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

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Kamui -> RE: Weapons - Read the first post! (11/21/2019 15:56:53)

Gatekeeper's Edge/Spear

Melee/Ranged Light Sword/Spear. Comes for free along with the Gatekeeper's Seal spell if a player Guardianises within 72 hours of char creation. The free version scales to Guardian level (AKA like other promo items), the version buyable for gold is static levels and available in the Guardian Tower. MC effect on both of these is a simple but effective +5% damage, and weapon has no special. Scaling sample numbers and numbers for the static versions below.

Edge

Level	5	15	35	55	75	95	115	135	150
Type	G	G	G	G	G	G	G	G	G
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

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



Spear

Level	5	15	35	55	75	95	115	135	150
Type	G	G	G	G	G	G	G	G	G
PowLvl	15	23	41	59	78	98	118	138	153

Base	3	4	5	6	7	8	9	10	11
Rand	14	16	21	25	29	33	37	40	42
BtH	2	3	5	7	10	12	15	17	19

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




Kamui -> RE: Weapons - Read the first post! (11/26/2019 18:34:46)

Hollowborn Evoker/Conjurer Armaments

Melee/Ranged/Magic swap Energy/Darkness Sword/Spear/Staff. Sword/Staff have no base/rand or BtH lean, Spear has a 2/3 random lean and +3 BtH lean. During Winter, or in other words, every year from Dec 1st 12 AM to March 1st 12 AM, these all deal +10% damage both with weapon attacks and when using any spells/skills that match their element and damage type. So if you're using a Magic Darkness spell, then the Staff form of Hollowborn Conjurer will make that spell deal +3.75% damage (10% weapon damage, *0.75 for being Magic, *2 since it's boosting spell damage, which is 200% Melee base). The Melee/Ranged forms will boost Melee/Ranged spells/skills of their element by +5% damage. In addition, for 2019 only, this effect will also be active from Nov 26-30, to ensure that you can actually get the full effect of the item once purchased. Outside of those 3 months, the item has no bonus effect. These all scale, so sample numbers are below.

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
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

Ranged
Base	3	4	5	6	7	8	9	10	11
Rand	14	16	21	25	29	33	37	40	42
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




Zennistrad -> RE: Weapons - Read the first post! (11/27/2019 0:00:18)

quote:

The Melee/Ranged forms will boost Melee/Ranged spells/skills of their element by +5% damage.


Does that mean that they only boost their damage that matches their form, or can they boost either? Like if I'm using the melee form, will it boost ranged skills?




Lorekeeper -> RE: Weapons - Read the first post! (12/6/2019 15:54:38)

Thundersplitter/Lord of Thunder's Spear/Lord of Thunder's Staff

Kamui says:

quote:

Melee/Ranged/Magic Energy Axe/Spear/Staff. All have no special, Axe has a 1/3 base and -3 BtH lean normally, Spear has a 2/3 random and +3 BtH lean normally, and Staff has a neutral damage and BtH lean normally. MC effect on these is on a toggle, so weapon costs *2.2 of a normal weapon, and the MC pays for the compression.

By default, they are in "Ancient Charge" mode, where they will attempt Energy Burn on-hit. This effect is paid for via 20% Melee in HP cost. With 50% save, the base power of the Burn is 40% Melee, so this'll last for 4 turns, (10*Hits/Attempts*85/(85+BtHLean))% Melee in power. So for Melee, this is 10.3658537% Melee base if everything connects, Ranged is 9.65909091% Melee base, and Magic is regular 10% Melee base. If you use a spell/skill of the same damage type/element as the weapon, you will also pay this HP cost and then attempt the status. So using a Melee Energy spell/skill will also activate this effect if using the Axe, a Magic Energy spell/skill will do the same if using the Staff. If using a spell/skill, BtHLean in the formula is considered to be neutral. The Burn is on a 50% save, inflicts with STR/DEX/INT for majour stat when using the Axe/Spear/Staff, and LUK for the minor. Mob resists with END/LUK (endure the energy coursing through you with no pain). If you did not do any attack that would qualify for this (AKA used a Water spell while using this or you just drank a potion or such), then you are not charged the HP cost.

If you click the weapon, it shifts into "Gungnir" mode. This mode no longer pays any HP cost, and the weapons lose their BtH leans, instead paying damage to become an auto-hit weapon similar to Kusanagi and Perfect Blade. For Melee/Magic this means the weapon does *0.65 damage, base hit rate is 50%, STR or INT gives 15%, DEX gives 10%, and then LUK gives a final 10% to reach 85% total. For Melee/Magic assuming player only has STR or INT so the weapon should deal only 65% damage. For Ranged, you're going to want DEX to do damage in the first place, so we assume you'll still have DEX to hit 75% hit rate, so weapon does *0.75 damage. This effect however only applies to the weapon/specials, not to any spells/skills.


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

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	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

HPCost	1	2	5	8	12	16	20	25	30

*2MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
*2MCS	35	47	178	1226	9682	77859	627513	5059008	24205166




Legendary Ash -> RE: Weapons - Read the first post! (12/6/2019 16:32:00)

Taken from Thundersplitter/Lord of Thunder's Spear/Staff GBI:
quote:

IMR: Balance: It's impractical to assume 200 INT / 0 DEX / 0 LUK; you have to use the weapon for so many turns without the autohit that any exploitation is minimal. Assume 200 INT / 100 DEX / 100 LUK (ignore lower levels). That's 75% accuracy. Autohit means you deal 1/0.75 damage, which is 33.33% or 13.33 charges; round to 13. Magic is *0.75 that, so 10 charges exactly.

Legendary Ash: So this means Kusanagi and Perfectly Balanced Blade update to *.7 damage is outdated and inconsistent.
It should be assuming 75% accuracy and +5% from MC, which would be *.8 damage penalty.

