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

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Kamui -> RE: Weapons [2022] - Read the first post! (8/15/2024 20:08:28)

Reflective/Frigid Mirror Vordred's Armament (Ultra Rare)

Light/Ice MRM Sword/Scythe/Staff, separate Light/Ice versions. Scythe has 1/3 base and -3 accuracy leans, Sword/Staff are neutral damage/accuracy. MC deals +5% Dmg, and they toggle between two separate modes, both of which will eat up to 200% Melee (150% for Magic mode) of a status on the enemy to provide an effect. The eating occurs on the first attempted weapon attack in the turn. Default is Radiant mode, which eats Blind from the enemy to have the weapon's attacks that turn have up to +200% DmgDlt, = to how much Blind it eats. Alternately Blazing mode eats Burn to heal up to 200% Melee worth of HP for the player.

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

Ranged
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

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! (8/15/2024 20:09:31)

Phoenix Blade (Rare)

Melee Fire Sword, neutral damage and accuracy lean, no special. Deals -25% damage, which pays for effects that vary based on your HP%.

  • When >= 80% HP, builds up 1 charge per turn an attack with it is attempted in that battle, charges are reset upon battle's end.
  • When < 80% HP, you heal for 12.5% Melee in HP after each successful hit.
  • If you're <= 25% HP on your first attempted attack in a turn, and you have > 0 charges from the >= 80% HP effect, then for all hits that turn you will attempt a 2-turn (6.25 x Charges)% Melee Burn and heal for (6.25 x Charges)% Melee of HP, this adds to the normal < 80% HP healing. This then consumes all charges at end of your turn, and even if you're > 80% HP you will trigger the normal <80% HP healing instead of gaining charges.

    Finally, sacrifices the 0-proc bonus for a 36% chance per hit (9% Melee for the 0-proc bonus, 36% chance bumps the value to 25% Melee, then 12.5% since it's per-hit, so 6.25% goes to the Burn, 6.25% to the healing) to attempt a 6.25% Melee Burn lasting 2 turns and heal you for 6.25% Melee in HP after each successful hit. If you're >= 80% HP, the healing does not occur and the Burn does 12.5% Melee per turn.

    All the Burns are 50% saves, inflicting with player STR/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	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 20:10:29)

    Unnecessarily Ornate Weapon Not Just For Show (Common)

    Random Element MRM Scythe, 1/3 base damage lean and -3 accuracy lean, deals x132/109 dmg due to the random element. Common, so doesn't have an MC, instead causes you to take +(25/1.4)% damage from enemy attacks to enable you to, after each successful hit with the weapon, attempt a (7.5 x (132/109) x (85/82))% Melee 2-turn Chromatic Poison, as well as heal (5 x (132/109) / 0.82)% Melee worth of SP (Melee/Ranged) or MP (Magic). Activates up to 4 times per turn, has a 50% save, inflicts with WeaponMainstat/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
    
    Melee
    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
    
    MPHeal	3	4	8	12	16	21	27	33	39
    SPHeal	2	3	6	9	12	16	20	25	29




    Lorekeeper -> RE: Weapons [2022] - Read the first post! (8/26/2024 13:11:35)

    Voidpact package weapons, via Ianthe (Their compressed armor data is posted here)

    quote:


    Voidpact Devastator / Voidpact Destroyer

    MC Wind Melee axe / Ranged spear+polearm. Destroyer has a +5 BTH lean. 0 proc*.

    The weapons deal +15% damage, and you take +[15% Melee] incoming damage.

    *Instead of the standard 0 proc bonus, you have a 10% chance of dealing an extra 40% damage and healing [40% Melee *hits/attempts *(85/90 for Ranged)] HP.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    Base	6	7	8	9	10	11
    Rand	25	29	33	37	40	42
    BtH	7	10	12	15	17	19
    
    *For nerds: all attacks take *1/1.08 damage. 10% of the time, you deal *1.8 multiplicative and -(40/1.8)% additive damage.

    Voidpact Annihilator

    MC Magic Wind club+blunt weapon. 0 proc*.

