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

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Korriban Gaming -> RE: Weapons [2022] - Read the first post! (11/6/2022 0:48:45)

Hi, can we get subs for the BTS weapons? Thanks




Lorekeeper -> RE: Weapons [2022] - Read the first post! (11/6/2022 11:09:06)

Back To School Login weapons, via Kam:

quote:

Academy Blade/Standard/Wand

Melee/Ranged/Magic Wind Sword/Glaive/Wand, neutral accuracy and damage leans, Sword/Glaive are no-special, Wand is 100% special. MC effect on these is you deal +7.5% damage if your mainstat for the weapon is higher than the corresponding stat on the mob. So if you're using the sword, if your STR is higher than the mob's STR, you deal +7.5% damage. This is lower than a normal trigger since the condition is relatively easy to fulfill, and if the mob's stat is = to your own, you have the option of stat drives like Chieftain's Ironthorn or even just a misc item.

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

Magic
Base	3	4	5	7	8	9	10	11	12
Rand	5	7	12	13	16	18	20	22	24
BtH	1	2	4	7	9	12	14	17	19

BowBR	115	145	205	265	325	385	445	505	559
BowStat	133	199	331	463	595	727	859	991	1109.8
BowBTH	0	1	4	6	9	11	14	16	19




Kamui -> RE: Weapons [2022] - Read the first post! (11/10/2022 18:37:15)

(Unhilted) (Engraced/Tarnished) Blade of Elders

Light/Darkness Melee Swords, you can swap between normal and unhilted versions via the item upgrader. These have a 1/3 base lean, and a neutral accuracy lean (normally a katana would get an accuracy boost, but these are big and heavy). You can click the hilt to swap Melee/Ranged/Magic. Mechanics for these work as follows.

Normal
  • Has no special. MC is a compressed skill that activates by clicking the blade of the weapon. This charges 100% or 125% Melee in SP (latter for Magic only), and does 200% Melee damage similar to prior weapon skills. This skill has 4 hits, and will lose 100% Melee in damage to attempt a 2 turn Poison of the weapon's element dealing (50 x Hits / 4)% Melee damage per turn, healing the player's HP = to the damage dealt. This inflicts with the weapon's mainstat/LUK vs mob's END/LUK.

    Unhilted
  • Weapon has no special, and sacrifices the no-special bonus (worth 8% Melee) to have a 32% chance (bumps it up to worth 25% Melee) to, after a turn where you attacked with the weapon, inflict a 1-turn (25 x Hits / Attempts)% Melee Poison of the weapon's element, healing the player's HP = to the damage dealt. The poison gets a x0.75 multplier to its potency for the Magic version.
  • MC effect is a damage reduction trigger. For each separate damaging status the foe has (so things like Bleed, Poison, Burn, etc), the player char will take -(5/1.4)% damage, capping at -(20/1.4)% damage reduction.

    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
    
    Skill
    CostLvl	5	15	35	55	75	95	115	135	152
    SPMeRa	30	45	80	120	166	217	273	335	392
    SPMa	38	57	100	151	208	271	342	419	490




  • Ianthe -> RE: Weapons [2022] - Read the first post! (11/18/2022 1:30:33)

    Official stats of the Harvest Hibernation Sickle/Scythe/Staff. Kam says:

    Melee/Ranged/Magic Wind Scythe/Scythe/Staff, these have 1/3 base leans and +3/-3/0 accuracy leans.

    Has no special, and gives up the no-special bonus to have a base (8.74 x Hits / Attempts)% chance to attempt a 1-turn Windswept effect. This then gets adjusted by x85/88 for the Melee version, x85/82 for the Ranged version, and x0.75 for the Magic version. This effect has a 50% save, and inflicts with player's weapon mainstat (STR/DEX/INT) and LUK vs mob END/LUK.

    As an MC effect, it compresses a 2-hit skill that does 200% Melee as a bow-like attack, similar to Cutlass del Mar, charging 100% Melee in SP for Melee/Ranged, 125% for Magic. This skill sacrifices 128% Melee in damage for a Hits/2 chance to attempt a 1-turn Windswept effect, the mob has a -20 penalty on the save, and it inflicts with/is resisted by the same stats as the passive version.

