
Barrage Multiplier and Effect Increase When an attack hits, attack power +5, attribute value +50. Barrage increases attack power by +5 (without weapon coefficient) and attribute value by +50 when an attack hits at least once. The effect upon hitting an attack does not change from Lv1 to Lv5, so it is a powerful skill even at Lv1. Additionally, while the attack power increase of +5 remains unchanged for bows, the attribute value increase is +30. Attack power and attribute value further increase with 5 or more hits. If you hit an attack 5 times or more, attack power and attribute value will further increase. In the case of Barrage Lv5, the maximum attack power increases by +18 and the attribute value by +120 to +200 (varies by weapon type) from the base status of most weapon types. Particularly, the increase in attribute value is significant, making attribute enhancement easier across all weapon types, not just for attribute-specialized weapons like dual blades and bows, so the benefits of Barrage Lv5 are substantial. The increase in attribute value for dual blades and bows is lower. For dual blades and bows, the attribute value increase at Barrage Lv5 is +120, and for bows, the attack power increase is also +10.
漫画を買うなら楽天kobo(電子書籍)が断然オススメ!
Is it that strong of a specification?
I think it’s much more practical than putting on something flashy.
1 is something I want to stack up.
Do not discriminate against bows.
Twin swords: “Don’t mess with me…”
Are attribute values really increasing that much?!
>>6
If you’re going to go by attributes, it’s a must.
Albedo is hard to get through.
I thought that a great sword wouldn’t fit the name, but with this specification, any weapon can be used.
It feels like it’s better to stack consecutive attacks rather than counterattack.
This attribute value has nothing to do with paralysis, right?
>>10
Paralysis is a paralysis attribute.
>>12
Then I’ll put it on.
Currently, it’s not a skill that can be easily attached even to a bow, so it would be better to investigate properly.
I was thinking that even with weapons that don’t have much elemental value, they keep causing paralysis repeatedly, but maybe it’s thanks to this.
>>14
It’s not about the combo attacks; it’s just that the overall effectiveness of paralysis is too loose.
Today, the gallon is hunted…
Is the consecutive attack strong?
Should I reconsider my equipment build…?
It’s fine with 1 or 5.
It’s the worst to put in just halfway.
Continuous attacks are strong all the time, right?
I can’t remember which work it was, but it left an impression because they were wearing a kimono.
You just need to put one in the open spot with the combo jewel.
If you’re going to stack this on equipment or jewels, it’s stronger to include other skills.
Can I include Lance as well?
>>21
Insertable
>>23
Thank you.
I’ll put it in.
I want to stack 1.
It’s great that it’s a protective armor gem.
Being able to stack for defense is really impressive.
I’m equipped with Paralysis Boost 3, Critical (Special) 3, Challenger 5, Offensive 5, and Constitution 3.
If I were to remove one from this and add a combo attack, which one would it be?
What seems to be about to escape with a pearl is paralysis, challenger, or offensive.
>>27
Paralysis enhancement
Even without reinforcement, it can pass through easily with the current specifications.
>>27
It feels like an offensive approach.
>>31
I’ll try one of these.
Isn’t paralysis enhancement a weapon jewel?
>>28
Paralysis Enhancement and Critical (Special) are weapon jewels, right?
Is the consecutive attack a armor jewel?
When it comes to one hand, it’s a connection!
In Sunbreak, the combination attack was also a skill worth having.
>>33
The situation in Sunbreak is completely different, and it’s not as strong as those combo attacks over there.
>>37
Sanbre was even more intense than this…
I wonder if it goes well with something like Lance?
When I use the elemental dual blades with a 5-hit combo, the damage output is insane, so I was really wondering if paralysis is actually stronger.
This twin sword seems good even without paralysis.
Anyway, I wonder if I can use it even for the high attack power of Karikaripii.
The benefits of going from 0 to 1 are enormous.
Paralysis will definitely be punished, so I want to enjoy it while I can.
>>40
Albedo’s attribute compatibility is not good.
Do I need a gunlance for this?
