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RE: Weapons - Read the first post!

 
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7/24/2014 14:01:09   
Lord Barrius
Member
 

quote:

Rat Grenades

Shrapnel Rat Grenades deal Ranged Earth damage and lose about 33.53% of their damage to inflict a Bleed whose damage is about 15%*NumberOfHits (so a max of 30% of a Melee attack in power). This stacks if the foe is already Bleeding.

Flashbang Rat Grenades deal Ranged Light damage and lose about 37.24% of their damage to inflict a 1-turn Blind whose BtH reduction is about -17*NumberOfHits (so a max of -34 BtH). This damage penalty goes away if the foe is already Blinded.

Gas Rat Grenades deal Ranged Wind damage and lose about 37.24% of their damage to inflict a 1-turn Choke whose power is about -20%*NumberOfHits (so a max of -40% to enemy monster damage). This damage penalty goes away if the foe is already Choking.



Level	10	30	50	70	90	110	130	150
Type	-	-	G	-	-	-	-	G
PowLvl	10	30	54	70	90	110	130	153

Base	7	11	14	16	19	21	23	26
Rand	3	5	8	9	9	10	12	12
BtH	1	4	7	9	11	14	16	19

BowBR	130	190	262	310	370	430	490	559
BowStat	166	298	456.4	562	694	826	958	1109.8
BowBTH	1	3	6	8	11	13	16	19

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




Katars

Katar of Water deals Melee Water damage and also deals DamageDealt*0.09*1.5 damage to MP (where DamageDealt is the amount of damage you dealt that turn). If the monster lacks the MP to damage, the remaining damage overflows into HP.

Katar of Earth deals Melee Earth damage and also deals deals DamageDealt*0.09*0.75*1.5 damage to SP (where DamageDealt is the amount of damage you dealt that turn). If the monster lacks the SP to damage, the remaining damage overflows into HP.

Katar of Undeath deals Melee Darkness damage and has a NumberOfHits/HitsAttempted% chance to inflict Panicked, which reduces monster damage to 85% of normal. This effect will adjust based on Darkness resist. The damage penalty goes away if the foe is already Panicked.

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
Got these. ~Carandor

< Message edited by Carandor -- 8/15/2016 10:18:04 >
Post #: 201
7/24/2014 14:22:43   
gubgub
Member

How do the saves work for the grenades? (as in what stats and whatnot)
AQ DF  Post #: 202
7/24/2014 17:19:28   
Syth
Member

quote:

[00:04] <Kamui> The grenades all have a -20 penalty to the save.
...
[00:04] <Kamui> They all use DEX for primary inflict, END for Bleed and Choke save, and DEX for Blind save.
AQ  Post #: 203
7/24/2014 18:39:53   
Mr G W
Member

Seems that the bleed always lasts 1 turn instead of waiting on a save. Can't get it to wonderfully stack non stop, even on the combat trainer.
AQ DF  Post #: 204
7/24/2014 19:08:39   
gubgub
Member

@above I've had it stack on the combat trainer a few times, but it is very rare, which doesn't make sense for a -20 penalty. So IDK what's up with that.
AQ DF  Post #: 205
7/24/2014 19:09:42   
Carandor
Legendary Scribe of Lore


quote:

Katar of Earth
DESCRIPTION
A set of vicious earth-enhanced claws firmly attached to a metallic glove, these claws can can (extra word in the description) damage the SP of any foe they come into contact with!





Katar of Water
DESCRIPTION
A set of vicious water-enhanced claws firmly attached to a metallic glove, these claws can damage the MP of any foe they come into contact with!





Frag Rat Grenades
DESCRIPTION
Small grenades with the shape of a rat, these grenades explode in a shred of shrapnel, causing foes to bleed!





Flashbang Rat Grenades
DESCRIPTION
Small grenades with the shape of a rat, these grenades explode and blind the foe with bright light!





Gas Rat Grenades
DESCRIPTION
Small grenades with the shape of a rat, these grenades explode and choke foes with gas!
Got these. ~Carandor

< Message edited by Carandor -- 8/15/2016 10:17:44 >
AQ DF MQ  Post #: 206
7/25/2014 21:32:22   
alchim
Member

Do the Katars (the 3 new ones) also have a +3 bth lean?
The "Daggery" Weapon lean, so to speak.

