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RE: Weapons - Read the first post!

 
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5/17/2014 22:46:22   
Bu Kek Siansu
Member

quote:

^ The Weapons became rare since the quest is probably in limbo at the moment as far as I know.
I'll fix it and remove the rare tags as soon as the quest is available. Otherwise, I'll leave this to an AK. Thanks. :)
The rare tags have already been removed since past quests in limbo had weapons not tagged as rare either. ~whacky
Post #: 151
5/18/2014 1:45:27   
  Ianthe
 formerly In Media Res

 

quote:

Emerald Stone Axe

100% proc Ranged Earth axe

The "bow" attack is two hits, Ranged Earth. It deals *1.02 damage, with a -6 BTH ~ *85/79 damage lean. It uses the BowBR/BowStat/BowBTH numbers.

MC Effect: At the beginning of your turn, you heal HP equal to 0.05*0.9*0.85/1.5 of a weapon special. This uses the SBR/SLS numbers.

Level	3	23	43	63	83	103	123	143
Type	Z	Z	Z	Z	Z	Z	Z	Z
PowLvl	41	50	62	76	93	113	133	153

Base	9	10	11	13	14	16	18	19
Rand	13	14	16	16	19	21	23	26
BtH	5	6	8	10	12	14	17	19

BowBR	223	250	286	328	379	439	499	559
BowStat	370.6	430	509.2	601.6	713.8	845.8	977.8	1109.8
BowBTH	5	6	7	9	11	14	16	19

SBR	5.64	6.62	7.93	9.41	11.09	12.73	13.88	14.35
SLS	3.71	4.3	5.09	6.02	7.14	8.46	9.78	11.1

MCPrice	605	935	1705	3575	7535	9240	11330	13860
MCSell	Z	Z	Z	Z	Z	Z	Z	Z
Got this. ~Carandor

< Message edited by Carandor -- 7/25/2016 16:38:50 >
AQ  Post #: 152
5/19/2014 14:57:37   
Harold Saxon
Member

quote:

The list of melee weapons by element and level includes the Guardian Torch, but said weapon deals magic damage. No other part of that weapon series has been improperly included.
Got this. ~Carandor

< Message edited by Carandor -- 7/25/2016 16:39:12 >
AQ DF MQ  Post #: 153
5/19/2014 20:49:56   
Bu Kek Siansu
Member

quote:


Emerald Stone Axe

«Mastercraft 100% Proc Ranged Earth axe. Inaccurate but powerful. Can heal your HP.»

Location: Limited Times Shop
	Z	Z	Z	Z	Z	Z	Z	Z
Level	3	23	43	63	83	103	123	143
PowLvl	41 MC	50 MC	62 MC	76 MC	93 MC	113 MC	133 MC	153 MC

Price	605	935	1705	3575	7535	9240	11330	13860
S <48h	544	841	1534	3217	6781	8316	10197	12474
  >48h	302	467	852	1787	3767	4620	5665	6930

Type: Ranged
Element: Earth
Damage	9-22	10-24	11-27	13-29	14-33	16-37	18-41	19-45
BTH	5	6	8	10	12	14	17	19

NORMAL ATTACK
Hits: 2
Type: Ranged
Element: Earth
BR%	122.37	137.18	156.94	179.98	207.97	240.89	273.82	306.74
Stat%	203.36	235.96	279.42	330.12	391.69	464.12	536.55	608.99
+BTH	-1	0	1	3	5	8	10	13
EFFECT
At the end of your turn, you receive the following hit that heals your HP:
Hits: 1
Type: Magic
Element: HP Heal
HBR%	14.38	16.88	20.22	24	28.28	32.46	35.39	36.59
HLS%	9.46	10.97	12.98	15.35	18.21	21.57	24.94	28.31
BTH: «Hits Automatically»
DESCRIPTION
This stone throwing axe is capped by magical emeralds which imbue it with the power to close your wounds while you carry it!



Numbers thanks to In Media Res.


Analysis

Special starts out with:
Level	3	23	43	63	83	103	123	143
PowLvl	41	50	62	76	93	113	133	153

BR%	223	250	286	328	379	439	499	559
Stat%	370.6	430	509.2	601.6	713.8	845.8	977.8	1109.8
+BTH	5	6	7	9	11	14	16	19

HBR%	564	662	793	941	1109	1273	1388	1435
HLS%	371	430	509	602	714	846	978	1110
  • It does *1.02 damage due to lack of real Special.
  • It takes -6 BTH but deals *85/79 damage.

