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

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Kamui -> RE: Weapons [2022] - Read the first post! (3/14/2024 21:23:30)

Rebirth Staff

Magic Fire Staff (warmth of Spring), neutral accuracy and damage leans. Sacrifices 20% of weapon damage (worth 15% Melee) to regenerate (22.5 x MobFireRes x Hits / Attempts)% Melee worth of MP at end of turn when striking Choking foes with weapon attacks. MC is a toggle that causes your Fire spells to attempt 4 turns of -(42.02 x MobFireRes x Hits / Attempts)% DmgDlt Spring Snooze (renamed Choke), with a neutral save, inflicting with INT/LUK vs mob's END/LUK. This costs 100% Melee in SP, and is charged on the first Fire spell hit in a turn. 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	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
20MP	8	12	21	32	44	58	73	89	105

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! (3/22/2024 16:13:43)

Legion Monsterlord Sword/Scythe/Reaver (GGB Rare)

Water Melee/Ranged/Magic Sword/Scythe/Dagger, these have a 1/3 base damage lean and a -3/-3/+3 accuracy lean, no specials. All three compress a toggle that charges 100% Melee in SP on first attempted weapon hit for Melee/Ranged, and 200% Melee in SP for first attempted Water spell hit for Magic. If the toggle remains on, then after each valid hit a 4-turn Water Burn will be attempted, dealing (50 25 x 85/82)% Melee per turn for Melee/Ranged, and 100 50% Melee per turn for Magic, with both of these only triggering up to 4 times per turn. This inflicts with WpnMainstat/LUK vs mob DEX/LUK, 50% save.

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

CostLv	5	15	35	55	75	95	115	135	152
100SP	30	45	80	120	166	217	273	335	392
SPCost	60	91	160	241	332	434	547	670	784




Kamui -> RE: Weapons [2022] - Read the first post! (4/4/2024 17:09:56)

Blood of the Shattering Deep

Melee Earth Axe, -3 accuracy lean normally, 1/3 base damage lean, no special. MC is ability to toggle an SP-cost mode that deals x0.85 damage to auto-hit (loses the accuracy lean during this) and at end of turn have a (Hits/Attempts)% chance (realistically this SHOULD be 100%, but meh) to attempt Petrify after attacking. Total cost to attempt Petrify at a 50% save is 91.54% Melee, so weapon will lose 40% damage, and charge 51.54% Melee in SP cost per turn when in this mode. Attempts with STR/LUK vs mob END/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

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

CostLv	5	15	35	55	75	95	115	135	152
SPCost	15	23	41	62	86	112	141	173	202

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! (4/4/2024 17:10:06)

Herald of the Eclipse Blade/Bow/Staff

Fire weapons, all have a neutral damage/accuracy lean, blade/staff have no special, while bow has a 20% true special. All weapons toggle between one of two modes, by default they sacrifice MC and 50% weapon damage (so total of 55% Melee, 41.25% for Magic version), to attempt to inflict (55 x MagMult / 2 / 1.5)% Melee Bleed on the foe after each hit, max of 4 attempts per turn, MagMult is 0.75 if using the Magic weapon, 1 otherwise. This has a -10 penalty to the save, inflicts with WpnMainstat/LUK vs mob DEX/LUK (covering your eyes quickly before seeing the eclipse, making your eyes bleed). Can toggle it instead to pay MC and 20% weapon damage (25% Melee, 18.75% for Magic version) to attempt a 4 turn -(6.38 x MagMult x MobFireRes x Hits / Attempts) BtH Blind at end of turn, this has a -20 penalty to the save, and uses the same inflict/resist stats as the Bleed.

