Home  | Login  | Register  | Help  | Play 

RE: Weapons - Read the first post!

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons - Read the first post!
Page 8 of 13«<678910>»
Forum Login
Message << Older Topic   Newer Topic >>
7/19/2020 1:25:00   
Bu Kek Siansu
Member
 

^ Fixed, thanks! :)
Post #: 176
7/19/2020 17:01:05   
RobynJoanne
Member
 

It seems that your entry implies that the boost for fire spells is free since it is placed before mentioning HP costs. Maybe, you should make it clearer that all the boosts have an HP cost.
Post #: 177
7/19/2020 18:28:18   
Lv 1000
Member


Consider that 2.5% of the spell boost is "free" from the MC.
Post #: 178
7/19/2020 19:03:32   
Bu Kek Siansu
Member
 

Thanks! :)

An additional info regarding the boost and HPCost for all Fire spells.

EFFECT
  • All normal player attacks deal *1.08 damage for not having a special.
  • Click the blade* to swap between Melee** and Magic†† modes. The weapon deals *0.75 damage in Magic mode. (Already factored into the above numbers)
  • By paying the listed HPCost, all Fire spells deal +10% damage, all normal player attacks deal +20% damage in Melee Mode, and +25% damage in Magic Mode. (Note: This can kill you)
    Level	15	35	55	75	95	115	135	150
    PowLvl	23	41	59	78	98	118	138	153
    
    CostLvl	21	39	58	77	97	117	137	152
    HPCost	7	12	17	23	30	37	46	52
    SET BONUS
  • If you are wearing the Pyromancer Bloodmage armour, all Fire spells deal +5% damage. If wearing any other Bloodmage armour, all Fire spells deal +2.5% damage.
  • If you are wearing the Pyromancer Bloodmage armour, all normal player attacks deal +10% damage. If wearing any other Bloodmage armour, all normal player attacks deal +5% damage.



    http://forums2.battleon.com/f/fb.asp?m=22375322

    GGB items!

    Revamped -mancer Bloodblades and Bloodzerker Blades. Kam says:

  • 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.



  • Post #: 179
    7/20/2020 15:00:46   
    Bu Kek Siansu
    Member
     

    quote:

    Dynamancer's Bloodblade

    «0% proc Melee Energy sword. Click the blade to swap between Melee and Magic damage. Scales to player level, table numbers are just for reference. Mastercraft; deals increased damage at the cost of HP.»

    Location: Golden Giftboxes - Rare shop
    Type									G
    Level	5	15	35	55	75	95	115	135	150
    PowLvl	5 MC	15 MC	35 MC	55 MC	75 MC	95 MC	115 MC	135 MC	153 MC
    
    Price	0	0	0	0	0	0	0	0	0
    Sell	0	0	0	0	0	0	0	0	0
    Type: Melee (Or Magic; See Effect)
    Element: Energy
    Melee Mode
    Damage	4-10	5-15	7-22	9-27	11-31	12-36	13-41	15-44	16-48
    BTH	1	2	4	7	9	12	14	17	19
    
    Magic Mode
    Damage	3-8	4-11	5-17	7-20	8-24	9-27	10-30	11-33	12-36
    BTH	1	2	4	7	9	12	14	17	19
    SPECIAL
    None

    EFFECT
  • All normal player attacks deal *1.08 damage for not having a special.
  • Click the blade* to swap between Melee†† and Magic** damage. The weapon deals *0.75 damage in Magic damage. (Already factored into the above numbers)
  • By paying the listed HPCost, all Energy spells deal +10% damage, all normal player attacks deal +20% damage in Melee damage, and +25% damage in Magic damage. (Note: This can kill you)
    Level	5	15	35	55	75	95	115	135	150
    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
    SET BONUS
  • If you are wearing the Dynamancer Bloodmage armour, all Energy spells deal +5% damage. If wearing any other Bloodmage armour, all Energy spells deal +2.5% damage.
  • If you are wearing the Dynamancer Bloodmage armour, all normal player attacks deal +10% damage. If wearing any other Bloodmage armour, all normal player attacks deal +5% damage.

    Click the blade to swap to Melee damage!
    ††Your weapon now deals «» Melee damage!
    **Click the blade to swap to Magic damage!
    **Your weapon now deals «» Magic damage!

