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9/17/2021 14:05:00   
  Kamui
 Hashire sori yo Kaze no you ni!


Cruise Captain Anchor

Ranged Water whip/thrown weapon.

Standard attack is standard, four hits.

You can click on the weapon and pay the listed SP cost to attack with a built-in skill. This does standard skill damage, Ranged Water, 2 hits, -50% damage. You then tie the monster up with your weapon, leaving it Paralysed (2 turns) and you equipped with Bare Hands (Melee Harm, +10 BTH lean, *0.9 damage, scales to your player level) and unable to equip the weapon for 2 turns. The monster can resist with a save at a -(Water resistance-100)/10 modifier (inflict with DEX/LUK, resist with STR/LUK)

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

Base	6	9	13	16	19	22	24	27	29
Rand	2	2	3	4	4	4	6	5	6
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

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
AQ DF MQ  Post #: 276
9/21/2021 23:48:34   
  In Media Res
 Early Winter Hot Chocolate of Order


Update to an old item: Bonebreaker Berserker Axe

Melee Darkness axe. -3 BTH lean.

Special is 3 hits, Melee Darkness damage. It deals -50% damage and makes the monster Vulnerable (Darkness, +56% damage, [hits connected] turns). The monster can resist with a save at a +0 bonus (inflict with VSTAT/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	21
Rand	4	6	9	12	14	16	18	19	22
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  Post #: 277
9/30/2021 14:49:45   
Lv 1000
Member

Unofficial Info-Subs (thanks joac)
quote:

Titan's Mournblade / Tiamoth's Vengeance
Darkness Melee Sword, -3 BtH lean.

MC: Grants Darkness Empowerment for each hit connected for the next turn. 2 Hits are assumed per player attack so each hit is worth 2.5% (MC is worth 5%, so 2 hits of 2.5%). This then gets modified by accuracy and the turn-delay bonus, so we have (2.5*[HitsConnected]/0.82*1.01)% = ~(3.1*[HitsConnected])% Darkness Empowerment.

Note: So for 2 hits it would be 6.2%, for 3 hits 9.3%, etc., etc. Also there isn't a hit cap.

Note 2: Maybe we should get a new thread for weapons, we're at 12 pages now.

< Message edited by Lv 1000 -- 9/30/2021 14:58:19 >
Post #: 278
10/1/2021 15:12:21   
  Kamui
 Hashire sori yo Kaze no you ni!


Tenebrophage

Melee Ice Axe, MC effect is that it uses hybrid stats, so it uses STR/INT for damage in place of just STR, and STR/INT for accuracy instead of STR/DEX. In addition, as a flavour effect, the first time you attempt an attack with the weapon, if the Panic status is on the foe, will eat the Panic status and convert it to a STR Boost and INT Boost status, lasting 3 turns. Every 100% Melee worth of Panic that you eat will give you the listed +STAT value divided by 2 to both your STR and INT for 3 turns. So eating 100% Melee in Panic with the Lv 150 axe will give you +58.5 STR and INT for 3 turns.

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	21
Rand	4	6	9	12	14	16	18	19	22
BtH	1	2	4	7	9	12	14	17	19

+STAT	41.4	43.5	57.7	70.1	81.4	91.9	101.1	109.2	117

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
AQ DF MQ  Post #: 279
10/2/2021 22:09:47   
Lv 1000
Member

quote:

I can't find info on the following ggb rare weapons:
Perfectly Balanced Blade
Grenwog Lance
Quenching Bloodzerker's Sword
Dynamancer's Bloodblade - edit: this can be found as Voltaic Bloodzerker https://forums2.battleon.com/f/tm.asp?m=22347769&mpage=7#22382215
I know that the above two are copies, but still.

