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 ==