  • Mastercraft Effect: You heal HP equal to 0.05*0.9*0.85/1.5 of a weapon special. (*0.9*0.85 due to HP Healing and Auto-Hit)


    Updates

    May 8, 2014: The weapon was released.
    May 23, 2014: The weapon became rare.


    NOTE

    http://forums2.battleon.com/f/fb.asp?m=21682612
    quote:

    MC Effect: At the beginning of your turn, you heal HP equal to 0.05*0.9*0.85/1.5 of a weapon special. This uses the SBR/SLS numbers.

    I just tested it: You heal HP at the end of your turn, not at the beginning of your turn.
  • Got this. ~Carandor

    < Message edited by Carandor -- 7/25/2016 16:36:38 >
    Post #: 154
    5/21/2014 0:01:54   
    tamle
    Member

    Are weapons that appear in the Limited time shop, such as Shortboard/Surfboard/Kneeboard, considered rare?


    The entries for Raynar's Blade series seem incomplete. The 2nd hit on the special heals HP by damage done.

    http://forums2.battleon.com/f/tm.asp?m=6998561
    http://forums2.battleon.com/f/tm.asp?m=17401932
    http://forums2.battleon.com/f/tm.asp?m=17401940



    V @ below, thanks. Happen to know if Curse of the Legion is permanent rare? There was an announcement about it in the front page, but I forgot what it said about CotL.

    < Message edited by tamle -- 5/21/2014 22:04:27 >
    AQ  Post #: 155
    5/21/2014 1:17:00   
    DarkDevil
    Member

    ^ shortboard/kneeboard/surfboard are summer rares.
    yet it is not always the case.

    some items are seasonal rare , some are permanent rares , some are discounted then gets shifted to other shop , some are just there until they are transferred to another shop.
    AQ Epic  Post #: 156
    5/23/2014 17:51:00   
    Bu Kek Siansu
    Member

    Entries:
  • Katar of Shock = Done!
  • Katar of Cold = Done!
  • Katar of Fire = Done!



    quote:

    Katar of Shock

    «0% Proc Melee Energy claw. Can Paralyze the monster.»

    Location: [link=URL]The Celestial Haven[/link] - Celestial Haven Armory (Basic) (10, 30, 50) ; Celestial Haven Armory (Advanced) (70, 90, 110, 130, 150)
    								G
    Level	10	30	50	70	90	110	130	150
    PowLvl	10	30	50	70	90	110	130	153
    
    Price	36	107	672	5235	42016	338555	2729352	22004697
    Sell	18	53	336	2617	21008	169277	1364676	11002348

    Type: Melee
    Element: Energy
    Damage	6-11	10-17	13-21	15-26	17-30	20-32	22-36	24-40
    BTH	1	4	6	9	11	14	16	19

    SPECIAL
    None

    EFFECT
  • All normal Player attacks gain +3 BTH and deal *85/88 damage.
  • Instead of the *1.09 damage due to not having a Special, there is a [# of hits that connected] / [# of hits attempted]*15.66% chance of attempting to paralyse the monster. The monster can resist with a save at a +0 bonus:
      Level: PowLvl vs MonsterLevel
      Major: YourSTR vs MonsterEND
      Minor: YourLUK vs MonsterLUK
    If it fails the save, then it becomes Paralyzed** for 1 round. Energy-element monsters and monsters with ≤0% Energy resistance are immune to these effects.

    *Your foe endures the paralysing shock running through them.
    **Your electrified claws have paralysed your foe!
    ***Those aligned with Energy are immune to the paralysing shock of your claws.

    DESCRIPTION
    A set of vicious electrified claws firmly attached to a metallic glove, these claws can paralyze any foe they come into contact with!



    Numbers thanks to Zephyros and Ash. Additional thanks to In Media Res and battlesiege15. Correction thanks to alchim and Carandor.


    Updates

    May 23, 2014: The weapon was Released.






    Katar of Cold

    «0% Proc Melee Ice claw. Can freeze the monster.»

