RE: Weapons [2022] - Read the first post! (Full Version)

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Kamui -> RE: Weapons [2022] - Read the first post! (6/13/2024 14:42:08)

Rare GGB: Warlic's Mana Heatwave Kneeboard, Ianthe says...

MC Fire Magic club/blunt weapon. No special, so *1.08 damage.

MC: When your opponent spends MP*, it gains EleVuln (Fire, +75% * [MP Spent] / [Standard monster MP cost] damage, 1 turn) subject to a save at a +0 bonus (inflict with INT/LUK, resist with END/LUK).

If the mob has INT>0 and 0 MP, then you deal +10% weapon damage.

*NOTE: We don't have the technology to track when monsters spend MP for spells, so it just checks if the monster's MP is lower at the end of the turn than it was at the start. MP lost/gained as a result of an attack aren't included.
Level	55	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153

Base	10	12	14	15	17	18
Rand	8	8	9	11	11	12
BtH	7	10	12	15	17	19




Kamui -> RE: Weapons [2022] - Read the first post! (6/13/2024 14:43:32)

UltraRare GGB: Classic Carnax Carnage Cneeboard, Ianthe says...

MC Magic Energy club/blunt weapon.

MC: Comes with a toggle. You can pay 90% SP to have your spells Control your foe (1 turn, 100% chance of striking self, modified by mob Energy resist) subject to a save at a -20 penatly (inflict with INT/LUK' resist with CHA/LUK).

Bonus: Weapon takes -25% weapon damage. Your spells Poison your foe (power:3.75, 2 turns, heal HP equal to damage dealt) subject to a save at a +0 bonus (inflict with INT/LUK, resist with CHA/LUK).
Level	55	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153

Base	10	12	14	15	17	18
Rand	8	8	9	11	11	12
BtH	7	10	12	15	17	19




Kamui -> RE: Weapons [2022] - Read the first post! (6/13/2024 14:44:07)

Invigorating Unity Surfboard

Ranged Energy Club/Blunt weapon, 0.25 base lean, -3 inaccurate lean. MC is +6.25% potency on all healing for the player (halved from +12.5% since this item does healing itself). Weapon also deals -20% damage, to heal you for (10 x MobEnergyRes / 0.82)% Melee worth of HP after every successful hit, up to 4 times per turn.

Level	55	75	95	115	135	150
Type	-	-	-	-	-	B
PowLvl	55	75	95	115	135	153

Base	13	16	18	20	22	24
Rand	10	10	12	14	15	16
BtH	7	9	12	14	17	19




Kamui -> RE: Weapons [2022] - Read the first post! (6/13/2024 14:44:35)

UltraRare GGB: Archknight's Adboardsary Shortboard, Ianthe says...

MC Darkness Melee club/blunt weapon. No special, so *1.08 damage.

Comes with a toggle with the following options:
- Pay 15% SP for autohit.
- Pay 25% SP to leave the mob Panicking (-21% damage) subject to a save at a +0 penalty (inflict with STR/LUK, resist with CHA/LUK).
- Pay 40% SP for both. If you do this, then the Panic is reduced to -17.8% damage.

Bonus: Take -3 blocking. You gain +10 Panic Potence.
Level	55	75	95	115	135	150
Type	-	-	-	-	-	B
PowLvl	55	75	95	115	135	153

Base	13	16	18	20	22	24
Rand	10	10	12	14	15	16
BtH	7	9	12	14	17	19




Kamui -> RE: Weapons [2022] - Read the first post! (6/27/2024 15:34:19)

Willbreaker

MC Ice weapon, click to swap between Melee sword / Ranged spear / Magic staff. +5 BTH lean in Ranged mode, otherwise +0 lean.

No Special, so *1.08 damage.

Effect: You deal +15% damage, but you take +(15/1.4)% damage. In Magic mode, you take +(0.75*15/1.4)% damage.