    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
    SPMeRa	30	45	80	120	166	217	273	335	392
    SPCost	38	57	100	151	208	271	342	419	490
    
    *2MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    *2MCS	35	47	178	1226	9682	77859	627513	5059008	24205166




    Ianthe -> RE: Weapons [2022] - Read the first post! (11/18/2022 1:53:23)

    From the 20th anni LTS: 20th Anniversary Guardian Blade

    MC Melee sword / Ranged polearm+glaive / Magic sword.

    Element is based on your Guardian equipment, but one element clockwise* on the Element Wheel. Fire -> Energy -> Light -> Wind -> Ice -> Water -> Dark -> Earth -> Fire. If you've selected a random element, then this weapon is still random.

    Special is the Guardian Dragon.

    MC: Increased Guardian Dragon proc rate: 16% (Melee/Ranged) or 12% (Magic).

    *Or counterclockwise on the in-game wheel that appears when elementising your equipment at the Guardian Tower.
    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
    
    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
    Proc	16	16	16	16	16	16	16	16	16
    
    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
    Proc	16	16	16	16	16	16	16	16	16
    
    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
    Proc	12	12	12	12	12	12	12	12	12
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Ianthe -> RE: Weapons [2022] - Read the first post! (11/18/2022 1:56:20)

    From Fighter Class: Tundra Crusher

    Melee Ice Hammer, -5 BtH lean and 0.1 base damage lean. MC effect is a toggle that, if you attempted any weapon attacks after turning it on, it will charge 83.33...% Melee in SP and have a (MobIceRes x Hits / Attempts)% chance to attempt 1 turn of Paralyse on the foe, 50% save, inflict with STR/LUK vs foe's END/LUK. While this toggle is active the weapon also gains a neutral BtH lean, and if the attempt chance goes beyond 100%, the Paralyse has (Chance - 100)% chance to become 2 turns duration. Also has a Lv 143Z version for 5940 tokens.

    Level	10	30	50	70	90	105	120	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	10	30	50	70	90	105	120	135	153
    
    Base	8	12	15	18	21	23	25	27	29
    Rand	1	3	4	5	5	5	5	5	6
    BtH	1	4	6	9	11	13	15	17	19
    
    CostLvl	5	15	30	50	70	90	110	135	152
    SPCost	25	38	59	92	128	170	216	279	327
    
    MCPrice	39	117	739	5758	46217	221019	1057377	5059007	24205166
    MCSell	19	58	369	2879	23108	110509	528688	2529503	12102583




    Kamui -> RE: Weapons [2022] - Read the first post! (11/23/2022 5:10:53)

    Infernal Champion Armaments

    Melee/Ranged/Magic Fire Sword/Bow/Staff, all have a -5 BtH lean and neutral base/random lean. Sword/Staff have no special, bow has a 2-hit bow special and 2-hit true special that procs 20% of the time, click the handle to toggle between Melee/Ranged/Magic. MC is a toggle that charges 50% Melee in weapon damage (so weapon deals -50% damage for Melee/Ranged, -75% for Magic) and 50% Melee in SP to attempt a 2-turn, (50 x (85/80) x Hits / Attempts)% Melee Fire Poiosn that heals you = to damage dealt. This inflicts with weapon mainstat/LUK vs mob 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
    
    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
    
    BowBR	145	169	223	277	334	394	454	514	559
    BowStat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
    BowBTH	1	2	5	7	9	12	14	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
    SPCost	20	28	44	63	85	111	140	171	196




    Kamui -> RE: Weapons [2022] - Read the first post! (11/23/2022 5:11:41)