Therefore Thundersplitter/Lord of Thunder's Staff should follow Kusanagi's and Perfectly Balanced Blade's *.8.
Lord of Thunder's Spear should assume 200 Dex and 100 Luk, which is 82.5% accuracy, and therefore should have a damage penalty *.875.
I think the MC should be a power bonus instead of compression despite a toggle, since Kindred's weapons operates on a manual click to activate its effect, which is similar to a toggle that works on a per turn basis.




vishal -> RE: Weapons - Read the first post! (12/10/2019 0:45:45)

Are there Info Subs for the Underworld Chrono Scythe




Lord Markov -> RE: Weapons - Read the first post! (12/10/2019 2:58:51)

Hollowborn Conjurer Armaments
Sword
[image]https://imgur.com/3V2000a.jpeg[/image]
Spear
[image]https://imgur.com/ZWTjiPv.jpeg[/image]
Staff
[image]https://imgur.com/Ubo84xi.jpeg[/image]

A variety of weaponry wielded by the demonic Hollowborn, click to cycle weapon modes! The demonic aura of these weapons will harm you, but can also corrode the very flesh of your foe. It will also invigorate you if your foe is writhing in agony!

Successful/unsuccessful infliction messages:

The strike leaves your foe Poisoned!

or

Your foe avoids the worst of the venomous strike.




.*. .*. .*. -> RE: Weapons - Read the first post! (12/13/2019 18:44:39)

Weapon from the Zombie Hunter Set:

[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/SO.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]

Zombie Hunter Armaments
[image]https://i.imgur.com/k3GT6xP.jpg[/image]
Element: Wind
Description: A variety of weaponry perfect for taking out all manner of Undead foes, click to cycle weapon modes! Normally deals strikes as swift as the Wind, but when facing the Undead, these weapons deal bonus damage and change to Light element!

The Special is 3 hits for the Melee and Magic version and it follows the damage type.
Ranged is 100% and has no special, it always does 2 hits.

*Click the handle to swap to Ranged damage! (When hovered over handle as Melee) (This popup has a typo, should be handle and not hanlde)
*Click the handle to swap to Magic damage! (When hovered over handle as Ranged)
*Click the handle to swap to Melee damage! (When hovered over Handle as Magic)
**Your weapon now deals «» Ranged damage! (When clicked on blade as Melee(
**Your weapon now deals «» Magic damage! (When clicked on blade as Ranged)
**Your weapon now deals «» Melee damage! (When clicked on blade as Magic)




Bu Kek Siansu -> RE: Weapons - Read the first post! (12/20/2019 6:18:21)

quote:

[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Guardian.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]
Melee Gift Box [Version] '19

«20% proc Melee Earth weapon.»

Also see:This item no longer exists and turned into ???.

Location: Guardian Tower » Click on Nimrod » Guardian Giftboxen! » Melee Weapons
Type	G	G	G	G	G	G	G	G
Version	I	II	III	IV	V	VI	VII	VIII
Level	10	30	50	70	90	110	130	150
PowLvl	19	36	54	73	93	113	133	153

Price	0	0	0	0	0	0	0	0
Sell	0	0	0	0	0	0	0	0
Type: Melee
Element: Earth
Damage	6-16	7-22	9-27	10-32	12-35	13-40	15-44	16-48
BTH	2	5	7	9	12	14	17	19
SPECIAL
Hits: 2
Type: Ranged
Element: Earth
BR%	167	251	348.5	458.5	566	627.5	686.5	744
LS%	112.5	169	228	291	357	423	489	555
+BTH	8	15	23	31	39	47	51	54
Rate: 20%

DESCRIPTION
No matter how much you shake this box around you STILL can't tell what's inside. I suppose you can still bludgeon monsters with it while you wait though!

[img]http://media.artix.com/encyc/AQ/AQPedia/Weapons/Giftbox_Weapon.gif[/img]

Numbers thanks to In Media Res. Write up thanks to Carandor. Additional thanks to Fishbone.




Analysis

Special starts out with:
Version	I	II	III	IV	V	VI	VII	VIII
Level	10	30	50	70	90	110	130	150
PowLvl	19	36	54	73	93	113	133	153

BR%	334	502	697	917	1132	1255	1373	1488
LS%	225	338	456	582	714	846	978	1110
+BTH	8	15	23	31	39	47	51	54
With two equally powerful hits, each hit does *1/2 damage.

All this has ALREADY been factored in to the above numbers.



Updates

December 5, 2019: The weapon was released.
January 3, 2020: The weapon became rare.






[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Guardian.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Z-Token.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]
Melee Gift Box [Version] Z '19

«20% proc Melee Earth weapon.»

Also see:This item no longer exists and turned into ???.

Location: Guardian Tower » Click on Nimrod » Guardian Giftboxen! » Melee Weapons
Type	GZ	GZ	GZ	GZ
Version	III	IV	VI	VIII
Level	22	55	100	140
PowLvl	54	73	113	153

Price	580	1330	3160	5770
S <48h	522	1197	2844	5193
  >48h	145	332	790	1442
Type: Melee
Element: Earth
Damage	9-27	10-32	13-40	16-48
BTH	7	9	14	19
SPECIAL
Hits: 2
Type: Ranged
Element: Earth
BR%	348.5	458.5	627.5	744
LS%	228	291	423	555
+BTH	23	31	47	54
Rate: 20%

DESCRIPTION
No matter how much you shake this box around you STILL can't tell what's inside. I suppose you can still bludgeon monsters with it while you wait though!

[img]http://media.artix.com/encyc/AQ/AQPedia/Weapons/Giftbox_Weapon.gif[/img]

Numbers thanks to In Media Res. Write up thanks to Carandor. Additional thanks to Fishbone.