MC:
  • Melee: LSs do *1.5 LUK damage.
  • Ranged: LS rate is multiplied by *1.5
  • Magic: LSs do *sqrt(1.5) LUK damage and the LS rate is multiplied by *sqrt(1.5)

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Melee/Ranged
    Base	5	6	8	9	11	12	14	15	16
    Rand	10	12	15	19	21	25	27	30	32
    BtH	2	3	5	7	10	12	15	17	19
    
    Magic
    Base	4	4	6	7	8	9	10	11	12
    Rand	7	10	11	14	16	19	21	23	24
    BtH	2	3	5	7	10	12	15	17	19




  • Kamui -> RE: Weapons [2022] - Read the first post! (6/27/2024 15:34:33)

    Blade of the Unifier

    Melee Light Sword, neutral damage/accuracy leans. MC is a toggle that's paid via 62.5% Melee in MP cost (so half of standard spell cost), and causes you to attempt a 2-turn 18.92% Melee Chromatic (random element when the DoT deals damage) Drain Poison after each successful hit, attempting up to 4 times per turn, inflicting with STR/LUK vs mob END/LUK, normally would have a neutral save, but gets an MC-like extra bonus due to being an MP cost toggle that requires actively attacking with a Melee weapon, so the mob gets a -20 penalty to the save instead.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Base	5	6	8	9	11	12	14	15	16
    Rand	10	12	15	19	21	25	27	30	32
    BtH	2	3	5	7	10	12	15	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    MPCost	34	46	73	106	142	185	233	285	327




    Kamui -> RE: Weapons [2022] - Read the first post! (6/27/2024 15:34:57)

    Aces High

    Ranged Water Spear, can click to toggle to a 100-proc mode with a 4-hit bow special. Has neutral damage and accuracy leans. Pays MC and 25% of weapon damage to apply a Barrier effect worth (30 x MobWaterRes x Hits / Attempts / 0.85)% Melee to the player at end of turn.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Base	5	6	8	9	11	12	14	15	16
    Rand	10	12	15	19	21	25	27	30	32
    BtH	2	3	5	7	10	12	15	17	19
    
    BowBR	145	169	223	277	334	394	454	514	559
    BowStat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
    BowBTH	1	2	5	7	9	12	14	17	19




    Kamui -> RE: Weapons [2022] - Read the first post! (6/27/2024 15:35:23)

    Radiant/Twilight Spire of Transformation

    Magic Light/Dark Staves, separate items, neutral damage/accuracy leans. MC compresses an SP-cost toggle that charges 50% Melee in SP on the first attempted spell hit that matches the weapon's element. The toggles will cycle through Burn, Blind, and Burn+Blind modes. Burn mode will attempt a 2-turn 25% Melee <WeaponElement> Burn after each successful hit from a valid spell, up to 4 times per turn, while Blind will attempt, at end of turn, a 4-turn -(17.65 x MobEleRes x Hits / Attempts) BtH Blind. Both of these inflict with INT/LUK vs mob DEX/LUK, with neutral saves. If the weapon is in Burn+Blind mode, then the durations of these are halved to 1-turn Burn and 2-turn Blind.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Base	4	4	6	7	8	9	10	11	12
    Rand	7	10	11	14	16	19	21	23	24
    BtH	2	3	5	7	10	12	15	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    SPCost	20	28	44	63	85	111	140	171	196




    Bolter -> RE: Weapons [2022] - Read the first post! (6/28/2024 0:13:43)

    Huh, why is the Willbreaker getting a +9% for it's lack of special, old standards, shouldn't it be x1.08 now?




    CarrionSpike -> RE: Weapons [2022] - Read the first post! (6/28/2024 17:12:38)

    quote:

    Huh, why is the Willbreaker getting a +9% for it's lack of special, old standards, shouldn't it be x1.08 now?

    Willbreaker's info-subs are likely a copy/paste of the Zealot's Wrath info-subs. The no-proc bonus was +9% at the time of Zealot's release/nerf. I assume that this is just an info-subs typo.