    You take +[15% Melee] incoming damage. When you cast a spell that does Wind damage, you deal an additional hit of Magic Wind damage. This is an "other"-type expected player attack that does [35% Melee] * (Wind hits)/(Wind attempts) damage. You also gain Regeneration (2 turns, power:0.2)

    *Instead of the standard 0 proc bonus, there is a 20% chance of the above effect being enhanced. The damage increases from [35% Melee] to [90.6% Melee] and the Regen increases from power:0.2 to power:0.478.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    Base	5	5	6	7	8	8
    Rand	18	22	25	27	29	32
    BtH	7	10	12	15	17	19
    
    *For nerds: all weapon attacks take *1/1.08 damage. 20% of the time, your spells deal *14/9 mutliplicative and -(5/14) additive damage, which balances out to no damage change.


    Whack to School Locker (Back to School LTS), via Kamui

    quote:

    Whack to School Locker

    Ranged Water Glaive, has neutral accuracy and damage leans. No special, deals -25% damage with weapon attacks to replenish (12.5 x MobWaterRes / 0.85)% Melee in SP per connected hit, activates max of 4 times per turn. Loses the no-special bonus for a 32% chance to double the value of the healing (No-proc is worth 8% Melee, so 32% chance bumps it up to 25% Melee, so that lets you get double value from the per-hit effect). MC compresses 3 skills, somewhat like a tome.

    P.E. Mementos: Charges 100% Melee in SP, 2 hits, SP cost and 50% Melee of skill's damage (so skill does 50% damage) covers it attempting 3 status effects per hit. Attempts a 2-turn 12.5% Melee Water Poison, 2-turn 6.25% Melee Harm Drain Poison (heals = to damage dealt), and a 25% Melee SP-block Disease. All of these are on a 50% save, inflicting with player DEX/LUK vs mob END/LUK.

    Ninja Countermeasures: Charges 25% Melee in SP (so total value is 125% Melee), 3 hits, SP and 25% Melee worth of the skill's damage (so 50% Melee total, skill does 75% Melee in damage) to attempt a -(9.34 x MobWaterRes)% DmgDlt Panick after each hit, has a -10 penalty to the save (so lasts 1.5 turns on average), inflicting with DEX/LUK vs mob CHA/LUK.

    Moglin Pranksters: Charges 25% Melee in HP, deals no damage, instead applies 2 separate Regen statuses to you, one is 3 turns of (25 x MobWaterRes x 0.85)% Melee HP Regen, the other 2 turns of the same, but SP Regen.

    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	8	9	10	12	14	15	16
    Rand	16	19	22	24	27	32	32
    BtH	6	7	9	12	15	18	19
    
    CostLv	35	51	69	92	117	142	150
    100SP	80	112	152	209	279	358	385
    25SP	20	28	38	52	70	90	96
    25HP	18	25	34	46	62	80	86
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z




    Grace Xisthrith -> RE: Weapons [2022] - Read the first post! (9/7/2024 13:35:08)

    Hoping to request infosubs for the Timestream weapon set, released in the New Years LTS in 2023. The three energy weapons are Timestream Battleaxe / Curve / Rune Tablet. Apologies if this is the wrong location, I'll delete the message if so




    Kamui -> RE: Weapons [2022] - Read the first post! (9/7/2024 20:29:20)

    Warwolf Prime MAR/CHOSIAS Type-ME80 - Ianthe says... (for all three of these)

    Fire Melee sword. 0 proc, so *1.08 damage. -10 BTH lean.

    The weapon takes -10% Melee damage to generate 1 WHz of PCF per turn after attacking. PCF resets at the end of battle. For integration bonuses, PCF is capped at 10 plus 5 per use of Shift Gear this battle.

    Comes with the following options:

    Volatile Drive: Toggle, every turn you generate 1 additional WHz and start Bleeding (power:0.085, recovery save inflicts with VStat/VStat and resists with END/LUK, +0 bonus).

    Reactor Drain: Toggle, apply the following two effects:
    - Your weapon attacks take a further -20% Melee damage. After you attack, you inflict an additional hit of Melee Fire to your foe's SP equal to [20% *0.85/0.75 * hits / attempts] Melee.
    - After you attack, you start Bleeding (as above, power:0.2 *0.85/0.25 * misses / attempts) and gain EleShield (1 turn, all elements, -[20% /0.75 * hits / attempts]% Melee).