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	8	9	10	12	14	15	16
Rand	16	19	22	24	27	32	32
BtH	6	7	9	12	15	18	19

Magic
Base	6	7	8	9	10	12	12
Rand	12	13	15	18	21	22	24
BtH	6	7	9	12	15	18	19

BowBR	232	271	319	385	460	535	559	589
BowStat	390.4	476.2	581.8	727	892	1057	1109.8	1175.8
BowBTH	5	7	9	11	15	18	19	20

Proc	20	20	20	20	20	20	20
SBR	6.17	7.58	9.4	12.01	14.49	16.03	16.5
SLS	5.86	7.14	8.73	10.91	13.38	15.86	16.65
SBtH	21.4	27.25	34.45	44.35	55	61.25	63.25

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z




Kamui -> RE: Weapons [2022] - Read the first post! (4/11/2024 16:15:19)

SGGB-255D Hivediver Breaker (Water)
SGGB-255L Hivediver Breaker (Light)
SGGB-255F Hivediver Breaker (Fire)

MC Ranged gun. Normal attack is two hits, +0 BTH mod. No proper "special"-special, so *1.1 damage.

Comes with a skill and two toggles:
  • Click the handle to cast a skill. Costs [100% Melee] SP and deals [200% Melee] damage. 4 hits.
  • Click the light to toggle it on/off. While off, your attacks take a -20 BTH lean (weapon attacks take -20 BTH and deal x1.31 damage).
  • Click the stock to extend/contract it. While extended, you take -12 blocking and:
    - The normal attack takes -25% damage and inflicts Bleeding (power:0.45, +0 save).
    - The skill takes -50% damage and inflicts Bleeding (power:1.2, +0 save).
    Either way, the mob can resist with a save at a +0 bonus (inflict with DEX/LUK, resist with END/LUK). If the light is off, then you also apply the x1.31 damage mod to the Bleed.

    Scales as a GGB item.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    Base	7	9	10	11	12	13
    Rand	23	25	29	33	36	38
    BtH	7	10	12	15	17	19
    
    BowBR	277	334	394	454	514	559
    BowStat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BowBTH	7	9	12	14	17	19
    




  • Kamui -> RE: Weapons [2022] - Read the first post! (4/19/2024 19:18:50)

    Mechwog Render/Anti-Mechwog Cannon/Mechwog Sapper

    Melee/Ranged/Magic Ice Sword/Gun/Dagger, these have a 0.5/0.1/0.33... base damage lean, and normally a +0/-10/+0 accuracy lean. All three of them compress a toggle as their MC bonus, this charges 50% Melee in either weapon damage or spell damage of the weapon's element (in the case of the Magic weapon) and 50% Melee in SP per turn to cause a specific effect to happen.

  • Melee: Toggle charges 50% Melee in weapon damage and 50% Melee in SP, paid on first attempted weapon hit per turn, to attempt a 10% Melee Burn with infinite duration after each connected hit, max of 4 attempts per turn.

  • Ranged: Toggle changes the weapon from its normal -10 BtH lean to +10 BtH lean, and charges same % Melee in weapon damage and SP as for the Melee version. This one attempts a (25 x 95 / 85)% Melee Burn that lasts 4 turns after each connected hit, max of 4 attempts per turn.

  • Magic: Toggle causes Ice spells to lose 50% Melee in damage (so -25% spell damage) and charges 50% Melee in SP to attempt a (50 x Hits / Attempts)% Melee Burn that lasts 4 turns. Weapon also loses 10% damage at all times (so 7.5% Melee) to replenish 18.75% Melee worth of HP/MP, split into 9.375% HP and same for MP, so you get back (9.375 x Hits / Attempts)% Melee worth of HP and same for MP. If one resource is >= 80%, and the other is < 80%, the >= 80% resource won't be healed, and the < 80% resource gets doubled healing (so (18.75 x Hits / Attempts)% Melee in healing).