    Location: [link=URL]The Celestial Haven[/link] - Celestial Haven Armory (Basic) (10, 30, 50) ; Celestial Haven Armory (Advanced) (70, 90, 110, 130, 150)
    								G
    Level	10	30	50	70	90	110	130	150
    PowLvl	10	30	50	70	90	110	130	153
    
    Price	36	107	672	5235	42016	338555	2729352	22004697
    Sell	18	53	336	2617	21008	169277	1364676	11002348

    Type: Melee
    Element: Ice
    Damage	6-11	10-17	13-21	15-26	17-30	20-32	22-36	24-40
    BTH	1	4	6	9	11	14	16	19

    SPECIAL
    None

    EFFECT
  • All normal Player attacks gain +3 BTH and deal *85/88 damage.
  • Instead of the *1.09 damage due to not having a Special, there is a [# of hits that connected] / [# of hits attempted]*10.75% chance of attempting to Freeze the monster. The monster can resist with a save at a +0 bonus:
      Level: PowLvl vs MonsterLevel
      Major: YourSTR vs MonsterEND
      Minor: YourLUK vs MonsterLUK
    If it fails the save, then it becomes Frozen** for 1 round. Ice-element monsters and monsters with ≤0% Ice resistance are immune to these effects.

    *Your foe endures the freezing cold of your claws.
    **Your chilling claws have frozen your foe!
    ***Those aligned with Ice are immune to the freezing cold of your claws.

    DESCRIPTION
    A set of vicious cold claws firmly attached to a metallic glove, these claws can freeze any foe they come into contact with!



    Numbers thanks to Zephyros and Ash. Additional thanks to In Media Res and battlesiege15. Correction thanks to alchim and Carandor.


    Updates

    May 23, 2014: The weapon was Released.






    Katar of Fire

    «0% Proc Melee Fire claw. Can burn the monster.»

    Location: [link=URL]The Celestial Haven[/link] - Celestial Haven Armory (Basic) (10, 30, 50) ; Celestial Haven Armory (Advanced) (70, 90, 110, 130, 150)
    								G
    Level	10	30	50	70	90	110	130	150
    PowLvl	10	30	50	70	90	110	130	153
    
    Price	36	107	672	5235	42016	338555	2729352	22004697
    Sell	18	53	336	2617	21008	169277	1364676	11002348

    Type: Melee
    Element: Fire
    Damage	6-11	10-17	13-21	15-26	17-30	20-32	22-36	24-40
    BTH	1	4	6	9	11	14	16	19

    SPECIAL
    None

    EFFECT
  • All normal Player attacks gain +3 BTH and deal *85/88 damage.
  • Instead of the *1.09 damage due to not having a Special, there is a [hits connected] / [hits attempted]*46.6% chance of Burning the monster. The monster can resist with a save at a +0 bonus:
      Level: PowLvl vs MonsterLevel
      Major: YourSTR vs MonsterDEX
      Minor: YourLUK vs MonsterLUK
    If it fails the save, then it becomes Burnt** for 2 rounds. Fire-element monsters and monsters with ≤0% Fire resistance are immune to these effects.

    **The level of the burn is equal to the weapon's Power Level, it has a power of 2, and it lasts for 2 rounds(if Fire Burn already applied, divides the total 4 Power among the current duration of the existing Burn), dealing the listed Fire damage each turn:
    								G
    Level	10	30	50	70	90	110	130	150
    PowLvl	10	30	50	70	90	110	130	153
    
    BurnDmg	1-4	3-14	4-26	6-41	9-61	11-75	14-90	18-109

    *Your foe avoids the worst flames of your blazing claws.
    **Your blazing claws have burned your foe!
    ***Those aligned with Fire are immune to the burning flames of your claws.

    DESCRIPTION
    A set of vicious fiery claws firmly attached to a metallic glove, these claws can burn any foe they come into contact with!



    Numbers thanks to Zephyros and Ash. Additional thanks to In Media Res and battlesiege15. Correction thanks to alchim and Carandor.


    Updates

    May 23, 2014: The weapon was Released.



    Entries:
  • Katar of Shock = Done!
  • Katar of Cold = Done!
  • Katar of Fire = Done!

  • Got these, thanks. ~Carandor

    < Message edited by Carandor -- 1/23/2016 8:19:27 >
  • Post #: 157
    5/23/2014 18:53:02   
    Ash
    Member


    quote:

    Copying IMR's notes.

