| Desperado [GS_DESPERADO 516] |
| Max Lv Max Lv Max Lv defines the skill max level. | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| SP Cost SP Cost SP Cost defines the skill SP cost. | 32 ~ 50 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| DMGatk Physical Attack Multiplier DMGatk defines skill ATK multiplier, e.g. a 2.0 ATK multiplier implies 2x ATK damage. | 1.00 ~ 5.50 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| DMGhits Damage Hits DMGhits defines the number of "hits" that accompany the skill visually and soft DEF/MDEF calculations.
All hits are calculated simultaneously, e.g. Lex Aeterna
will increase the damage of all hits. | 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| DMGwaves Damage Waves DMGwaves defines the number of "waves" that damage is dealt.
All waves are calculated separately, e.g. Lex Aeterna
will increase the damage of a single wave. | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Cast Time Cast Time Cast Time defines the base time the player must channel the skill. | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Cast Delay Cast Delay Cast Delay defines the base time before the player may cast another skill. | 1.00 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Duration Duration Duration defines how long the skill will remain active. | 1.00 s | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| AoE Area of Effect AoEdefines the area of effect for modifying additional objects beyond the initial target. |
5x5 square1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| AoEsplash Area of Effect Splash AoEsplash defines the area of effect splash radius or the number of cells affected outside the initial AoE zone. | 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Element Attack Element Element defines the attack element for elemental modifiers. If "weapon", the skill inherits the weapon element. | weapon | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Target Target Method Target defines the skill targeting method, e.g. self [no target], position [cell], or object [monster or player]. | self |

| Skills | ||
|---|---|---|
|
Trigger Happy Shot Attack an enemy to inflict physical damage. |
Trigger Happy Shot | 5 |
| Items | |
|---|---|
|
|
Pistol |
| Ammo | ||
|---|---|---|
| Bullet | 10 |
Protect Weapon When skill is cast, the weapon item slot cannot be unequipped and is briefly protected from Divest and ItmBreak effects. |
Protect Weapon: 2.00 s |
| Skills |
Prevent PSkill is prevented by the following skills marked with a ✓. This must occur before the skill is cast. |
Dispel DSkill is dispelled by the following skills marked with a ✓. This must occur after the skill is cast. | |
|---|---|---|---|
| Divest Weapon | ✓*
After the skill is cast, an equipped item cannot be unequipped, divested, or broken. | - | |
| Skills |
Prevent PSkill is prevented by the following skills marked with a ✓. This must occur before the skill is cast. |
Dispel DSkill is dispelled by the following skills marked with a ✓. This must occur after the skill is cast. | |
|---|---|---|---|
| Ganbantein | - | ✓ | |
| Magnetic Earth | ✓ | - | |
Fire bullets near the user. Bullets inflict physical damage to enemies in an area of effect.
| Lv | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| SP Cost | 32 | 34 | 36 | 38 | 40 | 42 | 44 | 46 | 48 | 50 |
| DMGatk | 1.00 | 1.50 | 2.00 | 2.50 | 3.00 | 3.50 | 4.00 | 4.50 | 5.00 | 5.50 |
The first bullet is fired immediately with each subsequent bullet is firing 0.1 s after the previous bullet. A bullet is a 1x1 sub-AoE with a 1 cell splash radius and is equally probable to fire in any cell within the 5x5 AoE. Each bullet inflicts one damage wave to all enemies within its sub-AoE. Bullets that fire on impassible terrain have no effect.
The probability of a bullet impacting any given cell is shown by the following heatmaps. The numerical heatmap shows the number of bullets that impact a cell out of the 25 possible outcomes (5x5 = 25). The normalized heatmap shows the percentage chance that a cell is impacted by a bullet (numerical value / 25).
Numerical Heatmap
| 1 | 2 | 3 | 3 | 3 | 2 | 1 |
| 2 | 4 | 6 | 6 | 6 | 4 | 2 |
| 3 | 6 | 9 | 9 | 9 | 6 | 3 |
| 3 | 6 | 9 | 9 | 9 | 6 | 3 |
| 3 | 6 | 9 | 9 | 9 | 6 | 3 |
| 2 | 4 | 6 | 6 | 6 | 4 | 2 |
| 1 | 2 | 3 | 3 | 3 | 2 | 1 |
Normalized Heatmap
| 4 | 8 | 12 | 12 | 12 | 8 | 4 |
| 8 | 16 | 24 | 24 | 24 | 16 | 8 |
| 12 | 24 | 36 | 36 | 36 | 24 | 12 |
| 12 | 24 | 36 | 36 | 36 | 24 | 12 |
| 12 | 24 | 36 | 36 | 36 | 24 | 12 |
| 8 | 16 | 24 | 24 | 24 | 16 | 8 |
| 4 | 8 | 12 | 12 | 12 | 8 | 4 |
msql | 23.9 ms |
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html | 0.6 ms |
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