    Yes, copy+paste error, Bit's *1.08 damage. ~Ianthe




    Kamui -> RE: Weapons [2022] - Read the first post! (7/4/2024 17:46:00)

    Glimmering/Frigid Starlight of Rage

    Light/Ice Axe (starlight & cold of space) variants of the Rage axes, so Melee/Ranged/Magic swap, -3 BtH lean and 1/3 base damage lean. Pays MC and causes you to take +(15/1.4)% damage in Melee/Ranged mode or +(16.25/1.4)% damage in Magic mode to attempt to inflict 2 turns of <WeaponElement> (20.73xHits/Attempts)% Melee Burn. Inflicts with WeaponMainstat/LUK vs mob DEX/LUK, 50% save.

    Level	105	120	125	143
    Type	-	-	Z	Z
    PowLvl	105	120	135	153
    
    Melee/Ranged
    Base	17	18	20	21
    Rand	17	19	19	22
    BtH	13	15	17	19
    
    Magic
    Base	13	14	15	16
    Rand	12	13	14	16
    BtH	13	15	17	19
    
    MCPrice	221019	1057377	4620	5940
    MCSell	110509	528688	Z	Z




    Kamui -> RE: Weapons [2022] - Read the first post! (7/4/2024 17:48:08)

    Glory's Might / Dominion's Might, Ianthe says...

    MC Energy/Fire sword.

    If the mob has >0 MP, then the weapon deals -25% damage and after every hit you deal an extra hit to the mob's MP equal to 10% Melee (max 4 hits/turn).
    If the mob has 0 MP, then the weapon deals +10% damage.

    If the mob has Barrier/Chi Shield/Mana Shield, then it's treated as if the mob has 0 MP, and you get the +10% damage.

    MC: Mob takes +6.25% Heal Resistance.
    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Base	11	12	14	16	18	21	21
    Rand	10	13	14	16	19	20	22
    BtH	6	7	9	12	15	18	19
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
    




    Kamui -> RE: Weapons [2022] - Read the first post! (7/4/2024 17:48:55)

    Glory's Retort / Dominion's Retort, Ianthe says...

    MC Fire/Energy Halberd.

    MC: Has a mandatory [15% Melee] HP upkeep cost and has an additional effect when attacking with it, depending on what your Ranged Adaption modifier is:
  • -8 BTH or higher (3 hits or fewer): Before your attack, you inflict the mob with Defence Loss (-8 Blocking, this turn +2 additional turns) subject to a save at a -10 penalty (inflict with DEX/LUK, resist with END/LUK).
  • -8 BTH to -16 BTH (4 to 7 hits): as above, but the save is at a +10 bonus
  • below -16 BTH (8+ hits): Before your attack, you inflict the mob with Element Vulnerable (+28.6% damage, this turn only) subject to a save at a +0 bonus (inflict with DEX/LUK, resist with END/LUK).
    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Base	11	12	14	16	18	21	21
    Rand	10	13	14	16	19	20	22
    BtH	6	7	9	12	15	18	19
    
    Price	396	814	1474	2409	3674	5324	5940
    Sell	Z	Z	Z	Z	Z	Z	Z
    




  • Kamui -> RE: Weapons [2022] - Read the first post! (7/4/2024 17:49:17)

    Glory's Brilliance / Dominion's Brilliance, Ianthe says...

    MC Fire/Energy staff.

    When casting a spell that does at least one hit of damage to your foe, you also pay [20% Melee] SP to gain Regeneration (2 turns, power:1.5*hits/attempts). The power scales off your INT like Poelala, tho without scaling off your level like Poelala. This is modified by your foe's [Fire/Energy] resistance.

    (No x0.85 penalty bc it relies on your hits connecting; no x0.9 penalty bc it goes off your foe's resistances.)
    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Base	7	8	9	11	12	14	14
    Rand	10	11	13	14	17	18	20
    BtH	6	7	9	12	15	18	19
    
    Price	396	814	1474	2409	3674	5324	5940
    Sell	Z	Z	Z	Z	Z	Z	Z
    




    Kamui -> RE: Weapons [2022] - Read the first post! (7/12/2024 18:10:59)

    New Wave Bardic Crescendo

    Melee/Ranged/Magic Water Scythe, -3 BtH lean and 1/3 base damage lean. Pays MC and enough damage to total 10% Melee (so MC and 5% weapon damage in Ranged, MC and ~8.33...% weapon damage in Magic) to boost Water pet damage by +25%. If a Water guest is active you also pay a further 15% Melee in damage to boost guest damage by +25%. These effects also happen if casting a spell of the weapon's element, reducing spell damage enough to hit 10% Melee (WpnMC + either 2.5% or 3.125% for Melee/Ranged or Magic) if only pet is active, and a further 15% Melee if a guest is also active.

