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 8 of 8«<45678
Forum Login
Message << Older Topic   Newer Topic >>
11/9/2023 19:03:03   
  Kamui
 Hashire sori yo Kaze no you ni!


Pumpkin Spice Blade/Lance/Rune Tablet

Melee/Ranged/Magic Fire Sword/Lance/Club (technically kind of a one-spell tome, but nyeh), neutral, 1/3 base and 0.1 base damage leans, and neutral/-5/+5 accuracy leans, respectively. All three of these compress an SP effect for the sword/lance, and an MP effect for the tablet. Sword/lance you click the weapon to toggle on Celerilatte mode. While active, the next time you attempt a weapon-based attack (AKA a normal armour attack or weapon-based skill), if you have the listed SP you'll pay the SP and gain a turn of Celerity for yourself and your misc item. This SP cost is divided by the mob's Fire resist (so if they have 150% Fire resistance the cost gets /1.5, things like EleVuln and Freeze are factored for this, if the enemy has lower than 1% resist, it's considered 1% for the purposes of this effect), and once activated you need to wait a round before you can use it again, this also only works if the attack deals Fire damage. The club meanwhile works differently. You click it to pay the listed MP cost (MPSpl + MPCel) to fire off a spell that's compressed in the item. MPSpl is 50% Melee for efficient spell damage (deals 125% Melee base), while MPCel is the cost to gain a turn of Celerity once the spell activates, MPCel is adjusted the same as the SP cost is on the sword/lance, and the spell has a 1-round cooldown the same as the SP version. Spell is standard damage/accuracy leans, and has 4-hits. Also has Lv 31/85/125/143 Z Token versions, costing 737/2409/4620/5940 tokens each.

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	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	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

SPCel	26	39	68	102	141	184	232	285	333
MPCost	20	30	53	80	111	145	182	223	261
MPCel	34	51	91	136	188	246	310	380	444

MCx2P	70	95	356	2453	19364	155718	1255027	10118016	48410333
MCx2S	35	47	178	1226	9682	77859	627513	5059008	24205166
AQ DF MQ  Post #: 176
11/9/2023 19:03:50   
  Kamui
 Hashire sori yo Kaze no you ni!


Abyssal Bloodzerker/Tenebromancer Bloodmage Blades

Darkness clones of the existing variants. MC and 15% Melee in HP cost makes the weapon do +20% damage in Melee mode, +25% in Magic mode. Also gives +5% damage if in the matching armour type, with another +5% if in the matching armour type of the same element. Boost also affects spells of the weapon's element, but is halved potency of the Melee version (so normally gets +10% spell damage).

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

CostLvl	5	15	35	55	75	95	115	135	152
HPCost	4	6	11	16	22	29	36	45	52

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

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 #: 177
11/15/2023 20:47:49   
  Ianthe
 formerly In Media Res

 

Bonus Summer '23 Donation reward: Wishweaver Wrath/Fury/Indignation

MC Wind Melee mace+blunt weapon / Ranged spear+polearm / Magic staff.

Comes with two skills. Each one is a standard weapon-based skill that costs SP (Melee/Ranged) or a standard spell that costs MP (Magic) and deals three Wind hits.
  • Wishweaver's Curse: Deals -50% damage and leaves the foe Vulnerable (Wind, [hits connected] turns, +56% damage).
  • Wishweaver's Blessing: Deals x0.5 damage and grants you Barrier worth a standard [weapon skill/spell] *[hits connected]/3 /2 *0.9. If your foe is Vulnerable, then it eats up to 400% Melee worth of it and increases the Barrier by that amount.

    Set bonus: When used with the armour or the shield, you gain Vulnerability Potence: +10 for one item, or +20 for both.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    Melee
    Base	12	14	16	18	20	21
    Rand	13	15	17	19	20	22
    BtH	7	10	12	15	17	19
    
    Ranged
    Base	6	7	8	9	10	11
    Rand	25	29	33	37	40	42
    BtH	7	10	12	15	17	19
    
    Magic
    Base	7	8	9	10	11	12
    Rand	14	16	19	21	23	24
    BtH	7	10	12	15	17	19
    
    CostLv	58	77	97	117	137	152
    MPCost	212	285	371	466	569	653
    SPCost	127	171	222	279	342	392
  • AQ  Post #: 178
    11/21/2023 12:39:16   
    bszoke88
    Member
     

    Missing ?? info for Edge of the End and Endbringer from The Last Ride Saga Finale.
    Thanks.
    AQ  Post #: 179
    11/22/2023 19:05:50   
      Kamui
     Hashire sori yo Kaze no you ni!


