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Composite Improved Stun-Baton Composite Improved Stun-Baton  QL 161        
VisibleModified Description
Change QL:
QL 161
QL 199
Requirements:
To EquipUser1h Blunt>= 668 and
UserMelee energy>= 446 and
UserFast attack>= 372 and
UserBrawl>= 446 and
UserDimach>= 149

Damage:
16-230 (198) - Energy AC
Attack Time:
1.52 seconds
Recharge Time:
1.52 seconds
Melee Init.:
Init needed for min time: ~--
Agg/Def Bar:
What is this??  
Current: 87.5% | Reset to Neutral
Equip Delay:
1.5 seconds
Initiative:
Melee Init.
Location/Slot:
Right hand, Left hand
Range:
2m
Dual Wield:
Multi melee 575
MBS/Attack Cap:
971
Special(s):
Fast attack, Brawl, Dimach
Fast Attack Caps
1833 (6s)

Attack Skills
1h Blunt
|
67%
Melee energy
|
33%
Defense Skills
Evade close
|
100%
Modifier:
On Equip
User Modify Energy AC 120

Misc. Attributes
Value:
407572

GMI Average Pricing  
HUD1
HUD2
HUD3
UTIL1
UTIL2
UTIL3
RHAND
BELT
LHAND
NCU1
NCU2
NCU3
NCU4
NCU5
NCU6

Description

A nice close combat weapon. Without using any force, the baton kicks like a Drunk Gofle. Discharging a large dose of electrical energy, this weapon has a great penetration value. It sounds good in theory, but in effect the baton does very rarely stun the opponent. A 'stun' is not a predictable effect using normal, electrical energy. The improved version uses less power, but adds the power more evenly.


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