    DESCRIPTION
    This blade fills your blood with energy, and can drain said blood as well. It'll sap your health in exchange for a shocking damage boost, which is even greater if you're in a Bloodmage armour! This weapon can swap between Melee and Magic damage.




    Numbers thanks to Kamui. Release date thanks to The Hollow (info taken from the GD forum).




    Updates

    July 16, 2020: The weapon was released.


  • Added. ~BKS



    Info Submission: http://forums2.battleon.com/f/fb.asp?m=22382215

    Pedia: http://forums2.battleon.com/f/fb.asp?m=22382337





    < Message edited by Bu Kek Siansu -- 7/21/2020 13:20:16 >
    Post #: 180
    7/23/2020 17:07:42   
    Lv 1000
    Member


    Sword from DragonLorn Keep Part 4

    Source: Cray

    quote:

    Burden of Insight

    Melee Ice Sword, neutral base/random and BtH leans. Toggles between two modes, one mode is completely normal, the other mode changes the weapon so all its attacks are auto-hit. Normally a Melee weapon that has auto-hit gets adjusted to *0.65 damage, since 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 we assume player only has STR so the weapon should deal only 65% damage. However, this weapon also gives the mob +6 BtH on their attacks (effectively a -6 MRM penalty to the player), and the player will also take +(10/1.4)% damage. Each of these is worth 10% Melee, so the actual effect now is that the weapon deals *0.65*1.1*1.1 = *0.7865 damage. The weapon is basically treated as compressing two weapons in one, so it has *2.2 cost and the MC bonus is consumed to pay for the compression.

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


    I'm honestly confused as to why an additive damage taken penalty is giving a multiplicative bonus, same with -MRM. I thought we were shifting away from multiplicative standards for everything except Leans and EleComp?
    At the very least shouldn't it be (0.65+0.1)*1.1 = 0.825, if the -MRM is meant to be an "MRM lean".

    < Message edited by Lv 1000 -- 7/23/2020 17:20:08 >
    Post #: 181
    7/23/2020 17:27:53   
    Andlu
    Member

    Please make autohit penalties additive. There's literally no reason it should be multiplicative, when everything else that is a damage decrease is additive
    AQ DF AQW  Post #: 182
    7/25/2020 21:51:09   
      Kamui
     Hashire sori yo Kaze no you ni!


    Ice Katana July 25, 2020 update. The special now is only one hit, has a neutral BtH lean, has a 100% chance to attempt 1 turn of Freeze if it hits, and the Freeze has a 50% save. This adjusts the Freeze value to be worth 77.8% Melee. The special is also adjusted to 20%, so the MC is worth 25% Melee for the Melee version, and 18.75% Melee on the Magic version. So Melee pays MC and 52.8% Melee for the Freeze, Magic pays 59.05% Melee for its Freeze. Base damage for a 20% special is 150% Melee for Melee weapons, 112.5% Melee for Magic weapons.

    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    Melee
    Base	10	11	12	14	17	19	19
    Rand	12	15	18	20	21	24	26
    BtH	6	7	9	12	15	18	19
    
    Magic
    Base	7	8	9	11	12	14	14
    Rand	10	11	13	14	17	18	20
    BtH	6	7	9	12	15	18	19
    
    Proc	20	20	20	20	20	20	20
    SBR	6.17	7.58	9.4	12.01	14.49	16.03	16.5
    SLS	5.86	7.14	8.73	10.91	13.38	15.86	16.65
    SBtH	21.4	27.25	34.45	44.35	55	61.25	63.25
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
    AQ DF MQ  Post #: 183
    8/14/2020 16:32:55   
      Kamui
     Hashire sori yo Kaze no you ni!


    Radiant/Zealous/Serene Paladin Lance

    Ranged/Magic Light/Fire/Water Lance, no special, -5 BtH lean, and 0.4 base lean. MC effect is a player-controlled trigger, dealing +7.5% damage when in any sort of Riding/Mount armour.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Ranged
    Base	4	6	9	11	13	14	16	18	19
    Rand	6	8	11	14	16	20	22	23	26
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	3	5	6	8	9	11	12	13	14
    Rand	5	5	10	11	14	14	16	18	20
    BtH	1	2	4	7	9	12	14	17	19
    AQ DF MQ  Post #: 184
    8/22/2020 14:14:02   
      Kamui
     Hashire sori yo Kaze no you ni!


