Death Knight enchant skill additions.
Contributed by Enryu.
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@ -844,7 +844,10 @@
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<operateType>A2</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<basicProperty>NONE</basicProperty>
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<abnormalTime>60</abnormalTime>
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<abnormalTime>
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<value fromLevel="1" toLevel="1">60</value>
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<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
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</abnormalTime>
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<reuseDelay>300000</reuseDelay>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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@ -879,7 +882,10 @@
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<operateType>A2</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<basicProperty>NONE</basicProperty>
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<abnormalTime>60</abnormalTime>
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<abnormalTime>
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<value fromLevel="1" toLevel="1">60</value>
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<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
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</abnormalTime>
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<reuseDelay>300000</reuseDelay>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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@ -922,7 +928,10 @@
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<operateType>A2</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<basicProperty>NONE</basicProperty>
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<abnormalTime>60</abnormalTime>
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<abnormalTime>
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<value fromLevel="1" toLevel="5">60</value>
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<value fromLevel="5" toLevel="5" fromSubLevel="1001" toSubLevel="1020">{base + subIndex}</value>
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</abnormalTime>
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<reuseDelay>180000</reuseDelay>
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<targetType>SELF</targetType>
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<affectScope>SINGLE</affectScope>
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@ -986,7 +995,10 @@
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<value level="1">96</value>
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<value level="2">108</value>
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</mpConsume>
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<abnormalTime>15</abnormalTime>
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<abnormalTime>
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<value fromLevel="1" toLevel="2">15</value>
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<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
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</abnormalTime>
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<hitTime>2280</hitTime>
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<coolTime>300</coolTime>
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<magicCriticalRate>5</magicCriticalRate>
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@ -1020,7 +1032,10 @@
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<value level="1">96</value>
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<value level="2">108</value>
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</mpConsume>
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<abnormalTime>15</abnormalTime>
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<abnormalTime>
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<value fromLevel="1" toLevel="2">15</value>
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<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
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</abnormalTime>
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<hitTime>2280</hitTime>
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<coolTime>300</coolTime>
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<magicCriticalRate>5</magicCriticalRate>
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@ -1060,7 +1075,10 @@
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<value level="1">96</value>
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<value level="2">108</value>
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</mpConsume>
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<abnormalTime>15</abnormalTime>
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<abnormalTime>
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<value fromLevel="1" toLevel="2">15</value>
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<value fromLevel="1" toLevel="2" fromSubLevel="1001" toSubLevel="1020">{base + (subIndex * 0.5)}</value>
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</abnormalTime>
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<hitTime>2280</hitTime>
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<coolTime>300</coolTime>
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<magicCriticalRate>5</magicCriticalRate>
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@ -1137,7 +1155,10 @@
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<effects>
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<effect name="PhysicalAttack">
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<pAtkMod>1.05</pAtkMod>
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<criticalChance>5</criticalChance>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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</effect>
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</effects>
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@ -1181,7 +1202,10 @@
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<effects>
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<effect name="PhysicalAttack">
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<pAtkMod>1.05</pAtkMod>
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<criticalChance>5</criticalChance>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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</effect>
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<effect name="PhysicalAttackSpeed">
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@ -1276,7 +1300,10 @@
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<value level="8">1.10</value>
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<value level="9">1.10</value>
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</pAtkMod>
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<criticalChance>5</criticalChance>
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<criticalChance>
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<value fromLevel="1" toLevel="9">5</value>
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<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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<pDefMod>
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<value fromLevel="1" toLevel="6">0.98</value>
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@ -1313,7 +1340,10 @@
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<value level="8">51</value>
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<value level="9">53</value>
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</mpConsume>
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<castRange>600</castRange>
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<castRange>
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<value fromLevel="1" toLevel="9">600</value>
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<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
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</castRange>
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<hitTime>2280</hitTime>
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<coolTime>1000</coolTime>
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<nextAction>ATTACK</nextAction>
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@ -1369,7 +1399,10 @@
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</magicLevel>
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<operateType>A2</operateType>
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<magicCriticalRate>5</magicCriticalRate>
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<castRange>600</castRange>
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<castRange>
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<value fromLevel="1" toLevel="6">600</value>
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<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
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</castRange>
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<hitTime>1000</hitTime>
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<coolTime>500</coolTime>
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<reuseDelay>10000</reuseDelay>
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@ -1740,11 +1773,14 @@
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</item>
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</attachSkillList>
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<effects>
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<effect name="GetAgro" />
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<effect name="AddHate">
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<power>
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<value level="1">1050350</value>
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</power>
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<effect name="PhysicalAttack">
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<pAtkMod>1.30</pAtkMod>
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<criticalChance>
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<value fromLevel="1" toLevel="1">5</value>
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<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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<pDefMod>0.8</pDefMod>
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</effect>
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</effects>
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</skill>
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@ -1761,7 +1797,7 @@
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<coolTime>300</coolTime>
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<magicCriticalRate>5</magicCriticalRate>
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<affectLimit>20-30</affectLimit>
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<effectPoint>-5000</effectPoint>
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<effectPoint>-167</effectPoint>
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<affectRange>300</affectRange>
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<basicProperty>PHYSICAL</basicProperty>
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<reuseDelay>30000</reuseDelay>
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@ -1773,20 +1809,18 @@
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<effects>
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<effect name="PhysicalAttack">
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<pAtkMod>1.30</pAtkMod>
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<criticalChance>5</criticalChance>
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<criticalChance>
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<value fromLevel="1" toLevel="1">5</value>
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<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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<pDefMod>0.8</pDefMod>
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</effect>
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<effect name="GetAgro" />
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<effect name="AddHate">
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<power>50000</power>
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</effect>
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<effect name="HateAttack">
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<amount>50000</amount>
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<mode>PER</mode>
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</effect>
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<effect name="TargetCancel">
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<chance>20</chance>
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<power>
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<value level="1">1050350</value>
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</power>
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</effect>
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<effect name="TargetCancel">
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<chance>30</chance>
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@ -1830,7 +1864,10 @@
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<effects>
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<effect name="PhysicalAttack">
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<pAtkMod>1.30</pAtkMod>
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<criticalChance>5</criticalChance>
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<criticalChance>
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<value fromLevel="1" toLevel="1">5</value>
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<value fromLevel="1" toLevel="1" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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<pDefMod>0.8</pDefMod>
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</effect>
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@ -1914,7 +1951,10 @@
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<value level="5">1.28</value>
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<value level="6">1.30</value>
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</pAtkMod>
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<criticalChance>5</criticalChance>
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<criticalChance>
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<value fromLevel="1" toLevel="6">5</value>
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<value fromLevel="5" toLevel="6" fromSubLevel="1001" toSubLevel="1020">{base + (base / 100 * subIndex)}</value>
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</criticalChance>
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<overHit>true</overHit>
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<pDefMod>0.7</pDefMod>
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</effect>
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@ -1957,7 +1997,10 @@
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<value level="8">228</value>
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</mpConsume>
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<nextAction>ATTACK</nextAction>
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<castRange>600</castRange>
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<castRange>
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<value fromLevel="1" toLevel="9">600</value>
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<value fromLevel="8" toLevel="9" fromSubLevel="1001" toSubLevel="1020">{base + (10 * subIndex)}</value>
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</castRange>
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<effectRange>1000</effectRange>
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<hitTime>1790</hitTime>
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<coolTime>300</coolTime>
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