Weapons: Difference between revisions
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(→Weapon Table: remove rows for "recruit sword" and "recruit bow" since they are just renamed versions of the guard sword and bow) |
Mysticalia (talk | contribs) m (rewording) |
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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]]. |
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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. |
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]]. |
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All |
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. |
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== 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: |
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:<math>\text{Strength} = L + |
:<math>\text{Strength} = L + 15R + F + (0-V)</math> |
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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 |
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For non-elemental weapons that only deal [[File:Impact_damage_icon.png|width=16x16]] [[Impact]] damage, |
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. |
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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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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. |
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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. |
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When an elemental weapon triggers its damage conversion against a target that is vulnerable to that element, based on their specific characteristics the bonus |
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]. |
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== Faction weapons == |
== Faction weapons == |