![]() In Stick Ranger 2, poison AT governs the chance of enemy losing 1 LP in each frame. Note: Shoots an arrow which releases poison clouds that poisons monsters for 2s. At max LV, Emit is increased to 24 while projectile count is increased up to 30. Note: Releases 10 clouds which deal damage after a short while. The fire released has a burn rate of 3.33% and lasts for 2s. Note: Shoots 4 arrows which act like the arrows from the Fire Bow. Note: Releases 3 lasers, each damaging up to 3 monsters. ![]() BAT after upgrades are rounded down to the nearest integer. Blazes have a burn rate of 3.33% and last for 1s. Note: Releases 20 blazes which deal fire damage. ![]() Blazes have a burn rate of 3.33% and last for 2s. Note: Shoots a harmless pellet which burst into 5 blazes when it hits the ground. Max AT after upgrades are rounded down to the nearest integer. Note: Damages at most 3 monsters in range. AT and Hit after upgrades are rounded down to the nearest integer. Note: Damages at most 2 monsters in range. Upgrading the glove increases the hitbox range of the attack, allowing the attack to damage more distant enemies. Upgrade Modifications: Effects from upgrading the charge each time.Upgrade cost for higher LVs are calculated by (Current Weapon LV × Base Upgrade Cost). Base Upgrade Cost: Cost required for upgrading the charge from LV1 to LV2.Does NOT account for extra LVs from other sources. Max LV: Maximum LV attainable from upgrading in the Smith.Emit: MP required to unleash the attack.These items provide secondary attacks for characters through an MP system similar to the original Stick Ranger. Charge is a type of items in the game Stick Ranger 2.
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