Weapons: Difference between revisions

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'''Weapons''' are items that [[player character]]s use to inflict [[damage]] in [[combat]].
'''Weapons''' are items that [[player character]]s use to inflict [[damage]] in [[combat]].


They may be obtained as a reward from [[quests]], as a drop from [[monsters]] or crafted through various [[professions]]. Much like other equipment, weapons come in four tiers of [[rarity]]: Common, Uncommon, Rare and Epic. There are three types of weapons and one of each may be equipped simultaneously. There is the 1h melee weapon, the 2h melee weapon, and the Ranged weapon. One-handed weaponry can be used alongside a [[shield]] which acts as a piece of [[armor]].
They may be obtained as a reward from [[quests]], as a drop from [[monsters]] or crafted through various [[professions]]. Much like other equipment, weapons come in four tiers of [[rarity]]: {{Common}}, {{Uncommon}}, {{Rare}} and {{Epic}}. One of each of the three types of weapons - 1h melee, 2h melee, and ranged - may be equipped by a player. One-handed weaponry can be used alongside a [[shield]], which acts as a piece of [[armor]].


All Ranged weaponry requires level 15 [[Guard]] to be unlocked. Players must have a conversation with [[Robyn Nockright]] once that level is reached in order to use them, awarding the player with a level 15 Common [[Guard's Bow]]. Ranged weaponry may have 3 or 4 ammunition per combat. After firing all projectiles, the equippedweapon is automatically switched to a melee one. If using Ranged weapons during fights with Passive monsters, they will not run out of ammo.
All ranged weaponry require level 15 [[Guard]] to be unlocked. Players must have a conversation with [[Robyn Nockright]] once that level is reached in order to use them, awarding the player with a level 15 {{Common}} [[Guard's Bow]]. {{Rare}} and {{Epic}} ranged weaponry will have four ammunition per battle, while {{Common}} and {{Uncommon}} weapons will only have three. After firing all ammunition, the ranged weapon is automatically switched to a melee one. Ranged weapons will not run out of ammo when fighting [[Passive activities|passive]] monsters.


== Weapon strength ==
== Weapon strength ==
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Weapon damage is primarily determined by the weapon's strength stat, which is determined by the formula:
Weapon damage is primarily determined by the weapon's strength stat, which is determined by the formula:


:<math>\text{Strength} = L + 15\times R + F + [0 - V]</math>
:<math>\text{Strength} = L + 15R + F + (0-V)</math>


Where
Where
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*<math>V</math> is the Variable portion of the damage, which depends on the weapon type
*<math>V</math> is the Variable portion of the damage, which depends on the weapon type


For non-elemental weapons that only deal [[File:Impact_damage_icon.png|width=16x16]] [[Impact]] damage, the Fixed value is always 5 and the Variable value is always 0. As such, these weapons will always have the exact same strength with no random variation. Elemental weapons typically have lower strength than non-elemental weapons, however elements allow for more damage to be done when [[Attack_Style#Attack_Styles_and_Weaknesses|weaknesses]] are taken into account.
For all non-elemental weapons that only deal [[File:Impact_damage_icon.png|width=16x16]] [[Impact]] damage, F = 5 and V = 0. As such, these weapons will always have the exact same strength with no random variation. Elemental weapons typically have lower strength than non-elemental weapons, however elements allow for more damage to be done when [[Attack_Style#Attack_Styles_and_Weaknesses|weaknesses]] and/or [[Potion|potions]] are taken into account.