    All of the status effects have a 50% save, inflict with WpnMainstat/LUK vs mob 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
    Base	8	9	10	12	14	15	16
    Rand	16	19	22	24	27	32	32
    BtH	6	7	9	12	15	18	19
    
    Ranged
    Base	14	16	19	22	25	28	29
    Rand	4	5	4	4	5	6	6
    BtH	6	7	9	12	15	18	19
    
    Magic
    Base	8	9	10	12	14	15	16
    Rand	8	9	11	12	13	16	16
    BtH	6	7	9	12	15	18	19
    
    BowBR	232	271	319	385	460	535	559
    BowStat	390.4	476.2	581.8	727	892	1057	1109.8
    BowBTH	5	7	9	11	15	18	19
    
    MPHeal	12	16	20	27	36	46	49
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z




  • Kamui -> RE: Weapons [2022] - Read the first post! (4/19/2024 19:19:47)

    Woe Betide, Ianthe says:

    Woe Betide

    MC Melee Water hammer / blunt weapon. No special, so *1.08 damage. -10 BTH lean.

    Comes with a toggle: pay [20% Melee] in SP and take -25% damage to make your foe Unlucky (1 turn, -111 LUK). The mob can resist with a save at a -20 penalty (inflict with STR/LUK, resist with CHA/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	14	16	19	22	25	28	29
    Rand	4	5	4	4	5	6	6
    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! (4/19/2024 19:20:25)

    Ebbing Fortune, Ianthe says:

    Ebbing Fortune

    MC Magic Water staff. -10 BTH lean. No special, so *1.08 damage.

    MC: Comes with a skill. Click on your weapon and pay [100% Melee] SP to have the next damaging spell you cast inflict Unlucky (-76 LUK, 4 turns) subject to a +0 save (inflict with INT/LUK, resist with CHA/LUK).

    Bonus: Weapon takes -10% damage. After attacking with it, you heal [9.375% Melee] worth of HP and MP each (modified by both hit rate and mob resist).
    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	5	5	6	7	8	9	10
    Rand	14	17	19	22	25	28	28
    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! (4/19/2024 19:20:52)

    Turning Point, Ianthe says:

    Turning Point

    MC Ranged spear/polearm. +0 BTH. 10 proc.

    Comes with a toggle: pay [20% Melee] in SP to make your foe Unlucky (1 turn, -49 LUK). The penalty is multiplied by the Ranged Adaptation mechanic's damage multiplier. The mob can resist with a save at a -12 penalty (inflict with DEX/LUK, resist with CHA/LUK).

    The special is two hits, Ranged Water. It gains +15% damage if the mob is Unlucky, and takes -10% damage otherwise.
    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
    
    Proc	10	10	10	10	10	10	10
    SBR	8.23	10.11	12.54	16.02	19.32	21.37	22
    SLS	7.81	9.52	11.64	14.54	17.84	21.14	22.2
    SBtH	21.4	27.25	34.45	44.35	55	61.25	63.25
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z




    Bolter -> RE: Weapons [2022] - Read the first post! (4/20/2024 5:10:54)

    I suppose the Mechwog Render and Sapper are both 0-proc and the Anti-Mechwog Cannon is 100-proc? Anti-Mechwog Cannon does not have a special-special too?

    Correct, apologies for forgetting to mention that! ~Kam




    Kamui -> RE: Weapons [2022] - Read the first post! (4/25/2024 16:11:01)

    Summary of updates for the Light Realm Champion set pieces

    Light Realm Warhammer: Now has tweaked graphics for MRM forms, otherwise is unchanged. It still deals +(5 x Blocks / Attempts / 0.15)% Dmg after any turn where the enemy attempted an attack on you, with Blocks being # of hits you blocked and Attempts being the # of hits enemy attempted. If it's the first turn the weapon is equipped, or enemy didn't attempt any attacks the previous turn (due to a stun or something), then you just deal +5% Dmg. This effect is already pretty potent, giving you up to +33.33...% DmgDlt if you block all hits the mob uses, and as a Light weapon, it's fairly easy to pair it with a Blind effect, even outside of the set. Still has a 20% proc special, and 0.1 base lean, with -5 BtH lean.

    Light Realm Protector: This shield's prior form made you take less damage based on % of hits blocked in the prior turn, basically an inversion of the weapon's effect. Except if you're blocking, then that means you're likely negating a good % of the damage anyway, so this effect is pretty much wasted. So instead, now its MC effect is +20 Blind Potence, and you take +(20/1.4)% Dmg to heal yourself for (20 x 0.85 x Blocks / Attempts / 0.15)% Melee at start of turn.