    Fallen Angel's Zeal/Ambition/Inspiration

    MC Darkness Melee sword / Ranged crossbow / Magic sceptre.

    If the armour is in FO mode, the crossbow gets brought up to FO 0proc standards (gets affected by armour lean; gets the x1.08 boost reserved for 0proc weapons). Bow attack is 2 hits.
    If the armour is in FD mode, the sword/sceptre get brought up to FD 100proc standards (unaffected by armour lean; get the x1.1 boost reserved for 0proc weapons).

    MC is +5% damage.

    You can toggle on the following effect: increase incoming damage by +[15/1.4]% and take -8.5 BTH to weapons and spells to gain a further +15% Melee in weapon damage and have your guest upkeep cost reduced by [10% Melee].

    Set bonus:
    - With the shield equipped, guest upkeep cost is decreased by a further 5% Melee.
    - With the armour equipped, you deal +5% damage.

    NOTE: These guest upkeep modifiers don't affect booster guests. Or at least they shouldn't. Please report any that do.
    NOTE: Some older guests aren't on the new guest system and won't work with the upkeep reduction. We don't really have the manpower to update all of these guests, unless they're really prolific.
    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    MELEE
    Base	15	17	20	22	24	26
    Rand	7	9	9	11	12	12
    BtH	7	10	12	15	17	19
    
    RANGED
    Base	11	13	15	16	18	19
    Rand	15	17	19	23	24	26
    BtH	7	10	12	15	17	19
    
    MAGIC
    Base	10	11	13	14	16	17
    Rand	8	10	11	13	13	14
    BtH	7	10	12	15	17	19
    
    AQ DF MQ  Post #: 180
    11/22/2023 19:06:03   
      Kamui
     Hashire sori yo Kaze no you ni!


    Infernal Angel's Wrath/Spite/Focus

    Melee/Ranged/Magic Fire Sword/Crossbow/Sceptre, sword has a 0.2 base damage lean and neutral accuracy leans, crossbow has a 0.4 base damage lean and a +6 BtH lean, and sceptre has a 0.3 base damage lean and a +3 BtH lean. MC on these is a toggle that charges 15% Melee in weapon damage (so -15% DmgDlt for Melee/Ranged, -20% DmgDlt for Magic) and 15% Melee in SP cost to attempt Panic. This panic has a -10 penalty to the save (so 40% chance to resist initial infliction and to cleanse the status per-turn), so it lasts on average 1.5 turns. It pays in 30% Melee, so /1.5 gives us a base of -(20 x HitRateMult x MobFireRes x Hits / Attempts / 1.4)% DmgDlt Panic. HitRateMult is x85/85 for Melee, x85/91 for Ranged, and x85/88 for Magic, so around -14.29% DmgDlt for Melee, -13.34% DmgDlt for Ranged, and 13.80% for Magic, assuming all hits land and on 100% FireRes. This save inflicts with (STR/DEX/INT for Melee/Ranged/Magic)/LUK, mob resists with CHA/LUK, 40% save.

    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    MELEE
    Base	15	17	20	22	24	26
    Rand	7	9	9	11	12	12
    BtH	7	10	12	15	17	19
    
    RANGED
    Base	11	13	15	16	18	19
    Rand	15	17	19	23	24	26
    BtH	7	10	12	15	17	19
    
    MAGIC
    Base	10	11	13	14	16	17
    Rand	8	10	11	13	13	14
    BtH	7	10	12	15	17	19
    
    CostLv	58	77	97	117	137	152
    15HP	17	23	30	37	46	52
    AQ DF MQ  Post #: 181
    11/30/2023 15:31:12   
      Kamui
     Hashire sori yo Kaze no you ni!


