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RE: Weapons [2022] - Read the first post!

 
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3/14/2024 21:23:30   
  Kamui
 Hashire sori yo Kaze no you ni!


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
AQ DF MQ  Post #: 201
3/22/2024 16:13:43   
  Kamui
 Hashire sori yo Kaze no you ni!


Legion Monsterlord Sword/Scythe/Reaver

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


< Message edited by Kamui -- 3/22/2024 18:08:48 >
AQ DF MQ  Post #: 202
4/4/2024 17:09:56   
  Kamui
 Hashire sori yo Kaze no you ni!


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
AQ DF MQ  Post #: 203
4/4/2024 17:10:06   
  Kamui
 Hashire sori yo Kaze no you ni!


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
AQ DF MQ  Post #: 204
4/11/2024 16:15:19   
  Kamui
 Hashire sori yo Kaze no you ni!


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
    
  • AQ DF MQ  Post #: 205
    4/19/2024 19:18:50   
      Kamui
     Hashire sori yo Kaze no you ni!


    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
  • AQ DF MQ  Post #: 206
    4/19/2024 19:19:47   
      Kamui
     Hashire sori yo Kaze no you ni!


    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
    AQ DF MQ  Post #: 207
    4/19/2024 19:20:25   
      Kamui
     Hashire sori yo Kaze no you ni!


    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
    AQ DF MQ  Post #: 208
    4/19/2024 19:20:52   
      Kamui
     Hashire sori yo Kaze no you ni!


    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
    AQ DF MQ  Post #: 209
    4/20/2024 5:10:54   
    Bolter
    Member

    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

    < Message edited by Kamui -- 4/25/2024 16:11:42 >
    AQ  Post #: 210
    4/25/2024 16:11:01   
      Kamui
     Hashire sori yo Kaze no you ni!


    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.

    < Message edited by Kamui -- 4/25/2024 16:31:03 >
    AQ DF MQ  Post #: 211
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