Elin:Weapons: Difference between revisions

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(Added section on dual wielding mechanics)
m (The explanation of Dual Wielding has been moved to Equipment page.)
 
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Damage is added based on the user's Martial  damage and, like regular weapons, can be corrected for two-handed or dual wield skills.
Damage is added based on the user's Martial  damage and, like regular weapons, can be corrected for two-handed or dual wield skills.


=== Dual Wielding ===
* The fact that the damage dice are reduced when equipped with a martial weapon is a feature of the game, and this is a balance adjustment that takes into account the fact that the performance of all weapons, including their strength level and penetration, is added directly to the performance of attacks made with bare hands.
Wielding two (or more in the case of a Chaos Shape) melee weapons in different hands gives major accuracy penalties which is reduced by levels in the Dual Wielding skill. At low levels of Dual Wielding, the first weapon is roughly 1/2 as accurate as it would be single-wielded, the second weapon 1/4 as accurate, and so on. Because of this penalty, it is generally not advised to dual wield at low levels, until you have gained sufficient accuracy to hit reasonably often even with the penalty.  


Based on testing (by using a full stamina bar on a training dummy with both weapon classes starting at lvl 1 then loading save), dual wielding two weapons of the same class generates the same amount of weapon xp (and in the same amount of time) as single wielding, while dual wielding two weapons of different classes divides the weapon xp between the first and second weapon class on a 3/4 to 1/4 ratio.
=== Two handed and Dual Wielding ===
See the [[Elin:Equipment|'''Equipment''']] page.  


==Ranged Weapons==
==Ranged Weapons==

Latest revision as of 12:55, 5 November 2024


This is a list of melee and ranged weapon performance. For general equipment specifications, see the Equipment page.

Melee weapons

Attribute Classification Name Basic weight hit damage Penetration% DV PV Remarks
Strength Long Sword katana 1.2 25%
long sword 1.5 15%
claymore 4.0 0%
lightsaber 0.6 100% Has a high probability of Force enchantment.

Unlike Elona, non-etheric items are also produced

Axe hand axe 1.6 0% It enhances your lumberjacking skill
battle axe 3.7 0% It enhances your lumberjacking skill
bardish 3.5 0% It enhances your lumberjacking skill
machine axe 3.2 20% It enhances your lumberjacking skill
Sickle war sickle 1.4 5% It triggers "Neck Hunt"
scythe 4.0 5% It triggers "Neck Hunt"
Martial weapon claw 0.4 20% Negative adjustment for accuracy, positive adjustment for damage
boxing glove 0.3 0% Positive adjustment for accuracy, Negative adjustment for damage
Endurance Staff long staff 0.8 0%
staff 0.9 0%
cat paw 0.9 0%
Polearm long spear 2.5 25% Can attack an opponent 2 tiles away.
trident 1.8 25% Can attack an opponent 2 tiles away.
halberd 3.8 30% Can attack an opponent 2 tiles away.
Mace club 1.0 0% It enhances your mining skill
mace 1.6 0% It enhances your mining skill
Mallet 4.2 0% It enhances your mining skill
Dexterity Short Sword short sword 0.6 15%
wakizashi 0.7 25%
scimitar 0.9 15%

Force weapon

A weapon has "It is wielded by the power of Force." enchant will refer to the player's magic attribute for attacks, and will refer to magic device and casting skills instead of weapon and tactics skills.

Martial weapon

Newly added in Elin, Martial weapon is a weapon type that refers to the Martial arts skill.

Damage is added based on the user's Martial damage and, like regular weapons, can be corrected for two-handed or dual wield skills.

  • The fact that the damage dice are reduced when equipped with a martial weapon is a feature of the game, and this is a balance adjustment that takes into account the fact that the performance of all weapons, including their strength level and penetration, is added directly to the performance of attacks made with bare hands.

Two handed and Dual Wielding

See the Equipment page.

Ranged Weapons

Throwing weapons

Items that can be thrown, such as pebbles or panties, have a description that says "It is suitable for throwing."

There are some that are consumed as many times as you throw them, and some that return to your hand and can be thrown as many times as you like.

Damage calculations use the Throwing and Tactics skills, and have additional damage based on weight and hardness that is capped by strength.

