Axe

Axe

> Weapons

Presentation of the weapon

At level 110, the second melee weapon arrives. Its damage is more than honorable and the Ax will remain interesting for quite some time, especially if you invest in 2 additional TP.

Like its little brother the Glaive, it offers the possibility of hindering the opponent. Each blow of the Ax will remove at least 1 MP from your opponent.

Damage per TP: 7.33 to 12.83

Operation of the hindrance

Main article: Hindrances

The market indicates that this weapon removes between 0.5 and 0.6 MP. In reality, the game only deals with integer values of MP, so the number of MP removed is always rounded up. Thus, if your leek has no Magic, this weapon will still remove 1 MP, since all numbers between 0.5 and 0.6 round up to 1.

Amplification by Magic is given by the formula

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

where the basis is a random float (drawn with uniform probability) between 0.5 and 0.6.

Contrary to number of Effects where the rounding matters little, the calculation of the Hinders must involve rounding: the Hinders having small values, one point more or less is important.

So, for example, if your leek has 175 magicka, the hindrance inflicted by an ax blow will be at least round(0.5 * (1 + 1.75)) = round(1.375) = 1 and at most round(0.6 * (1 + 1.75)) = round(1.65) = 2

We can refine this calculation: if the base value drawn at random is between 0.5 and 0.545 (approximately), the obstacle will be rounded to 1, while if the base value is between 0.545 and 0.6, the obstacle will be rounded to 2. Since the base value is drawn with a uniform law between 0.5 and 0.6, the probability of obtaining a hindrance of 1 MP will be given by: (0.545 - 0.5) / (0.6 - 0.5) = 0.45 (i.e. 45%), and that of obtaining a hindrance of 2 MP will be given by (0.6 - 0.545) / (0.6 - 0.5) = 0.55 (i.e. 55%)

Useful Magic Values for Binding

As shown in the previous example, the impediment inflicted can take on different values depending on the chance we have on the base value. To be sure of a hindrance with a desired value, we can refer to the following levels (calculated up to 900 of Magic, which is already a lot):

Magic Minimal hindrance Maximum Hindrance

0 to 150 1 1

173 1 (one in two chance) 2 (one in two chance)

200 to 316 2 2

355 2 (one in two chance) 3 (one in two chance)

400 to 483 3 3

536 3 (one in two chance) 4 (one in two chance)

600 to 650 4 4

718 4 (one in two chance) 5 (one in two chance)

800 to 816 5 5

900 5 (one in two chance) 6 (one in two chance)

For the values in case of Critical Hit, we can refer to this forum topic.