Analysis

Special starts out with:
Version	III	IV	VI	VIII
Level	22	55	100	140
PowLvl	54	73	113	153

BR%	697	917	1255	1488
LS%	456	582	846	1110
+BTH	23	31	47	54
With two equally powerful hits, each hit does *1/2 damage.

All this has ALREADY been factored in to the above numbers.



Updates

December 5, 2019: The weapon was released.
January 3, 2020: The weapon became rare.








[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Guardian.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]
Ranged Gift Box [Version] '19

«20% proc Ranged Light weapon.»

Also see:This item no longer exists and turned into ???.

Location: Guardian Tower » Click on Nimrod » Guardian Giftboxen! » Ranged Weapons
Type	G	G	G	G	G	G	G	G
Version	I	II	III	IV	V	VI	VII	VIII
Level	10	30	50	70	90	110	130	150
PowLvl	19	36	54	73	93	113	133	153

Price	0	0	0	0	0	0	0	0
Sell	0	0	0	0	0	0	0	0
Type: Ranged
Element: Light
Damage	6-16	7-22	9-27	10-32	12-35	13-40	15-44	16-48
BTH	2	5	7	9	12	14	17	19
SPECIAL
Hits: 2
Type: Ranged
Element: Light
BR%	167	251	348.5	458.5	566	627.5	686.5	744
LS%	112.5	169	228	291	357	423	489	555
+BTH	8	15	23	31	39	47	51	54
Rate: 20%

DESCRIPTION
No matter how much you shake this box around you STILL can't tell what's inside. I suppose you can still bludgeon monsters with it while you wait though!

[img]http://media.artix.com/encyc/AQ/AQPedia/Weapons/Giftbox_Weapon.gif[/img]

Numbers thanks to In Media Res. Write up thanks to Carandor. Additional thanks to Fishbone.




Analysis

Special starts out with:
Version	I	II	III	IV	V	VI	VII	VIII
Level	10	30	50	70	90	110	130	150
PowLvl	19	36	54	73	93	113	133	153

BR%	334	502	697	917	1132	1255	1373	1488
LS%	225	338	456	582	714	846	978	1110
+BTH	8	15	23	31	39	47	51	54
With two equally powerful hits, each hit does *1/2 damage.

All this has ALREADY been factored in to the above numbers.



Updates

December 5, 2019: The weapon was released.
January 3, 2020: The weapon became rare.






[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Guardian.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Z-Token.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]
Ranged Gift Box [Version] Z '19

«20% proc Ranged Light weapon.»

Also see:This item no longer exists and turned into ???.

Location: Guardian Tower » Click on Nimrod » Guardian Giftboxen! » Ranged Weapons
Type	GZ	GZ	GZ	GZ
Version	III	IV	VI	VIII
Level	22	55	100	140
PowLvl	54	73	113	153

Price	580	1330	3160	5770
S <48h	522	1197	2844	5193
  >48h	145	332	790	1442
Type: Ranged
Element: Light
Damage	9-27	10-32	13-40	16-48
BTH	7	9	14	19
SPECIAL
Hits: 2
Type: Ranged
Element: Light
BR%	348.5	458.5	627.5	744
LS%	228	291	423	555
+BTH	23	31	47	54
Rate: 20%

DESCRIPTION
No matter how much you shake this box around you STILL can't tell what's inside. I suppose you can still bludgeon monsters with it while you wait though!

[img]http://media.artix.com/encyc/AQ/AQPedia/Weapons/Giftbox_Weapon.gif[/img]

Numbers thanks to In Media Res. Write up thanks to Carandor. Additional thanks to Fishbone.




Analysis

Special starts out with:
Version	III	IV	VI	VIII
Level	22	55	100	140
PowLvl	54	73	113	153

BR%	697	917	1255	1488
LS%	456	582	846	1110
+BTH	23	31	47	54
With two equally powerful hits, each hit does *1/2 damage.

All this has ALREADY been factored in to the above numbers.



Updates

December 5, 2019: The weapon was released.
January 3, 2020: The weapon became rare.








[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Guardian.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]
Magic Gift Box [Version] '19

«20% proc Magic Fire weapon.»

Also see:This item no longer exists and turned into ???.

Location: Guardian Tower » Click on Nimrod » Guardian Giftboxen! » Magic Weapons
Type	G	G	G	G	G	G	G	G
Version	I	II	III	IV	V	VI	VII	VIII
Level	10	30	50	70	90	110	130	150
PowLvl	19	36	54	73	93	113	133	153

Price	0	0	0	0	0	0	0	0
Sell	0	0	0	0	0	0	0	0
Type: Magic
Element: Fire
Damage	4-11	5-17	7-20	8-23	9-27	10-30	11-33	12-36
BTH	2	5	7	9	12	14	17	19
SPECIAL
Hits: 2
Type: Ranged
Element: Fire
BR%	167	251	348.5	458.5	566	627.5	686.5	744
LS%	112.5	169	228	291	357	423	489	555
+BTH	8	15	23	31	39	47	51	54
Rate: 20%

DESCRIPTION
No matter how much you shake this box around you STILL can't tell what's inside. I suppose you can still bludgeon monsters with it while you wait though!

[img]http://media.artix.com/encyc/AQ/AQPedia/Weapons/Giftbox_Weapon.gif[/img]

Numbers thanks to In Media Res. Write up thanks to Carandor. Additional thanks to Fishbone.




Analysis

Special starts out with:
Version	I	II	III	IV	V	VI	VII	VIII
Level	10	30	50	70	90	110	130	150
PowLvl	19	36	54	73	93	113	133	153

BR%	334	502	697	917	1132	1255	1373	1488
LS%	225	338	456	582	714	846	978	1110
+BTH	8	15	23	31	39	47	51	54
With two equally powerful hits, each hit does *1/2 damage.