    You only get the boost to pet/guest damage if you actually did a weapon or matching-element spell attack, so you can't just chug potions or such.

    If used with the matching element Bard of War armour, your Water pet gains x3 LUKy Strike chance. If in a Bard of War armour that does not match element, your Water pet gets x2 LS chance instead. These become x2.5 and x1.75 LS chance, respectively, if the weapon is in Magic mode.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    Base	5	7	10	12	14	16	18	20	21
    Rand	4	6	9	12	14	16	18	19	22
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	4	5	7	9	11	12	13	15	16
    Rand	3	5	8	9	10	12	14	14	16
    BtH	1	2	4	7	9	12	14	17	19




    Ianthe -> RE: Weapons [2022] - Read the first post! (7/18/2024 15:07:16)

    Permanently available through the Olympax shop: Olympax Pulverizer

    MC mace+blunt weapon. Comes in 8 elemental variants and Melee/Ranged/Magic variants. -7 BTH lean.

    Takes -25% damage. Click to toggle between:
  • Champion Mode: At the end of your turn, the monster takes an additional hit to its SP equal to [25 *85/78 *hits/attempts]% Melee. This is a Harm "other"-type attack.
  • Pulverizer Mode: At the end of your turn, the monster becomes Panicked (-[22.89 *hits/attempts]% damage), subject to a save at a +0 bonus (inflict with MainStat/LUK / resist with CHA/LUK).
    On the Magic version, these numbers are *0.75.

    MC Bonus: if you're in the correct clan, then the effects increase. Champion mode's SP damage is [32.5 * stuff]% Melee, and Pulv Mode's Panic is -[29.76 * stuff]%.
    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    MELEE/RANGED
    Base	13	15	17	19	22	25	26
    Rand	6	7	8	10	11	12	12
    BtH	6	7	9	12	15	18	19
    
    MAGIC
    Base	10	11	12	14	17	19	19
    Rand	4	5	7	8	7	8	10
    BtH	6	7	9	12	15	18	19
    
    Price	396	814	1474	2409	3674	5324	5940
    Sell	Z	Z	Z	Z	Z	Z	Z
    

    Available in the Lorelympian Games limited time shop: Chromatic Olympax Pulverizer

    MC Neutral mace+blunt weapon. Comes in Melee/Ranged/Magic flavours.

    Element is randomly selected per hit from the standard 8 +Harm +Void. The weapon does *1/1.1 damage because of this.

    MC: comes with a toggle. Pay [20% Melee] SP and -25% Melee weapon damage to inflict your foe with Chromatic Corruption (renamed Poison, random element (8+Harm+Void), 3 turns, power:1.8, heal HP equal to damage dealt), subject to a save (+0 bonus, inflict with MainStat/LUK, resist with END/LUK).

    Bonus*: Instead of the usual *1.08 no proc bonus, you have a 10% chance to Prismatically Burn your foe (4 turns, power:0.66) subject to a save (+0 bonus, inflict with MainStat/LUK, resist with DEX/LUK).
    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    MELEE/RANGED
    Base	13	15	17	19	22	25	26
    Rand	6	7	8	10	11	12	12
    BtH	6	7	9	12	15	18	19
    
    MAGIC
    Base	10	11	12	14	17	19	19
    Rand	4	5	7	8	7	8	10
    BtH	6	7	9	12	15	18	19
    
    Price	396	814	1474	2409	3674	5324	5940
    Sell	Z	Z	Z	Z	Z	Z	Z
    *Numbers for nerds: all attacks do /1.08 damage. 10% of the time, it deals *9/5 multiplicative and -4/9 additive damage.