Yes. ~IMR

< Message edited by In Media Res -- 7/25/2014 22:23:18 >
AQ  Post #: 207
7/25/2014 21:32:51   
Mr G W
Member

I think i figured out what is going on with the bleed from the rat grenades:

I noticed that the more END/LUK the enemy has, the longer the bleed lasts.

Against combat trainer it never lasts more than one turn. Against a dragon with 150 END, 200 LUK it was lasting 2-3 turns.

I just fixed this. (It was doing the save backwards, so the higher the monster's stats the more effective it was.) Thanks! ~IMR

< Message edited by In Media Res -- 7/25/2014 22:23:07 >
AQ DF  Post #: 208
7/25/2014 23:29:33   
Syth
Member

For the new Katar:

quote:

<@IMR|Highlight> Inflict with STR, resist with CHA.
AQ  Post #: 209
7/26/2014 0:18:35   
Senras Wolf
Member

I know this isn't the place but the other Rat Grenades may need another looksee. I noticed that Gas Grenades got 1 hit blocked and choked for about 72% then next round hit all 2 and only choked for about 48%.

Ignore me, I've just been reading things backwards, whoops.

< Message edited by Senras Wolf -- 7/26/2014 14:26:13 >
AQ DF MQ  Post #: 210
7/26/2014 4:30:19   
Carandor
Legendary Scribe of Lore


quote:

Katar of Undeath
DESCRIPTION
A set of vicious claws firmly attached to a metallic glove. These claws have been corrupted by undeath, which makes their very touch send foes into a panicked state!
Got this. ~Carandor

< Message edited by Carandor -- 8/14/2016 19:04:48 >
AQ DF MQ  Post #: 211
7/26/2014 12:15:55   
Mr G W
Member

quote:

I know this isn't the place but the other Rat Grenades may need another looksee. I noticed that Gas Grenades got 1 hit blocked and choked for about 72% then next round hit all 2 and only choked for about 48%.


Pretty sure that it correct: First case the monster got hit once and had its damage reduced TO 72%. Second case, both his connected so the choke was more effective, reducing the damage dealt TO 48%. The lower the number, the lower the damage dealt.
AQ DF  Post #: 212
7/26/2014 14:45:55   
Senras Wolf
Member

^
I feel silly now, though Gas Grenades seem to be missing Guardian Tags above lvl 135. You know, to be consistent.
AQ DF MQ  Post #: 213
7/29/2014 19:21:42   
Bu Kek Siansu
Member

Entries:
  • Katar of Water = Done!
  • Katar of Earth = Done!



    quote:

    Katar of Water

    «0% Proc Melee Water claw. Deals also an additional damage to MP.»

    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: Water
    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, the weapon does 100% damage, and also deals *0.09*1.5 damage to MP of the amount of the damage you dealt that turn. If the monster lacks the MP to damage, the remaining damage overflows into HP.

    DESCRIPTION
    A set of vicious water-enhanced claws firmly attached to a metallic glove, these claws can damage the MP of any foe they come into contact with!



    Numbers thanks to Lord Barrius. Description and image thanks to Carandor. Additional thanks to In Media Res.


    Updates

    July 24, 2014: The weapon was Released.






    Katar of Earth

    «0% Proc Melee Earth claw. Deals also an additional damage to SP.»

    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: Earth
    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, the weapon does 100% damage, and also deals *0.09*0.75*1.5 damage to SP of the amount of the damage you dealt that turn. If the monster lacks the SP to damage, the remaining damage overflows into HP.

    DESCRIPTION
    A set of vicious earth-enhanced claws firmly attached to a metallic glove, these claws can can (extra word in the description) damage the SP of any foe they come into contact with!



    Numbers thanks to Lord Barrius. Description and image thanks to Carandor. Additional thanks to In Media Res.


    Updates

    July 24, 2014: The weapon was Released.



    Entries:
  • Katar of Water = Done!
  • Katar of Earth = Done!

