Guillotine

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{{Skill page header
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{{Testing in Progress|jasenm222}}
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|skill name= Guilotine
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<!--{{Completed Version | 18}} -->
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|weapon= Axe or Sword
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{{Skill_page_header_dec_2011
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|player lvl= 30
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|skill name=Guillotine<!--skill_MerOneGuillo.png-->
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|pre-skill= Hit Reflect lvl 10
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|description =A powerful, ranged attack.
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|skill type= Normalskill
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|class=Mercenary
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|description= A powerful, ranged attack.
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|player lvl =30
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|max effect bonus=
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|item needed=No Preference
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|cool down time=Need info
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|max skill lvl=20
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|DOT yes/no=
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|pre-skill 1=[[Hit Reflect]]
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|class=Mercenary
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|pre-skill lvl 1=10
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|weapon used=
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|pre-skill 2=
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}}
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|pre-skill lvl 2=
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{{Skill_info_20_1
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|attack type=Magic Shot
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|effect 1_1= Attack 45~46
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|region of effect=Selected Target only
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|effect 1_2= Attack 46~47
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|attack range=Far
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|effect 1_3= Attack 47~48
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|skill element=N/A
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|effect 1_4= Attack 48~49
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|combo style=Normalskill
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|effect 1_5= Attack 49~50
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|action slot yes/no= Needs Testing
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|effect 1_6= Attack 50~51
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|Str,Sta,Dex,Int1= '''Str''' effects skill attack rate, approximately 6 Atk per 1 '''Str'''
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|effect 1_7= Attack 51~52
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|Str,Sta,Dex,Int2=
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|effect 1_8= Attack 52~53
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|DOT=None
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|effect 1_9= Attack 53~54
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|casting time=0:05
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|effect 1_10= Attack 54~55
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}}
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|effect 1_11= Attack 55~56
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{{Skill_info_20_1
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|effect 1_12= Attack 56~57
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|skill points/lvl= 2
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|effect 1_13= Attack 57~58
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|MP or FP=FP
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|effect 1_14= Attack 58~59
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|effect 1_1=Attack 45 ~ 46
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|effect 1_15= Attack 59~60
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|% prob 1_1=100%
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|effect 1_16= Attack 60~61
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|mp 1=
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|effect 1_17= Attack 61~62
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|fp 1=55
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|effect 1_18= Attack 62~63
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|duration 1=1 Hit per use
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|effect 1_19= Attack 63~64
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|cool down time 1=None
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|effect 1_20= Attack 64~65
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|effect 1_2=Attack 46 ~ 47
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|mp 1= 0
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|% prob 1_2=100%
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|mp 2= 0
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|mp 2=
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|mp 3= 0
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|fp 2=55
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|mp 4= 0
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|duration 2=1 Hit per use
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|mp 5= 0
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|cool down time 2=None
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|mp 6= 0
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|effect 1_3=Attack 47 ~ 48
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|mp 7= 0
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|% prob 1_3=100%
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|mp 8= 0
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|mp 3=
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|mp 9= 0
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|fp 3=57
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|mp 10= 0
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|duration 3=1 Hit per use
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|mp 11= 0
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|cool down time 3=None
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|mp 12= 0
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|effect 1_4=Attack 48 ~ 49
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|mp 13= 0
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|% prob 1_4=100%
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|mp 14= 0
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|mp 4=
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|mp 15= 0
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|fp 4=57
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|mp 16= 0
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|duration 4=1 Hit per use
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|mp 17= 0
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|cool down time 4=None
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|mp 18= 0
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|effect 1_5=Attack 49 ~ 50
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|mp 19= 0
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|% prob 1_5=100%
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|mp 20= 0
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|mp 5=
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|fp 1= 55
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|fp 5=60
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|fp 2= 55
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|duration 5=1 Hit per use
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|fp 3= 57
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|cool down time 5=None
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|fp 4= 57
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|effect 1_6=Attack 50 ~ 51
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|fp 5= 60
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|% prob 1_6=100%
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|fp 6= 60
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|mp 6=
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|fp 7= 62
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|fp 6=60
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|fp 8= 62
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|duration 6=1 Hit per use
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|fp 9= 64
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|cool down time 6=None
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|fp 10= 64
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|effect 1_7=Attack 51 ~ 52
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|fp 11= 66
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|% prob 1_7=100%
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|fp 12= 66
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|mp 7=
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|fp 13= 68
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|fp 7=62
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|fp 14= 68
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|duration 7=1 Hit per use
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|fp 15= 70
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|cool down time 7=None
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|fp 16= 70
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|effect 1_8=Attack 52 ~ 53
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|fp 17= 75
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|% prob 1_8=100%
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|fp 18= 75
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|mp 8=
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|fp 19= 80
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|fp 8=62
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|fp 20= 80
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|duration 8=1 Hit per use
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|duration 1= per use
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|cool down time 8=None
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|duration 2= per use
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|effect 1_9=Attack 53 ~ 54
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|duration 3= per use
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|% prob 1_9=100%
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|duration 4= per use
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|mp 9=
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|duration 5= per use
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|fp 9=64
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|duration 6= per use
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|duration 9=1 Hit per use
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|duration 7= per use
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|cool down time 9=None
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|duration 8= per use
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|effect 1_10=Attack 54 ~ 55
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|duration 9= per use
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|% prob 1_10=100%
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|duration 10= per use
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|mp 10=
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|duration 11= per use
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|fp 10=64
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|duration 12= per use
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|duration 10=1 Hit per use
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|duration 13= per use
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|cool down time 10=None
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|duration 14= per use
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|effect 1_11=Attack 55 ~ 56
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|duration 15= per use
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|% prob 1_11=100%
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|duration 16= per use
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|mp 11=
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|duration 17= per use
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|fp 11=66
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|duration 18= per use
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|duration 11=1 Hit per use
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|duration 19= per use
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|cool down time 11=None
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|duration 20= per use
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|effect 1_12=Attack 56 ~ 57
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|% prob 1_12=100%
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|mp 12=
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|fp 12=66
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|duration 12=1 Hit per use
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|cool down time 12=None
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|effect 1_13=Attack 57 ~ 58
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|% prob 1_13=100%
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|mp 13=
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|fp 13=68
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|duration 13=1 Hit per use
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|cool down time 13=None
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|effect 1_14=Attack 58 ~ 59
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|% prob 1_14=100%
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|mp 14=
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|fp 14=68
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|duration 14=1 Hit per use
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|cool down time 14=None
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|effect 1_15=Attack 59 ~ 60
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|% prob 1_15=100%
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|mp 15=
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|fp 15=70
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|duration 15=1 Hit per use
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|cool down time 15=None
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|effect 1_16=Attack 60 ~ 61
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|% prob 1_16=100%
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|mp 16=
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|fp 16=70
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|duration 16=1 Hit per use
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|cool down time 16=None
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|effect 1_17=Attack 61 ~ 62
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|% prob 1_17=100%
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|mp 17=
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|fp 17=75
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|duration 17=1 Hit per use
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|cool down time 17=None
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|effect 1_18=Attack 62 ~ 63
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|% prob 1_18=100%
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|mp 18=
 +
|fp 18=75
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|duration 18=1 Hit per use
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|cool down time 18=None
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|effect 1_19=Attack 63 ~ 64
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|% prob 1_19=100%
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|mp 19=
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|fp 19=80
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|duration 19=1 Hit per use
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|cool down time 19=None
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|effect 1_20=Attack 64 ~ 65
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|% prob 1_20=100%
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|mp 20=
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|fp 20=80
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|duration 20=1 Hit per use
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|cool down time 20=None
}}
}}