    Abyssal Champion Armaments

    Melee/Ranged/Magic Darkness Sword/Spear/Staff, Spear has 2/3 random lean, others have neutral damage lean, all have neutral accuracy lean, click handle to toggle Melee/Ranged/Magic. Toggles between two modes, normally simply does +5% damage, click to toggle on Abyssal Siphon mode, losing 4.25 BtH and 20% damage (so you lose the +5% damage from the MC and a further 15% damage) and you will now regen MP and/or SP after attempting weapon attacks. Baseline, you'll heal (12.5 x 0.85)% Melee in SP & MP (so total of (25 x 0.85)% Melee) after a turn where you attempted a weapon attack, this is the base healing value in the table below. This doesn't require landing a hit, and doesn't matter how many hits are attempted, you just have to attempt a weapon attack. If your MP or SP is over 80%, then the weapon won't regen that value and will instead double the healing for the other value (so you'll get a full (25 x 0.85)% Melee healing for MP if your SP is over 80%, and vice versa). If both are over 80%, it'll still just attempt to heal both anyway. If the weapon is in Magic mode, these values are x0.75. For full set bonus, the weapon deals +10% damage in its normal mode, and gets a x7/5 multiplier to its healing in the MP/SP heal mode.

    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
    
    CostLvl	12	21	39	58	77	97	117	137	152
    MPHeal	6	8	12	18	24	32	40	48	56
    SPHeal	4	6	9	13	18	24	30	36	42




    Ianthe -> RE: Weapons [2022] - Read the first post! (11/29/2022 17:41:17)

    Updated Katar of Undeath

    MC Melee dagger, +3 BTH lean. No special, so *1.09 damage

    Normal attacks take -10% damage. At the end of your turn, the monster Panics (-[8.2*DARK RES]% outgoing damage). The monster can resist with a save at a +0 bonus (inflict with STR/LUK, resist with CHA/LUK).

    MC: If you're a Neko, the Panic has *1.5 effect and the saves are at a -10 penalty.
    Level	10	30	50	70	90	110	130	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	10	30	50	70	90	110	130	153
    
    Base	6	10	13	15	17	20	22	24
    Rand	5	7	8	11	13	12	14	16
    BtH	1	4	6	9	11	14	16	19
    
    MCPrice	39	117	739	5758	46217	372410	3002287	24205166
    MCSell	19	58	369	2879	23108	186205	1501143	12102583




    Kamui -> RE: Weapons [2022] - Read the first post! (12/1/2022 18:02:48)

    Calendar weapons for this year, Ianthe says:


    [Dark] Chrono Paladin

    MC [Darkness] Ice Melee hammer+blunt / Magic hammer+blunt / Ranged hammer+maul+blunt+polearm -5 BTH lean too. ~Ia

    Click the handle to switch between:
  • +7.5% damage if the monster is Blind.
  • The weapon deals -25% damage. At the end of your turn, the monster becomes Blind (-9.1*[resistance] BTH, 5 rounds). The monster can resist with a save at a +0 penalty (inflict with MainStat/LUK, resist with DEX/LUK).

    Scales as a Guardian item.

    Set bonus:
    - When used with the misc item, gain +12.5% incoming healing
    - When used with the shield, gain +12.5% incoming healing
    -- These two stack additively.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    						
    MELEE/RANGED						
    Base	17	19	22	25	27	29
    Rand	3	5	5	5	6	6
    BtH	7	10	12	15	17	19
    Proc	20	20	20	20	20	20
    						
    MAGIC						
    Base	13	15	17	18	20	22
    Rand	2	2	3	5	5	4
    BtH	7	10	12	15	17	19
    




  • Kamui -> RE: Weapons [2022] - Read the first post! (12/1/2022 18:03:21)

    Knightmare Splitter/Piercer/Standard

    Melee/Ranged/Magic Ice Axe/Spear/Staff, Axe has -3 BtH and 1/3 base lean, Spear has +3 BtH and 2/3 random lean, and can also toggle between a 0-proc mode and a 100-proc mode, and Staff has neutral accuracy/damage leans, Melee/Magic are both 0-proc only. MC on these is a toggle that charges 15% Melee in weapon damage (so -15% DmgDlt for Melee/Ranged, -20% DmgDlt for Magic) and 15% Melee in SP cost to attempt Panic. This panic has a -10 penalty to the save (so 40% chance to resist initial infliction and to cleanse the status per-turn), so it lasts on average 1.5 turns. It pays in 30% Melee, so /1.5 gives us a base of -(20 x HitRateMult x MobDarkRes x Hits / Attempts / 1.4)% DmgDlt Panic. HitRateMult is x85/82 for Melee, x85/88 for Ranged, and x85/85 for Magic, so around -14.81% DmgDlt for Melee, -13.80% DmgDlt for Ranged, and 14.29% for Magic, assuming all hits land and on 100% IceRes. This save inflicts with (STR/DEX/INT for Melee/Ranged/Magic)/LUK, mob resists with CHA/LUK, 40% save.