    Trickster's Breaker/Counterpoint/Prestige

    Melee/Ranged/Magic Wind Sword/Spear/Dagger, neutral, 2/3, and 1/3 damage leans, and 0, +3, +3 accuracy leans, respectively, no special on any of them. Effect on these is that you can click to activate Trickster's Mirth mode, sacrificing 15% Melee in weapon damage (so 15% of Melee/Ranged, 20% of Magic weapon damage) and 15% Melee in SP paid on first attempted hit per turn. This causes you to heal HP worth (15 x TriggerMult x MobWindRes x InheritedDmgMult / HitRateMult)% Melee after each successful hit, up to 4 times per turn. TriggerMult is 0.9 normally, and 1.2 if either Blind or Berserk is active on the foe, MobWindRes is self-explanatory, InheritedDmgMult makes it so, despite the fact the healing isn't flagged as a weapon attack, it inherits the damage bonus of the hit that triggers the healing (this factors out the penalty the weapon's damage pays to get the effect as well), finally HitRateMult is 0.85 for Melee, and 0.88 for Ranged/Magic.

    Also has Z versions at Lv 31/85/143, costing 737/2409/5940 tokens, respectively.

    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	2	3	5	6	7	8	9	10	11
    Rand	10	14	19	24	28	32	36	39	42
    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
    
    CostLv	5	15	35	55	75	95	115	135	152
    SPCost	5	7	12	18	25	33	41	50	59
    
    x2MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    x2MCS	35	47	178	1226	9682	77859	627513	5059008	24205166
    AQ DF MQ  Post #: 182
    11/30/2023 15:31:23   
      Kamui
     Hashire sori yo Kaze no you ni!


    Nail of the North Pole

    Ranged Ice Lance, 0.1 base damage lean and -5 accuracy lean. MC toggles between two extra modes, one charging 119.11% Melee in SP to give a (Hits / Attempts)% chance to attempt Freeze for 1 turn on the foe with a -20 penalty to the save, and the other charges 74.35% Melee in SP to attempt a 20% Melee Ice Burn on the foe that lasts 4 turns after each hit, attempting up to 4 times in a turn, this has a neutral save. Both inflict with DEX/LUK, mob resists with END/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	14	16	19	22	25	28	29
    Rand	4	5	4	4	5	6	6
    BtH	6	7	9	12	15	18	19
    
    CostLv	35	51	69	92	117	142	150
    FrzSP	96	133	181	249	333	427	459
    BrnSP	60	83	113	155	208	266	286
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z


    < Message edited by Ianthe -- 12/1/2023 13:58:51 >
    AQ DF MQ  Post #: 183
    12/1/2023 10:44:58   
    Bolter
    Member

    Nail of the North Pole's B/R stats are not correct, 22-26 is way too low for a ranged weapon? Accidentally used a Magic weapon stats?
    AQ  Post #: 184
    12/1/2023 13:58:44   
      Ianthe
     formerly In Media Res

     

    Fixed, thank you Bolter!

    New LTS item: Scythe of Serenia. Kam says:

    Magic Light Scythe, has a 1/3 base damage lean and a -3 accuracy lean, no special. MC effect on these is that you pay 15% Melee in HP and MC (effect boosts spells, so worth 15% Melee on a Magic weapon) to give spells x4 chance to trigger a Lucky Strike (so boosts base 10% chance to 40%), paid on the first Light spell hit attempted in the turn. Also has Z versions at Lv 31/85/143, costing 737/2409/5940 tokens, respectively.

    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	3	5	8	9	10	12	14	14	16
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    HP15	4	6	11	16	22	29	36	45	52
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
    AQ  Post #: 185
    12/8/2023 17:21:36   
      Kamui
     Hashire sori yo Kaze no you ni!


    (IceShade) Chrono ShadowSlayer Armaments

    (Ice)Earth Melee/Ranged/Magic Fist/Scythe/Fist. Click the upper half to swap between Melee/Ranged/Magic. +5/-3/+5 BTH lean and 0.1, 1/3, and 0.1 damage leans, respectively.

    Click the lower half to swap between it damaging HP and SP. It deals *9/8 damage in SP mode.