The two following Lyfang weapons have the exact same stats, but one is ggb rare, the other is ggb ultrarare.
https://forums2.battleon.com/f/tm.asp?m=22128169&mpage=1&key=lyfang?
https://forums2.battleon.com/f/tm.asp?m=22128165&mpage=1&key=lyfang?
The same problem with the Darklaws:
https://forums2.battleon.com/f/tm.asp?m=22127941&mpage=1&key=darklaw?
https://forums2.battleon.com/f/tm.asp?m=22127938&mpage=1&key=darklaw?

No info on:
Geocastellum set intro / Pickaxe


Perfectly Balanced Blade:
quote:

Energy Sword

Effect: Auto-hits and deals *0.65 damage + MC to compensate, so *0.7 damage.


Lyfang/Darklaw:

Yeah this is because the original GGB versions were in the UltraRare shop, and they were re-released in the Rare shop.

Grenwog lance:
quote:

Ranged/Magic Earth/Wind Lance, has a 0.1 base lean and a -5 BtH lean.

MC: Compression for Earth and Wind


Bloodzerker/Bloodblade Swords:
Use this for all Bloodzerker/Bloodblade weapons - They are all IDENTICAL (Edited from: source)

quote:

Revamped -mancer Bloodblades and Bloodzerker Blades. Kam says:

Melee/Magic Swords, same as before where you pay 15% Melee in HP cost to deal +15% Melee damage, and MC is +5% damage. Effectively this means you deal +25% damage with weapon attacks in Magic mode, and +20% damage with weapon attacks in Melee mode. For the -mancer Bloodblades you also deal +5% damage with weapon attacks when in any Bloodmage armour, and a further +5% damage if you're in the Bloodmage armour that matches the weapon's element (e.g. using Cryomancer Bloodblade and Cryomancer Bloodmage). Bloodzerker Blades are the same with Bloodzerker armours and Bloodzerker armours that match the weapon's element.

Those are still the same, changes however are as follows:
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.


Pickaxe:
quote:

Melee Earth Axe

Deals +10% damage vs. mobs with END > 0. MC: No Downtrigger.


< Message edited by Lv 1000 -- 10/3/2021 11:03:01 >
Post #: 280
10/3/2021 18:37:41   
Zork Knight
Member

@Kam: It seems that Nith's Fang SP-healing formula neglects both the HP-to-SP conversion factor of 1.125 and the hit rate factor, present on the DragonLord weapons which have the same effect

quote:

Melee/Magic random element Swords. Neutral damage/accuracy leans, the weapon chooses its element on the first hit you attempt with it each turn, and will retain that element until the first hit attempted on a later turn. The weapon randomly chooses from the 8 standard elements and deals x132/109 damage for this. The weapon pays 25% of its damage on normal attacks to heal the player's SP similar to other regen weapons to be worth (12.5x132/109)% Melee per hit that connects, with a x0.75 penalty for the Magic version. The weapon's special pays MC (which is worth 25% Melee on Melee version, and 18.75% Melee on Magic version) and however much damage is needed to reach 50% Melee (so a further 25% Melee or 1/6 special damage for Melee, and 31.25% Melee or just over 1/4 special damage for Magic) to attempt to inflict a 5 turn ((20x132/109)xHits/2)% Melee power Burn, 50% save, inflicts with VStat/LUK vs mob DEX/LUK.


quote:

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 /0.79 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 / 0.79 x 1.125 = 3.56)% 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.
AQ DF MQ AQW  Post #: 281
10/3/2021 20:38:15   
Lv 1000
Member

@Above

Yeah basically if Dragonlord's model is correct then Nith's Fang should be (25 / 2 / 0.85 x 1.125 x (132/109)) = 20.035% Melee per hit.

Otherwise, Nith's Fang should be, at the very least, (25 / 2 x 1.125 x (132/109)) = 17.03% Melee per hit.