    Sacred Paladin Sword/Halberd/Hammer/Mace/Sceptre/Bow

    Light Melee/Ranged/Melee/Magic/Magic/Ranged Sword/Halberd(tagged as Axe/Polearm)/Hammer/Mace/Sceptre/Bow, all but the bow have no special, the bow has a bow special and a true special at a 20% proc rate. Sword is neutral BtH and damage lean, Halberd is -3 BtH and 1/3 base lean, Hammer is -5 BtH and 1/10 base lean, Mace is -3 BtH and 1/3 base lean, Sceptre is +3 BtH and 1/3 base lean, and finally Bow is neutral BtH and damage lean. MC effect is a trigger vs Undead foes, valued at 10% Melee. Instead of a simple damage boost or such, instead the weapon passively performs a heal-element attack on the player, with its baseline damage being valued at 10% of normal weapon damage. This strike gets the usual -15% damage penalty due to being auto-hit healing, as well as a -10% penalty since it's always useful (you don't have to attack with the weapon, just hold it) when active. The Mace/Sceptre versions of these do 75% of the healing of the other versions due to being Magic weapons.

    Level	105	120	135	150
    Type	-	-	-	G
    PowLvl	105	120	135	153
    
    Sword
    Base	13	14	15	16
    Rand	25	27	29	32
    BtH	13	15	17	19
    
    Halberd
    Base	17	18	20	21
    Rand	17	19	19	22
    BtH	13	15	17	19
    
    Hammer
    Base	23	25	27	29
    Rand	5	5	5	6
    BtH	13	15	17	19
    
    Mace/Sceptre
    Base	13	14	15	16
    Rand	12	13	14	16
    BtH	13	15	17	19
    
    Bow
    Base	13	14	15	16
    Rand	25	27	29	32
    BtH	13	15	17	19
    
    BowBR	415	460	505	559
    BowStat	793	892	991	1109.8
    BowBTH	13	15	16	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
    
    Spell
    Base	106	127	150	179
    Rand	211	253	298	358
    Stat	793	892	991	1109.8
    BtH	26	30	33	38
    
    MCPrice	221019	1057377	5059007	24205166
    MCSell	110509	528688	2529503	12102583
    AQ DF MQ  Post #: 185
    8/27/2020 19:46:57   
      Kamui
     Hashire sori yo Kaze no you ni!


    Radiant/Blazing Light of Sunscale

    Melee/Ranged/Magic Light/Fire Axe, has separate versions for the two elements. Has a -3 BtH lean and a 1/3 base lean, click the handle to toggle Melee/Ranged/Magic mode. MC effect is that if you click on the axe blade you equip the Sunscale Dragon armour. The Light version summons the Sunscale armour with Light for the primary resistance with Fire/Energy secondaries. The Fire version summons the Sunscale armour with Fire for the primary resistance with Light/Energy secondaries. These can be swapped in the item upgrader as well as just buying spares via the shop.

    Level	-	5	28	51	72	92	112	132	150
    Type	B	B	B	B	B	B	B	B	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
    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
    AQ DF MQ  Post #: 186
    9/3/2020 16:37:37   
    Shirou Archer
    Member

    @kamui

    please add trigger to undead/dragon. because of paladin's class and does trigger on undead and dragon. can you buff this light of sunscale
    Post #: 187
    9/5/2020 2:53:01   
      Kamui
     Hashire sori yo Kaze no you ni!


    Veywild Axe/Spear/Staff

    Melee/Ranged/Magic Earth Axe/Spear/Staff, Axe has -3 BtH lean and 1/3 base lean, Spear has +3 BtH lean and 2/3 random lean, Staff is neutral in accuracy and damage leans. Flavour effect is the weapons have Bloodzerker-like effects, consuming 15% Melee worth of HP per turn (basically 15% Melee in MP cost /1.5) each turn that you perform a weapon attack or special. MC effect on these is that they deal +10% damage and seek between Earth and Wind vs Petrified mobs. This counts even if they have 0 turns left on the status, it just needs to be displayed to be considered active.