    MC: You heal 5% of the damage dealt. You heal HP in HP mode and SP in SP mode. This is based on the "real damage" dealt, so if you bring a monster to 0 (HP / SP) then you don't heal for the overflow damage. The healing is multiplied by *1/2 (Melee/Ranged) or *0.75/2 (Magic) for weapon skills. Vs Vamp/Were enemies, these weapons deal +10% damage, otherwise they deal -5% damage. In addition, the weapons will seek between WpnEle/Light for Vamp enemies, and WpnEle/Fire for Were enemies, and WpnEle/Fire/Light if they are both Vamp and Were. This healing can only activate up to 4 times per turn, and each individual strike is capped at healing for 10% Melee worth of HP/SP.

    Set Bonus: If wielded with the Chrono ShadowSlayer shield of the same element, deal +5% damage.

    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
    Base	9	11	14	17	19	22	25	27	29
    Rand	2	2	3	3	5	5	5	6	6
    BtH	2	3	5	7	10	12	15	17	19
    
    Ranged
    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
    
    Magic
    Base	7	8	10	13	15	17	18	20	22
    Rand	1	2	3	2	2	3	5	5	4
    BtH	2	3	5	7	10	12	15	17	19
    AQ DF MQ  Post #: 186
    12/14/2023 15:28:56   
      Kamui
     Hashire sori yo Kaze no you ni!


    Plasmastrike Guardian Dragon Blade

    Essentially an Energy clone of the other <element>strike Guardian Dragon Blades, but has a 4/5 damage lean. Neutral BtH lean. Can toggle between Melee/Ranged/Magic modes by clicking the blade, and when clicking on the handle it can summon the Plasmastrike Guardian Dragon Form armour for the player. Scales, so sample numbers are below.

    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
    Base	2	2	3	4	4	5	5	6	6
    Rand	16	20	25	29	35	39	45	48	52
    BtH	2	3	5	7	10	12	15	17	19
    
    Magic
    Base	2	2	2	3	3	4	4	5	5
    Rand	11	14	19	22	26	29	33	35	38
    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 #: 187
    1/6/2024 21:14:44   
      Kamui
     Hashire sori yo Kaze no you ni!


    Winter Warden's Basher/Bombs/Flail

    Melee/Ranged/Magic Ice Club/Bomb(Thrown)/Mace, all three have a 0.1 base lean, Melee/Ranged have a +3 BtH lean and Magic has a -3 BtH lean, Bombs are 100-proc with a 2-hit bow attack. Toggles between two modes, by default just has regular damage, but can click to lose 25% Melee in weapon damage and pay 25% Melee in SP (Magic instead causes Ice spells to lose 12.5% of their damage while this is active and pay 25% Melee in SP) to attempt to inflict a 3 turn -(15 x HitMult x MobIceRes x Hits / Attempts)% DmgDlt Choke and a 3 turn (15.5 x HitMult x Hits / Attempts)% Melee Ice Burn on the enemy, inflicting with WpnMainstat/LUK vs enemy END/LUK, both status effects have a neutral save. HitMult is 85/88 for Melee/Ranged, and 85/85 (1) for Magic).

    The Magic version attempts these status effects when casting an Ice spell, rather than on weapon hits. While in status mode, the Melee/Ranged weapons give up their 0-proc bonus/no true special bonus to have a % chance to cause the status effect inflicted that turn to be 50% stronger. Chance is 32% for Melee, 40% for Ranged, Magic does not get this effect since you're not actually "giving up" your 0-proc bonus when casting a spell.

    Edit: Upon review I realised that I derped on the numbers for this, and turns out the numbers on the status effects were twice as strong as they should've been. This has been corrected, with the Choke having a base value of -15% DmgDlt, and the Burn having a base value of 15.5% Melee.