All this has ALREADY been factored in to the above numbers.



Updates

December 5, 2019: The weapon was released.
January 3, 2020: The weapon became rare.






[img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Guardian.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Z-Token.jpg[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Tags/Rare.jpg[/img]
Magic Gift Box [Version] Z '19

«20% proc Magic Fire weapon.»

Also see:This item no longer exists and turned into ???.

Location: Guardian Tower » Click on Nimrod » Guardian Giftboxen! » Magic Weapons
Type	GZ	GZ	GZ	GZ
Version	III	IV	VI	VIII
Level	22	55	100	140
PowLvl	54	73	113	153

Price	580	1330	3160	5770
S <48h	522	1197	2844	5193
  >48h	145	332	790	1442
Type: Magic
Element: Fire
Damage	7-20	8-23	10-30	12-36
BTH	7	9	14	19
SPECIAL
Hits: 2
Type: Ranged
Element: Fire
BR%	348.5	458.5	627.5	744
LS%	228	291	423	555
+BTH	23	31	47	54
Rate: 20%

DESCRIPTION
No matter how much you shake this box around you STILL can't tell what's inside. I suppose you can still bludgeon monsters with it while you wait though!

[img]http://media.artix.com/encyc/AQ/AQPedia/Weapons/Giftbox_Weapon.gif[/img]

Numbers thanks to In Media Res. Write up thanks to Carandor. Additional thanks to Fishbone.




Analysis

Special starts out with:
Version	III	IV	VI	VIII
Level	22	55	100	140
PowLvl	54	73	113	153

BR%	697	917	1255	1488
LS%	456	582	846	1110
+BTH	23	31	47	54
With two equally powerful hits, each hit does *1/2 damage.

All this has ALREADY been factored in to the above numbers.



Updates

December 5, 2019: The weapon was released.
January 3, 2020: The weapon became rare.



Added. ~BKS

Pedia: Melee Gift Box '19 http://forums2.battleon.com/f/fb.asp?m=22372859

Pedia: Ranged Gift Box '19 http://forums2.battleon.com/f/fb.asp?m=22372865

Pedia: Magic Gift Box '19 http://forums2.battleon.com/f/fb.asp?m=22372868




Ianthe -> RE: Weapons - Read the first post! (12/21/2019 17:04:20)

GGB: Festive Krieger Klaw. Kam says:

Magic Fire Fist/Dagger, +10 BtH lean on normal attacks, 1/3 base/random lean. MC is the special attempts to inflict Sleep on the enemy. Sleep is effectively a 2-turn Paralyse, so this works out to a (31.5/2*Hits*MobFirekRes)% chance to attempt Sleep. This has a -17 save (so a 1/3 chance that the monster will clear it), so it lasts an average of 2 turns. If the monster is already affected by Sleep, the weapon deals +5% damage on normal and special 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	6	8	10	12	14	15	17	18
Rand	3	3	6	7	8	8	10	10	12
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




Legendary Ash -> RE: Weapons - Read the first post! (1/17/2020 16:24:03)

quote:

From Kamui:
Switch Sabre of Hope/Power

Melee/Ranged/Magic swap Light/Energy Swords. Click the blade to swap Melee/Ranged/Magic, click the handle to swap between heavy strike and dual finesse modes. When closed/in heavy strike mode, the weapons have a -10 BtH lean and their MC is 5% damage, when open/in dual finesse mode the weapons have a +10 BtH lean and their MC is +4.25 BtH. Scales, becomes a Guardian item if player is a Guardian like other GGB items, sample numbers below.

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




joac1144 -> RE: Weapons - Read the first post! (1/26/2020 7:41:43)

From Kamui:
From Frostval Donation contest 2019:
quote:

Balmung

MC Melee/Magic Sword. MC effect is a chance on-hit to inflict Wind EleVuln on Dragon/Dragonkin/Drakel foes. Base value of the EleVuln is 10% for non-Earth Dragonkin/Drakel foes, 15% for non-Earth Dragons, and Earth Dragonkin/Drakel, and finally 30% for Earth Dragons. The weapon will attempt to inflict a 1 turn, +(EleVulnValue*Hits/Attempts/0.85/1.4)% damage taken EleVuln on the foe. This also will apply for any spells/skills that match the weapon's element and damage type. In Magic mode, the EleVulnValue is given a *0.75 penalty. This effect has a 50% save, inflicts with (STR or INT depending on Melee or Magic mode)/LUK, mob resists with END/LUK. So essentially, if every Melee hit you attempt lands, then you'll inflict one turn of +8.4%, +12.61%, or +25.21% Earth EleVuln on non-Earth Dragonkin/Drakel foes, non-Earth Dragons/Earth Dragonkin/Drakel, and Earth Dragons, respectively.

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
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


From Frostval Donation contest 2019:
quote:

Sunscale/Chaoswrought Blade

Sunscale shifts between Sword/Sword/Staff for MRM (Yes, ranged sword, hush), and Chaoswrought shifts between Sword/Spear/Dagger for MRM. In Spear/Dagger mode it has a +3 BtH lean, and this changes the Poison/Choke's /0.85 modifier to /0.88 for weapon/special hits. Spells are still /0.85.

MC Melee/Ranged/Magic Light/Dark swords, click handle to toggle Melee/Ranged/Magic, click blade to toggle between which status effect you'll attempt to inflict on-hit. MC pays for the status compression, weapons will toggle between Burn/Blind mode for Sunscale, and Poison/Choke mode for Chaoswrought. The effects activate when using either a weapon attack or a skill/spell that matches the weapon's element/damage type. These weapons drain 20% Melee in HP each turn for these effects. If you didn't do an attack that would qualify for attempting the status (AKA you drank a potion or used a spell that didn't match the weapon's element), then the status attempt won't fire, and you don't get charged the HP. If you're using these weapons with their corresponding shield (AKA using Sunscale weapon with Sunscale shield), the HP cost is reduced to 15% Melee.

