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A '''weapon''' is an item whose primary purpose is to deal [[damage]]. Base weapons each have innate properties such as damage, critical strike chance, speed, and requirements. Sometimes they come with special modifiers such as a [[#wand|wand's]] increased spell damage. [[Magic]], [[Rare]], and [[Unique]] weapons come with modifiers from the [[Item affix#Prefixes|Prefix]] and [[Item affix#Suffixes|Suffix]]. Mods can give bonuses to the weapon or to the exile wielding it. Weapons are split into eight different categories.
{{Cleanup}}
'''Weapons''' are a category of [[equipment]] that are equipped to deal [[damage]] with [[attacks]] or provide various [[affix|modifiers]] that modify a character's damage.


__TOC__


{{Navbox Weapons}}
Characters can equip two sets of weapons, and switch between them through a keybind for [[weapon swap]]ping.


All weapons have certain base stats: [[physical damage]], [[critical strike chance]], [[attack speed]]. These can be directly modified with [[local]] modifiers. Additionally, [[melee]] weapons have [[weapon range]]s, which affect the distance from which they can physically [[strike]] enemies.


== Summary ==
Weapons may be of a certain archetype:
* Attack weapon: only rolls local modifiers for [[attack]]s.
** [[Warstaves]] are an example of an attack weapon subcategory.
* Caster weapon: can roll both attack and [[spell]] modifiers.
** [[Rune dagger]]s are an example of a caster weapon subcategory.
* Summoner/minion weapon: can roll attack, spell, and [[minion]] modifiers.


{| class = "wikitable sortable"
==Version history==
! Weapon type !! Melee or Ranged !! Hands !! Attributes !! Critical Strike Chance !! Attack speed !! Special !! Special (Maraketh)
{{Version history table header}}
|-
{{Version history table row|0.9.3|
| Axe, One-Handed || Melee || 1 || [[Image:StrengthIcon_small.png]][[Image:DexterityIcon_small.png]] || 5.0% || 1.10-1.50 || None (but higher base DPS) || {{c|mod|+8%-12% increased Physical Damage}}
* Rebalanced every single weapon in the game so that they have a hand-crafted progression of median damage, damage range, speed, requirements and variations on their implicit mod.
|-
* Base weapon types now have more appropriate implicit mods to create strong differences between them.  
| Axe, Two-Handed || Melee || 2 || [[Image:StrengthIcon_small.png]][[Image:DexterityIcon_small.png]] || 5.0% || 1.00-1.25 || None (but higher base DPS) || {{c|mod|+25%-40% increased Local Critical Strike Chance}}
* Strength-aligned weapon types now do slightly more damage than other weapons. Many weapon types now have implicit accuracy built in, due to their Dexterity alignment. Intelligence weapons have higher critical strike chances.
|-
}}
| Bow || Ranged || 2 || [[Image:DexterityIcon_small.png]] || 5.0%-6.5% || 1.10-1.55 || None<br/>or {{c|mod|+30-50% increased Critical Strike Chance}}<br/>or {{c|mod|+6%-12% increased Elemental Damage with Weapons}} || {{c|mod|+4%-6% increased Movement Speed}}
{{Version history table row|0.8.6|
|-
* Reduced chance of getting [[mana]]/[[life]] [[mod]]s on weapons.
| Claw || Melee || 1 || [[Image:DexterityIcon_small.png]][[Image:IntelligenceIcon_small.png]] || 6.0%-6.5% || 1.10-1.50 || {{c|mod|+3-34 Life gained for each enemy hit by your Attacks}}<br/>or {{c|mod|1.6%-2% Physical Attack Damage Leeched back as Life}} || {{c|mod|+6-14 Life and Mana gained for each enemy hit by your Attacks}}
* 1h/2h weapon passives now only apply to [[melee]] weapons.
|-
* 1-hand/2-hand weapon damage passives now refer to Melee weapons only (not [[bow]]s or [[wand]]s).
| Dagger || Melee || 1 || [[Image:IntelligenceIcon_small.png]][[Image:DexterityIcon_small.png]] || 6.0%-7.0% || 1.20-1.60 || {{c|mod|40%-80% increased Global Critical Strike Chance}} || {{c|mod|4%-6% Chance to Block}}
}}
|-
{{Version history table row|0.8.4|
| Mace, One Handed || Melee || 1 || [[Image:StrengthIcon_small.png]] || 5.0% || 1.05-1.30 || {{c|mod|20%-40% increased Stun Duration on enemies}} || {{c|mod|4%-6% increased Attack Speed}}
* Normalised all weapons in each series to have the same str/dex/int ratios and speeds. Additional series are planned.
|-
}}
| Mace, Two Handed  || Melee || 2 || [[Image:StrengthIcon_small.png]] || 5.0% || 0.95-1.25 || {{c|mod|20%-40% increased Stun Duration on enemies}} || {{c|mod|4%-6% increased Radius of Area Skills}}
{{Version history table row|0.8.3|
|-
* Changed the [[attribute]] requirements of all weapons to take into account the new attribute equation.
| Mace, Sceptre || Melee || 1 || [[Image:IntelligenceIcon_small.png]][[Image:StrengthIcon_small.png]] || 6.0%-7.0% || 1.10-1.45 || {{c|mod|10%-20% increased Elemental Damage}} || {{c|mod|Damage Penetrates 1%-2% Elemental Resistance}}
* Added a series of [[damage]] + [[accuracy]] mods to weapons (can stack with normal damage mods).
|-
* Increased the chance of [[modifier]]s that grant [[resistance]]s to spawn on weapons.
| Staff || Melee || 2 || [[Image:IntelligenceIcon_small.png]][[Image:StrengthIcon_small.png]] || 6.4%-7.2% || 1.00-1.25 || {{c|mod|12%-18% Chance to Block}} || {{c|mod|60%-80% increased Global Critical Strike Chance}}
* Reduced weapon [[elemental]] [[damage]].
|-
}}
| Sword, One-Handed || Melee || 1 || [[Image:StrengthIcon_small.png]][[Image:DexterityIcon_small.png]] || 5.0% || 1.20-1.65 || {{c|mod|18% increased Accuracy}} || {{c|mod|2%-3% increased Dodge chance}}
{{Version history table row|0.8.1|
|-
* Added new weapon types to decrease the gap between weapons at higher levels. They have borrowed art for now.
| Sword, Thrusting || Melee || 1 || [[Image:DexterityIcon_small.png]][[Image:StrengthIcon_small.png]] || 5.0%-6.5% || 1.20-1.70 || {{c|mod|20%-35% increased Global Critical Strike Multiplier}} || {{c|mod|8%-12% chance to cause Bleeding on Hit}}
* All character weapon attacks are 10% faster by default now.
|-
}}
| Sword, Two-Handed || Melee || 2 || [[Image:StrengthIcon_small.png]][[Image:DexterityIcon_small.png]] || 5.0% || 1.10-1.35 || {{c|mod|18-30% increased Accuracy}} || {{c|mod|25%-40% increased Global Critical Strike Multiplier}}
{{Version history table row|0.8.0|
|-
* Increased the number of Weapons in various categories with placeholder art.
| Wand || Ranged || 1 || [[Image:IntelligenceIcon_small.png]] || 8.0%-9.0% || 1.10-1.50 || {{c|mod|increased Spell Damage}} || {{c|mod|4%-6% increased Cast Speed}}
}}
|}
{{Version history table row|0.7.1|
* Disabled weapons now don't participate in combat or grant skills.
}}
{{Version history table row|0.6.11|
* Fixed bug with multiple types of physical damage on weapons.
}}
{{Version history table row|0.5.1|
* Adjusted [[attack]] and weapon distances.
}}
{{Version history table end}}