    Tera'Suul's Drive

    Melee sword/Ranged scythe/Magic staff.

    No Special, *1.09 damage.

    MC: *1.1 damage against monsters with >0 END.

    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    
    Base	12	14	16	18	20	21
    Rand	12	14	15	17	19	22
    BtH	7	9	12	14	17	19
    
    MCSOP	369	2879	23108	186205	1501143	12102583
    MCSOS	184	1439	11554	93102	750571	6051291





    Copying Zephyros' notes.

    Katar of Shock/Cold/Fire

    Fire/Ice/Energy daggers, +3 BtH lean and 0.25 base lean. No special, but gives up the *1.09 damage boost to pay for inflicting statuses based on % of hits that connect.

    Shock - 15.66% chance to paralyse (adjusted by monster resist).
    Cold - 10.75% chance to freeze.
    Fire - 46.6% chance to inflict 2 turns of Power 2 Burn (if Fire Burn already applied, divides the total 4 Power among the current duration of the existing Burn).

    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
    
    Price	36	107	672	5235	42016	338555	2729352	22004697
    Sell	18	53	336	2617	21008	169277	1364676	11002348


    @below
    quote:

    [19:31] <SleepyKammy> STR for all the inflicts, DEX resist for Fire, END for Ice/Energy.

    playerStr vs monsterDex for Fire and vs monsterEND for ice/energy.
    Got these. ~Carandor

    < Message edited by Carandor -- 3/6/2016 16:41:03 >
    AQ DF MQ AQW  Post #: 158
    5/23/2014 19:20:44   
    battlesiege15
    Member

    What is the save roll for the new Katar's for the infliction roll? Is it PlayerCHA vs. Monster(END)?

    YourSTR and YourLUK vs MonSTR and MonLUK. ~IMR

    < Message edited by In Media Res -- 5/31/2014 15:12:24 >
    AQ AQW  Post #: 159
    5/25/2014 22:16:49   
    gubgub
    Member

    quote:

    Tera'Suul's Drive
    DESCRIPTION
    This weapon embodies Tera'Suul's love of competition, and deals bonus damage against monsters who think that they can out-endure the mighty ice dragon!






    Got these, thanks. ~Carandor

    < Message edited by Carandor -- 3/6/2016 16:39:17 >
    AQ DF  Post #: 160
    5/26/2014 9:38:11   
    Bu Kek Siansu
    Member

    quote:


    Tera'Suul's Drive

    «0% Proc Melee Ice sword. Can be switched between Melee(sword), Ranged(scythe) and Magic(staff) mode. Mastercraft; can deal an additional damage against monsters with >0 END.»

    Also see other item of the Tera'Suul Set:
  • Armor: [link=URL]Hand of Tera'Suul[/link]
  • Shield: [link=URL]Tera'Suul's Scales[/link]

    Location: Given automatically to players who purchase the 50,000 Z-Token package. Buying the package also gives access to the Tera'Suul Set shop. The version of the weapon is based on the level of the character.
    Player	0-59	60-79	80-99	100-119	120-139	140+
    Weapon	50	70	90	110	130	150
    PowLvl	54 MC	73 MC	93 MC	113 MC	133 MC	153 MC
    
    Price	369	2879	23108	186205	1501143	12102583
    Sell	184	1439	11554	93102	750571	6051291

    Type: See Effect
    Element: Ice
    Damage	12-24	14-28	16-31	18-35	20-39	21-43
    BTH	7	9	12	14	17	19

    SPECIAL
    None

    EFFECT
  • Click the weapon to switch between Melee, Ranged and Magic mode. In Magic mode, the weapon deals 75% damage.
  • All normal Player attacks deal 109% damage due to lack of Special.
  • Against monsters with >0 END, all normal Player attacks deal an additional 110% damage.

    DESCRIPTION
    This weapon embodies Tera'Suul's love of competition, and deals bonus damage against monsters who think that they can out-endure the mighty ice dragon!







    Numbers thanks to In Media Res and Ash. Description and images thanks to gubgub.


    Updates

    May 22 or 23 ??, 2014: The weapon was released.