Revision as of 17:27, 3 January 2012

This Article is in testing phase. Errors may be found

This article is actively being worked on by jasenm222. Expect more content to be added in the future.


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image:Mercenary_Guillotine2.gif
Mercenary's Guillotine Skill Animation

image:Mercenary_Guillotine.png
Description: A powerful, ranged attack.
Class: Mercenary
Item needed: No Preference
Player lvl: 30
Max Skill lvl: 20
Pre-Skill 1: Hit Reflect lvl: 10
Pre-Skill 2: lvl:
Attack Type: Magic Shot
Region of Effect: Selected Target only
Attack Range: Far
Skill Element: N/A
Combo Style: image:Normalskill.gif
May be placed in Action Slot: Needs Testing
Casting Time: 0:05
Damage Over Time (DOT):None
Stat 1 affecting Skill: Str effects skill attack rate, approximately 6 Atk per 1 Str
Stat 2 affecting Skill:


Back to Mercenary

This skill has a maximum level of 20 and requires 2 Skill Points per level of skill.

Attack value present in skill table is simply a variable used in the calculation of damage.
In "General" the timer is for status change effect

Skill lvl Effect 1 % Prob FP Used Min : Sec CoolDown
1 Attack 45 ~ 46 100% 55 FP 1 Hit per use None
2 Attack 46 ~ 47 100% 55 FP 1 Hit per use None
3 Attack 47 ~ 48 100% 57 FP 1 Hit per use None
4 Attack 48 ~ 49 100% 57 FP 1 Hit per use None
5 Attack 49 ~ 50 100% 60 FP 1 Hit per use None
6 Attack 50 ~ 51 100% 60 FP 1 Hit per use None
7 Attack 51 ~ 52 100% 62 FP 1 Hit per use None
8 Attack 52 ~ 53 100% 62 FP 1 Hit per use None
9 Attack 53 ~ 54 100% 64 FP 1 Hit per use None
10 Attack 54 ~ 55 100% 64 FP 1 Hit per use None
11 Attack 55 ~ 56 100% 66 FP 1 Hit per use None
12 Attack 56 ~ 57 100% 66 FP 1 Hit per use None
13 Attack 57 ~ 58 100% 68 FP 1 Hit per use None
14 Attack 58 ~ 59 100% 68 FP 1 Hit per use None
15 Attack 59 ~ 60 100% 70 FP 1 Hit per use None
16 Attack 60 ~ 61 100% 70 FP 1 Hit per use None
17 Attack 61 ~ 62 100% 75 FP 1 Hit per use None
18 Attack 62 ~ 63 100% 75 FP 1 Hit per use None
19 Attack 63 ~ 64 100% 80 FP 1 Hit per use None
20 Attack 64 ~ 65 100% 80 FP 1 Hit per use None




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