>>42
I think the gunlance is the one that should be enhanced.
>>42
It’s essential because the attack can easily increase.
The status abnormality value of attributes is a different matter…
Since Gunlance doesn’t have crit chance, isn’t it better to prioritize the one that increases attack instead?
I haven’t gotten a single attacking jewel, so if this continues, I’ll end up turning into Odogaron.
Watch me.
The hunter becomes Garon Tsukamoto.
Since it’s heavy, 1 is fine.
It’s no wonder it’s strong when used with a heavy attribute.
I wonder if the skills of sub weapons could also apply to the main ones.
Has the attribute value of the attribute bullet stopped applying?
Is the Challenger skill the easiest armor skill to boost attack power besides combo attacks?
Weapon Type Skill Level Adjustments after 6 Hits Weapon Type Effect Duration Initial Increase Value 1 2 3 4 5 Effect Duration Initial Increase Value Great Sword Gunlance 5s Attack 5 8 10 12 14 16 5s Attack 5 8 10 12 15 18 Element 50 80 100 120 140 Element 50 60 80 120 140 Long Sword Switch Axe 4s Attack 5 10 12 15 18 20 4s Attack 5 8 10 12 15 18 Element 50 80 100 120 150 Element 50 80 100 120 150 Single Sword Charge Axe 4s Attack 5 10 12 15 18 20 4s Attack 5 10 12 15 18 20 Element 50 80 100 120 150 Element 50 80 100 120 150 Dual Blades Insect Glaive 5s Attack 5 8 10 12 15 18 5s Attack 5 10 12 15 18 20 Element 50 80 100 120 150 Element 50 80 100 120 150 Hammer Light Bowgun 4s Attack 5 8 12 15 18 3s Attack 5 – Element – – – – – – – Element – Hunting Horn Heavy Bowgun 5s Attack 5 10 12 15 18 20 5s Attack 5 6 7 8 9 10 Element 50 80 100 120 20 Element 30 50 60 80 100 Lance Bow 4s Attack 5 8 10 12 15 18 3s Attack 5 6 7 8 9 10 Element 50 80 100 120 150 Element 30 50 60 80 100
A more easy-to-understand guy.
As always, 1 is worth the points.
By the way, Sunbreak.
If you multiply the attribute value by 10, it will become Wiles’ coefficient.
Skill Effect Specifications
– With 1 hit: Attack power +5, Attribute value +5
↳ Status effect value does not increase
↳ Damage from elemental bullets increases
– Increases further with 5 hits
↳ Increase value varies by weapon type
– Effect duration is 3 seconds (from the last attack)
⚙ Status effect value does not increase
With the effect of consecutive hits, status effect values like paralysis and sleep do not increase. Only attack power and attributes increase, so be careful.
⚙ Increase value at 5 hits
(*) Varies by weapon, but damage from elemental bullets increases.
Common
Lv1 Attack power +10, Attribute value +8
Lv2 Attack power +12, Attribute value +10
Lv3 Attack power +15, Attribute value +15
Huh? Does it also apply to paralysis? Huh?
I didn’t know that attributes could grow like that.
The defensive skill is too great.
It feels a bit difficult to use other damage skills since I lowered the combo attack.
Especially weapons that are difficult to ride with a critical hit.
I thought that even with a stick, a consecutive attack should definitely have at least 1.
Slot 3 is quietly tough.
I’m going to try hard to collect pollen.
The attribute resistance of Tsukamoto equipment is a problem since it’s dead.
It can’t be helped, but the crossbow adjustment is terrible…
>>64
It’s strange for a weapon that can attack safely from a distance to also have high firepower.
The main attack skills for the Gunlance are combos and Challenger, to the extent that there aren’t really any other options.
For now, I’ve included 1, but which one do you want to stack 5 of?
Isn’t it just an attribute weapon?
With Tsukamoto’s 4 parts, the damage increase for this is further +10.
>>68
Tsukamoto’s abbreviation is way too bad, I understand that.
If I make it a five-hit combo, I won’t be able to maintain the healing effect when breaking the chain set…