  • Got these, thanks. ~Carandor

    < Message edited by Carandor -- 1/30/2016 5:53:05 >
  • Post #: 214
    8/1/2014 0:27:32   
      In Media Res
     Mini Egg Cookies of Order


    quote:

    Sinmaw Maul (which we totes should've called the Sinmaul :( )

    Click the head to toggle Melee <-> Magic. It deals 75% BR damage in Magic mode.

    Click the handle to transform into Sinmaw.

    While in Melee mode, it takes -5 BTH ~ *85/80 damage on all attacks. While in Magic mode, it takes -3 BTH ~ *85/82 damage on all attacks.

    Special is two Magic hits.
    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    Base	13	16	18	20	22	24
    Rand	10	10	11	13	15	16
    BtH	7	9	12	14	17	19
    
    Proc	20	20	20	20	20	20
    SBR	7.06	9.1	11.09	12.73	13.88	14.35
    SLS	4.56	5.82	7.14	8.46	9.78	11.1
    SBtH	23	31	39	47	51	54
    						
    Buy	1478	11517	92435	744821	6004574	48410333
    Sell	739	5758	46217	372410	3002287	24205166
    Got this. ~Carandor

    < Message edited by Carandor -- 8/3/2016 17:39:32 >
    AQ  Post #: 215
    8/1/2014 3:35:06   
    Bu Kek Siansu
    Member

    quote:


    Sinmaw Maul

    «Mastercraft Melee Energy hammer with an inaccurate lean. Can shift between a Melee Warhammer form and a Magic Mace form. Can transform into Voltaic Eel Sinmaw.»

    Location: Given automatically to players who purchase the 20,000 Z-Token package. Buying the package also gives access to the Sinmaw Maul 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+
    Type						G
    Weapon	50	70	90	110	130	150
    PowLvl	54 MC	73 MC	93 MC	113 MC	133 MC	153 MC
    
    Price	1478	11517	92435	744821	6004574	48410333
    Sell	739	5758	46217	372410	3002287	24205166

    Type: See Effect
    Element: Energy
    Damage	13-23	16-26	18-29	20-33	22-37	24-40
    BTH	7	9	12	14	17	19

    SPECIAL
    Hits: 2
    Type: Magic
    Element: Energy
    BR%	353	455	554.5	636.5	694	717.5
    LS%	228	291	357	423	489	555
    +BTH	23	31	39	47	51	54
    Rate: 20%

    EFFECT
  • Click the head of the weapon to toggle between Melee and Magic mode. In Magic mode, it deals 75% BR damage.
  • In Melee mode, all attacks take -5 BTH and deal *85/80 damage. In Magic mode, all attacks take -3 BTH and deal *85/82 damage.
  • Click the handle of the weapon to transform into Sinmaw.

    DESCRIPTION
    This powerful Energy weapon can shift between a Melee Warhammer form and a Magic Mace form by clicking on the head of the weapon. When clicking the handle, it will instead transform you into the mighty Voltaic Eel, Sinmaw!



    Numbers thanks to In Media Res. Correction thanks to Lord Athor. Additional thanks to In Media Res and Carandor.


    Updates

    July 30, 2014: The weapon was released.
  • Got this. ~Carandor

    < Message edited by Carandor -- 8/3/2016 17:39:59 >
    Post #: 216
    8/1/2014 15:48:04   
    Lord Barrius
    Member
     

    quote:

    Healing Branch

    "Healing Branch" is a spell-casting staff. It has three spells:
    1) A Water spell which deals 75% of normal spell damage for 60% spell cost.
    2) A Healing spell which heals for normal spell damage.
    3) A Healing spell which can purify up to two statuses (Burn/Bleed/Poison/Disease) with variable MP cost. Can also grant Regeneration if the power of the status is low enough that the spell can cure it without the "cost" of a full turn. NOTE: As with the skill listed above, Disease purification is currently disabled due to work being done on the Disease status.

    The staff will otherwise permit the player to regenerate MP if they lack the MP to cast any of these spells.

