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

 
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8/15/2024 20:08:28   
  Kamui
 Hashire sori yo Kaze no you ni!


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

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

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Melee
Base	4	5	7	9	11	12	13	15	16
Rand	6	10	15	18	20	24	28	29	32
BtH	1	2	4	7	9	12	14	17	19

Ranged
Base	4	5	7	9	11	12	13	15	16
Rand	3	5	8	9	10	12	14	14	16
BtH	1	2	4	7	9	12	14	17	19

Magic
Base	3	4	5	7	8	9	10	11	12
Rand	5	7	12	13	16	18	20	22	24
BtH	1	2	4	7	9	12	14	17	19
AQ DF MQ  Post #: 251
8/15/2024 20:09:31   
  Kamui
 Hashire sori yo Kaze no you ni!


Phoenix Blade (Rare)

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

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

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

    All the Burns are 50% saves, inflicting with player STR/LUK vs mob DEX/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19


    < Message edited by Kamui -- 8/16/2024 0:50:47 >
  • AQ DF MQ  Post #: 252
    8/15/2024 20:10:29   
      Kamui
     Hashire sori yo Kaze no you ni!


    Unnecessarily Ornate Weapon Not Just For Show (Common)

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

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee
    Base	5	7	10	12	14	16	18	20	21
    Rand	4	6	9	12	14	16	18	19	22
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	4	5	7	9	11	12	13	15	16
    Rand	3	5	8	9	10	12	14	14	16
    BtH	1	2	4	7	9	12	14	17	19
    
    MPHeal	3	4	8	12	16	21	27	33	39
    SPHeal	2	3	6	9	12	16	20	25	29


    < Message edited by Kamui -- 8/16/2024 1:04:29 >
    AQ DF MQ  Post #: 253
    8/26/2024 13:11:35   
      Lorekeeper
    And Pun-isher

     

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

    quote:


    Voidpact Devastator / Voidpact Destroyer

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

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

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

    Voidpact Annihilator

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

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

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


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

    quote:

    Whack to School Locker

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

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

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

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

    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Base	8	9	10	12	14	15	16
    Rand	16	19	22	24	27	32	32
    BtH	6	7	9	12	15	18	19
    
    CostLv	35	51	69	92	117	142	150
    100SP	80	112	152	209	279	358	385
    25SP	20	28	38	52	70	90	96
    25HP	18	25	34	46	62	80	86
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z


    < Message edited by Lorekeeper -- 8/26/2024 13:15:03 >
    Post #: 254
    9/7/2024 13:35:08   
    Grace Xisthrith
    Member
     

    Hoping to request infosubs for the Timestream weapon set, released in the New Years LTS in 2023. The three energy weapons are Timestream Battleaxe / Curve / Rune Tablet. Apologies if this is the wrong location, I'll delete the message if so
    AQ  Post #: 255
    9/7/2024 20:29:20   
      Kamui
     Hashire sori yo Kaze no you ni!


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

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

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

    Comes with the following options:

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

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

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

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

    Warwolf Prime AsTA/ROTH Type-RA40

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

    Warwolf Prime AL/LOCER Type-MA00

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

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

    Comes with the following options:

    Volatile Drive:As above:

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

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

    Shift Gear: as above
    AQ DF MQ  Post #: 256
    9/19/2024 15:52:52   
      Kamui
     Hashire sori yo Kaze no you ni!


    Dead Sea Wheel/Throne/Sceptre

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

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

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

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    Base	6	8	12	14	17	19	21	24	26
    Rand	2	4	5	8	8	10	12	11	12
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	4	6	9	11	13	14	16	18	19
    Rand	3	3	4	5	6	8	8	8	10
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    25SP	8	11	20	30	42	54	68	84	98
    50SP	15	23	40	60	83	109	137	168	196
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
    AQ DF MQ  Post #: 257
    9/20/2024 3:13:29   
    Telcontar Arvedui I
    Member

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

    (just remember to pack a Water spell that does at least 2 hits, preferably 4, if you use this weapon)
    AQ  Post #: 258
    9/26/2024 17:01:28   
      Kamui
     Hashire sori yo Kaze no you ni!


    Fungibushi Shroom Katana/Kunai/Staff

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

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

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

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	3	4	5	7	8	9	10	11	12
    Rand	5	7	12	13	16	18	20	22	24
    BtH	1	2	4	7	9	12	14	17	19
    
    BowBR	115	145	205	265	325	385	445	505	559
    BowStat	133	199	331	463	595	727	859	991	1109.8
    BowBTH	0	1	4	6	9	11	14	16	19
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583


    < Message edited by Kamui -- 9/26/2024 17:30:18 >
    AQ DF MQ  Post #: 259
    9/26/2024 17:02:16   
      Kamui
     Hashire sori yo Kaze no you ni!


    The Reaping Gale

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

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

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

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


    PowLvl	5	15	35	55	75	95	115	135	153
    +STAT	41.4	43.5	57.7	70.1	81.4	91.9	101.1	109.2	117
  • AQ DF MQ  Post #: 260
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