    Level	5	15	35	55	75	95	115	135	150
    Type	G	G	G	G	G	G	G	G	G
    PowLvl	15	23	41	59	78	98	118	138	153
    
    Melee/Ranged
    Base	9	11	14	17	19	22	25	27	29
    Rand	2	2	3	3	5	5	5	6	6
    BtH	2	3	5	7	10	12	15	17	19
    
    Magic
    Base	7	8	10	13	15	17	18	20	22
    Rand	1	2	3	2	2	3	5	5	4
    BtH	2	3	5	7	10	12	15	17	19
    
    BowBR	145	169	223	277	334	394	454	514	559
    BowStat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
    BowBTH	1	2	5	7	9	12	14	17	19
    
    CostLv	12	21	39	58	77	97	117	137	152
    SPCost	10	14	22	32	43	56	70	85	98



    < Message edited by Ward_Point -- 1/17/2024 13:08:49 >
    AQ DF MQ  Post #: 188
    1/13/2024 16:57:43   
      Lorekeeper
    And Pun-isher

     

    Hollowborn Frost Reaver

    Via Kamui:

    quote:

    Melee/Ranged/Magic Ice Sword/Spear/Sword, click handle to toggle MRM type. +3 BtH lean in spear mode, neutral BtH lean in other modes, all modes have a neutral damage lean. Uses same setup as the Hollowborn Evoker, charging 20% Melee in HP each time you use an attack/spell/skill of the weapon's element, and you then attempt a 4-turn (10 x HitMult x Hits / Attempts)% Melee Poison on the enemy, with HitMult being 85/88 for Ranged, 85/85 otherwise. MC is that if the enemy has any of Bleed/Burn/Poison on them and you've attacked that turn, you'll heal (7.5 x 0.85 x MagMult)% Melee in SP at end of turn, MagMult is 0.75 for the Magic version, 1 otherwise. Poison inflicts with WpnMainstat/LUK vs mob END/LUK, neutral save.

    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


    Vengeance of Nulgath Arsenal

    Also via Kam:

    quote:

    Melee/Ranged/Magic Fire Axe/Spear/Sword, these have a -3/+3/0 accuracy lean, and 1/3, 2/3, and 1/2 damage leans, respectively, no specials on any of them. Toggles between two modes, by default just has regular damage, but can click to lose 25% Melee in weapon damage and pay 25% Melee in SP (Magic instead causes Fire spells to lose 12.5% of their damage while this is active and pay 25% Melee in SP) to attempt to inflict a 3 turn (15 x HitMult x MobFireRes x Hits / Attempts)% stun rate Fear and a 3 turn (15.5 x HitMult x Hits / Attempts)% Melee Fire Burn on the enemy, inflicting with WpnMainstat/LUK vs enemy END/LUK for the Burn, and enemy CHA/LUK for the Fear, both status effects have a neutral save. HitMult is 85/82 for Melee, 85/88 for Ranged, 85/85 for Magic.

    The Magic version attempts these status effects when casting a Fire spell, rather than on weapon hits. While in status mode, the Melee/Ranged weapons give up their 0-proc bonus/no true special bonus to have a 32% chance to cause the status effect inflicted that turn to be 50% stronger. Magic does not get this effect since you're not actually "giving up" your 0-proc bonus when casting a spell.

    If the enemy has the Freedom status, then you solely attempt Burn on the enemy worth (33.33 x HitMult x Hits / Attempts)% Melee for 3 turns.

    (This is a tweak to the Winter Warden stuff, swapping Choke for Fear. You might notice the numbers on the status is half of Winter Warden's, turns out I borked when doing the numbers on that, and it got the /0.5 for the 50% save applied twice, whoops! The Winter Warden weapons/spells will be fixed soon.)

    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
    
    Ranged
    Base	2	3	5	6	7	8	9	10	11
    Rand	10	14	19	24	28	32	36	39	42
    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


    < Message edited by Lorekeeper -- 1/13/2024 17:01:06 >
    Post #: 189
    1/18/2024 13:07:34   
      Kamui
     Hashire sori yo Kaze no you ni!


    Putting this here as well, these items got updated/tweaked as needed since they're the basis for the custom skin contest.

    quote:

    Summary of changes made to existing items upon which the custom items are based on.

    Multi-maul: Altered the flavour effect to only affect player-side things that are targeting the monster (so weapon/special/spell/pet/guest attacks), and narrowed the range of the lean adjustments to +/- 10 BtH.

    Independence Dayger: No changes.

    Grandad's Greatsword: No changes.