    Light Realm Champion: Still FO Light, first skill comes in Cleaving Radiance and Brilliant Radiance, armour-like attack and spell-like attack, respectively, and when selecting one you can also choose if it'll be MP or SP cost. CR gets ele-comp to discount the cost, BR gets ele-comp to boost damage. Wrath of the Light Realm is now always available, still spell-like, costing SP or MP (player choice), and now sacrifices 100% Melee of the skill's damage to attempt a permanent Blind effect on the foe. 100% Melee is worth 60 MRM, has a -20 penalty to the save, so /0.7, then give /0.85 since these will require a hit, then /10 due to it being a permanent effect, and finally /3 since it's split among 3 hits, so a total of ~3.36 MRM. So each of the 3 hits that lands attempts a permanent -(3.36 x MobLightRes) BtH Blind on the foe, -20 penalty to save, inflicts with WpnStat/LUK vs mob INT/LUK.

    FSB: Set bonus previously enabled access to the second skill of the armour, now it will instead do two things. First, all attacks done now gain the same effect as the weapon, you deal +(5 x Blocks / Attempts / 0.15)% Melee with all weapon attacks, specials, and spells, same +5% Melee bubblewrap if no attempted enemy hits the prior turn, or if it's the first turn. Second, the Blind applied by the armour's 2nd skill gets a x1.05 boost, so it goes up to ~-(3.53 x MobLightRes) BtH Blind per connected hit.




    Kamui -> RE: Weapons [2022] - Read the first post! (5/6/2024 15:07:59)

    Twilly Mogliņata Wand

    Magic Earth Wand, neutral damage/accuracy leans. Has a wand special that's a standard 2-hits. MC compresses a healing spell that replenishes your HP, as well as a toggle. When the toggle is active, when casting an Earth spell, the spell will deal -12.5% damage (25% Melee), and on the first attempted hit, you will pay 25% Melee in SP. This will then attempt a -(PncVal x MobEarthRes x Hits / Attempts /1.4 / (0.7/0.3))% DmgDlt Panic, with PncVal being 50. Vs 100% resists and all hits connected, this is ~-15.31% DmgDlt, lasting on average 2.33... turns. This has a -20 penalty to the save, hence the 0.7/0.3 to get turn value. This inflicts with INT/LUK vs mob CHA/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	6	7	8	9	10	12	12
    Rand	12	13	15	18	21	22	24
    BtH	6	7	9	12	15	18	19
    
    BowBR	232	271	319	385	460	535	559
    BowStat	390.4	476.2	581.8	727	892	1057	1109.8
    BowBTH	5	7	9	11	15	18	19
    
    CostLv	35	51	69	92	117	142	150
    MPCost	134	187	253	348	466	597	642
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z




    Kamui -> RE: Weapons [2022] - Read the first post! (5/6/2024 15:08:12)

    Moonlit Predator Blade/Spear/Tablet

    Melee/Ranged/Magic Water Sword/Spear/Fist, sword has neutral damage/accuracy, spear has 2/3 random and +3 accuracy leans, and tablet has 1/10 base and +5 accuracy leans. None have any special. MC compresses a toggle that cycles between its normal state and two status modes. By default, does nothing, but in a status mode, on the first attempted <source> hit that turn (weapon hit for Melee/Ranged, Water spell hit for Magic), charges 50% Melee in SP and attempts either Water Poison or Fear. Poison is attempted after each hit, 12.5% Melee for 4 turns, max of 4 attempts per turn. Fear is attempted at end of player turn, has a (21.01 x MobWaterRes x Hits / Attempts)% stun rate and lasts 4 turns. Both have a 50% save, are inflicted with <WpnMainstat>/LUK, and are resisted with END/LUK (the Fear is a hallucinogen so your body needs to resist it).