    Integration: Toggle, on by default. Gain +[2*PCF/Integrated]% Melee weapon damage.

    Shift Gear: Requires PCF to be capped. You now generate [8% of cap] WHz of PCF per turn. You also gain +[cap*2]% chance of your guest Ferociously Striking for 2 turns.
    - First use: +0.8 WHz of PCF per turn, +20% FerSt rate
    - Second use: +1.2 WHz per turn (total: +2 WHz/turn), +40% FerSt rate
    - Third use: +1.6 WHz/turn (total: +3.6 WHz/turn), +60% FerSt rate

    Warwolf Prime AsTA/ROTH Type-RA40

    Fire Ranged gun. As above but:
    - 100 proc. No proper Special, so *1.1 damage.
    - Normal attack is two hits, or three hits when Reactor Drain is active.
    - BTH lean of -15. Replace all the /0.75s in the toggles with /0.7, and replace the /0.25 with /0.3.

    Warwolf Prime AL/LOCER Type-MA00

    Fire Magic staff. 0 proc, so *1.08 damage. -10 BTH lean.

    The weapon takes -10% Melee damage to generate 1 WHz of PCF per turn after attacking.

    Comes with the following options:

    Volatile Drive:As above:

    Reactor Drain: Toggle, apply the following two effects to your Fire spells:
    - Spells take a further -40% Melee damage. After you attack, you inflict an additional hit of Melee Fire to your foe's SP equal to [40% *0.85/0.75 * hits / attempts] Melee.
    - Afterwards, you start Bleeding (as above, power:0.40 *0.85/0.25 * misses / attempts) and gain EleShield (1 turn, all elements, -[40% /0.75 * hits / attempts]% Melee).

    Integration: Toggle, on by default. Gain +[2*PCF/Integrated]% Melee weapon damage.

    Shift Gear: as above




    Kamui -> RE: Weapons [2022] - Read the first post! (9/19/2024 15:52:52)

    Dead Sea Wheel/Throne/Sceptre

    Melee/Ranged/Magic Water Fist/Maul/Sceptre, these have a 0.2 base lean and a +5/-5/+3 BtH lean. All three of these are 0-proc weapons, and by default do nothing unusual. MC on all of them compresses a toggle that pays SP and either weapon damage + the no-special bonus (Melee/Ranged) or causes the player to be inflicted with EleVuln (Magic) to attempt Water Burn when attacking with weapon hits (Melee/Ranged) or Water spells (Magic). So for each weapon, the toggle functions as follows:

    Melee: Trade 25% weapon damage and 25% Melee in SP cost (sum of 50% Melee) to attempt a 4-turn (12.5 x 85 / 90)% Melee Water Burn after each successful hit. While toggle is active, you lose the 0-proc bonus, and each Burn attempt has a 32% chance to get a x1.5 multiplier (32% chance to add 25% Melee, so x1.5 of the normal value) to the Melee value of the Burn. Inflicts with STR/LUK vs enemy DEX/LUK, 50% save.
    Ranged: Pays the same weapon damage and SP cost as Melee, and also sacrifices the 0-proc bonus, with 5% of it going towards giving the Burn a -20 penalty to the mob's save, and the remaining 3% giving a tiny boost to the Burn, so you get a 53% Melee base value, so you get a (13.25 x 85 / 80)% Melee Water Burn after each successful hit. This Burn is also affected by the RangedLean damage modifier, so if your Ranged hits are doing x1.05 damage due to landing hits, the Burn will get the same x1.05 multiplier. Inflicts with DEX/LUK vs enemy DEX/LUK, -20 penalty to the mob's save.
    Magic: Pays 50% Melee in SP and inflicts a 2 turn +(25/1.4)% DmgTkn universal EleVuln on the player (this can't be converted via Lucky Break) when casting a Water spell to have each hit attempt a 4 turn 25% Melee Water Burn, inflicting with INT/LUK vs enemy DEX/LUK, 50% save.

    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
    
    Melee/Ranged
    Base	6	8	12	14	17	19	21	24	26
    Rand	2	4	5	8	8	10	12	11	12
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	4	6	9	11	13	14	16	18	19
    Rand	3	3	4	5	6	8	8	8	10
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    25SP	8	11	20	30	42	54	68	84	98
    50SP	15	23	40	60	83	109	137	168	196
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Telcontar Arvedui I -> RE: Weapons [2022] - Read the first post! (9/20/2024 3:13:29)

    Just a PSA - player testing reveals that Dead Sea Sceptre allows up to 4 hits of the Water spell to each attempt the 4-turn, 25 %Melee Water Burn.