  • Got this, thanks. ~Carandor

    < Message edited by Carandor -- 3/6/2016 16:39:37 >
    Post #: 161
    5/26/2014 9:55:55   
    bvd
    Member

    quote:

    it was released on may 23th 2014 friday
    Got this, thanks. ~Carandor

    < Message edited by Carandor -- 3/6/2016 16:42:24 >
    AQ  Post #: 162
    5/31/2014 15:04:56   
      Ianthe
     formerly In Media Res

     

    quote:

    Trivial: All mentions of Tera Suul (without an ' ) have been officially retconned to be Tera'Suul (with an ' ). This includes the Horn of Tera'Suul and the armour.

    Please update your address books accordingly. Everyone, even ancient frost wyrms, hate it when you misspell their names.
    Got this, thanks. ~Carandor

    < Message edited by Carandor -- 2/18/2016 18:28:17 >
    AQ  Post #: 163
    6/5/2014 12:15:13   
    alchim
    Member

    @Bu Kek Siansu:

    The Save rolls for the Shock and Cold Katars are wrong, Its END not STR.
    AQ  Post #: 164
    6/5/2014 13:36:19   
    Bu Kek Siansu
    Member

    ^ You should check the posts above you to make it sure if I'm wrong.

    http://forums2.battleon.com/f/fb.asp?m=21686286
    Post #: 165
    6/5/2014 14:11:42   
    Carandor
    Legendary Scribe of Lore


    Alchims right, check the bottom of Ash's post. Fire katar is DEX for the monster stat and cold/energy katars are END

    EDIT: Wait, IMR and Ash are saying 2 different things

    < Message edited by Carandor -- 6/5/2014 14:18:52 >
    AQ DF MQ  Post #: 166
    6/5/2014 15:23:02   
      Ianthe
     formerly In Media Res

     

    Ignore me. Kam is right.
    quote:

    [19:31] <SleepyKammy> STR for all the inflicts, DEX resist for Fire, END for Ice/Energy.
    AQ  Post #: 167
    6/5/2014 15:52:05   
    Bu Kek Siansu
    Member

    I'm sorry regarding my post above. Fixed! Thanks for the correction.
    Post #: 168
    6/14/2014 19:27:12   
    KaizerWolf
    Member

    Regarding Master Stanlee's Hockey Glaive, I noticed that there was no mention of how much damage the bleeding could do in the info submission, so I'd like to submit an example of one special succeeding and an example of two specials succeeding in inflicting the status. Can it be confirmed if the damage being dealt is intended?
    AQ  Post #: 169
    6/15/2014 9:50:54   
    Bu Kek Siansu
    Member

    Entries:
  • King's Hockey Glaive = Done!
  • Harbinger = Done!



    quote:

    King's Hockey Glaive

    «Ranged Ice stick. Mastercraft; can make the monster Bleed.»

    Location: Limited Times Shop
    	Z	Z	Z	Z	Z	Z	Z
    Level	9	34	59	84	109	134	143
    PowLvl	44 MC	56 MC	72 MC	94 MC	119 MC	144 MC	153 MC
    
    Price	660	1265	3025	7645	9845	12650	13860
    S <48h	594	1138	2722	6880	8860	11385	12474
      >48h	330	632	1512	3822	4922	6325	6930

    Type: Ranged
    Element: Ice
    Damage	11-21	12-24	14-28	16-32	18-37	21-41	21-43
    BTH	6	7	9	12	15	18	19

    SPECIAL
    Hits: 2
    Type: Ranged
    Element: Ice
    BR%	401	487	607.5	739.5	884.5	945	938.5
    LS%	195	235	291	360	442.5	525	555
    +BTH	19	24	31	40	49	53	54
    Rate: 10%

    EFFECT (When the Special occurs)
  • If at least one hit connects, then the monster can start Bleeding. It can resist* with a penalty of -10 to its save:
      Level: PowLvl vs MonsterLvl
      Major: VStat vs vs MonsterEND
      Minor: YourLUK vs MonsterLUK
  • If it fails, then the monster starts Bleeding** (Level = PowLvl; [hits connected]*25/36 power). If the monster is already Bleeding, then the old Bleed has its Power increased by +[hits connected]*25/36***.