    Mystic Retro Golden Axe/High Communicant's Judgement: Adjusted the healing on the Magic version to get a x0.75x4 multiplier instead of a x0.75x5 multiplier, this is in accordance with prior corrections since you get 4 weapon attacks per 1 spell cast during battle, as opposed to prior where we just did x5 since you get 2 casts in a 10-turn battle.

    Devoured Apex (and other Devoured Earth weapons): Back-end adjustments so its healing is in-line with things like the Trickster weapons. Fires as a Heal Player command instead of as an "other" category attack that doesn't get bonuses or such. Should be healing ~the same value as before.
    AQ DF MQ  Post #: 190
    1/26/2024 23:22:43   
      Kamui
     Hashire sori yo Kaze no you ni!


    Tribal Shaman Staff

    Magic Earth Staff, neutral accuracy/damage leans, no special. MC effect compresses two skills, you click the bottom half of the weapon to toggle if the skill will attempt Earth EleVuln (default) or Earth Drain Poison. Skill charges 125% Melee in MP and the skill does 200% Melee damage at base across 6 hits, sacrificing 100% Melee to do the selected status. EleVuln lasts 4 turns, 100% Melee doubles to 200% due to the save, /1.4 for it affecting your whole field and /4 for # of turns gives it 35.71% Melee value, so have it apply a +(35.71 x Hits / Attempts)% DmgTkn Earth EleVuln. Poison lasts 4 turns as well, deals (25 x Hits / Attempts)% Melee per turn, heals player = to damage dealt. Both inflict with INT/LUK vs mob's END/LUK on a 50% save. If used with the Tribal Shaman armour, the spell gets EleComp as though it were a built-in spell.

    Kam Edit: Fixed hit count for the built-in spell.

    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	6	7	8	9	10	12	12
    Rand	12	13	15	18	21	22	24
    BtH	6	7	9	12	15	18	19
    
    CostLv	35	51	69	92	117	142	150
    MPCost	134	187	253	348	466	597	642
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z


    < Message edited by Kamui -- 1/28/2024 23:36:25 >
    AQ DF MQ  Post #: 191
    2/1/2024 0:00:59   
      Kamui
     Hashire sori yo Kaze no you ni!


    Aciel's Calamity Staff

    Magic Ice Staff, neutral accuracy and damage leans. Pays MC (worth 3.75% Melee, x4 since it's affecting a spell, so 15%) and 22.5% of Ice spell damage (45% Melee) to cause Ice spells to attempt a (30 x Hits / Attempts)% Melee Ice Burn on the foe for 4 turns. Inflicts with INT/LUK vs mob END/LUK, has 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	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
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
    AQ DF MQ  Post #: 192
    2/8/2024 19:42:09   
      Lorekeeper
    And Pun-isher

     

    2023 Frostval Gifting Reward: Heroic Titan Weapons

    Via Kam:

    quote:

    (Nightfall) Heroic Titan's Grasp/Breaker/Herald

    Melee/Ranged/Magic Dark/Fire Fist/Sword/Staff, all three have a -5 BtH lean and a 0.2 base damage lean. For flavour effect they lower your MRM by -6 and deal +10% damage with Melee/Ranged weapon attacks, while the Magic version boosts spell damage of the same element as the weapon by +20%. The Melee/Ranged versions give up their no-special bonus to have their hits attempt to inflict a 1-turn (8 x 2 x (85/80) / 2 / 8 x (132/108))% Melee Prismatic Burn on the foe. (NoSpcVal x 50%Save x HitRate / Avg2Hits / PrismaticBurn8Ele x AllEleBoost). Magic version also attempts this on spell hits that match the weapon's element, but has (32 x 2 x (85/85) / 2 / 8 x (132/108)) as the baseline. This inflicts with WpnMainstat/LUK vs mob's DEX/LUK. From here, all three weapons differ, but they all have toggles for specific effects.