    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
    
    CostLvl	5	15	35	55	75	95	115	135	152
    SPCost	5	7	12	18	25	33	41	50	59
    
    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! (12/1/2022 18:05:31)

    Update to the Abyssal Champion Armaments, the toggle now pays MC + 20% weapon damage instead of MC + 15% weapon damage + 4.25 BtH for its regen effect, and the regen no longer has the x0.85 penalty for it auto-hitting, but it also now heals based on Hits/Attempts with it, so you'll need to actually connect the hit to get the MP/SP regen.




    Dreiko Shadrack -> RE: Weapons [2022] - Read the first post! (12/1/2022 18:48:16)

    quote:

    -(20 x HitRateMult x MobDarkRes x Hits / Attempts / 1.4)%

    Given what follows this on the knightmare weapons I assume that's a typo and it's MobIceRes. [:)]




    Kamui -> RE: Weapons [2022] - Read the first post! (12/8/2022 17:35:19)

    Festive Elf Bow/Arsenal

    Ranged Light Bow and Melee/Ranged/Magic (click bottom half to swap) Light Axe/Scythe/Staff, axe/scythe have -3 BtH and 1/3 base lean, others have neutral accuracy/damage leans. Bow pays MC and 20% of weapon damage (so 25% weapon damage total) to boost damage dealt by pet/guest attacks by +25%. The Arsenal version starts with standard +5% damage MC, and you can click the top half of the weapon to toggle it to the pet/guest damage boost, again paying MC and 20% weapon damage, the pet/guest damage boost effect is reduced to +18.75% for the Magic version. If you do not have an active guest, the pet will get the boost the guest would have, so it'll deal +62.5% damage instead of +25%. If you do not have an active guest, the weapon instead pays only MC and 5% of weapon damage to boost pet damage by +25%.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	B
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Axe/Scythe
    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
    
    Bow
    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
    
    Staff
    Base	3	4	5	7	8	9	10	11	12
    Rand	5	7	12	13	16	18	20	22	24
    BtH	1	2	4	7	9	12	14	17	19




    Kamui -> RE: Weapons [2022] - Read the first post! (12/8/2022 19:18:27)

    As a bit of an emergency adjustment, if you have no guest the Festive Elf weapons will no longer give the guest +62.5% damage. They'll instead only charge MC and 5% of the weapon's damage for the damage boost. Basically the massive damage boost this provided allowed things that were just a bit too silly like 4 digit Fairy Godmother healing and the like, so it had to be adjusted.




    Ianthe -> RE: Weapons [2022] - Read the first post! (12/9/2022 14:36:48)

    So I was fixing a few bugs with the Super Pzycho Sabre and noticed a bunch of code was out of date. One thing led to another and:

    Super Pzycho Sabre

    MC Fire Sword. No special, so x1.08 damgae.

    Comes with two skills:
  • Call Pzycho Demon (same as before)
  • Pzycho Fury: Standard weapon-based skill, costs [40% Melee + guest upkeep] instead of [100% Melee]. Two hits, Fire Melee, -30% damage, uses CHA instead of LUK. After the attack, the monster takes -12 Defence Loss (6 turns). It can resist this effect with a save at +0 (inflict with STR/CHA, resist with END/LUK). This can only be used while Pzycho is your guest, and Pzycho skips its turn.
    Level	105	120	135	150
    Type	-	-	-	G
    PowLvl	105	120	135	153
    
    Base	6	7	7	8
    Rand	39	41	45	48
    BtH	13	15	17	19
    
    SPCost	151	178	207	243
    
    MCPrice	221019	1057377	5059007	24205166
    MCSell	110509	528688	2529503	12102583
    
    (Pls refresh your client, I needed to update the Balance Engine to get this working.)




  • Ianthe -> RE: Weapons [2022] - Read the first post! (12/29/2022 23:10:01)

    In the New Year's LTS: MADM Arsenal

    MC Wind Melee axe / Ranged lance+polearm / Magic mace+blunt. No Special so *1.08 damage.