    (just remember to pack a Water spell that does at least 2 hits, preferably 4, if you use this weapon)




    Kamui -> RE: Weapons [2022] - Read the first post! (9/26/2024 17:01:28)

    Fungibushi Shroom Katana/Kunai/Staff

    Earth Wind weapons, 0/100/0 special rate, the Melee/Ranged weapons have +3 accuracy leans, staff is neutral accuracy lean. All three have neutral damage leans.

    For the Melee/Ranged weapons, they cause you to take +(10 / 1.4)% damage and enemy attacks have +6 BtH vs you. This pays for, at end of player turn, applying a (10 x HitRateMult x Hits / Attempts)% Melee Earth Wind Spore on the enemy, MC causes the first Spore applied this way per battle to be boosted to (35 x Stuff)% Melee instead of (10 x Stuff)% Melee.

    For the Magic version, if you cast an Earth a Wind spell, it inflicts you with a +(20 / 1.4)% DmgTkn universal EleVuln and a -12 universal DefLoss, both for 1 turn and unable to be removed via Lucky Break. This pays for a similar effect to the Melee/Ranged version, but it applies a (20 x Hits / Attempts)% Melee Earth Wind Spore to the enemy, with MC causing the first Spore applied this way to get boosted to (38.75 x Hits / Attempts)% Melee.

    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	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
    
    BowBR	115	145	205	265	325	385	445	505	559
    BowStat	133	199	331	463	595	727	859	991	1109.8
    BowBTH	0	1	4	6	9	11	14	16	19
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Kamui -> RE: Weapons [2022] - Read the first post! (9/26/2024 17:02:16)

    The Reaping Gale

    Wind scythe, can swap between Melee/Ranged/Magic, 1/3 base damage lean and -3 accuracy lean in all modes. Regardless of mode, sacrifices half of weapon damage to attempt a Wind Burn after each successful hit. For Melee and Magic modes, the Burn is (12.5 x MagicMult x HitRateMult)% Melee, lasting 4 turns, with MagicMult being 0.75 for the Magic version, 1 otherwise, and HitRateMult being 85/82. These have a 50% save, inflicting with Mainstat/LUK vs mob DEX/LUK. For the Ranged version, it similarly has a (12.5 x HitRateMult)% Melee Burn that lasts 4 turns, but this is further modified by the RangedLean damage multiplier, so as you land more hits and your accuracy decreases, the Burn gets stronger as well.

    MC compresses a SP cost spell-like skill that does one of two things depending on if the enemy is or is not Burning when it is cast.

  • Not Burning: Efficient skill, charges 25% (Melee/Ranged) or 50% (Magic) Melee in SP, does damage and nothing else.
  • Burning: Normal skill, charges 100% (Melee/Ranged) or 125% (Magic) Melee in SP, and eats up to 400% Melee worth of Burn on the enemy to grant the player a bonus to their weapon mainstat and CHA for 3 turns, similar to the Nilak Shortboard. Numbers below are what you get per 100% Melee worth of Burn eaten, so /2 the shown number to see what you get to each of the two buffed stats per 100% Melee worth of Burn.

    Level	15	35	55	75	95	115	135	143
    Type	Z	Z	G	Z	Z	G	Z	Z
    PowLvl	47	57	59	86	105	118	145	153
    
    Melee/Ranged
    Base	11	12	12	15	17	18	21	21
    Rand	11	13	13	15	17	19	20	22
    BtH	6	7	7	11	13	15	18	19
    
    Magic
    Base	8	9	9	11	13	14	15	16
    Rand	9	9	10	12	12	13	16	16
    BtH	6	7	7	11	13	15	18	19
    