  • Kamui -> RE: Weapons [2022] - Read the first post! (7/25/2024 22:04:01)

    Moonshadow's Omen/Silverwind Prophet

    Darkness/Wind Melee Swords, neutral damage and accuracy leans, no specials. Sacrifices 50% of weapon damage to attempt a 4-turn 12.5% Melee Burn of the weapon's element after each hit, max of 4 attempts per turn. You can click the blade to toggle on a stun mode that will attempt to inflict Eclipsed/Windswept on the enemy, with a (Hits/Attempts)% chance to go attempt. This charges 91.54% Melee in SP, paid on the first attempted hit that turn with the toggle active. Both of these have neutral saves and inflict with STR/LUK, mob resists the Burn with DEX/LUK, and the Eclipsed/Windswept with END/LUK.

    Also has Lv 31/85/125/143 Z Token versions, costing 737/2409/4620/5940 tokens each.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    SPCost	27	42	73	110	152	199	250	307	359
    
    A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166




    Kamui -> RE: Weapons [2022] - Read the first post! (7/25/2024 22:04:32)

    Enderfang Impaler

    Melee/Ranged/Magic Fire Sword/Glaive/Sword, neutral damage and accuracy leans, no special. Toggles between 3 modes as MC, default being raw damage mode. Toxic Venom mode charges half weapon damage and enough % Melee in SP to total 100% Melee (so 50% Melee for Melee/Ranged, 62.5% for Magic) to attempt a 25% Melee 4 turn Poison after each hit, up to 4 times per turn. Paralytic Venom mode charges (59.5 / MobEleRes)% Melee in SP to have a (100 x Hits / Attempts)% chance to attempt a 1-turn Paralyse, with 130% Fire res for example being 1.3 for the MobEleRes value, with 0.1 AKA 10% res being the lowest value allowed. Both of these have 50% saves, inflicting with MainStat/LUK vs mob END/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Base	5	6	8	9	11	12	14	15	16
    Rand	10	12	15	19	21	25	27	30	32
    BtH	2	3	5	7	10	12	15	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    Poi
    50SP	20	28	44	63	85	111	140	171	196
    62.5SP	25	35	55	79	107	139	175	214	245
    Para
    59.5SP	24	33	52	76	102	132	166	203	233




    Kamui -> RE: Weapons [2022] - Read the first post! (8/1/2024 19:37:28)

    Riadne's Venomous Scythe (Rare)

    Melee/Ranged/Magic Darkness Scythe, 1/3 base lean and -3 BtH lean, has a 20% proc 2-hit special. Pays 50% Melee in weapon damage (Melee/Ranged) or Darkness spell damage (Magic) to, after each hit, attempt a 4-turn (12.5 x HitRateMult)% Melee WpnEle Poison with a 50% save, inflicting with Mainstat/LUK vs mob END/LUK. HitRateMult is 85/85 for Magic version, and 85/82 for Melee/Ranged. If the special procs and the weapon is in Melee/Ranged mode, you instead deal 75% Melee (20% proc specials do 150% damage) and the Poison applied is (18.75 x HitRateMult)% Melee instead.

    MC compresses a toggle via clicking the blade. This charges 50% Melee in SP per turn baseline to cause you to deal the same damage with the poison, but it now heals = to damage dealt. Only slight tweak is if the special procs and the weapon's in Melee/Ranged, since you're putting in 75% Melee for the Poison but only 50% Melee for the SP cost, you get a (15.625 x HitRateMult)% Melee Poison from the special per hit. Also, if the weapon is in Melee/Ranged mode, the weapon will seek between Darkness and Harm damage, charging an extra 15% Melee in SP if the enemy is weaker to Harm than Darkness, and dealing Harm Poison with the weapon's effects. The seeking doesn't occur for spells with the Magic version.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    Base	5	7	10	12	14	16	18	20	21
    Rand	4	6	9	12	14	16	18	19	22
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	4	5	7	9	11	12	13	15	16
    Rand	3	5	8	9	10	12	14	14	16
    BtH	1	2	4	7	9	12	14	17	19
    