With Magic obviously getting a x0.75 penalty for both of the above.
Post #: 282
10/4/2021 8:57:22   
Cray
Lorekeeper

 

Titan's Mournblade/Tiamoth's Vengeance

Via Kam:

quote:

Melee Darkness Sword, neutral accuracy and damage leans. MC effect applies a 1 turn +(<Hits> x 1.01 x 2.5 / 0.85)% Darkness DmgDlt Empowerment effect to you at the start of turn, where <Hits> is the # of weapon hits you landed in the previous turn. Basically you deal +2.97% damage per hit you land, so if you connect with two hits, you deal +5.94% damage for that turn, if you land 4 hits, you deal +11.88% damage for the turn, etc. Tiamoth's Vengeance is the scaling version.

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

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
Post #: 283
10/7/2021 22:36:06   
  In Media Res
 Early Winter Hot Chocolate of Order


Apparently no one posted stats for this?

Reward from the Silk Screamer void takeover: Silk-Screamer Staff

MC Magic Staff. No Special, so x1.08 damage.

You can click on it to use a built-in skill. This does *2*0.75 Base/Rand damage and ups stat damage to skill levels (so INT/4). It disables the no special bonus and deals x1.1 damage. It deals -31.875% damage and leaves the mob Mindlocked (MP reduced to 0) for one turn. The mob can resist it with a save at a +0 bonus (inflict with INT/LUK, resist with INT/LUK).
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	8	9	11	12	13	16	16
BtH	6	7	9	12	15	18	19

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z
AQ  Post #: 284
10/24/2021 18:10:55   
Lv 1000
Member

Unofficial Info-Subs for Blasfemur. (Available from the Advanced Necro Armor Shop.)
Note: I'm not entirely sure if I got the %melee that's paid for the statuses correct, but the rest of the info should be good.

quote:

Blasfemur

0-Proc "Magic" Darkness Club? Neutral BR/Accuracy lean.

Uses CHA for damage/accuracy instead of INT. So overall it scales with CHA/DEX/LUK

Deals -25% damage to inflict either Burn or Fear.

Burn Mode: Pays 18.75% melee + half MC (2.5%) to attempt to inflict a Power: 2.5*[Hits Attempted/Hits Connected] Darkness Burn for 2 turns. This has a 50% save, player CHA/LUK vs. mob CHA/LUK.

Fear Mode: Pays 18.75% melee + half MC (2.5%) to attempt to inflict a (21*[Hits Attempted/Hits Connected]*MobDarkRes)% Fear for 2 turns. This has a 50% save, player CHA/LUK vs. mob CHA/LUK.



Unofficial Info-Subs for the Eldritch weapons. (Available after finishing the lv 21 Necro quest.)

quote:

Eldritch Necromancer Katana/Scythe/Sword/Kama/Bow

Darkness Katana/Scythe/Shortsword/Kama/Bow

Katana is Melee, Scythe/Bow are Ranged, Kama/Shortsword are Magic.

Katana/Scythe/Sword/Kama are 0-proc.

Scythe and Kama have a -5 BtH lean.

Bow is 100-proc and has a 20-proc special-special.

Shortsword uses CHA for damage/accuracy instead of INT. So overall it scales with CHA/DEX/LUK.

MC: Weapons gain +4.25 BtH when the following statuses are active on the monster: Burn, Fear, Bleed. This effect stacks, so the max is +12.75 BtH. The Shortsword has a -4.25 BtH penalty when any of the triggers are active (if Burn/Fear/Bleed aren't on the monster this penalty doesn't apply).


< Message edited by Lv 1000 -- 10/26/2021 14:09:23 >
Post #: 285
10/27/2021 0:46:09   
Lv 1000
Member

Unoffical Info-Subs for the Necro Rider Weapons, pretty much clones of the Paladin ones.
Location: Rare GGB Shop

quote:

Howling/Infernal/Graven/Frigid Necromancer Cavalry Lance

Wind/Fire/Earth/Ice Ranged/Magic Lances, 0.4 base lean and -5 BtH lean.

MC: When used with armors that have the "Rider" or "Mount" tag the lances deal +7.5% damage.