    CostLv	39	51	58	83	102	117	142	150
    25SP	22	28	32	46	59	70	90	96
    50SP	44	56	63	93	118	140	179	193
    100SP	88	112	127	186	236	279	358	385
    125SP	110	140	159	232	295	349	448	481
    
    x2MCP	462	814	2453	1991	2871	1255027	5324	5940
    x2MCS	Z	Z	1226	Z	Z	627513	Z	Z


    PowLvl	5	15	35	55	75	95	115	135	153
    +STAT	41.4	43.5	57.7	70.1	81.4	91.9	101.1	109.2	117




  • Lorekeeper -> RE: Weapons [2022] - Read the first post! (10/16/2024 13:36:13)

    Warwolf Prime Contest Weapons

    Ianthe says:

    quote:

    Warwolf Prime MAR/CHOSIAS Type-ME80

    Fire Melee sword. 0 proc, so *1.08 damage. -10 BTH lean.

    The weapon takes -10% Melee damage to generate 1 WHz of PCF per turn after attacking. PCF resets at the end of battle. For integration bonuses, PCF is capped at 10 plus 5 per use of Shift Gear this battle.

    Comes with the following options:

    Volatile Drive: Toggle, every turn you generate 1 additional WHz and start Bleeding (power:0.085, recovery save inflicts with VStat/VStat and resists with END/LUK, +0 bonus).

    Reactor Drain: Toggle, apply the following two effects:
    - Your weapon attacks take a further -20% Melee damage. After you attack, you inflict an additional hit of Melee Fire to your foe's SP equal to [20% *0.85/0.75 * hits / attempts] Melee.
    - After you attack, you start Bleeding (as above, power:0.2 *0.85/0.25 * misses / attempts) and gain EleShield (1 turn, all elements, -[20% /0.75 * hits / attempts]% Melee).

    Integration: Toggle, on by default. Gain +[2*PCF/Integrated]% Melee weapon damage.

    Shift Gear: Requires PCF to be capped. You now generate [8% of cap] WHz of PCF per turn. You also gain +[cap*2]% chance of your guest Ferociously Striking for 2 turns.
    - First use: +0.8 WHz of PCF per turn, +20% FerSt rate
    - Second use: +1.2 WHz per turn (total: +2 WHz/turn), +40% FerSt rate
    - Third use: +1.6 WHz/turn (total: +3.6 WHz/turn), +60% FerSt rate

    Warwolf Prime AsTA/ROTH Type-RA40

    Fire Ranged gun. As above but:
    - 100 proc. No proper Special, so *1.1 damage.
    - Normal attack is two hits, or three hits when Reactor Drain is active.
    - BTH lean of -15. Replace all the /0.75s in the toggles with /0.7, and replace the /0.25 with /0.3.

    Warwolf Prime AL/LOCER Type-MA00

    Fire Magic staff. 0 proc, so *1.08 damage. -10 BTH lean.

    The weapon takes -10% Melee damage to generate 1 WHz of PCF per turn after attacking.

    Comes with the following options:

    Volatile Drive:As above:

    Reactor Drain: Toggle, apply the following two effects to your Fire spells:
    - Spells take a further -40% Melee damage. After you attack, you inflict an additional hit of Melee Fire to your foe's SP equal to [40% *0.85/0.75 * hits / attempts] Melee.
    - Afterwards, you start Bleeding (as above, power:0.40 *0.85/0.25 * misses / attempts) and gain EleShield (1 turn, all elements, -[40% /0.75 * hits / attempts]% Melee).

    Integration: Toggle, on by default. Gain +[2*PCF/Integrated]% Melee weapon damage.

    Shift Gear: as above


    Passive boosts spells, toggle boosts player attacks.

    Normally weapon attacks are boosted by +[2*PCImod]% Melee every turn. If we put this on spells, it's 4x this value.





    Lorekeeper -> RE: Weapons [2022] - Read the first post! (10/16/2024 13:44:53)

    22nd Anniversary Rare Monster Hunt

    Kam says:

    quote:

