Weapons: Difference between revisions
more data and more analysis about weapon strength formulae
(Ranged weapons) |
(more data and more analysis about weapon strength formulae) |
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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.
{{Incomplete|The exact damage ranges of weapons are still being investigated}}
Weapon damage is primarily determined by the weapon's
:<math>\text{Strength} =
Where
*<math>L</math> is the Item Level
*<math>
*<math>F</math> is the Fixed 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.
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.
{| class="wikitable"
|+ 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
|}
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.
Each additional star of rarity for a weapon is equivalent to 15 additional levels.
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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.
{{Incomplete|The exact elemtanl chances of weapons are still being investigated}}
Most weapon types have a chance to convert the damage dealt to an [[element]]al damage type. Like weapon strength, these fall within a range of values:
* Most elemental weapons have an elemental chance between 30% and 49%.
* [[Factions|Faction]] weapons with elements aligned to that faction, such as [[Tempestae]] weapons for the [[Hammermage]] class, have
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.
▲[[Factions|Faction]] weapons with elements aligned to that faction, such as [[Tempestae]] weapons for the [[Hammermage]] class, have significantly higher elemental chance than weapons of different elements.
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].
Certain weaponry, like those with the ''Guard's'' prefix, can be equipped regardless of player [[Factions|faction]]. They can be obtained from monster drops and quests in [[File:Hopeport_episode_icon.png|width=16x16]] [[Hopeport]] and [[File:Hopeforest_episode_icon.png|width=16x16]] [[Hopeforest]] prior to choosing a faction.
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