    Click to toggle between:
  • Offensive mode: take -9 blocking to deal +20% damage (Magic: +25%)
  • Defensvie mode: deal -15% damage (Magic: -20%) to gain +12 blocking.

    FSB: when used with the shield:
  • Offensive mode: +5% additional damage
  • Defensive mode: +3 additional blocking
    Level	10	35	60	60	85	110	135	143	150
    Type	Z	-	-	Z	G	Z	-	Z	G
    PowLvl	44	35	60	73	88	120	135	153	153
    
    MELEE/RANGED
    Base	8	7	9	10	12	14	15	16	16
    Rand	16	15	20	22	22	27	29	32	32
    BtH	6	4	8	9	11	15	17	19	19
    
    MAGIC
    Base	6	5	7	8	9	10	11	12	12
    Rand	12	12	14	15	17	21	22	24	24
    BtH	6	4	8	9	11	15	17	19	19
    
    MCPrice	396	178	2047	1474	27439	3674	5059007	5940	24205166
    MCSell	Z	89	1023	Z	13719	Z	2529503	Z	12102583




  • Kamui -> RE: Weapons [2022] - Read the first post! (1/5/2023 16:04:40)

    Possessed Diabolical Blade
    Location: Birthday Limited time shop

    Melee Darkness Sword, neutral damage and accuracy leans. Click the blade to Imbue your strikes with Possessed Spirit. This locks your weapon element to Light (spirit made to fight eldritch beings and demons) and you inflict Spirit Rend with your attacks: [56.62*DAMAGE]% chance of attempting the status, and the monster resists at a +0 save (inflict with [mainstat]/LUK, resist with 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	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
    
    PlayerLvl	5	15	35	55	75	95	115	135	150
    SPCost	30	45	80	120	166	217	273	335	385
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583

    *Sticky tapes location on post. ~Anim




    Lv 1000 -> RE: Weapons [2022] - Read the first post! (1/5/2023 16:16:49)

    Reposted from what I said for the Independence Scythes since this is effectively a clone.
    quote:

    For clarity, DAMAGE does not mean damage dealt. It's actually:

    DAMAGE = [DamageDealt/ExpectedDamage]^0.75 if [DamageDealt/ExpectedDamage] > 1, otherwise DAMAGE = [DamageDealt/ExpectedDamage], where DamageDealt = [RawDamage/MobLightResist/100].

    I think ExpectedDamage is something like 404ish at PowLvl 153. I'll let ya'll to figure out the breakpoints :P




    Ianthe -> RE: Weapons [2022] - Read the first post! (1/7/2023 15:25:18)

    Guardian Giftbox '22 weapons: Santarctic Punisher/Conqueror/Destroyer

    MC Ice Melee axe / Ranged halberd+axe+polearm / Magic staff+blunt. -5 BTH lean on all of them. No special, so *1.08 damage.

    Toggles between:
  • Damage mode: deals -5% damage normally. Deals +20% damage if the mob is Fragile.
  • Healing mode: deal -10% damage. After you attack, you heal [2.66% baseline in SP] per hit connected (max 4 hits). The healing is x6 if the mob is Fragile.

    (MC is the larger trigger range)
    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
    
    MELEE/RANGED
    Base	7	8	10	12	14	16	18	20	21
    Rand	6	8	11	13	15	17	19	20	22
    BtH	2	3	5	7	10	12	15	17	19
    
    MAGIC
    Base	5	6	8	9	11	12	14	15	16
    Rand	5	6	7	10	10	13	13	15	16
    BtH	2	3	5	7	10	12	15	17	19
    




  • Ianthe -> RE: Weapons [2022] - Read the first post! (1/15/2023 1:55:51)

    Fixed a bug on the old Benthic Shank, decided to add a few tiers while I was there.

    5 - Neretic Shank
    15 - Pelagic Shank (was Profundal)
    35 - Oceanic Shank
    55 - Profundal Shank (was Aphotic)
    75 - Aphotic Shank (was Abyssal)
    95 - Abyssal Shank (was Benthic)
    115 - Hadal Shank
    135 - Demersal Shank
    150 - Benthic Shank

    MC Melee sword, swaps between Light and Water.