    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
    
    Axe
    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
    
    Spear
    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
    
    Staff
    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	20	20	20	20	20	20	20	20	20
    SBR	3.29	4.04	5.85	7.81	9.99	12.38	14.36	15.6	16.5
    SLS	2.99	3.78	5.56	7.34	9.22	11.2	13.18	15.16	16.65
    SBtH	8.35	11.95	20.05	28.15	36.7	45.7	54.5	59.5	63.25
    AQ DF MQ  Post #: 188
    9/17/2020 21:57:25   
      Ianthe
     formerly In Media Res

     

    Update to Morningstar Crosses:
    - Updated to current standards. No special, so it deals *1.1 damage (outside of Morningstar armour) or *1.08 (in Morningstar)
    - Ranged gets upped to a proper skill. *2 base/rand damage, uses DEX/5 + STR/20 for stat damage. It also disables the 'no special' mod and boost the damage by *1.1.
    - Magic now gets upped to a proper skill: as above, but INT/4 for stat damage and it also gets *4/3 base/rand damage. Its SP cost has been upped appropriately.

    Anchors Away Bow

    Water Ranged bow. No special, so *1.1 damage.

    Click on the bow to use a skill, like the Morningstar Cross. This costs the listed SP and ups the damage to skill level: *2 base/random damage, uses DEX/5 + STR/20 for stat damage. (It also disables the 'no special' mod and boost the damage by *1.1, which cancels out nicely.) It deals -44.625% damage and leaves the monster Dazed ([50*Water Res]% chance of not acting, 3 rounds). The monster can resist with a save at a +0 bonus (inflict with DEX/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	5	7	10	12	14	16	18	20	22
    Rand	1	1	2	3	4	4	4	4	4
    BtH	1	2	4	7	9	12	14	17	19
    
    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
    
    SPCost	30	45	80	120	166	217	273	335	392
    
    A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166
    AQ  Post #: 189
    9/17/2020 22:17:21   
    lolerster
    Member
     

    @IMR: Are other on-click weapons like Blade of the Briar, Zabura, Zakiya and Blade of Thornful Rose also going to get the same treatment as Monringstar Cross?.

    Eventually! ~IMR

    < Message edited by In Media Res -- 9/18/2020 14:16:41 >
    AQ  Post #: 190
    9/19/2020 12:41:06   
    Bu Kek Siansu
    Member
     

    quote:

    Arcane Cutlass of Tides

    «0% proc Magic Water dagger. Scales to player level, table numbers are just for reference. Mastercraft; boosts Water spell damage.»

    Location: Golden Giftboxes - UltraRare Shop
    Type									G
    Level	5	15	35	55	75	95	115	135	150
    PowLvl	5 MC	15 MC	35 MC	55 MC	75 MC	95 MC	115 MC	135 MC	153 MC
    
    Price	0	0	0	0	0	0	0	0	0
    Sell	0	0	0	0	0	0	0	0	0
    Type: Magic
    Element: Water
    Damage	4-7	5-10	7-15	9-18	11-21	12-24	13-27	15-29	16-32
    BTH	1	2	4	7	9	12	14	17	19
    SPECIAL
    None

    EFFECT
  • All normal player attacks deal *1.08 damage for not having a special.
  • All normal player attacks gain +3 BTH and deal *85/88 damage.
  • All normal player attacks and weapon specials deal -10% damage. In return, Water spell damage deals +28.125% damage.

    DESCRIPTION
    This small cutlass is wielded by more magically adept pirates and is surrounded in swirling water. It deals less damage than other magical weapons, but holding it amplifies the power of your Water spells!




    Numbers thanks to In Media Res and Kamui. Additional thanks to Carandor.




    Updates

    September 17, 2020: The weapon was released.


  • Added. ~BKS



    Info Subs: ( Similar to Arcane Cutlass of Radiance/Combustion ) http://forums2.battleon.com/f/fb.asp?m=22287441

    Pedia: http://forums2.battleon.com/f/fb.asp?m=22384251





    < Message edited by Bu Kek Siansu -- 9/19/2020 12:51:13 >
    Post #: 191
    9/19/2020 16:25:51   
    Bu Kek Siansu
    Member
     

    quote:

    Arcane Cutlass of Gales

    «0% proc Magic Wind dagger. Scales to player level, table numbers are just for reference. Mastercraft; boosts Wind spell damage.»