Burn: Lasts 4 turns, power is 1*Hits/Attempts/0.85, so base of 11.76% Melee per turn. Inflicts with (STR or INT depending on Melee or Magic mode)/LUK, mob resists with DEX/LUK, 50% save.

Blind: Lasts 4 turns, +3 MRM is = 5% Melee, so +6 MRM has a value of 10% Melee per turn. The Blind has a base of -(6*MobLightRes*Hits/Attempts/0.85) BtH. Inflicts with (STR or INT depending on Melee or Magic mode)/LUK, mob resists with DEX/LUK, 50% save.

Poison: Lasts 4 turns, power is 1*Hits/Attempts/0.85, so base of 11.76% Melee per turn. Inflicts with (STR or INT depending on Melee or Magic mode)/LUK, mob resists with END/LUK, 50% save.

Choke: Lasts 4 turns, base value of 10% Melee per turn, so this inflicts a -(10*MobDarkRes*Hits/Attempts/1.4/0.85)% damage Choke. Inflicts with (STR or INT depending on Melee or Magic mode)/LUK, mob resists with END/LUK, 50% save.

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

MPLvl    12    21    39    58    77    97    117    137    152
HPCost    2    3    6    9    12    16    21    26    30

Melee
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


From 2019 Mastercraft set in Warlic's:
quote:

Mistral's Breaker/Summit/Pillar

Melee/Ranged/Magic Wind Mace/Spear/Staff, Mace has -3 BtH lean and 1/3 base lean, Spear has +3 BtH lean and 2/3 random lean, Staff is neutral for BtH and base/random lean. MC effect on all of these is attempting to inflict Paralysis on the foe for 1 turn based on % of the attempted hits that land. They all have a base (9.9*Hits/Attempts*MobWindRes)% chance to inflict, this is then adjusted based on the weapon's BtH lean, so it's *85/82 for the Mace, *85/88 for the Spear, and no adjustment for the Staff, however staff still has *0.75 due to being a Magic weapon. The mob then has to fail a 50% save for the paralysis to succeed, inflicts with STR/DEX/INT for Mace/Spear/Staff for majour and LUK for minor, mob resists with END/LUK. If using the Mistral's Grace shield, the Paralysis attempt rate is doubled. These effects also fire if using a spell/skill that matches the weapon's element/damage type, in this case the BtH lean of the weapon is ignored and it's considered neutral, the Staff still has the *0.75 penalty due to being a Magic weapon.

Level    105    120    135    150
Type    -    -    -    G
PowLvl    105    120    135    153

Melee
Base    17    18    20    21
Rand    17    19    19    22
BtH    13    15    17    19

Ranged
Base    8    9    10    11
Rand    35    37    39    42
BtH    13    15    17    19

Magic
Base    10    10    11    12
Rand    18    21    22    24
BtH    13    15    17    19

Proc    20    20    20    20
SBR    13.23    14.49    15.42    16.5
SLS    11.9    13.38    14.87    16.65
SBtH    48.85    55    58.75    63.25

MCPrice    221019    1057377    5059007    24205166
MCSell    110509    528688    2529503    12102583


From 12000 Z-Tokens package:
quote:

Updated Heart's Crusher Mace

Fire Mace, -3 BtH, can swap Melee/Ranged/Magic. Special now attempts Control 100% of the time if either of the 2-hits of the special connects. The Control lasts <Hits> turns and is a (22.8*MobFireRes*MagicMult)% chance of the mob getting stunned and attacking themselves, MagicMult being 0.75 if the weapon is in Magic mode. If using both the weapon and shield, then at end of player turn it has a (25*MagicMult*0.85/0.82*Hits/Attempts)% chance to attempt a 2-turn, Power 2 Burn. Control is a 50% save, with monster resisting with CHA/LUK, and player inflicting with VSTAT/LUK. The Burn is also resisted with CHA/LUK on a 50% save, and inflicted with STR, DEX, or INT for Melee/Ranged/Magic modes for major stat, and LUK for minor stat. It also now scales, so sample numbers are below.

Level    50    70    90    110    130    150
Type    B    B    B    B    B    B
PowLvl    54    73    93    113    133    153

Base    9    10    12    13    15    16
Rand    18    22    23    27    29    32
BtH    7    9    12    14    17    19

Proc    20    20    20    20    20    20
SBR    7.06    9.1    11.09    12.73    13.88    14.35
SLS    4.56    5.82    7.14    8.46    9.78    11.1
SBtH    23    31    39    47    51    54




Ianthe -> RE: Weapons - Read the first post! (2/13/2020 20:00:24)

GGB items!

Revamped -mancer Bloodblades and Bloodzerker Blades. Kam says:

Melee/Magic Ice/Light/Water and Fire/Water/Earth Swords, same as before where you pay 15% Melee in HP cost to deal +15% Melee damage, and MC is +5% damage. Effectively this means you deal +25% damage with weapon attacks in Magic mode, and +20% damage with weapon attacks in Melee mode. For the -mancer Bloodblades you also deal +5% damage with weapon attacks when in any Bloodmage armour, and a further +5% damage if you're in the Bloodmage armour that matches the weapon's element (e.g. using Cryomancer Bloodblade and Cryomancer Bloodmage). Bloodzerker Blades are the same with Bloodzerker armours and Bloodzerker armours that match the weapon's element. Those are still the same, changes however are as follows:

