Axe

Axe

> Weapons

About this weapon

Level 110 brings the third melee weapon. Its damage is more than respectable, and the Axe will stay worthwhile for quite a while, especially if you invest in 2 extra TP or if your leek has both Strength and Magic.

Unlike the Sword and the Broadsword, it lets you shackle your opponent. Each Axe blow removes at least 1 MP from your opponent.

Damage per TP: 9.17 to 12.83

How the shackle works

Main article: Shackles

The Market says this weapon removes between 0.7 and 0.8 MP. In reality, the game only handles whole numbers of MP, so the number of MP removed is always rounded. So if your leek has no Magic, this weapon will always remove 1 MP, since every number between 0.7 and 0.8 rounds to 1.

The amplification by Magic is given by the formula

shackle = round(base * (1 + magic/100))

where the base is a random float (drawn with uniform probability) between 0.7 and 0.8.

Unlike many effects where rounding hardly matters, calculating shackles has to take rounding into account: since shackles have small values, one point more or less makes a difference.

For example, if your leek has 240 magic, the shackle inflicted by an Axe blow will be at least round(0.7 * (1 + 2.40)) = round(2.38) = 2 and at most round(0.8 * (1 + 2.40)) = round(2.72) = 3

We can refine this calculation: if the randomly drawn base value is between 0.7 and 0.735 (roughly), the shackle is rounded to 2, whereas if the base value is between 0.735 and 0.8, the shackle is rounded to 3. Since the base value is drawn from a uniform distribution between 0.7 and 0.8, the probability of getting a 2 MP shackle is given by: (0.735 - 0.7) / (0.8 - 0.7) = 0.35 (or 35%), and the probability of getting a 3 MP shackle by (0.8 - 0.735) / (0.8 - 0.7) = 0.65 (or 65%)

Useful magic values for the shackle

As the previous example shows, the shackle inflicted can take different values depending on your luck with the base value. To guarantee a shackle of a given value, you can refer to the following thresholds (calculated up to just over 800 magic, which is already a lot):

Magic Minimum shackle Maximum shackle

0 to 87 1 1

100 1 (50% chance) 2 (50% chance)

115 to 212 2 2

233 2 (50% chance) 3 (50% chance)

258 to 337 3 3

367 3 (50% chance) 4 (50% chance)

400 to 462 4 4

500 4 (50% chance) 5 (50% chance)

543 to 587 5 5

633 5 (50% chance) 6 (50% chance)

686 to 712 6 6

767 6 (50% chance) 7 (50% chance)

829 to 837 7 7

For the values on a critical hit, see this forum topic.