    20% special, one Magic hit, +5 BTH.

    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	6	7	8	10	11	12	13
    Rand	8	12	17	22	26	28	32	35	38
    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
    
    Price	70	95	356	2453	19364	155718	1255027	10118016	48410333
    Sell	35	47	178	1226	9682	77859	627513	5059008	24205166




    Kamui -> RE: Weapons [2022] - Read the first post! (1/19/2023 16:38:48)

    Bone-Chilling Krieger Klaw

    Magic Ice 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 x Hits x MobIceRes)% 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




    Kamui -> RE: Weapons [2022] - Read the first post! (1/19/2023 16:39:00)

    Unlucky Chainblade/Screaming Bow/Silent Stalker

    Melee/Ranged/Magic Darkness Sword/Bow/Axe, Sword/Axe have a -5 BtH lean, Bow has a -10 BtH lean, all three have a 0.2 base lean. Sword/Axe have no special, Bow has regular bow special and a real special. Has a trigger where it deals -10% damage normally, but instead does +20% damage if the enemy has any Fear status active. MC bonus mitigates 5% of the downtrigger, so it ends up being -5% normally, +20% if foe is inflicted with Fear. Also has Z versions at Lv 31/85/143, costing 737/2409/5940 tokens, respectively.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    Base	6	8	12	14	17	19	21	24	26
    Rand	2	4	5	8	8	10	12	11	12
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	4	6	9	11	13	14	16	18	19
    Rand	3	3	4	5	6	8	8	8	10
    BtH	1	2	4	7	9	12	14	17	19
    
    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
    
    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! (1/26/2023 17:55:40)

    Brawny/Sprightly/Brainy Axe of Kindness

    Melee/Ranged/Magic Random-Element Axe, -3 BtH lean and 1/3 base lean for all forms. Pays MC and enough % Melee in weapon damage to = 10% Melee total (So -5% weapon damage for Melee/Ranged, 6.25% Melee for Magic to make up for the weaker % Melee MC bonus on a Magic weapon) to boost pet damage by +25%. If you have an active guest, it pays a further 15% Melee (20% Melee for Magic mode) to also boost guest damage by +25%. These effects only work on turns where you have attempted a weapon attack/special. On the first hit attempted per turn, the weapon will randomly pick an element among the 8 standard elements, and retain the new element for the rest of the turn. Due to this, it deals x132/109 damage, and it factors this in to the penalties for the pet/guest bonus (so you're actually paying 10% Melee after the x132/109 boost). Special boosts CHA instead of dealing damage, the listed CHA is how much 150% Melee is worth as CHA Boost/Suave, so you get 2 turns of half of the listed CHA value, Magic version gets a x0.75 penalty to the listed value.

    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
    
    Proc	20	20	20	20	20	20	20	20	20
    
    VStat	40	60	100	140	180	220	250	250	250
    CHA	139.118	165.378	203.671	234.049	259.997	282.84	299.972	306.178	311.57
    
    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! (1/26/2023 17:56:14)

    Slaymore of Kindness and Might/Sleight/Insight

    MC Ice Melee sword / Ranged glaive+polearm / Magic sword. No special, so *1.09 damage.

    You can click on the sword to skip your turn and gain Hypercritical Pet (4 turns, +25% crit chance) and Guest Empowerment (4 turns, +25% damage, Ice only). This is modified like Poelala/Dunamis/etc based entirely on your weapon's mainstat. Also there's an outlevelling penalty for using a too-low version. The Magic version gets *0.75 the bonuses.
    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	8	11	13	16	18	20	22	24
    Rand	4	4	7	10	10	12	14	15	16
    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
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
    
    
    
    Level	5	75	135
    Type	G	G	G
    PowLvl	15	78	138
    
    MELEE
    Base	7	14	20
    Rand	6	15	20
    BtH	2	10	17
    
    RANGED
    Base	8	16	23
    Rand	4	11	14
    BtH	2	10	17
    
    MAGIC
    Base	5	11	15
    Rand	5	10	15
    BtH	2	10	17
    
    MCPrice	35	9682	5059007
    MCSell	17	4841	2529503




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