    Level	10	30	50	70	90	110	130	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	10	30	50	70	90	110	130	153
    
    Base	3	5	6	8	9	10	11	12
    Rand	7	10	14	14	17	19	21	24
    BtH	1	4	6	9	11	14	16	19
    
    Heal spell cost
    MPLvl	10	30	50	70	90	110	130	152
    MPCost	63	118	183	257	340	431	532	653
    
    Water spell cost
    MPLvl	10	30	50	70	90	110	130	152
    MPCost	38	71	110	154	204	259	319	392
    
    Spell stats (Water spell does 75% of this)
    Base	11	26	43	63	86	113	142	179
    Rand	23	50	85	126	173	224	283	358
    Stat	166	298	430	562	694	826	958	1110
    BtH	2	7	12	17	22	27	32	38
    
    Price	79	235	1478	11517	92435	744821	6004574	48410333
    Sell	39	117	739	5758	46217	372410	3002287	24205166
    Got this. ~Carandor

    < Message edited by Carandor -- 8/7/2016 11:05:04 >
    Post #: 217
    8/1/2014 15:49:59   
    Lord Athor
    Member

    quote:

    Mastercraft Melee Energy hammer


    quote:

    Element: Water


    It's supposed to be "Element: Energy", right? It's not a compression weapon, or is it?
    Post #: 218
    8/1/2014 18:22:14   
    Evil
    Member

    the price on the healing branch is incorrect the one in shop is 4841033 not 48410333 so you may want to update the shop
    AQ  Post #: 219
    8/1/2014 20:55:13   
    Bu Kek Siansu
    Member

    quote:

    quote:

    Type: See Effect
    Element: Water

    It's supposed to be "Element: Energy", right? It's not a compression weapon, or is it?

    No, it's not a compression weapon, it's just a typo of copy/paste from my previous entry "Amethyst Sunder" and I forgot to change it from Water to Energy. Sorry for my bad eyes, fixed. Thanks!
    Post #: 220
    8/1/2014 21:28:26   
    gubgub
    Member

    When using the mana heal on the staff it can have a lucky surge, which damages the opponent. I assume this is just when a lucky strike occurs. Also the mana drawn is equal to the cost of the efficient water spell at all levels.
    AQ DF  Post #: 221
    8/2/2014 2:44:38   
    plenty
    Member

    Lord Barrius

    quote:

    The staff will otherwise permit the player to regenerate MP if they lack the MP to cast any of these spells.


    Not that I'm complaining, as I love the effect, but atm the staff allows MP heal all the time, even with a full MP bar.

    I *really* hope it was meant this way.
    AQ  Post #: 222
    8/2/2014 5:43:46   
    LUPUL LUNATIC
    Member
     

    Problem is that the Curative Waters need only 26MP for a 7 Rounds lvl 153 Regen,well thats simply OP in my perspective.
    Thats like 26MP for over 200 HP heal overall.
    That also means you need 25 MP for the intended Draw Mana from Staff (if you are not inflicted with Bleed/others).

    And i have a question:

    Does the Heal Spell from the Staff receive CHA as stat bonus?Cause it will be nice to have a CHA-based Spell that costs MP!
    AQ  Post #: 223
    8/2/2014 6:09:55   
    Carandor
    Legendary Scribe of Lore


    quote:

    Healing Branch
    DESCRIPTION
    This staff was made from the branch of a plant whose healing properties are beyond that of any other plant ever seen! It can grant its wielder increased healing capabilities and special healing spells!

    Got this. ~Carandor

    < Message edited by Carandor -- 8/7/2016 11:05:27 >
    AQ DF MQ  Post #: 224
    8/2/2014 8:01:50   
    whackybeanz
    Times Silent Keeper


    Before further discussions on the recently released Healing Branch occurs, please note that the Info Submissions threads are not intended for arguing against a function that the weapon has, nor is it a place for you to request/suggest items to the staff.

    Should you have such ideas or opinions, please either drop it in the General Discussions thread for the newsletter release, or the AQ Suggestions forum.

    If there's a bug with the item pricing/shop, I highly recommend you post it either in the AQ Bugs forum, or inform any of the staff regarding it, as that will more directly reach out to them to have the issue fixed, instead of having your post lost among all the info submissions.

    Further discussion in this thread, which is not limited only to the Healing Branch will result in your post being deleted without prior notice, as stated by point 2 of the AQ Encyclopedia Rules. There are places to voice your opinions/suggestions, and the Info Submissions section is not one.

    < Message edited by whackybeanz -- 8/2/2014 8:10:26 >
    AQ DF MQ  Post #: 225
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