金珀·試作

金珀·試作
金珀·試作Name金珀·試作
FamilyCrafted Item, Weapon, Catalyst
RarityRaritystrRaritystrRaritystrRaritystr
Conversion Exp50000
Base Attack42.4
Substat TypeHealth %
Base Substat9%
Weapon Affix炊金
Affix Description元素爆発を発動した後の6秒間、2秒毎に元素エネルギーを4回復し、チーム全員のHPを2秒毎に4%回復する。
Description黒岩場の中に隠されていた金珀法器。微かに太陽と月と星の光を放っている。
Weapon Ascension Materials
霧海雲間の鉛丹
霧虚ろの花粉
牢固な矢先
霧海雲間の水銀
霧虚ろの草嚢
鋭利な矢先
霧海雲間の金丹
霧虚ろの灯芯
歴戦の矢先
霧海雲間の転還

Table of Content
Weapon Stats
Weapon Affix
Obtained From
Gallery

Weapon Stats

LvAtkBonus HP%MaterialsTotal Materials
142.49.0%
20108.9315.9%
霧海雲間の鉛丹3
霧虚ろの花粉3
牢固な矢先2
モラ5000
霧海雲間の鉛丹3
霧虚ろの花粉3
牢固な矢先2
モラ5000
20+134.8315.9%
40204.8323.18%
霧海雲間の水銀3
霧虚ろの花粉12
牢固な矢先8
モラ15000
霧海雲間の鉛丹3
霧虚ろの花粉15
牢固な矢先10
モラ20000
霧海雲間の水銀3
40+230.8323.18%
50265.8626.81%
霧海雲間の水銀6
霧虚ろの草嚢6
鋭利な矢先6
モラ20000
霧海雲間の鉛丹3
霧虚ろの花粉15
牢固な矢先10
モラ40000
霧海雲間の水銀9
霧虚ろの草嚢6
鋭利な矢先6
50+291.7626.81%
60326.7830.45%
霧海雲間の金丹3
霧虚ろの草嚢12
鋭利な矢先9
モラ30000
霧海雲間の鉛丹3
霧虚ろの花粉15
牢固な矢先10
モラ70000
霧海雲間の水銀9
霧虚ろの草嚢18
鋭利な矢先15
霧海雲間の金丹3
60+352.6830.45%
70387.6634.07%
霧海雲間の金丹6
霧虚ろの灯芯9
歴戦の矢先6
モラ35000
霧海雲間の鉛丹3
霧虚ろの花粉15
牢固な矢先10
モラ105K
霧海雲間の水銀9
霧虚ろの草嚢18
鋭利な矢先15
霧海雲間の金丹9
霧虚ろの灯芯9
歴戦の矢先6
70+413.6634.07%
80448.6837.71%
霧海雲間の転還4
霧虚ろの灯芯18
歴戦の矢先12
モラ45000
霧海雲間の鉛丹3
霧虚ろの花粉15
牢固な矢先10
モラ150K
霧海雲間の水銀9
霧虚ろの草嚢18
鋭利な矢先15
霧海雲間の金丹9
霧虚ろの灯芯27
歴戦の矢先18
霧海雲間の転還4
80+474.5837.71%
90509.6141.35%

Weapon Affix

LvAffix ProgressionMaterials
1元素爆発を発動した後の6秒間、2秒毎に元素エネルギーを4回復し、チーム全員のHPを2秒毎に4%回復する。
2元素爆発を発動した後の6秒間、2秒毎に元素エネルギーを4.5回復し、チーム全員のHPを2秒毎に4.5%回復する。
金珀·試作
モラ1000
3元素爆発を発動した後の6秒間、2秒毎に元素エネルギーを5回復し、チーム全員のHPを2秒毎に5%回復する。
金珀·試作
モラ2000
4元素爆発を発動した後の6秒間、2秒毎に元素エネルギーを5.5回復し、チーム全員のHPを2秒毎に5.5%回復する。
金珀·試作
モラ4000
5元素爆発を発動した後の6秒間、2秒毎に元素エネルギーを6回復し、チーム全員のHPを2秒毎に6%回復する。
金珀·試作
モラ8000

Obtained From

Recipe

IconNameRecipe
金珀·試作
金珀·試作
北陸法器の原型1
+
水晶の塊50
+
白鉄の塊50
+
モラ500
+
10s
items per Page
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13 responses to “金珀·試作”

  1. It would indeed be interesting if they ever introduced a 5-star version of such a support weapon. It could potentially be a game-changer, offering significant support abilities. The concept of a healing weapon could reduce the necessity of healers or shielders in a team composition, opening up more possibilities for diverse setups and increased damage output.

    While it’s unlikely that they would create a weapon that heals as effectively as dedicated healers, having a weapon that provides 2-3 times more healing than current options could revolutionize team strategies.

    Even if we don’t see a weapon with such extreme healing capabilities, having varying levels of healing potential across different weapon types could add depth to gameplay and enhance strategic choices. The absence of similar healing-focused weapons in the game does make the idea of such a weapon seem like an oversight or simply a mistake.

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  2. I wish this one’s base atk was 454 to maximize the Hp% stat. Who even want more atk when substat is HP%

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  3. Taken from KQM:
    The weapon’s healing scales with the Max HP of the character getting healed.
    building your Prototype Amber wielder with HP won’t benefit the heals your teammates get.
    The only stat that benefits the healing to other teammates is Healing Bonus% and Incoming Healing Received%.

    The weapon is great for wanting to run 0 healers, but still wanting a tiny bit of healing.

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  4. I wrote this before the website update and I will write it again: this weapon is not worth refining.

    Each refinement only gives you 0.5. Max refinement total bonus is +2. I repeat, only +2 (TWO), and that with the cost of 4 billets. Billet drop rate is very low and the chance of getting a catalyst billet is even lower. You may get a catalyst billet today and won’t get another one until three months later, only to increase the bonus by 0.5.

    Just keep this weapon at r1, and save your catalyst billets for better weapons in the future.

      
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    • It procs 3 times, max refinements isn’t a +2 increase its +6. Max refinements gives a 50% increase which is substantial. Learn to read before posting a baseless complaint about a weapon you regret crafting.

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      • Yeah I have no idea what OP is talking about. But even then, it’s not really that substantial. 50% at R5 is okay, but you need 4 billets. You just go from 12energy/12%HP regenerated to 18energy/18%HP regenerated. It’s not worth it if you want to craft other weapons.

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