austere Galland / Austere Galland-NT
- Austere Savior / Austere Savior-NT
- Austere Buster / Austere Buster-NT
- Austere Shooter / Austere Shooter-NT
- Austere Cannon / Austere Cannon-NT
- Austere Rain / Austere Rain-NT
- Austere Bogen / Austere Bogen-NT
- Austere Sorcerer / Austere Sorcerer-NT
- Austere Arm / Austere Arm-NT
- Austere Axe / Austere Axe-NT
- Austere Slider / Austere Slider-NT
- *Austere Lightness
- Rear/Austelum
- Rear/Austerios
- Rear/Austehazara
- Arm/Austend
- Arm/Austende
- Arm/Austerico
- Leg/Austerif
- Leg/Austology
- Leg/Austerevel
- Set effect
- With Rear + Arm: +60, +60, +60, +50, +3%, +3%, +3%, HP+50, PP+20
- With Leg + OT Weapon: +50, +80, +80, +80, +3%, +3%, +3%
- With Rear + Arm: +80, +80, +80, +50, +3%, +3%, +3%, HP+50, PP+20
- With Leg + Weapon-NT: +50, +100, +100, +100, +3%, +3%, +3%