It is believed that rarity affects the distribution of the variable portion of weapon strength, as Common items almost always roll 0-2, and higher values have only rarely been recorded.
It is believed that rarity affects the distribution of the variable portion of weapon strength, as Common items almost always roll 0-2, and higher values have only rarely been recorded.
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These values are still under investigation, there may be exceptions. For example, Guard's two handed weapons weapons appear to have a Fixed value of 0 and not 3. Two-handed non-elemental weapons like the [[Longsword]] and [[Guard's Longsword]] appear to have a Fixed of 6 and a Variable value of 6, making them able to roll the highest weapon strength values in the game.
As these values are still under investigation, there may be exceptions. For example, Guard's two handed weapons appear to have a Fixed value of 0 and not 3. Two-handed non-elemental weapons like the [[Longsword]] and [[Guard's Longsword]] appear to have both Fixed and Variable values of 6, making them able to roll the highest weapon strength values in the game.


Each additional star of rarity for a weapon is equivalent to 15 additional levels.
Each additional star of rarity for a weapon is equivalent to 15 additional levels.
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There appears to be a corrleation between the Variable strength roll for a weapon, and its elemental chance. Generally, a weapon with a lower roll on the element chance will have a higher roll for the strength.
There appears to be a corrleation between the Variable strength roll for a weapon, and its elemental chance. Generally, a weapon with a lower roll on the element chance will have a higher roll for the strength.


When an elemental weapon triggers its damage conversion against a target that is vulnerable to that element, based on their specific characteristics the bonus-damage appears to be +20% to +25% [more data needed].
When an elemental weapon triggers its damage conversion against a target that is vulnerable to that element, based on their specific characteristics the bonus damage appears to be +20% to +25% [more data needed].


== Faction weapons ==
== Faction weapons ==

Revision as of 00:22, 31 December 2024

Weapons equipped by a player.

Weapons are items that player characters use to inflict damage in combat.

They may be obtained as a reward from quests, as a drop from monsters or crafted through various professions. Much like other equipment, weapons come in four tiers of rarity: Common, Uncommon, Rare and Epic. One of each of the three types of weapons - 1h melee, 2h melee, and ranged - may be equipped by a player. One-handed weaponry can be used alongside a shield, which acts as a piece of armor.

All ranged weaponry require level 15 Guard to be unlocked. Players must have a conversation with Robyn Nockright once that level is reached in order to use them, awarding the player with a level 15 Common Guard's Bow. Rare and Epic ranged weaponry will have four ammunition per battle, while Common and Uncommon weapons will only have three. After firing all ammunition, the ranged weapon is automatically switched to a melee one. Ranged weapons will not run out of ammo when fighting passive monsters.

Weapon strength

Weapon damage is primarily determined by the weapon's strength stat, which is determined by the formula:

Strength=L+15R+F+(0V)

Where

  • L is the Item Level
  • R is the Rarity, expressed as number of stars
  • F is the Fixed portion of the damage, which depends on the weapon type
  • V is the Variable portion of the damage, which depends on the weapon type

For all non-elemental weapons that only deal Impact damage, F = 5 and V = 0. As such, these weapons will always have the exact same strength with no random variation. Elemental weapons typically have lower strength than non-elemental weapons, however elements allow for more damage to be done when weaknesses and/or potions are taken into account.

It is believed that rarity affects the distribution of the variable portion of weapon strength, as Common items almost always roll 0-2, and higher values have only rarely been recorded.

Typical Fixed and Variable values
Weapon type Fixed value Variable value
Non-elemental weapons 5 0
Elemental two handed weapons 3 6
Elemental one handed weapons 0 6
Elemental ranged weapons 0 2
Non-elemental two handed weapons 6 6

As these values are still under investigation, there may be exceptions. For example, Guard's two handed weapons appear to have a Fixed value of 0 and not 3. Two-handed non-elemental weapons like the Longsword and Guard's Longsword appear to have both Fixed and Variable values of 6, making them able to roll the highest weapon strength values in the game.

Each additional star of rarity for a weapon is equivalent to 15 additional levels.

The speed at which weapons attack is also determined by the weapon's type. Faster weapons appear to do less damage per hit for the same weapon strength, such that damage per second remains constant.