    Copperclad Brightblade/Brightfall/Brightheart

    Light Sword/Glaive/Sword, neutral damage and accuracy leans. No special, but sacrifices the normal no-proc bonus and potentially some weapon damage to instead have one of two effects it toggles between. By default it sacrifices 10% Melee (so -10% Dmg for Melee/Ranged, -13.33...% Melee for Magic) to heal your HP and SP for 2.5% Melee each after each hit you attempt, max of 4 hits per turn. The no-proc bonus gives a 37.5% chance for Melee/Ranged and 20% chance for Magic that this gains a 30% Melee boost, quadrupling it to heal 10% Melee after each hit in that turn. If HP or SP is > 80%, then the healing for that value will be ignored and the other value gets doubled, with it defaulting to just healing SP if both are over 80%. Alternatively, the weapon can use the no-proc bonus (no damage is paid in this mode, just the no-proc bonus) to cause the foe to have +20% HealRes for the Melee/Ranged and +15% HealRes for Magic versions, this passively happens so long as you attempted an attack with the weapon. Also has Lv 31/85/143 Z versions = to the Lv 55/95/150 versions for 737/2409/5940 Z Tokens, respectively.

    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	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
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583





    22nd Anniversary LTS

    Kam says:

    quote:

    Xalkos Thrax Bloodletter/Harbinger/Athame

    Earth Melee/Ranged/Magic Sword/Bow/Dagger, neutral damage/accuracy leans on the sword/bow, and 1/3 base damage lean and +3 accuracy lean on the dagger, Melee/Magic have no special, Ranged has a 20% true special and 80% bow attack. If Bleed is not active on the foe, then the weapons act as normal weapons, with no damage bonus/penalty or anything. If however there is an active Bleed on the foe during the first attempted weapon/special hit for Melee/Ranged, or first attempted Earth spell hit for Magic, the following effects occur depending on the individual weapon.

    Melee: Pays half weapon damage and MC to attempt a (55 x 1.1 /1.5 / 2 = 20.166...)% Melee Bleed on the foe. 55% is the base value, x1.1 since it's treated as a trigger effect due to requiring an already active Bleed, /1.5 for assumed duration due to a -10 save, and /2 since it's per-hit. Inflicts with STR/LUK vs foe's DEX/LUK, with a -10 penalty to the mob's save.
    Ranged: Same as the Melee version, but also is modified the the RangedLean damage modifier. But inflicts with DEX/LUK.
    Magic: First applicable hit charges 50% Melee in HP cost to attempt the same value Bleed as the Melee version. Inflicts with INT/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
    
    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	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
    
    CostLv	5	15	35	55	75	95	115	135	152
    50HP	13	20	36	54	74	96	122	149	174
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Kamui -> RE: Weapons [2022] - Read the first post! (10/24/2024 18:50:32)

    Dusk to Dawn Soul Drinker

    Earth version of Soul Drinker, MC is +1/6 damage on the special, flavour effect is the special checks your HP and MP on firing, if either is below 80%, the special deals half damage and heals you based on damage done. HP healing takes priority over MP healing, healing is = to DamageDone/MobEarthRes for HP, with a *1.5 multiplier for MP healing.

    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
    Base	6	7	8	10	11	12	13
    Rand	20	23	26	28	33	38	38
    BtH	6	7	9	12	15	18	19
    
    Magic
    Base	5	5	6	7	8	9	10
    Rand	14	17	19	22	25	28	28
    BtH	6	7	9	12	15	18	19
    
    Proc	20	20	20	20	20	20	20
    SBR	5.87	7.31	9.17	11.45	12.97	14.43	14.88
    SLS	5.86	7.14	8.73	10.91	13.38	15.86	16.65
    SBtH	19	24	31	40	50	53	54
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z




    Kamui -> RE: Weapons [2022] - Read the first post! (10/24/2024 18:52:24)

    Betrayer's Bite

    Melee Wind Axe, MC compresses two skills, both are baseline of 200% Melee, and charge 100% Melee in HP cost, essentially done as a bow/wand attack, 4 hits. First one, Lacerating Bite, trades half damage (100% Melee) to attempt a (100 / 1.5 / 4)% Melee Bleed after each hit of the special. Inflicts with STR/LUK vs mob END/LUK, -10 penalty to the save. Second skill, Ravenous Bite, does normal damage, and eats up to 400% Melee worth of Bleed on the enemy to heal the player for an equivalent value.