  • First, these all scale now, so sample numbers are below.
  • Second, the HP cost on these has been adjusted to no longer be based on a % of a 0 END player's max HP, and instead they're now the equivalent MPCost/1.5. We felt that HP costs were a bit low for the benefit that they were giving, so our initial method for HP cost is being ditched and being replaced with this new one.
  • Finally, the weapons will now also affect spells/skills of the weapon's element/damage type. Essentially the bonus on these is halved since it's affecting a spell instead of a weapon attack. So you deal +10% damage for the HP cost + MC effect (this doesn't change no matter if the weapon's in Melee/Magic mode, but the spell/skill's damage type/element must match the weapon's regardless), +2.5% damage if wearing a Bloodmage armour, and a further +2.5% if wearing a Bloodmage armour that matches the weapon's element.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    MPLvl	5	15	35	55	75	95	115	135	152
    HPCost	4	6	11	16	22	29	36	45	52
    
    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
    Summary of Effects
  • By paying the listed HPCost, the weapon deals +20% Melee, +25% Magic
  • All Spells of appropriate Element gain +10% damage.
  • In the matching Bloodmage armour, spells of a matching Element gain +5% damage. If wearing a Bloodmage armour that does not match the Element of the Bloodblade, spells deal +2.5% damage
  • In the matching Bloodmage armour, weapons deal +10%. If wearing a Bloodmage armour that does not match the Element of the Bloodblade, the weapon deals +5% damage.


    Regal Dragonblade

    MC Energy sword. Click to swap Melee/Magic.

    Deals +15% damage with an HP cost depending on the monster:
  • Water dragons: no cost
  • other dragons: 7.5%
  • Water Drakel/Dragonkin: 7.5%
  • other Drakel/Dragonkin: 10%
  • Anything else: 15%
    Costs are multiplied by *0.75 in Magic mode; the boost remains +15% regardless (no +15/0.75).

    Scales as a GGB item; below are sample numbers:
    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


    General of Cerberus Axe. Kam says:

    Melee/Magic Water Axe, -3 BtH lean on weapon attacks, 1/3 base lean. MC effect is attempting Burn on special, special is 3 hits, and 20% special means 5% Melee gets boosted to 25% Melee in value, 50% save bumps that further to 50% Melee in value, /0.85 for hit rate makes it ~58.82% Melee in value. So special attempts to inflict a (50/0.85/3 = ~19.61)% Melee Burn for <Hits> turns, inflict with VStat/LUK, mob resists with DEX/LUK. If you're using the General of Cerberus armour and shield, then the Burn potency on the special is tripled.

    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
    
    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


    Shadow Phoenix Bow. Kam says:

    Ranged Darkness Bow, neutral BtH lean and base/random lean.

    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
    
    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


    Vorpal Sword. Kam says:

    Melee Earth Sword, neutral BtH lean and base/random lean. Special has a +15 BtH lean.

    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
    
    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


    Ultra Elemental Axe. Kam says:

    Melee/Ranged/Magic Fire/Ice Axe. MC effect is the Fire/Ice toggle. -3 BtH lean and 1/3 base lean, no special.

    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




  • wozzen -> RE: Weapons - Read the first post! (2/13/2020 20:36:55)

    Are we sure the Axe of Cerberus has a special? I've attacked with it a huge number of times but no special proc.




    Kamui -> RE: Weapons - Read the first post! (2/13/2020 20:47:02)

    Derp, fixed the Axe of Cerberus.




    Bu Kek Siansu -> RE: Weapons - Read the first post! (2/14/2020 2:28:12)

    quote:

    Regal Dragonblade

  • Anything else: 15%

  • Did you mean 5%?

    Otherwise, why does it deal less damage Against other dragons, Water Drakel/Dragonkin and other Drakel/Dragonkin
    while you need to sacrifice at least 1 turn or 2 turns by using Dracomorgrify to get a monster tagged.

    Or, this but it's not likely right?
    Water dragons: +15% damage at no cost.
    Other dragons: +7.5% damage with an HP cost.
    Water Drakel/Dragonkin: +7.5% damage with an HP cost.
    Other Drakel/Dragonkin: +10% damage with an HP cost.
    Anything else: +15% damage with an HP cost.

    Or, this but it's not likely right?
    Water dragons: +15% damage +15% damage = +30% damage at no cost.
    Other dragons: +15% damage +7.5% damage = +22.5% damage with an HP cost.
    Water Drakel/Dragonkin: +15% damage +7.5% damage = +22.5% damage with an HP cost.
    Other Drakel/Dragonkin: +15 % damage +10% damage = +25% damage with an HP cost.
    Anything else: +15% damage with an HP cost.

    Or?

    It deals less damage than Bloodmage/Bloodzerker Blade.

    http://forums2.battleon.com/f/fb.asp?m=22375322
    GGB items!
    Revamped -mancer Bloodblades and Bloodzerker Blades.

    Bloodmage Blade, deals (MC +5%) +20% damage = +25 damage with weapon attacks in Magic mode with an HP cost.
    Bloodmage Blade + when in any Bloodmage armour +5% (MC +5%) +20% damage = +30% damage.
    (e.g. using Cryomancer Bloodblade and Cryomancer Bloodmage) +5% +5% (MC +5%) +20% damage = +35% damage.

    Bloodzerker Blade, deals (MC is +5%) +15% damage = +20 damage with weapon attacks in Melee mode with an HP cost.
    Bloodzerker Blade + when in any Bloodzerker armour +5% (MC +5%) +15% damage = +25% damage.
    (e.g. using Blazing Bloodzerker's Sword and Blazing Bloodzerker) +5% +5% (MC +5%) +15% damage = +30% damage.

    And this:
    quote:

  • Finally, the weapons will now also affect spells/skills of the weapon's element/damage type. Essentially the bonus on these is halved since it's affecting a spell instead of a weapon attack. So you deal +10% damage for the HP cost + MC effect (this doesn't change no matter if the weapon's in Melee/Magic mode, but the spell/skill's damage type/element must match the weapon's regardless), +2.5% damage if wearing a Bloodmage armour, and a further +2.5% if wearing a Bloodmage armour that matches the weapon's element.