    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
    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	2	3	5	6	7	8	9	10	11
    Rand	10	14	19	24	28	32	36	39	42
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	5	7	10	12	14	16	18	20	22
    Rand	1	1	2	3	4	4	4	4	4
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    SPCost	15	23	40	60	83	109	137	168	196
    
    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! (5/6/2024 15:08:32)

    Claw Arm

    Ranged Darkness Fist (closest thing I could think of), 0.1 base lean and normally neutral accuracy lean, 100 proc with no true special. Toggles between two modes. By default, flings some grenades that just do damage regularly, dealing +5% damage as MC. Can click to toggle Yoink mode, where the weapons changes to auto-hit, dealing x0.85 damage, and when attacking, sacrifices 25% Melee (so MC and -(20/0.85)% weapon damage) to attempt to inflict 1 turn of +(21.25/1.4)% DmgTkn DarknessEleVuln, and, if the infliction is successful, also apply 1 turn of -(21.25/1.4)% DmgTkn all-element EleShield to the player char. 25% Melee x 0.85 due to the auto-hit gives 21.25, 50% save inflicts with DEX/LUK vs mob's DEX/LUK (preventing thievery of their defences).

    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	6	9	13	16	19	22	24	27	29
    Rand	2	2	3	4	4	4	6	5	6
    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! (5/6/2024 15:08:50)

    Flamepuncher Rifle

    Ranged Fire Gun, has a neutral damage lean and a -10 accuracy lean (requires skill to hit the target). Has a regular "bow" special and a 4-hit 20% proc special. MC effect is +7.5% DmgDlt per damaging status on the enemy, up to +15% DmgDlt. This counts things like Control, Bleed, Burn, etc. You can also click the laser sight below the barrel to toggle it on, this causes you to have -9 MRM but gain +12.75 BtH with the weapon's attacks.

    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
    
    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! (5/10/2024 14:39:07)

    Queen Mother Sceptre

    Magic Light Sceptre, 1/3 base lean and +3 BtH lean, no special. MC compresses a 2-hit Light spell that does standard damage (200% Melee) and trades 83.3% Melee to attempt a (25 x MobLightRes)% stun rate Fear that lasts (Hits x 2) turns. Inflicts with INT/LUK vs mob CHA/LUK, with a -20 penalty to the 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
    
    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
    MPCost	50	76	134	201	277	362	456	559	653
    
    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! (5/17/2024 15:25:04)

    Ianthe says:


    Water/Ice Warcaster Staff - UltraRare

    MC Magic staff, comes in Water and Ice variants.

    0 proc, but this bonus gets funnelled into a spell boost. Weapon attacks do /1.08 damage. Whenever you cast a damaging spell, there's a 20% chance that the monster is Burnt (power:1.79, 2 turns, Void) and Panics (-30% mob damage) subject to the same saves as below.*.

    MC: You take -10% damage on weapon attacks, and get to toggle between the following options of how it gets used. All options add an effect to your damaging spells:
    - Panic (-38.2% mob damage), subject to a save at a +0 bonus (inflict with INT/LUK, resist with CHA/LUK)
    - Burn (power:3, 3 turns, weapon element) subject to a save at a +0 bonus (inflict with INT/LUK, resist with DEX/LUK)
    - Both, but at half power.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    Base	9	11	12	14	15	16
    Rand	10	10	13	13	15	16
    BtH	7	10	12	15	17	19
    

    *Technical details: all weapon hits deal *1.08 for no special but /1.08 for effect. When the effect procs, the spell deals *14/9 multiplicative damage and takes -(5/14) additive damage, which should balance out to x1 if nothing else applies.