    Both of the BleedDmg below are incorrect and will be fixed soon:
    Level	9	34	59	84	109	134	143
    PowLvl	44	56	72	94	119	144	153
    
    VStat	105	125	165	200	200	200	200
    
    If one hit connects
    BleedDmg	5-27	6-38	8-54	12-80	16-103	21-128	23-137
    
    If two hits connect
    BleedDmg	5-27	6-38	8-54	12-80	16-103	21-128	23-137
    *The attack misses your opponent's teeth.
    **The puck knocks out your opponent's teeth(or tooth analogues), making it bleed!
    ***The bleeding worsens! (There goes your opponent's pretty face D:)DESCRIPTION
    A weapon from the frozen north, this stick can make a (literally) bloody mess by knocking out your foes's teeth!

    (This item will be recoloured based on whoever wins the Stanley Cup!)




    Numbers thanks to In Media Res and Ash. Additional thanks to KaizerWolf and In Media Res. Correction thanks to In Media Res. New image thanks to KaizerWolf.


    Updates

    April 17, 2014: The weapon was released.
    ???, 2014: The weapon became rare.







    Harbinger

    «Melee Energy sword. Mastercraft; can Paralyse the monster.»

    Location: Limited Times Shop
    	Z	Z	Z	Z	Z	Z	Z	Z
    Level	3	23	43	63	83	103	123	143
    PowLvl	41 MC	50 MC	62 MC	76 MC	93 MC	113 MC	133 MC	153 MC
    
    Price	605	935	1705	3575	7535	9240	11330	13860
    S <48h	544	841	1534	3217	6781	8316	10197	12474
      >48h	302	467	852	1787	3767	4620	5665	6930

    Type: Melee
    Element: Energy
    Damage	8-23	9-25	10-28	11-31	12-35	13-40	15-44	16-48
    BTH	5	6	8	10	12	14	17	19

    SPECIAL
    Hits: 2
    Type: Magic
    Element: Energy
    BR%	378	442	528.5	620.5	729.5	854	931.5	938.5
    LS%	185.5	215	254.5	301	357	423	489	555
    +BTH	17	21	26	32	39	47	51	54
    Rate: 10%

    EFFECT
    When the Special occurs, if the hit connects, there's a [monster's Energy resistance] * [# of hits that connected] * 50% chance of Paralysing* the monster. Energy Monsters are immune**. The monster can resist*** with a save at +8 bonus:
      Level: PowLvl vs MonsterLevel
      Major: VStat vs MonsterSTR
      Minor: YourLUK vs MonsterLUK
      Level	3	23	43	63	83	103	123	143
      PowLvl	41	50	62	76	93	113	133	153
      
      VStat	100	120	145	175	200	200	200	200
      The duration of the Paralysis is either 1 or 2 rounds, depending on the monster's Energy resistance. For example, at 120% resistance the chance of attempting to Paralyse is 20% of 2 turns Paralyse, at 60% resistance the chance of attempting to Paralyse is 10% of 1 turn Paralyse, and at 50% resistance the chance of attempting to Paralyse is 8.33% of 1 turn Paralyse.

      *The blast of lightning paralyses your foe!
      **Creatures aligned to Energy can not be stunned by this weapon.
      ***Your foe endures the worst of the blast of lightning.
    DESCRIPTION
    A mighty sword imbued with powerful lightning. It can unleash that power on your foe, overwhelming and paralysing them!



    Numbers thanks to Kamui and In Media Res.


    Updates

    April 24, 2014: The weapon was released.
    May 8, 2014: The weapon became rare.
  • Got these, thanks. ~Carandor



    Entries:
  • King's Hockey Glaive = Done!
  • Harbinger = Done!



    < Message edited by Carandor -- 7/6/2016 19:25:08 >
  • Post #: 170
    6/15/2014 13:13:33   
    KaizerWolf
    Member

    Adding a little more to Master Stanlee's Hockey Glaive


    If your opponent is already bleeding (regardless of the source), and the special succeeds in connecting, you get the following text message:

    The bleeding worsens! (There goes your opponent's pretty face D:)
    AQ  Post #: 171
    6/16/2014 4:16:30   
      Ianthe
     formerly In Media Res

     

    quote:

    BleedDmg	5-27	6-38	8-54	12-80	16-103	21-128	23-137
    
    This part isn't right. Take the formula for Bleeding damage, and replace the bolded 0.25 with [hits connected]*25/36. You'll probably need two rows (one for if one hit connects, and a second for if two hits connect).
    quote:

