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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 ====
Line 91: Line 94:
 
| 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">
Line 108: Line 113:
 
|}
 
|}
  
<div id="chaintrigger">
+
<div id="tmgmaster">
  
==== Chain Trigger ====
+
==== Twin Machinegun Mastery ====
 
</div>
 
</div>
ACTIVE SKILL<br>
+
MAIN CLASS ONLY<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.
+
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 !! width="36px" | 6 !! width="36px" | 7 !! width="36px" | 8 !! width="36px" | 9 !! width="36px" | 10
+
! 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:ChainTriggerIcon.png|link=|38px]] || Duration || colspan="10" | 30s
+
| rowspan="2" | [[File: TwinMachineGunMasteryIcon.png ]] || Critical Damage || 101% || 102% || 103% || 104% || 105%
 
|-style="text-align:center"
 
|-style="text-align:center"
| Cooldown || 150s || 140s || 130s || 120s || 110s || 100s || 90s || 80s || 70s || 60s
+
| PP Gain || +0.20 || +0.40 || +0.60 || +0.80 || +1.00
 
|}
 
|}
  
{| class="wikitable"
+
<div id="tmgarts">
|-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:
+
==== Twin Machinegun Arts Short Charge ====
* 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>
 
</div>
When equipped with twin machineguns, chain count will accumulate twice as quickly.
+
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"
Line 157: Line 140:
 
! Icon !! width="92px" | Level !! width="36px" | 1
 
! Icon !! width="92px" | Level !! width="36px" | 1
 
|-style="text-align:center"
 
|-style="text-align:center"
| [[File:TwiceChainIcon.png|link=|38px]] || - || -
+
| [[File: TwinMachineGunArtsSChargeIcon.png ]] || - || -
 
|}
 
|}
<div id="chainfinish">
 
  
==== Chain Finish ====
+
Notes:<br>
</div>
+
* Only affects Aerial Shooting, Heel Stab, and Infinity Fire.
Increases the damage of a chain finish.
+
* Unlike Fighter's Tech Arts Just Attack Bonus,
  
{| 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
 
|}
 
 
<div id="showtime">
 
<div id="showtime">
  
Line 255: Line 219:
 
|-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
 
|}
 
|}
  
Line 336: Line 378:
 
| [[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%
 
|}
 
|}
 
<div id="tmgmaster">
 
 
==== Twin Machinegun Mastery ====
 
</div>
 
MAIN CLASS ONLY<br>
 
When equipped with twin machineguns, PP regeneration on hit and critical damage is increased.
 
 
{| 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
 
|-style="text-align:center"
 
| rowspan="2" | [[File: TwinMachineGunMasteryIcon.png ]] || Critical Damage || 101% || 102% || 103% || 104% || 105%
 
|-style="text-align:center"
 
| PP Gain || +0.20 || +0.40 || +0.60 || +0.80 || +1.00
 
|}
 
 
<div id="tmgarts">
 
 
==== Twin Machinegun Arts Short Charge ====
 
</div>
 
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"
 
|-style="text-align:center"
 
! Icon !! width="92px" | Level !! width="36px" | 1
 
|-style="text-align:center"
 
| [[File: TwinMachineGunArtsSChargeIcon.png ]] || - || -
 
|}
 
 
Notes:<br>
 
* Only affects Aerial Shooting, Heel Stab, and Infinity Fire.
 
* Unlike Fighter's Tech Arts Just Attack Bonus,
 
  
 
<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

Gu Skill Tree.png

R-ATK Up 1 DEX Up 1 R-DEF Up 1 Rare Mastery Gunner Dive Roll
R-ATK Up 2 DEX Up 2 R-DEF Up 2 Twin Machinegun Mastery Dive Roll Advance
R-ATK Up 3 HP Up 1 Twin Machinegun
Arts Short Charge
Dive Roll
Shoot
Twin
Machinegun Gear
Just Reversal
Aerial
Advance
Automate
Deadline
Showtime Chain Trigger
Zero Range
Advance 1
Showtime Star Chain Finish Chain Finish Bonus
One More Time Toughness Time Twice Chain Stylish Roll Up
High Time Stylish Roll Arts
Zero Range
Advance 2
Zero Range
Critical
Attack
PP Restorate
Perfect Keeper Stylish Roll
Just Attack Bonus

Skills

Basic Skills

HP Up 1

Increases maximum HP.

Icon Level 1 2 3 4 5 6 7 8 9 10
Hpupskillicon.png 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
RAtkUp.png 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
Dexupskillicon.png 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
RDefUp.png 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
TwinMachineGunGearIcon.png - - 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
TwinMachineGunMasteryIcon.png 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
TwinMachineGunArtsSChargeIcon.png - -

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
ShowtimeIcon.png 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
ShowtimeIcon.png 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
ShowtimeStarIcon.png 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
ShowtimeIcon.png Gear Loss 0%

One More Time

If damage was not taken during Showtime, Showtime will be reactivated once.

Icon Level 1
OneMoreTimeIcon.png - -

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
ChainTriggerIcon.png 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.
  • PAPartizan Vol Graptor and PABullet Bow 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
TwiceChainIcon.png - -

Chain Finish

Increases the damage of a chain finish.

Icon Level 1 2 3 4 5 6 7 8 9 10
ChainFinishIcon.png 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
ChainFinishBonusIcon.png - - 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
RAtkUp.png 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
RAtkUp.png 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
RAtkUp.png 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
AerialAdvanceIcon.png 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
AutomateIcon.png 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
PpUpIcon.png 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
StylishRollIcon.png 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
StylishRollIcon.png 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
StylishRollIcon.png 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
RangedAttackRareMasteryIcon.png 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
DiveRollIcon.png - -

Dive Roll Advance

Extends the invulnerability duration of Dive Roll.

Icon Level 1 2 3 4 5 6 7 8 9 10
DiveRollShootIcon.png 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
DiveRollShootIcon.png - -

Just Reversal

INNATE SKILL
After being blown away and downed, pressing the Jump key allows for a recovery action.

Icon Level 1
DiveRollShootIcon.png - -