    Kamui -> RE: Weapons [2022] - Read the first post! (5/17/2024 15:25:27)

    Magus Staff - Rare

    Magic Staff, comes in Ice and Water variants. Trades 10% Melee from weapon damage (so ~-13.33...% DmgDlt) to boost spell damage of the weapon's element by 20% (so +40% Melee). Also compresses a spell that does 4 hits, standard 200% Melee baseline, sacrifices half of spell's damage (so 100% Melee) to cause each hit to attempt a 4-turn +(6.25/1.4/0.85)% <WpnEle> DmgTkn EleVuln, and per hit where the EleVuln succeeds, you also gain a universal -(6.25/1.4/0.85)% DmgTkn EleShield. This has a 50% save, inflicts with INT/LUK vs mob's 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
    
    Base	8	15	30	48	69	93	120	150	179
    Rand	17	28	58	94	136	184	238	298	358
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38




    Jakau Ryuu -> RE: Weapons [2022] - Read the first post! (5/23/2024 17:26:15)

    Small thing, but was recently able to salvage from my old Photobucket account a few images I previously contributed to the Encyclopedia years ago, which currently show on their respective pages with that site's watermark: I'm currently hosting them on my personal site (not ideal, but Photobucket is Photobucket, TinyPic is unusable, and I've been having site issues with Imgur recently), but it'd be better if those could be hosted elsewhere (I think I've seen a few entries with images hosted on the forums themselves? I know I don't have the permissions for that though).

    As far as old weapons go, I salvaged two watermark-free images (I've got one armor too, that's for the corresponding thread tho):
  • Image for Blackhawke's Blade is here;
  • Image for the Corpse Cannon is here.




  • Kamui -> RE: Weapons [2022] - Read the first post! (6/1/2024 16:48:28)

    Sovereign's Reign Armaments

    Melee/Ranged/Magic Energy Sword/Glaive/Sword, neutral damage/accuracy leans for all 3, click handle to toggle mode. Has a toggle as its MC, swapping between base state and 1 of 2 status modes by clicking the blade, both of which attempt a status on the enemy based on % of hits that connected, charging SP for this. Both inflict with WpnMainstat/LUK vs enemy CHA/LUK on a 50% save. Melee/Ranged check for the weapon's hits, while the Magic version checks for spell hits that match the weapon's element, with the SP being charged on the first attempted hit that can trigger the tracking.

  • Paralyse: Mob turn is worth 1.4 x 0.85, so 1.19, save halves it, so 59.5, x 0.85 since it requires a hit, so charge 50.575% Melee in SP cost for a (Hits / Attempts)% chance to attempt a 1-turn Paralyse. Cost gets affected by enemy Energy resists, with 130% Energy res for example giving a /1.3 to the cost, effects like EleVuln Freeze are factored in here.

  • Control: Similar to Paralyse, except it's mob turn (1.4 x 0.85 = 1.19) plus another 20% Melee, so total of 1.39. Halve from the save to 69.5, x0.85 since it requires a hit, so 59.075% Melee. Same deal as the Paralyse, (Hits/Attempts)% chance to attempt, 1-turn Control, cost is affected by enemy Energy res.

    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
    
    CostLv	12	21	39	58	77	97	117	137	152
    SPPara	21	28	44	64	86	112	141	173	198
    SPCntrl	24	33	52	75	101	131	165	202	232




  • Kamui -> RE: Weapons [2022] - Read the first post! (6/1/2024 16:48:43)

    F/E Praetorian Boltcaster

    Ranged Fire/Earth Guns, separate items, neutral damage lean, and normally +10 accuracy lean, has a 2-hit bow special with no true special. MC is a toggle that sets weapon to auto-hit (dealing x0.85 damage) and charges 50% Melee in weapon damage (so you pay (50 / 0.85)% of weapon damage to compensate for the auto-hit penalty) and 50% Melee in SP to pay for having the weapon attempt a 2-turn (25 x 0.85)% Melee <Element> Burn on the first hit, and a Bleed worth a total of (50 x 0.85 / 1.5)% Melee on the second hit. Both inflict with DEX/LUK, the Burn has a 50% save and the mob resists with DEX/LUK, while the Bleed has a -10 penalty for the mob and the mob resists 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
    
    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
    
    CostLv	5	15	35	55	75	95	115	135	152
    SPCost	15	23	40	60	83	109	137	168	196
    
    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! (6/5/2024 18:39:51)

