Home  | Login  | Register  | Help  | Play 

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

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons [2022] - Read the first post!
Page 11 of 11«<7891011
Forum Login
Message << Older Topic   Newer Topic >>
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
    Page:   <<   < prev  7 8 9 10 [11]
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons [2022] - Read the first post!
    Page 11 of 11«<7891011
    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