    Proc	20	20	20	20	20	20	20	20	20
    SBR	2.16	3.29	5.23	7.36	9.64	12.01	14.17	15.42	16.5
    SLS	2	2.99	4.97	6.95	8.93	10.91	12.89	14.87	16.65
    SBtH	3.85	8.35	17.35	26.35	35.35	44.35	53.35	58.75	63.25
    
    CostLv	5	15	35	55	75	95	115	135	152
    50SP	15	23	40	60	83	109	137	168	196
    65SP	20	30	52	78	108	141	178	218	255




    Kamui -> RE: Weapons [2022] - Read the first post! (8/1/2024 19:37:56)

    Star Sword (Ultra Rare)

    Melee/Magic Energy Sword, neutral damage and accuracy leans. Pays MC and enough weapon damage to be worth 30% Melee (Melee mode loses 25% weapon damage, Magic mode loses 35% weapon damage) to gain 1 charge per turn that a weapon attack is attempted, capped at 10 charges, and does not carry over between battles. When an Energy spell hit connects, attempts to inflict a 4-turn 2-turn Energy Burn worth (7.5 15 x Charges)% Melee, attempting up to 4 times per turn. Charges are zero'd out at end of turn after this is attempted. This has a 50% save, and inflicts with INT/LUK vs enemy DEX/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	3	4	5	7	8	9	10	11	12
    Rand	5	7	12	13	16	18	20	22	24
    BtH	1	2	4	7	9	12	14	17	19




    Kamui -> RE: Weapons [2022] - Read the first post! (8/1/2024 19:38:16)

    Ultimate Brand of Glory (Rare)

    Melee Light Sword, neutral damage and accuracy leans, no special. Pays MC and half weapon damage (55% Melee) to attempt a 4-turn 13.75% Melee Light Burn after each weapon hit, has a 50% save and inflicts with STR/LUK vs enemy DEX/LUK. This changes if the enemy has at least 200% Melee worth of Burn on them.

    If it's your first attempted weapon hit of the turn, and the enemy has at least 200% Melee worth of Burn on them, the weapon will eat the Burn, and adjust in the following ways for the current and following turn.
  • 15% Melee of the eaten Burn + MC is used to deal +20% damage.
  • If the enemy is not weakest to Light, 35% Melee of the eaten Burn is used to give the attack 8-element seeking.
  • Weapon hits will now attempt to inflict a 4-turn Prismatic Burn, with the value being worth (85 x Stuff)% Melee if the enemy is weakest to Light (AKA the seeking cost isn't being paid), and (50 x Stuff)% Melee if seeking is being done. "Stuff" here is ((132 / 109) x 2 / 4 / 8), so the omni-element boost, x 2 for the 50% save, /4 for # of turns, and /8 since it's 8 elements. As with the regular Burn, it inflicts with STR/LUK vs enemy DEX/LUK on a 50% save.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19




  • Kamui -> RE: Weapons [2022] - Read the first post! (8/1/2024 19:38:45)

    Wave of Destruction (Rare)

    Ranged Water Poleaxe (tagged as Axe & Polearm), has a 0.25 base damage lean and -5 accuracy lean. MC is a toggle that gives a DEX boost with the same values as Old Glory and similar drive shields, but instead of paying SP for the stat boost, you lose an = amount of END. While the toggle is active, you pay 28% Melee in SP per turn, and also have -20% DmgTkn from enemy attacks. The SP is solely there to pay for the damage reduction effect.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	5	8	11	13	16	18	20	22	24
    Rand	4	4	7	10	10	12	14	15	16
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    28SP	8	13	22	34	46	61	77	94	110




    Kamui -> RE: Weapons [2022] - Read the first post! (8/1/2024 19:39:36)

    GGB UltraRare: Ice Wizard's Tome, Ianthe says...