  • Primate Murder -> RE: Weapons - Read the first post! (2/14/2020 2:45:08)

    @ Bu Kek

    On the Dragonblade, the MC is used to offset the cost. It deals+15% damage against everything, but pays reduced hp due to the trigger - none against water dragons, 7.5% against non-water dragons and water drakel/drgaonkin, etc.




    Bu Kek Siansu -> RE: Weapons - Read the first post! (2/14/2020 3:14:11)

    The cost is the same but on Water dragons at no cost.

    The question is, why does it deal less damage against other dragons, Water Drakel/Dragonkin and other Drakel/Dragonkin.

    Water dragons: +15% damage at no cost.
    Other dragons: +7.5% damage with an HP cost.
    Water Drakel/Dragonkin: +7.5% damage with an HP cost.
    Other Drakel/Dragonkin: +10% damage with an HP cost.
    Anything else: +15% damage with an HP cost.

    Usually, as a Dragonblade, it deals more damage against other dragons, Water Drakel/Dragonkin and other Drakel/Dragonkin.
    Against anything else, it deals less damage.

    It deals less damage than Bloodmage/Bloodzerker Blade.
    Water dragons: +15% damage at no cost.
    We don't care about the HPCost.

    Bloodmage Blade, deals (MC +5%) +20% damage = +25 damage with weapon attacks in Magic mode with an HP cost.
    Bloodmage Blade + when in any Bloodmage armour +5% (MC +5%) +20% damage = +30% damage.
    (e.g. using Cryomancer Bloodblade and Cryomancer Bloodmage) +5% +5% (MC +5%) +20% damage = +35% damage.

    Bloodzerker Blade, deals (MC is +5%) +15% damage = +20 damage with weapon attacks in Melee mode with an HP cost.
    Bloodzerker Blade + when in any Bloodzerker armour +5% (MC +5%) +15% damage = +25% damage.
    (e.g. using Blazing Bloodzerker's Sword and Blazing Bloodzerker) +5% +5% (MC +5%) +15% damage = +30% damage.

    And this:
    quote:

  • Finally, the weapons will now also affect spells/skills of the weapon's element/damage type. Essentially the bonus on these is halved since it's affecting a spell instead of a weapon attack. So you deal +10% damage for the HP cost + MC effect (this doesn't change no matter if the weapon's in Melee/Magic mode, but the spell/skill's damage type/element must match the weapon's regardless), +2.5% damage if wearing a Bloodmage armour, and a further +2.5% if wearing a Bloodmage armour that matches the weapon's element.




  • Primate Murder -> RE: Weapons - Read the first post! (2/14/2020 3:22:34)

    It deals 15% extra damage against everything - water dragons, other dragons, anything else. It is not affected by the trigger in any way, shape or form.

    The 7.5%, 10% and 15% thing refers to the cost only. The cost is a composite of the hp cost and the MC, with the MC reducing the hp paid the more water dragon-ish your opponent is.

    Either way it is weaker than the bloodblades, as the 5% MC goes into cost reduction instead of extra damage.




    Bu Kek Siansu -> RE: Weapons - Read the first post! (2/14/2020 4:11:24)

    I was editing my post above when you posted it.

    quote:

    Either way it is weaker than the bloodblades, as the 5% MC goes into cost reduction instead of extra damage.

    We would prefer to have MC +5% damage than cost reduction.

    It should follow as the HPCost of Bloodmage/Bloodzerker Blade since we don't care about the HPCost.
    Or, it would have some more HPCost than the HPCost of Bloodmage/Bloodzerker Blade?
    Cost reduction or at no cost against Water dragons doesn't really help since we don't care about the HPCost.

    It should also give some more damage since it's a Dragonblade "Regal Dragonblade".
    So, we can sacrifice at least 1 turn or 2 turns by using Dracomorgrify to get a monster tagged.

    It could be like this?
    Water dragons: +15% damage +15% damage = +30% damage with an HP cost.
    Other dragons: +15% damage +7.5% damage = +22.5% damage with an HP cost.
    Water Drakel/Dragonkin: +15% damage +7.5% damage = +22.5% damage with an HP cost.
    Other Drakel/Dragonkin: +15 % damage +10% damage = +25% damage with an HP cost.
    Anything else: +15% damage with an HP cost.

    It still deals less damage since you need to sacrifice at least 1 turn or 2 turns by using Dracomorgrify to get a monster tagged.

    Or?

    Then, we can think about it if we want to buy the Regal Dragonblade or not.




    joac1144 -> RE: Weapons - Read the first post! (2/17/2020 20:12:35)

    From Kam:

    From Snugglefest:
    quote:

    Snuggle Shiv/Star/Staff

    Melee/Ranged/Magic Fire Dagger/Shuriken(tagged as Dagger/Thrown)/Staff. Dagger has a +3 BtH lean and 1/3 base lean, Shuriken has a neutral BtH lean and a 1/3 base lean and is a 100% proc weapon with no true special, Staff is neutral for BtH and base/random leans. MC effect on the Dagger/Staff is attempting Blind on the special. 5% Melee is worth +3 MRM, this gets *5 on a 20% special, so 25% Melee, AKA 15 MRM, double it due to a 50% save, so 30 MRM, and finally /0.85 since it requires hitting the enemy with the special, so ~35.29 MRM, specials do 2 hits, so split it among 2 turns. Special attempts a -(30*MagicMult*MobFireRes/0.85/2 = ~17.65) BtH Blind on foe for <Hits> turns. MagicMult is 0.75 if using the Staff, 1 otherwise. On the Shuriken version since it has no true special, it simply has a 20% chance to attempt the status, but otherwise is identical to the Dagger version. 50% save, all of them inflict with VStat/LUK, mob resists with CHA/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
     
    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
     
    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
     
    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
     
    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
     
    MCPrice 35  47  178 1226  9682  77859  627513  5059007 24205166
    MCSell  17  23  89  613 4841    38929   313756  2529503 12102583


    Since the updated Hollowborn infosubs haven't been posted here:
    quote:

    Hollowborn Evoker/Conjurer Armaments:

    Melee/Ranged/Magic swap Energy/Darkness Sword/Spear/Staff. Sword/Staff have no base/rand or BtH lean, Spear has a 2/3 random lean and +3 BtH lean.