    Melee: Charges 50% weapon damage and 47% Melee in SP (base 50% Melee cost, /(85/80) to factor in weapon's hit rate) to cause your hits to attempt a 10% Melee Burn of the weapon's element with an infinite duration (so we're assuming 10-turns, and assuming average of 20% Melee per turn with 2-hits). If/when you manage to get to a total of 100% Melee Burn on this specific Burn effect, the toggle switches to charging 45% Melee in SP to give your attacks auto-hit (worth 15% Melee) and causing your weapon hits to attempt a 2-turn ((30 x 2 x 0.85 / 2 / 2 / 8 x (132/108))% Melee Prismatic Burn. So (30%Melee x 50%Save x AutoHit / Avg2Hits / 2TrnDur / PrismaticBurn8Ele x AllEleBoost). These all inflict with STR/LUK vs mob DEX/LUK with a 50% save. For the PrisBurn effect, it ONLY starts doing this if the permanent Burn is already >= 100% Melee on the first hit you're attempting that turn. First attempted hit in a turn is also when the SP cost is charged for this effect.

    Ranged: Charges 50% weapon damage and 47% Melee in SP (base 50% Melee cost, /(85/80) to factor in weapon's hit rate) to cause your hits to attempt a 4-turn 25% Melee Burn of the weapon's element, (100% Melee x 50%Save / 4TurnDur / Avg2Hits). The weapon toggles between off/Burn/ManaBurn modes, Burn mode has the attempted Burn target the enemy's HP, while the ManaBurn mode targets the enemy's MP, dealing x1.5 damage. If you're in either of the Burn modes and strike an enemy with <= 0 MP, then you will instead attempt a 4-turn ((100 x 2 / 2 / 4 / 8 x (132/108))% PrismaticBurn. All of these inflict with DEX/LUK vs mob DEX/LUK, with a 50% save. The PrismaticBurn effect is only attempted if the enemy's MP is at 0 on the first attempted hit you do that turn. First attempted hit in a turn is also when the SP cost is charged for this effect.

    Magic: Charges 100% Melee in SP to have spell hits that match the weapon's element to attempt to inflict either a 4-turn 25% Melee Burn of the weapon's element, or a 4-turn ((100 x 2 / 2 / 4 / 8 x (132/108))% PrismaticBurn. You can toggle the weapon between Burn and PrisBurn modes, however if the PrismaticBurn has been attempted, you must attempt 3 turns worth of the normal Burn infliction to enable use of the PrisBurn mode. If you're in the PrisBurn mode and don't have enough "charges" for it, it will instead just do the regular Burn.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    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
    
    Magic
    Base	4	6	9	11	13	14	16	18	19
    Rand	3	3	4	5	6	8	8	8	10
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    45SP	14	20	36	54	75	98	123	151	176
    47SP	14	21	38	57	78	102	129	158	184
    100SP	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





    Autumn Package Weapons, via Ianthe:

    quote:

    Autumn's Charm / Longing / Grace

    MC Wind Melee sword / Ranged bow / Magic sword.

    Melee/Magic: 0 proc. Instead of the usual x1.08 damage no-proc boost, it has the following effect: when attacking there's a 5% chance of the weapon dealing x2.6 (multiplicative) and -(160/2.6)% (additive) damage. At the end of your turn, the mob is Burnt (Wind, 4 turns, power:5.7). The mob can resist with a save at a -20 penalty (inflict with MainStat/LUK, resist with DEX/LUK).

    Ranged: 100 proc. Instead of the usual x1.1damage "no real special" boost, it has the following effect: when attacking there's a 5% chance of the weapon dealing x3 (multiplicative) and -66.7% (additive) damage. At the end of your turn, the mob is Burnt (Wind, 4 turns, power:7.1). The mob can resist with a save at a -20 penalty (inflict with MainStat/LUK, resist with DEX/LUK).

    MC: comes with a toggle. Has three options:
  • (Default, standard damage)
  • Your attacks take -25% Melee damage, and you pay [47% Melee] in each of SP and HP. After you attack, you have a [hits]/[attempts] chance of Paralysing your foe (1 turn). They can resist with a save at a -50 penalty (inflict with MainStat/LUK, resist with END/LUK).
  • Your attacks take -25% Melee damage and you pay [50% Melee] SP. After you attack, your foe becomes Burnt (Wind, 3 turns, power:5). If the mob has Freedom, the power is multiplied by x1.15; otherwise it's multiplied by x0.9. The mob can resist with a save at a +0 bonus (inflict with MainStat/LUK, resist with DEX/LUK).