Type Returning remarks
pebbles No Can be obtained by processing junk stones with a stone cutter
boomerang Craftable by Carpenter's table
Panties Yes Additional mind damage [***]
Mic Yes Improve the quality of your performance[*]
Wooden gong Yes Improve the quality of your performance[*]

Additional Holy damage [***]

Severed head No
Flam No 3x3 explosion centered on the point of impact, mining walls, ores, etc. within range
★Putit in Amber Yes Rarely obtained when cutting down trees

Additional cold damage [*****]

Additional electric damage [*****]

Shooting Weapons

This includes bows, crossbows, guns, and wands.

Each type of weapon has a different firing range. Also, only guns require a turn to load and reload.

Distance to target is calculated triangularly and rounded down to the nearest integer.

Type Related skills Ammunition Basic weight Number of loads Best Range Reload time Pen% remarks
wooden bow Bow arrow, makeshift arrow 0.8 12 2 0 10% 2 dice, can be made on a woodworking desk
short bow Bow arrow, makeshift arrow 0.8 12 1 0 15% 3 dice, high accuracy modifier
long bow Bow arrow, makeshift arrow 1.2 12 2 0 20% Number of dice 2
skull bow Bow arrow, makeshift arrow 0.8 12 3 0 15% Dice count 1, hit modifier minus
crossbow Crossbow quarrel 2.8 12 4 0 25% 1 die, heaviest ranged weapon
hand gun Gun bullet 0.8 12 1 3 20% 1 dice, high accuracy modifier
assault rifle Gun bullet 1.2 30 3 3 0% 1 dice, 3 attacks
railgun Gun energy cell 1.6 10 5 4 20% 1 die, largest die side and farthest Best Range for ranged weapons
cane Magic Device MP[1] 0.4 N/A 3 0 40% Dice count: 1, refers to magic power and deals additional damage of any element
  1. The MP consumption varies depending on the element of the cane and the hardness of the cane's material. (Details are under verification)

Damage modification by range

These are the damage multipliers for each firearm by range.

The following values are information researched prior to Beta 22.57. They may differ from current parameters.

Type Range 1 Range 2 Range 3 Range 4 Range 5 Range 6
wooden bow 0.91 1 0.91 0.82 0.73 0.69
short bow 0.91 1 0.91 0.82 0.73 0.69
long bow 0.73 0.82 0.91 1 0.91 0.82
skull bow 0.82 0.91 1 0.91 0.82 0.73
crossbow 0.73 0.82 0.91 1 0.91 0.82
hand gun 0.91 1 0.91 0.82 0.73 0.69
assault rifle 0.82 0.91 1 0.91 0.82 0.73
railgun 0.73 0.82 0.91 1 0.91 0.82
cane

Modification tools

Shooting weapons have empty sockets, and you can increase the weapon's performance by attaching modification tools.

The number of free sockets varies depending on the quality of the weapon;1 for inferior weapons, 2 for high quality weapons, and 3 to 5 for miracle/sacred quality weapons.

The modification tools can be removed by using a barrel processing machine located in Mysilia or other locations. To use the barrel processing machine, you will need an item called Breaking powder, which can be obtained through crafting.

Type Enchantments granted effect Applied to
Sharpshooter It reduces distance penalties when shooting. Suppress attenuation due to distance correction (+10 attenuates 1/2, +20 attenuates 1/3) Bows, Guns
Ammo recovery It collects ammunition when firing. Avoid consuming ammunition when shooting by +value %? Bows, Guns
Knockback It knocks back the enemy it hits. Knock back target by +value %? Bows, Guns, Canes
Rapid fire It allows continuous shooting. 10% of the + value is added to the number of attacks (rounded down to the nearest whole number)

After the second shot, the damage will be attenuated

Bows, Guns
Fast Reload It reduces reload time for ammunition. Reduces reload time by 10% of + value, no reload when it becomes 0

+31 for handguns and assault rifles, +41 for railguns and no need to reload.

Bows, Guns
Extra magazine It increases the maximum ammunition load. Add half the + value to the maximum load capacity of the weapon Bows, Guns
Race Bane It exerts tremendous power against (race). Increases damage against corresponding race

Target races are humans, animals, machines, undead, dragons, gods, fairies, and fish.

Bows, Guns, Canes
Vopal It increases the chance of triggering a full piercing attack. Increases the activation chance of attacks with 100% penetration rate
Critical It increases the chance of critical hit. Increases chance of critical hit
Damage modifier None Increase weapon damage modifier by + value Bows, Guns, Canes
Hit modifier None Increase weapon accuracy modifier by + value Bows, Guns, Canes

*Damage multiplier attenuation after the second rapid fire shot

2nd shot: 0.76, 3rd shot: 0.62, 4th shot: 0.52, 5th shot: 0.45