    Item pays 20% Melee in HP cost passively to attempt a (10*(85/(85+intBtHLean))*Hits/Attempts)% Melee Energy/Darkness Poison for 4 turns. BtHLean is the BtH lean modifier of the attack, for the Spear mode's weapon attacks this is +3, everything else it's +0. Hits/Attempts is the % of hits that landed from the weapon attacks or spells/skill that match the weapon's current damage type/element (so a Magic Energy spell will work while the Evoker weapon is in Magic mode, for example). This inflicts with either STR, DEX, or INT (depending on if the weapon is in Melee/Ranged/Magic mode, respectively) for your majour stat and LUK for your minor, mob resists with END/LUK, on a 50% save.

    MC effect causes you to heal (7.5*0.85*MagMult)% Melee in SP at the end of your turn if the foe is afflicted with Bleed, Burn, or Poison. MagMult is 0.75 if the weapon is in Magic mode, 1 otherwise.

    These all scale, so sample numbers are below.

    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
    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
    
    Ranged
    Base	3	4	5	6	7	8	9	10	11
    Rand	14	16	21	25	29	33	37	40	42
    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

    From: https://forums2.battleon.com/f/tm.asp?m=22371664


    UNOFFICIAL infosubs for Maw of Chaos and Infinita Staff (since we have no official info about them):
    quote:

    Maw of Chaos

    Melee/Ranged/Magic Darkness sword with a special. Click on the blade to pay 12% Melee in HP (Roughly 42) to multiply all your Darkness Melee/Ranged/Magic/Spell attacks by *1.15/1.15/1.2/1.075 for 1 turn.

    quote:

    Infinita Staff

    Dark Ranged Scythe/Magic Staff (toggle)
    0.25 BR lean (so random heavy)
    Effect: On all weapon attacks, you deal -25% damage. You heal 35.6% SP/ 47.5% MP of the damage dealt, depending on the mode. This effect also applies to weapon-based skills (not old lean/spell-based skills or spells, though)




    Thor -> RE: Weapons - Read the first post! (2/28/2020 6:08:21)

    Unofficial Info-Subs for Thunderbird Set (2018 Donation set).
    quote:

    Thunderbird Joust Lance

    An 20-proc Energy Melee/Ranged/Magic lance. Special has a -5 BtH Lean.

    Trigger: If equipping an armor tagged as "Rider" or "Riding", or an armor with "Rider", "Mount" or "Riding" in its name, also deals +7.5% damage.




    Kamui -> RE: Weapons - Read the first post! (2/28/2020 18:20:08)

    Paragon Fiend Armaments

    Melee/Ranged/Magic Energy Sword/Glaive/Staff, neutral base/random and BtH leans. MC effect is a copy of the shield's, except you can click it to spend 100% Soul Energy to deal +5% damage for the rest of the fight with all weapon attacks. This stacks up to 4 times. For the full set bonus, all your weapon attacks/specials/spells deal +10% damage, this bonus is /0.75 for Magic weapons and /2 for spells. Instead of checking your weapon type for how much SE you gain/spend to get the damage boost, this weapon instead checks your stats. If your INT > STR and INT > DEX, then you're considered a mage and will both get a *0.75 multiplier to how much SE you get, and how much SE you must spend to get +5% damage on your weapon.

    Level	-	5	28	51	72	92	112	132	150
    Type	B	B	B	B	B	B	B	B	B
    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




    Ianthe -> RE: Weapons - Read the first post! (3/5/2020 18:20:44)

    Because someone asked: From the October '18 Rare Item Hunt: Legion Pumpkin Slayer

    MC Darkness sword. Click to swap Melee/Magic. No special, so +9% damage.

    MC: At the end of the turn, the monster take -[hits]/[attempts] *sqrt(monster power) blocking. This is rounded down, but the fractional part is saved for when you're inflicting it next turn. The monster can resist this with a save against Defence Loss at a +0 bonus (inflict with [MainStat]/LUK, resist with END/LUK).
    Level	10	10	35	60	85	110	135	143
    Type	G	Z	Z	Z	Z	Z	Z	Z
    PowLvl	19	44	57	73	95	120	145	153
    
    Base	7	10	11	12	14	17	19	19
    Rand	8	12	15	18	20	21	24	26
    BtH	2	6	7	9	12	15	18	19
    
    MCPrice	39	396	814	1474	2409	3674	5324	5940
    MCSell	19	Z	Z	Z	Z	Z	Z	Z




    Thor -> RE: Weapons - Read the first post! (3/7/2020 18:01:10)

    Kam says:

    quote:

    Moglin Fan

    "Magic" CHA weapon, random elements, does *132/109 damage to compensate

    Click to choose between:
    Closed: weapon attacks do -1/3 damage, attacks leave the opponent Controlled (1 round, 50% chance). The monster can resist with a save at a +11 bonus (inflict with CHA/LUK, resist with CHA/LUK).
    Open: weapon attacks do -1/3 damage, attacks leave the opponent with a Prismatic Burn (2 rounds, power: 5/16). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with CHA/LUK).




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