Lorekeeper -> RE: Weapons [2022] - Read the first post! (11/15/2024 18:22:46)
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Recent GGB weapons, via Kamui: quote:
Hailbreak Bloodzerker Blade (R GGB) Ice clone of the existing variants, with new Ranged version too. MC and 15% Melee in HP cost makes the weapon do +20% damage in Melee/Ranged mode, +25% in Magic mode. Also gives +5% damage if in the matching armour type, with another +5% if in the matching armour type of the same element. Boost also affects spells of the weapon's element, but is halved potency of the Melee version (so normally gets +10% spell damage). Level 5 15 35 55 75 95 115 135 150
Type - - - - - - - - G
PowLvl 5 15 35 55 75 95 115 135 153
CostLvl 5 15 35 55 75 95 115 135 152
HPCost 4 6 11 16 22 29 36 45 52
Melee/Ranged
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 quote:
Scargourd the Overachiever Magic Earth Staff, MC compresses an SP toggle (inactive by default) that charges 50% Melee in SP, paid on first attempted Magic Earth Spell hit, to attempt a 2-turn (50 / 0.5 / 2 / 2 = 25)% Melee Earth Burn per connected Magic Earth Spell hit, max of 4 hits, so 50% Melee, /0.5 for 50% save, /2 for duration, and /2 since it's per-hit. Weapon also always applies a 2-turn +(25 / 1.4)% DmgTkn universal EleVuln to the player on first attempted Magic Earth Spell hit, to apply Earth Poison with the same values and duration. Finally, the weapon deals -1/3 damage with weapon attacks and replenishes (25 / 2 / 0.85 = ~14.71)% Melee worth in MP cost after each connected weapon hit, max 4 times per turn, so you have baseline 25% Melee paid out of weapon damage, /2 since it's per-hit, and /0.85 since it triggers after landing a hit. Both status effects have a 50% save and inflict with INT/LUK, Burn is resisted by mob DEX/LUK, Poison by mob CHA/LUK (force of will dispelling the implanted memory). 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 6 7 8 9 10 12 12
Rand 12 13 15 18 21 22 24
BtH 6 7 9 12 15 18 19
CostLv 35 51 69 92 117 142 150
50SP 40 56 76 105 140 179 193
RgnMP 16 22 30 41 55 70 76
MCPrice 396 814 1474 2409 3674 5324 5940
MCSell Z Z Z Z Z Z Z
quote:
Kinstaff of the Tide-Swept Ones (R GGB) Magic Water Staff, MC compresses a standard 4 hit Water spell, charging 125% Melee in MP, sacrifices 50% of spell damage (so 100% Melee) to attempt a 4 turn (100 / 0.5 / 2 / 4 / 4 = 6.25)% Melee Drain Poison after each hit, healing = to damage dealt. 100% Melee baseline, /0.5 for 50% save, /2 since it's Drain, /4 for duration, and /4 for # of hits in the spell. Weapon also applies a 2 turn +(25 / 1.4)% DmgTkn universal EleVuln to the player on first attempted Magic Water spell hit per turn, to apply a similar 4 turn (50 / 0.5 / 2 / 4 / 2 = 6.25)% Melee Drain Poison after each valid spell hit, max 4 times per turn, main difference is this one assumes 2 hits on average. If this effect is triggered by the built-in spell, its effect is halved, since the built-in spell is known to be 4 hits. Poison has a 50% save, inflicts with INT/LUK vs mob END/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
CostLv 5 15 35 55 75 95 115 135 152
MPCost 50 76 134 201 277 362 456 559 653
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