    Location: Golden Giftboxes - UltraRare Shop
    Type									G
    Level	5	15	35	55	75	95	115	135	150
    PowLvl	5 MC	15 MC	35 MC	55 MC	75 MC	95 MC	115 MC	135 MC	153 MC
    
    Price	0	0	0	0	0	0	0	0	0
    Sell	0	0	0	0	0	0	0	0	0
    Type: Magic
    Element: Wind
    Damage	4-7	5-10	7-15	9-18	11-21	12-24	13-27	15-29	16-32
    BTH	1	2	4	7	9	12	14	17	19
    SPECIAL
    None

    EFFECT
  • All normal player attacks deal *1.08 damage for not having a special.
  • All normal player attacks gain +3 BTH and deal *85/88 damage.
  • All normal player attacks and weapon specials deal -10% damage. In return, Wind spell damage deals +28.125% damage.

    DESCRIPTION
    This small cutlass is wielded by more magically adept pirates and is surrounded in a swirling gale. It deals less damage than other magical weapons, but holding it amplifies the power of your Wind spells!




    Numbers thanks to In Media Res and Kamui. Additional thanks to Carandor.




    Updates

    September 17, 2020: The weapon was released.


  • Added. ~BKS



    Info Subs: ( Similar to Arcane Cutlass of Radiance/Combustion ) http://forums2.battleon.com/f/fb.asp?m=22287441

    Pedia: http://forums2.battleon.com/f/fb.asp?m=22384262





    < Message edited by Bu Kek Siansu -- 9/19/2020 16:42:20 >
    Post #: 192
    9/19/2020 18:16:04   
    Bu Kek Siansu
    Member
     

    quote:

    Arcane Cutlass of Combustion

    «0% proc Magic Fire dagger. Scales to player level, table numbers are just for reference. Mastercraft; boosts Fire spell damage.»

    Location: Golden Giftboxes - UltraRare Shop
    Type									G
    Level	5	15	35	55	75	95	115	135	150
    PowLvl	5 MC	15 MC	35 MC	55 MC	75 MC	95 MC	115 MC	135 MC	153 MC
    
    Price	0	0	0	0	0	0	0	0	0
    Sell	0	0	0	0	0	0	0	0	0
    Type: Magic
    Element: Fire
    Damage	4-7	5-10	7-15	9-18	11-21	12-24	13-27	15-29	16-32
    BTH	1	2	4	7	9	12	14	17	19
    SPECIAL
    None

    EFFECT
  • All normal player attacks deal *1.08 damage for not having a special.
  • All normal player attacks gain +3 BTH and deal *85/88 damage.
  • All normal player attacks and weapon specials deal -10% damage. In return, Fire spell damage deals +28.125% damage.

    DESCRIPTION
    This small cutlass is wielded by more magically adept pirates and radiates heat. It deals less damage than other magical weapons, but holding it amplifies the power of your Fire spells!




    Numbers thanks to In Media Res and Kamui. Additional thanks to Carandor.




    Updates

    September 17, 2020: The weapon was released.


  • Added. ~BKS



    Info Subs: http://forums2.battleon.com/f/fb.asp?m=22287441

    Pedia: http://forums2.battleon.com/f/fb.asp?m=22384267



    Note:

    The original Arcane Cutlass of Combustion needs to be renamed to Legendary Arcane Cutlass of Combustion but I don't have permission to do that.





    < Message edited by Bu Kek Siansu -- 9/19/2020 18:26:38 >
    Post #: 193
    9/19/2020 18:40:54   
    Bu Kek Siansu
    Member
     

    quote:

    Arcane Cutlass of Radiance

    «0% proc Magic Light dagger. Scales to player level, table numbers are just for reference. Mastercraft; boosts Light spell damage.»

    Location: Golden Giftboxes - UltraRare Shop
    Type									G
    Level	5	15	35	55	75	95	115	135	150
    PowLvl	5 MC	15 MC	35 MC	55 MC	75 MC	95 MC	115 MC	135 MC	153 MC
    
    Price	0	0	0	0	0	0	0	0	0
    Sell	0	0	0	0	0	0	0	0	0
    Type: Magic
    Element: Light
    Damage	4-7	5-10	7-15	9-18	11-21	12-24	13-27	15-29	16-32
    BTH	1	2	4	7	9	12	14	17	19
    SPECIAL
    None

    EFFECT
  • All normal player attacks deal *1.08 damage for not having a special.
  • All normal player attacks gain +3 BTH and deal *85/88 damage.
  • All normal player attacks and weapon specials deal -10% damage. In return, Light spell damage deals +28.125% damage.

