.@r= getequiprefinerycnt(EQI_HAND_R)/3; bonus2 bSkillAtk,"GC_ROLLINGCUTTER",7*.@r; bonus2 bSkillAtk,"GC_CROSSRIPPERSLASHER",5*.@r;
.@r= getequiprefinerycnt(EQI_HAND_R)/3; bonus2 bSkillCooldown,"GC_DARKCROW",-3000*.@r; bonus bAspd,2*.@r;
.@a = (getequiprefinerycnt(EQI_HAND_R)+getequiprefinerycnt(EQI_HAND_L))/5; bonus2 bSkillAtk,"ASC_BREAKER",10*.@a; bonus2 bSkillAtk,"ASC_METEORASSAULT",10*.@a; bonus2 bSkillAtk,"GC_CROSSIMPACT",5*.@a; bonus2 bSkillAtk,"GC_COUNTERSLASH",5*.@a;
bonus2 bSkillCooldown,"ASC_BREAKER",-100; bonus bCritical,15*(getequiprefinerycnt(EQI_HAND_R)/4);
.@sum = getequiprefinerycnt(EQI_HEAD_TOP) + getequiprefinerycnt(EQI_HAND_R) + getequiprefinerycnt(EQI_SHOES); if (.@sum >= 33) { bonus bDelayrate,-10; bonus2 bSkillAtk,"ASC_BREAKER",20; if (.@sum >= 35) { bonus bNoSizeFix; } }
.@r = getequiprefinerycnt(EQI_GARMENT)/3; bonus bCritical,7*.@r; bonus bDelayrate,-3*.@r; bonus2 bSkillAtk,"GC_CROSSIMPACT",5*.@r; bonus2 bSkillAtk,"ASC_BREAKER",5*.@r; bonus2 bSkillAtk,"GC_ROLLINGCUTTER",5*.@r;