    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    
    MELEE
    Base	11	13	15	16	18	19
    Rand	15	17	19	23	24	26
    BtH	7	10	12	15	17	19
    
    RANGED
    Base	12	14	16	18	20	21
    Rand	13	15	17	19	20	22
    BtH	7	10	12	15	17	19
    
    MAGIC
    Base	9	11	12	14	15	16
    Rand	19	21	25	27	30	32
    BtH	7	10	12	15	17	19
    
    /quote]

    < Message edited by Lorekeeper -- 2/8/2024 20:44:16 >
  • Post #: 193
    2/16/2024 0:57:07   
      Kamui
     Hashire sori yo Kaze no you ni!


    Lovestruck Handcannon

    Magic Light Wand, has no true special, 50% chance to fire either a 2-hit or 4-hit attack, has a 0.1 base lean and neutral accuracy lean. Sacrifices 20% of weapon damage (worth 15% Melee) to regenerate (22.5 x MobLightRes x Hits / Attempts)% Melee worth of MP at end of turn when striking Bleeding foes with weapon attacks. MC compresses a toggle that charges 100% Melee worth of SP to cause your Light spells to attempt a (50/1.5)% Melee Bleed per hit with a 40% save and a 40% DC to cleanse per-turn (so mob has -10 penalty to the save), inflicts with INT/LUK vs mob's END/LUK. This can activate up to 4 times per turn.

    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
    
    CostLv	5	15	35	55	75	95	115	135	152
    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 #: 194
    2/16/2024 0:57:23   
      Kamui
     Hashire sori yo Kaze no you ni!


    Lovestruck Swordalest

    Melee Light Sword, neutral damage and accuracy leans, MC is a simple +5% DmgDlt. In addition, as a flavour effect, the first time you attempt an attack with the weapon, if the Bleed status is on the foe, will eat the Bleed status and convert it to a STR Boost and LUK Boost status, lasting 3 turns. Every 100% Melee worth of Bleed that you eat will give you the listed +STAT value divided by 2 to both your STR and LUK for 3 turns. So eating 100% Melee in Bleed with the Lv 150 axe will give you +58.5 STR and LUK for 3 turns. You can eat up to 200% Melee worth of Bleed per turn.

    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
    
    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
    
    +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 #: 195
    2/16/2024 0:57:35   
      Kamui
     Hashire sori yo Kaze no you ni!


    Lovestruck Caliber

    Ranged Light Spear/Bow, 0.25 base damage lean and neutral accuracy lean, can toggle between 0 special mode and a 2-hit bow mode, and for MC compresses a toggle that charges 100% Melee in SP per turn to attempt a (50/1.5)% Melee Bleed per hit, inflicting with DEX/LUK vs mob's END/LUK on a 40% save (so mob has a -10 penalty), and with a 40% DC to cleanse. Also has Lv 31/85/125/143 Z Token versions, costing 737/2409/4620/5940 tokens each.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Base	5	8	11	13	16	18	20	22	24
    Rand	4	4	7	10	10	12	14	15	16
    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
    
    CostLv	5	15	35	55	75	95	115	135	152
    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 DF MQ  Post #: 196
    2/19/2024 20:57:37   
      Kamui
     Hashire sori yo Kaze no you ni!


    PSA: Dainashini has now been updated. It now scales, and it now triggers its Bleed effect per-hit, with each hit attempting a (5 / 1.5)% Melee Bleed with a -10 penalty to the save, max 4 hits per turn. Inflicts with STR/LUK vs mob END/LUK.
    AQ DF MQ  Post #: 197
    2/23/2024 17:32:02   
      Kamui
     Hashire sori yo Kaze no you ni!


    Incarnation

    Magic Wind Fist, 1/3 damage lean and +3 BtH lean. Uses CHA for stat bonuses.

    Deals -20% damage. After your pet or guest's turn, attempts to inflict a +(5.36*hits connected)% DmgTkn Wind EleVuln, lasts 1 turn. The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).

    Special is three hits, Magic Wind.

    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
    
    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 #: 198
    Page:   <<   < prev  4 5 6 7 [8]
    All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission >> RE: Weapons [2022] - Read the first post!
    Page 8 of 8«<45678
    Jump to:



    Advertisement




    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