    DESCRIPTION
    This small cutlass is wielded by more magically adept pirates and shines with Light. It deals less damage than other magical weapons, but holding it amplifies the power of your Light spells!




    Numbers thanks to In Media Res and Kamui. Additional thanks to Carandor.




    Updates

    September 17, 2020: The weapon was released.


  • Added. ~BKS



    Info Subs: http://forums2.battleon.com/f/fb.asp?m=22287441

    Pedia: http://forums2.battleon.com/f/fb.asp?m=22384270



    Note:

    The original Arcane Cutlass of Radiance needs to be renamed to Legendary Arcane Cutlass of Radiance but I don't have permission to do that.





    < Message edited by Bu Kek Siansu -- 9/19/2020 18:52:15 >
    Post #: 194
    10/10/2020 21:03:53   
      Kamui
     Hashire sori yo Kaze no you ni!


    Paladin Axe/Crossbow

    Melee Light Axe and Ranged Light Crossbow, axe has -3 BtH lean on normal attacks and the special and 1/3 base lean and has a 20% proc special, crossbow has a +6 BtH lean and neutral base/random lean and no true special. MC effect on both of these is that vs Undead foes they will attempt to inflict a Light EleVuln on foe. Trigger MC is worth 10% Melee on both of these, so a 50% save doubles that to 20% Melee, and it gets /1.4 since it's affecting your whole side. The axe has a -3 BtH lean, so this has a 82% chance to land, so (20/1.4/0.82 = 17.42)% on that, crossbow has +6 BtH lean, so it has a 91% chance to land, so (20/1.4/0.91 = 15.70)% for that. Axe attempts to inflict a 1-turn (17.42 x Hits / Attempts)% Light EleVuln on foe, inflicts with STR/LUK vs mob's END/LUK, 50% save. Crossbow attempts to inflict a 1-turn (15.7 x Hits/Attempts)% Light EleVuln on foe, inflicts with DEX/LUK vs mob's END/LUK, 50% save.

    Existing copies of the axe are 70/90/110/130/150, those have been updated to 90/105/120/135/150, the Lv 70 version is new. Existing copies of the crossbow are 1/21/41/61/81/101/121/131/141, those have been adjusted to 15/35/55/70/90/105/120/135/150, the Lv 5 version is new. The versions below Lv 70 will be put into Yulgar's shops.

    Axe
    Level	70	90	105	120	135	150
    Type	-	-	-	-	-	G
    PowLvl	70	90	105	120	135	153
    
    Base	14	16	17	18	20	21
    Rand	13	15	17	19	19	22
    BtH	9	11	13	15	17	19
    
    Proc	20	20	20	20	20	20
    SBR	9.06	11.41	13.23	14.49	15.42	16.5
    SLS	8.43	10.41	11.9	13.38	14.87	16.65
    SBtH	33.1	42.1	48.85	55	58.75	63.25
    
    MCPrice	5758	46217	221019	1057377	5059007	24205166
    MCSell	2879	23108	110509	528688	2529503	12102583


    Crossbow
    Level	5	15	35	55	70	90	105	120	135	150
    Type	-	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	70	90	105	120	135	153
    
    Base	4	5	7	9	10	12	13	14	15	16
    Rand	6	10	15	18	21	23	25	27	29	32
    BtH	1	2	4	7	9	11	13	15	17	19
    
    BowBR	115	145	205	265	310	370	415	460	505	559
    BowStat	133	199	331	463	562	694	793	892	991	1109.8
    BowBTH	0	1	4	6	8	11	13	15	16	19
    
    MCPrice	35	47	178	1226	5758	46217	221019	1057377	5059007	24205166
    MCSell	17	23	89	613	2879	23108	110509	528688	2529503	12102583
    AQ DF MQ  Post #: 195
    10/15/2020 18:41:03   
    Lord Markov
    Member

    Hurricane Soul Drinker: This windy blade does not drink...wine. It drinks the blood of your enemies, and feeds it back to you to restore some HP or MP!

    AQ  Post #: 196
    11/7/2020 1:10:54   
      Kamui
     Hashire sori yo Kaze no you ni!