< Message edited by Lv 1000 -- 10/27/2021 1:04:01 >
Post #: 286
10/28/2021 19:25:12   
Cray
Lorekeeper

 

Weapon reward for Mogloween 2021 - Zombie's Landing. Via Kam:

quote:

Zombie-Hunting Hand Cannon

Ranged Light Gun, 0.1 base lean and -5 BtH lean (it's basically magnum power), has a 2-hit bow special and a 1-hit true special, the true special has a further -10 BtH lean for a total of -15. MC effect is that if the monster has <= 0 INT, it deals +10% damage (zombies are mindless, so this totally makes sense!).

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

Base	6	9	13	16	19	22	24	27	29
Rand	2	2	3	4	4	4	6	5	6
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
Post #: 287
11/11/2021 10:13:35   
Cray
Lorekeeper

 

Lost Talon MC set weapons, via Kamui:

quote:

Talonguard/Lost Talon Breaker/War Bow/Focus

Talonguard used for Lv <= 135, Lost Talon for the Lv 150 ones. Bow/Focus are 100% proc, 2 hit bow/wand special, Breaker is 20% proc, 3 hit special. All three of these share the same MC, toggling between two modes. Normal mode, the default, is a simple +5% damage MC with a -6 BtH lean on the Bow/Wand, and -3 BtH lean on the Mace. Wind Siphon mode has a normal lean and pays half weapon damage plus MC (so worth 55% Melee for the Bow/Mace, 41.25% Melee for the Wand), the Mace also adjusts its % Melee value according to your current armour lean (so FO armours get x1.25 the value, or 68.75% Melee, FD gets 44% Melee), with the exception of the armour of the MC set, it ignores the armour lean in this one instance, and stays its usual 55% Melee value). At end of turn in Wind Siphon mode, the weapon attempts to inflict a 1-turn (PoiVal x Weapon Hits / 2), with PoiVal being = to the % Melee listed before. This is the "drain" variant of Poison, with this one healing you = to the damage it deals. Also has Lv 11/80 Z versions that cost 407/2200 tokens respectively, and match stats with the Lv 45/90 versions.

Level	45	60	75	90	105	120	135	150
Type	-	-	-	-	-	-	-	G
PowLvl	45	60	75	90	105	120	135	153

Melee/Ranged
Base	11	13	14	16	17	18	20	21
Rand	10	12	14	15	17	19	19	22

Magic
Base	8	9	11	12	13	14	15	16
Rand	8	10	10	11	12	13	14	16

BtH	6	8	9	11	13	15	17	19

BowBR	235	280	325	370	415	460	505	559
BowStat	397	496	595	694	793	892	991	1109.8
BowBTH	5	7	9	11	13	15	16	19

MCPrice	451	2047	9682	46217	221019	1057377	5059007	24205166
MCSell	225	1023	4841	23108	110509	528688	2529503	12102583
Post #: 288
11/24/2021 17:11:54   
  Kamui
 Hashire sori yo Kaze no you ni!


Chaosborn Agent/Raider Armaments

MC Darkness/Energy Sword/Lance/Staff, not element swap, but does Melee/Ranged/Magic swap, all three have 0.25 base lean and -5 BtH lean due to the weapons being very heavy. MC effect on these is that at the start of your turn, if the foe attempted any attacks on you in the prior turn, you gain a +(<Blocks> x 1.01 x 2.5 / 0.15)% Elemental Empowerment effect of the weapon's element for 1 turn, with <Blocks> being the # of attacks you blocked in the previous turn. If the weapon is in Magic mode, this has a x0.75 penalty.

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	8	9	12	14	16	18	20	23	24
Rand	4	6	7	9	11	13	15	14	16
BtH	2	3	5	7	10	12	15	17	19
									
Magic
Base	6	7	9	10	12	14	15	17	18
Rand	3	4	5	8	8	9	11	11	12
BtH	2	3	5	7	10	12	15	17	19
AQ DF MQ  Post #: 289
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