    MC Magic Ice tome+wand. Comes with the following spells:
  • Stalagmice: 3 hits, Magic Ice. Takes -50% damage and leaves the mob Bleeding (power:1) subject to a save (+0 bonus, inflict with INT/LUK, resist with END/LUK)
  • Bloodcurdling Gaze: 4 hits, Magic Ice, +15 BTH lean. Efficient spell (125% Melee baseline) If your foe is Bleeding this consumes up to [250% Melee] worth of it to boost the spell's damage by the same amount; otherwise, the spell takes -5% damage.
  • Bitter Frostward: Gain EleShield (4 turns, -(40/1.4)% damage, Fire+Ice). 1 hit, Magic Ice, +15 BTH lean. Takes -90% damage and leaves the mob Bleeding (power:0.34) subject to a save (as above).
  • Draw Mana: Everyone's favourite, heal [75% Melee] MP.

    Bonus: For each Ice spell in your active inventory, all Magic Ice spells deal +2.5% damage.




  • Ianthe -> RE: Weapons [2022] - Read the first post! (8/8/2024 17:22:33)

    GGB Rare: The Lost Knight's Blade. Kam says:

    Melee Wind Sword, neutral damage and accuracy leans, MC is +5% DmgDlt, no special. As a flavour effect, the first time you attempt an attack with the weapon, if the Panic status is on the foe, will eat up to 200% Melee worth of the Panic status and convert it to a STR Boost and END Boost status, lasting 3 turns. Every 100% Melee worth of Panic that you eat will give you the listed +STAT value divided by 2 to both your STR and END for 3 turns. So eating 100% Melee in Panic with the Lv 150 weapon will give you +58.5 STR and END for 3 turns.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19
    
    +STAT	41.4	43.5	57.7	70.1	81.4	91.9	101.1	109.2	117
    

    GGB Rare: Chaotic Lacerta Staff. Kam says:

    Magic Darkness Staff, makes Darkness spells lose 25% damage to attempt a 2-turn 25% 12.5% Melee Darkness Poison that heals = to damage dealt after each hit, max 4 times per turn. Inflicts on a 50% save using INT/LUK vs mob END/LUK. MC compresses a toggle that charges 100% Melee in SP to change this to a 4-turn 37.5% 18.75% Melee Chromatic Poison (so does a random element, and deals x132/109 damage because of this), and still heals = to damage dealt. While active this also can work for any spell hit, not just Darkness.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	3	4	5	7	8	9	10	11	12
    Rand	5	7	12	13	16	18	20	22	24
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    100SP	30	45	80	120	166	217	273	335	392
    

    GGB UltraRare: Frostfang Dormius Blade. Kam says:

    Melee Ice Sword, neutral damage lean and a -5 BtH lean. Sacrifices 50% Melee of weapon damage to have weapon hits attempt a 4-turn (25 x HitRateMult)% Melee Ice Burn, with HitRateMult being 85/80. Has a 50% save, inflicts with STR/LUK vs mob's DEX/LUK. MC compresses a guest summon call that's activated by clicking the blade. Summons a Snowfang Wolf guest that pays half damage (so 22.5% Melee) to attempt a 2-turn 22.5% Melee Ice Burn, this uses the same save as the weapon, 50% with player STR/LUK vs enemy DEX/LUK.

    Edit: The guest has two attacks, both of which have two hits.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19




    Kamui -> RE: Weapons [2022] - Read the first post! (8/15/2024 20:06:55)

    Dragonhead Archon (Rare)

    Magic Fire Staff, pays MC and 85% Melee of Fire spell damage (5% MC on a Magic weapon is worth 3.75%, x4 since it's affecting spells, so 15%, then spells lose 42.5% of their damage to = 85% Melee) to have successful Fire spell hits attempt a 4-turn 12.5% Melee Fire Burn (50% Melee, 50% save doubles to 100%, 4 turn effect puts it at 25%, per hit halves it to 12.5%) and apply a 2-turn (12.5 x MobFireRes)% Melee Regen effect. Has a 50% save for the Burn, inflicts with INT/LUK vs mob DEX/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	3	4	5	7	8	9	10	11	12
    Rand	5	7	12	13	16	18	20	22	24
    BtH	1	2	4	7	9	12	14	17	19




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