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Item Database - Shadowweb Spinner MK II

Shadowweb Spinner MK II Icon #218755 By drawing upon the powers of the Shadowlands, a Shadowweb Spinner generates a protective and augmenting barrier around the fixer. The spatial displacement properties of the Shadowweb make it more challenging to successfully attack the fixer, while the mild force field provides additional protection against those attacks that do land.
Although it harnesses the power of the Shadowlands to create the Shadowweb, the Shadowweb Spinner is fully operational on Rubi-Ka.
This Shadowweb Spinner will exist for 6 hours before it dissipates into nothingness.
[NODROP][SPECIAL]
Flags Visible, Has Multiple Count, No Drop, Disable Statel Collision
Can Carry, Wear
Patch 15.0.1
QL
1
Change QL:
Type Armor
Slot Back
Value 1
Equip time 5s
Mass 1kg
Max health 1000000
Requirements
To Equip User Profession == Fixer and
User Agility >= 229 and
User Sense >= 202 and
User Level >= 75 and
User Expansion sets & Shadowlands and
User Specialization & First
Effects
On Equip User Modify Max health 40  
User Modify Projectile AC 240  
User Modify Melee AC 240  
User Modify Energy AC 240  
User Modify Chemical AC 240  
User Modify Radiation AC 240  
User Modify Cold AC 240  
User Modify Poison AC 240  
User Modify Fire AC 240  
User Modify Nano resist 45  
User Modify NCU memory 12  
User Modify Defense modifier 90  
User Modify Projectile damage modifier 9  
User Modify Melee damage modifier 9  
User Modify Energy damage modifier 9  
User Modify Chemical damage modifier 9  
User Modify Radiation damage modifier 9  
User Modify Cold damage modifier 9  
User Modify Fire damage modifier 9  
User Modify Poison damage modifier 9  
Comments
Waikaishi @ 2004-03-03 11:32
Defense Modifier +90 does that means +90 to all Evades ?
Flink @ 2004-05-21 14:17
No, I figure it means that at the end of the calculation (your defense-formula minus the attack-formula of the aggressor. The rest will be the damage caused if outcome within positive range, whereas no dmg caused if this checks negative) no matter what else the calc will be shifted by 90 entities to your benefit. this means you could still be too low in ACs for the mob but will be better off as if you had better armor. me thinks, that is.
Sypiken @ 2004-12-13 22:53
Really hard calculating. More is better. As simple as that, lol.
deltacoder @ 2005-12-25 09:41
You can sort of fudge and say it's +90 to all evades, but that's not exactly how it works.
Rapt0r @ 2006-02-26 20:14
what should I take? Exarch Robe or this???
furay @ 2006-02-27 21:58
this is much nicer
gr33b0 @ 2006-08-07 20:06
what about this or GTA?
Targa @ 2006-09-10 05:31
A bit vague on that description. What it means, simply put, is "AddAllDef 90". The higher your Defense rating, the more difficult it is for an enemy to hit you with their attacks. Just take a look at the Defense bonus of Grid Armor, and ask any Fixer who has it how often they see "... tried to hit you, but missed!" when they wear it.
Comi @ 2006-10-08 09:33
this > all the totw junks.
Xira @ 2007-05-24 14:56
I just turn the "other misses" off :P
tsuragi @ 2008-02-11 03:51
Rule of thumb - 9% bonus to defense skills
Flatvia @ 2009-02-05 10:46
they really need a level 50
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