{{Navbox Weapons}}
[[Category:Weapons| ]]
[[Category:Weapons| ]]
[[th:Category:อาวุธ| ]]
[[ru:Оружие]]
[[de:Waffen]]
[[es:Arma]]

Latest revision as of 00:45, 18 July 2023

This article needs cleanup to meet quality standards.

Please help improve this article if you can.

Weapons are a category of equipment that are equipped to deal damage with attacks or provide various modifiers that modify a character's damage.

Characters can equip two sets of weapons, and switch between them through a keybind for weapon swapping.

All weapons have certain base stats: physical damage, critical strike chance, attack speed. These can be directly modified with local modifiers. Additionally, melee weapons have weapon ranges, which affect the distance from which they can physically strike enemies.

Weapons may be of a certain archetype:

  • Attack weapon: only rolls local modifiers for attacks.
    • Warstaves are an example of an attack weapon subcategory.
  • Caster weapon: can roll both attack and spell modifiers.
  • Summoner/minion weapon: can roll attack, spell, and minion modifiers.

Version history

Version Changes
0.9.3
  • Rebalanced every single weapon in the game so that they have a hand-crafted progression of median damage, damage range, speed, requirements and variations on their implicit mod.
  • Base weapon types now have more appropriate implicit mods to create strong differences between them.
  • Strength-aligned weapon types now do slightly more damage than other weapons. Many weapon types now have implicit accuracy built in, due to their Dexterity alignment. Intelligence weapons have higher critical strike chances.
0.8.6
  • Reduced chance of getting mana/life mods on weapons.
  • 1h/2h weapon passives now only apply to melee weapons.
  • 1-hand/2-hand weapon damage passives now refer to Melee weapons only (not bows or wands).
0.8.4
  • Normalised all weapons in each series to have the same str/dex/int ratios and speeds. Additional series are planned.
0.8.3
  • Changed the attribute requirements of all weapons to take into account the new attribute equation.
  • Added a series of damage + accuracy mods to weapons (can stack with normal damage mods).
  • Increased the chance of modifiers that grant resistances to spawn on weapons.
  • Reduced weapon elemental damage.
0.8.1
  • Added new weapon types to decrease the gap between weapons at higher levels. They have borrowed art for now.
  • All character weapon attacks are 10% faster by default now.
0.8.0
  • Increased the number of Weapons in various categories with placeholder art.
0.7.1
  • Disabled weapons now don't participate in combat or grant skills.
0.6.11
  • Fixed bug with multiple types of physical damage on weapons.
0.5.1
  • Adjusted attack and weapon distances.


ru:Оружие de:Waffen es:Arma