    Haunted Dragonlord's Might/Charge/Insight

    Melee/Ranged/Magic Wind Sword/Spear/Staff. Sword and staff are neutral in damage and accuracy leans, spear has a 2/3 random lean and +3 BtH lean. No specials on any of them. MC effect is somewhat like the Sacred Paladin weapons, in that at the end of your turn they activate a mini healing effect equivalent to 5% Melee on the player. The SP weapons did it as a trigger, and were 100% passive (so they were 10% Melee base, and had a -10% penalty due to being always useful, in addition to the usual -15% penalty due to the effect automatically hitting the player). These instead are 5% Melee baseline, as stated above, Magic version has a x0.75 penalty, and they are based on the # of hits you land. We've got 5% Melee baseline, /2 since we assume 2 hits on average, and then we also do /0.85 for the sword/staff, and /0.88 for the spear due to the hit rate of the weapons, and the x0.75 penalty for the staff as stated above.

    The sword and spear will heal your SP, so they'll get x1.125 to their healing value, while the staff will heal your MP, so it gets x1.5 to its healing value. So at end of your turn, the sword heals your SP for (5 / 2 / 0.85 x 1.125 = 3.31)% Melee per hit you land, the spear heals your SP for (5 / 2 / 0.88 x 1.125 = 3.2)% Melee per hit you land, and the staff heals your MP for (5 x 0.75 / 2 / 0.85 x 1.5 = 3.31)% Melee per hit you land. These heals are only applied based on weapon-based hits.


    Updated 24 July 2022: All Haunted Dragonlord Weapons pay MC (5%) & 10% damage to regenerate SP (Sword & Spear) or MP (Staff) per hit, up to 8 hits.
    Takes -15% Damage to Regenerate 33SP or 44MP per hit, up to 8 hits (Lv.150)
    Edit: Forgot to include this, the full set bonus for using the weapon/armour/shield triples the potency of the healing from the weapons. Thanks for pointing it out!

    Lv 11Z and 80Z versions cost 407 and 2200 tokens and are equal to the Lv 45 and 90 versions in power level, respectively.

    Level	45	60	75	90	105	120	135	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	45	60	75	90	105	120	135	153
    
    Sword
    Base	8	9	11	12	13	14	15	16
    Rand	16	20	20	23	25	27	29	32
    BtH	6	8	9	11	13	15	17	19
    
    Spear
    Base	5	6	7	8	8	9	10	11
    Rand	22	26	28	31	35	37	39	42
    BtH	6	8	9	11	13	15	17	19
    
    Staff
    Base	6	7	8	9	10	10	11	12
    Rand	12	14	16	17	18	21	22	24
    BtH	6	8	9	11	13	15	17	19
    
    MCPrice	451	2047	9682	46217	221019	1057377	5059007	24205166
    MCSell	225	1023	4841	23108	110509	528688	2529503	12102583


    < Message edited by Ward_Point -- 3/31/2024 11:12:14 >
    AQ DF MQ  Post #: 197
    11/7/2020 16:51:40   
    Zennistrad
    Member

    Is there a set bonus to the MP/SP regen when using the weapon with the Haunted Dragonlord armor and shield? There appears to be based on what I've tested but that likely won't count for an official infosub, it'd be good to hear developer comments
    AQ  Post #: 198
    11/7/2020 21:58:18   
    Lv 1000
    Member


    From my minor testing it appears that way, though knowing how much of a bonus it is would be nice.
    Post #: 199
    11/11/2020 17:36:23   
      Kamui
     Hashire sori yo Kaze no you ni!


    Shattered Mirrorblade

    Melee Light Sword, neutral BtH lean and 0.2 base lean. Its special does two hits and pays 1/6 of special damage (25% Melee) to attempt to inflict a -(81 x MobLightRes) LUK Unlucky effect on the foe for <Hits> turns. MC effect on the weapon is that if the foe has <= 0 LUK, the weapon deals +10% damage. Inflicts with VStat/LUK vs mob's DEX/LUK (avoid the bad luck by avoiding the mirror shards) with a 50% save.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    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
    
    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
    AQ DF MQ  Post #: 200
    Page:   <<   < prev  6 7 [8] 9 10   next >   >>
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons - Read the first post!
    Page 8 of 13«<678910>»
    Jump to:






    Icon Legend
    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts




    Forum Content Copyright © 2018 Artix Entertainment, LLC.

    "AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
    and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
    PRIVACY POLICY


    Forum Software © ASPPlayground.NET Advanced Edition