    If the monster is already Bleeding, then the Special deals the full 100% damage and (???)***.
    Sorry, I forgot about this. If the monster is already Bleeding, then the old Bleed has its Power increased by +[hits connected]*25/36.
    AQ  Post #: 172
    6/16/2014 19:57:02   
    Bu Kek Siansu
    Member

    ^ Added, a bit fixed, I'll try to fix the BleedDmg and anything else, but not anytime soon, thanks.




    quote:


    Water Drop Flail

    «Magic Water mace. Mastercraft; deals an extra hit (as second hit) of an additional damage of a Special which targets MP first if the monster has some MP and will overflow to HP once that's run out, otherwise targets HP.»

    Location: Golden Giftboxes - Rares Shop
    								G
    Level	10	30	50	70	90	110	130	150
    PowLvl	10	30	50	70	90	110	130	153
    
    Price	19	58	369	2879	23108	186205	1501143	12102583
    Sell	9	29	184	1439	11554	93102	750571	6051291

    Type: Magic
    Element: Water
    Damage	3-10	5-15	6-20	8-22	9-26	10-29	11-32	12-36
    BTH	1	4	6	9	11	14	16	19

    SPECIAL
    Hits: 2
    Type: Magic; Magic-MP
    Element: Water; Water
    Effect: The first hit targets HP and deals the listed damage. The second hit targets MP and deals 25% of the listed damage. If the MP damage exceeds your opponent's remaining MP, then 2/3 of any overflow damage is inflicted to your opponent's HP instead.
    BR%	252	448	662	878	1081	1252	1374	1435
    LS%	166	298	430	562	694	826	958	1110
    +BTH	5	13	21	30	38	46	51	54
    Rate: 20%

    DESCRIPTION
    A magical flail imbued with power from the elemental plane of Water. Not only is it an effective weapon, it will also damage your foes' mana during its special attack!



    Numbers thanks to Kamui, Ash and In Media Res. Description and image thanks to Carandor. Additional thanks to In Media Res.


    Analysis

    The Special has one standard hit that does 100% damage. It also has one "Mastercraft" hit that does additional damage to your opponent's MP.



    Updates

    April 17, 2014: The weapon was released.
    May 15, 2014: The weapon became rare.
    Didn't see this and ended up writing my own. Thanks anyway. ~Carandor




    < Message edited by Carandor -- 7/4/2016 9:19:39 >
    Post #: 173
    6/17/2014 8:26:59   
    Syth
    Member

    Still no forumite has posted this basic info? Guess I'll do it:

    spoiler:

    Staff for Show is a Magic, Wind Staff. Found at the end of "Weapons of Change I"

    Staff for Show: (Level 2) 2-7 B/R. Price: 31 Gold; Sellback: 15 Gold
    Staff for Show: (Level 22) 4-14 B/R. Price: 61 Gold; Sellback: 30 Gold
    Staff for Show: (Level 42) 6-18 B/R. Price: 307 Gold; Sellback: 153 Gold
    Staff for Show: (Level 62) 7-22 B/R. Price: 2286 Gold; Sellback: 1143 Gold
    Staff for Show: (Level 82) 8-25 B/R. Price: 18247 Gold; Sellback: 9123 Gold
    Staff for Show: (Level 102) 9-29 B/R. Price: 146923 Gold; Sellback: 73461 Gold
    Staff for Show: (Level 122) 10-32 B/R. Price: 1184353 Gold; Sellback: 592176 Gold
    Staff for Show: (Level 142G) 12-34 B/R. Price: 9548436 Gold; Sellback: 4774218 Gold

    Description: A simple, painted wooden rod that appears to have been used as a prop in the plays of ages past. After so many years of having been slashed through the breeze, the 'toy' appears to have gained an affinity for wind magic.

    Image:
    http://i.imgur.com/Lh4kRz8.png

    While I know BBC inside of BBC doesn't work, there SHOULD be a way to use spoilers on images
    AQ  Post #: 174
    6/18/2014 21:45:58   
    Macho Man
    Member

    quote:

    The Horn of Tera Suul weapon should be listed as rare. The same could be said for the armour.
    Got this, thanks. ~Carandor

    < Message edited by Carandor -- 2/18/2016 18:31:18 >
    AQ DF MQ AQW Epic  Post #: 175
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