    (Supreme) Salvation Blade/Bow/Sceptre

    Melee/Ranged/Magic <element> Sword/Bow/Sceptre, sword/bow are neutral damage/accuracy leans, Sceptre is neutral damage lean and +3 accuracy lean. None have any true special. If fighting a Devourer minion, the weapons gain+10% DmgDlt, and seek the weakest element on the monster. For the regular versions, these are not MC, paying -5% DmgDlt as a downtrigger, this penalty is not present for Guardian players, for them the weapons are MC'd with no penalty. The Supreme versions are MC for everyone, and don't have any downtrigger ever.

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

    Type/elements are as follows, S used for the Supreme versions.
    Melee - Ice
    Ranged - Fire
    Magic - Earth
    SMelee - Wind
    SRanged - Darkness
    SMagic - Light

    OrigLv	-	8	22	40	56	70	82	92	100
    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
    
    Price	32	43	162	1115	8802	70781	570467	4599098	22004697
    Sell	16	21	81	557	4401	35390	285233	2299549	11002348
    
    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! (6/13/2024 14:40:07)

    The Fathershed Moment

    Melee Water Sword, no special, has a -5 inaccurate lean and a 0.25 base damage lean. Has two toggles as MC effect.
  • Clicking the hilt causes the weapon to become ele-seeking among the base 8 elements, charging 35% Melee in HP each turn (basically charges 5% Melee per element available). HP is paid on first attempted weapon hit each turn.
  • Clicking the blade causes the weapon to deal -15% damage and charges 15% Melee in SP per turn. At end of player turn, you'll attempt a -(26.79 x MobEleRes x Hits / Attempts)% DmgDlt Choke on the enemy that lasts 2 turns, inflicting with STR/LUK vs mob's END/LUK, save has a +0 penalty for the mob. SP cost for this is paid on first attempted weapon hit each turn. In addition, you are charged 10% Melee in SP at the end of your turn while this toggle is active, regardless of if you attacked or not, to reduce enemy's incoming healing by 20%.

    Level	10	10	35	60	85	110	135	143
    Type	-	Z	Z	Z	Z	Z	Z	Z
    PowLvl	10	44	57	73	95	120	145	153
    
    Base	6	12	14	16	18	21	23	24
    Rand	5	8	9	10	12	13	16	16
    BtH	1	6	7	9	12	15	18	19
    
    35HP	12	25	35	47	65	87	111	120
    15SP	6	12	17	23	31	42	54	58
    10SP	4	8	11	15	21	28	36	39
    
    MCPrice	79	396	814	1474	2409	3674	5324	5940
    MCSell	39	Z	Z	Z	Z	Z	Z	Z




  • Kamui -> RE: Weapons [2022] - Read the first post! (6/13/2024 14:40:29)

    Sunscale's Tubular Legacy Surfboard
    GGB (UR)

    Ranged Light Club/Blunt weapon, 0.25 base lean and neutral accuracy lean. Pays 30% weapon damage to, after each hit attempt a 7.5% Melee Light Burn lasting 4 turns, inflicting with a +0 bonus to the save, using player DEX/LUK vs enemy DEX/LUK, can attempt up to 4 times per turn. MC bonus is a trigger, weapon's damage and the Burn's element seeks among the 8 elements vs any Undead foes. In addition, you can click the weapon to toggle a mode that will, if the total value of <weapon element or seeking element> Burn on the enemy is >= 100% Melee, the weapon will instead attempt Harm Burns so long as that is the case and the toggle is on.

    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 14:41:21)

    Nilak's Charm Shortboard
    GGBB (Rare)
    Melee Ice Club, 0.25 base damage lean and -3 inaccuracy lean, no special. MC is a simple +5% DmgDlt, and it has a similar effect to the Lovestruck weapons, except it eats Burn to boost STR/CHA. Every 100% Melee worth of Burn you eat boosts both STR/CHA by the listed amounts below for that item's power level, allowing up to 200% Melee in Burn to be eaten 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
    
    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




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