Weapon element

Most weapon types have a chance to convert the damage dealt to an elemental damage type. Like weapon strength, these fall within a range of values:

  • Most elemental weapons have an elemental chance between 30% and 49%.
  • Faction weapons with elements aligned to that faction, such as Tempestae weapons for the Hammermage class, have an elemental chance between 70% and 89%.

There appears to be a corrleation between the Variable strength roll for a weapon, and its elemental chance. Generally, a weapon with a lower roll on the element chance will have a higher roll for the strength.

When an elemental weapon triggers its damage conversion against a target that is vulnerable to that element, based on their specific characteristics the bonus damage appears to be +20% to +25% [more data needed].

Faction weapons

Certain weaponry, like those with the Guard's prefix, can be equipped regardless of player faction. They can be obtained from monster drops and quests in Hopeport and Hopeforest prior to choosing a faction.

Cryoknight weaponry, Guardian weaponry and Hammermage weaponry can be created through the Blacksmith, Bonewright and Stonemason professions respectively.

Weapon Table

Weapon Faction Melee/Range 1H/2H Element Attack Speed
Guard's Kanabo N/A Melee 1H Tempestae
Guard's Sword N/A Melee 1H N/A 2.25s
Guard's Halberd N/A Melee 2H Cryonae
Guard's Longsword N/A Melee 2H N/A
Guard's Pike N/A Melee 2H Arborae 1.50s
Carthian Plumbatae N/A Ranged 1H Infernae
Guard's Plumbatae N/A Ranged 1H Tempestae
Guard's Bow N/A Ranged 2H N/A
Flanged Mace Cryoknight Melee 1H Tempestae 1.875s
Shortsword Cryoknight Melee 1H Infernae 2.25s
Rapier Cryoknight Melee 1H Cryonae 1.50s
Battleaxe Cryoknight Melee 2H Necromae 2.25s
Broadsword Cryoknight Melee 2H Cryonae 1.875s
Longsword Cryoknight Melee 2H N/A 1.50s
Throwing Twinblades Cryoknight Ranged 1H N/A 1.75s
Throwing Rings Cryoknight Ranged 1H Cryonae 1.35s
Metal Javelins Cryoknight Ranged 1H Necromae 2.30s
Throwing Knives Cryoknight Ranged 2H Infernae 1.75s
Throwing Axes Cryoknight Ranged 2H Tempestae 2.25s
Metal Bow Cryoknight Ranged 2H Arborae 1.35s
Club Guardian Melee 1H Necromae 2.25s
Cudgel Guardian Melee 1H N/A 1.875s
Truncheon Guardian Melee 1H Arborae 1.50s
Poleaxe Guardian Melee 2H Infernae 2.25s
Quarterstaff Guardian Melee 2H Arborae 1.50s
Spear Guardian Melee 2H Cryonae 1.875s
Blowpipe Guardian Ranged 1H Tempestae 2.25s
Javelins Guardian Ranged 1H N/A 1.875s
Light Crossbow Guardian Ranged 1H Cryonae 1.50s
Heavy Crossbow Guardian Ranged 2H Necromae 1.50s
Longbow Guardian Ranged 2H Arborae 2.25s
Recurve Bow Guardian Ranged 2H Infernae 1.875s
Hammerfist Hammermage Melee 1H N/A 1.50s
Stone Mace Hammermage Melee 1H Arborae 1.875s
War Hammer Hammermage Melee 1H Tempestae 2.25s
Double Headed Hammer Hammermage Melee 2H Infernae 2.25s
Great Hammer Hammermage Melee 2H Tempestae 1.875s
Great Stone Mace Hammermage Melee 2H Necromae 1.50s
Bolas Hammermage Ranged 1H N/A 1.875s
Throwing Stones Hammermage Ranged 1H Necromae 2.25s
Stone Discs Hammermage Ranged 1H Cryonae 1.35s
Sling Hammermage Ranged 2H Arborae 2.25s
Throwing Clubs Hammermage Ranged 2H Infernae 1.50s
Throwing Hammers Hammermage Ranged 2H Tempestae 1.875s