    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	7	8	10	12	14	16	18	20	21
    Rand	6	8	11	13	15	17	19	20	22
    BtH	2	3	5	7	10	12	15	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    100HP	36	49	78	113	152	198	248	304	348




    Ianthe -> RE: Weapons [2022] - Read the first post! (11/4/2024 0:28:48)

    Conquerer's/Protector's/Visionary's Reignbringer. Kam says:

    Melee/Ranged/Magic weapons (original will become Visionary's). All three are 0-proc weapons, with a neutral damage/accuracy lean. Melee/Ranged sacrifice 25% of weapon damage to attempt a (25 / 0.5 / 2 / 4 = 6.25)% Melee Fire Burn on the foe for 4 turns, 25% baseline, /0.5 for 50% save, /2 for per-hit, and /4 for duration. Ranged version also applies the Ranged Lean modifier to the Burn's damage. Magic version applies a 2 turn +(25 / 1.4)% DmgTkn EleVuln vs all elements to the player on the first attempted Fire spell hit, and causes said spell hits to attempt double the value of the Melee/Ranged Burn, so 12.5% Melee Fire Burn per connected hit.

    Weapons can be clicked to cast the old weapon special as a 4 hit SP-cost skill (Melee/Ranged) or MP-cost spell (Magic). This has a baseline of 200% Melee, with 100% Melee SP cost or 125% Melee MP cost. Instead of the normal effect, the skill trades half of its damage (so 100% Melee) to attempt a (100 / 0.5 / 4 / 4)% Melee Fire Burn on the foe after each hit. 100% Melee baseline, /0.5 for 50% save, /4 since it's 4 hits, and /4 for duration. Magic version still has the bit with EleVuln, but the Burn per hit is halved (you're getting 4 hits out of something built-in to the weapon, we're not gonna cheat with normal per-hit assumptions here), and the spell sacrifices half of its damage to also inflict a Burn = in value to the skill Burn on the Melee/Ranged version, so in total you're losing 100% Melee of the spell's damage and inflicting yourself with 50% Melee of EleVuln, to apply (150 / 0.5 / 4 / 4 = 18.75)% Melee Burn on the foe for 4 turns per hit of the spell.

    All Burns from this inflict with WpnMainstat/LUK vs enemy DEX/LUK, with a 50% save.

    The skill/spell attacks also deal x1.25 damage if using the armour from the set, basically benefiting from the armour lean.

    Level	45	60	75	90	105	120	135	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	45	60	75	90	105	120	135	153
    								
    Melee/Ranged
    Base	10	11	13	14	15	17	18	19
    Rand	12	16	16	19	21	21	23	26
    BtH	6	8	9	11	13	15	17	19
    								
    Magic
    Base	7	8	9	10	11	12	13	14
    Rand	10	12	14	15	16	17	18	20
    BtH	6	8	9	11	13	15	17	19
    								
    A-MCP	902	4094	19364	92435	442039	2114754	10118016	48410333
    A-MCS	451	2047	9682	46217	221019	1057377	5059008	24205166
    




    Lorekeeper -> RE: Weapons [2022] - Read the first post! (11/4/2024 9:55:36)

    Also from Alnaphar and via Kam:

    quote:

    The Liquefactor

    Melee Fire Mace, has a 0.1 base damage lean and a -3 BtH lean. Compresses a 4 hit skill similar to the Melee/Ranged versions of the Reignbringer as its MC, charging 100% Melee and doing a baseline of 200% Melee damage. Does the same x1.25 damage deal if using the set armour to benefit from armour lean. With normal attacks, sacrifices 10% weapon damage to attempt a permanent +(10 / 0.5 / 0.82 / 1.4 / 10 / 2 = 0.87)% DmgTkn Fire EleVuln on the foe after each hit. /0.5 for the 50% save, /0.82 since needs to land a hit, /1.4 since it affects all things on player's side, /10 for assumed 10-turn duration, and /2 since it's per hit.

    Skill attack instead sacrifices half of its damage (so 100% Melee) to attempt a permanent +(100 / 0.5 / 0.82 / 1.4 / 10 / 4 = 4.36)% DmgTkn Fire EleVuln on the foe after each hit. Similar calcs, just with /4 instead of /2 for number of hits. Inflicts with STR/LUK vs enemy END/LUK, 50% save.

    Once the total EleVuln from this has reached +50% or more, the weapon and skill stops losing damage and instead deals damage as normal for the rest of the fight.




    Lorekeeper -> RE: Weapons [2022] - Read the first post! (11/15/2024 18:22:46)

    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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