Weapon

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A weapon is a piece of equipment that can be equipped in a player's primary weapon or off-hand inventory slots. Weapons are visible in your character's hands when the player is outside of a town or outpost (for example in an explorable area or mission).

Although items such as shields and focus items are technically not weapons, uses of "weapon" on this wiki usually encompasses these items as well.

Contents

[edit] Weapon types

Weapon type One-handed Two-handed
Martial weapons
Melee Sword
Axe
Hammer
Daggers
Scythe
Ranged Spear Bow
Spellcasting weapons
Spellcasting Wand Staff
Off-hand items
Off-hand Shield
Focus item
 

[edit] Melee weapon comparison

Profession Weapon Two-handed Damage range Attack interval Standard damage type Other properties
WarriorWarrior Axe No 6-28 1.33 seconds Slashing1  
Hammer Yes 19-35 1.75 seconds Blunt1  
Sword No 15-22 1.33 seconds Slashing2  
AssassinAssassin Daggers Yes 7-17 1.33 seconds3 Piercing or Slashing 2% double strike chance per rank of Dagger Mastery
DervishDervish Scythe Yes 9-41 1.75 seconds Slashing Hits up to 2 additional targets adjacent to target
1Some axes and hammers do Piercing damage.
2The Jitte deals Blunt damage.
3Excluding double strikes

[edit] Ranged weapon comparison

Profession Weapon Two-handed Damage
range1
Attack interval
(seconds)
Range2 Flight time3
(seconds)
Arc size Standard
damage type
Other properties
Martial weapons
Ranger Ranger Flatbow Yes 15-28 2.0 1.35 0.88 High Piercing  
Hornbow Yes 15-28 2.7 1.20 0.56 Medium Piercing 10% armor penetration
Longbow Yes 15-28 2.4 1.35 0.56 Medium Piercing  
Recurve Bow Yes 15-28 2.4 1.20 0.40 Low Piercing  
Shortbow Yes 15-28 2.0 1.00 0.56 Medium Piercing  
Paragon Paragon Spear No 14-27 1.5 1.00 0.60 Medium4 Piercing  
Spellcasting weapons
Monk Monk
Necromancer Necromancer
Mesmer Mesmer
Elementalist Elementalist
Ritualist Ritualist
Staff Yes 11-22 1.75 1.20 0.56 Medium by attribute +5..10 energy,
10..20% HSR,
Extremely low critical hit rate
Wand No 11-22 1.75 1.20 0.56 Medium by attribute Extremely low critical hit rate
1Projectile weapons inflict more damage when fired at lower foes and less damage when fired at higher foes.
2Range is approximate, and is measured in aggro circle / danger zone radii.
3Flight time is at Shortbow range.
4Is slightly higher than the other Medium arcs.

[edit] Weapon DPS comparison

All values assume a level 20 attacker with an uncustomized white weapon, no IAS or damage buffs, an armor 60 target, and that axe, sword and dagger attack intervals are exactly 1 1/3 seconds. All values are rounded to the nearest hundredth, 5s are rounded up.

Weapon type Mean non-critical DPS @r12 Mean non-critical DPS @r16 Mean critical DPS @r12 Mean critical DPS @r16
Axe 12.75 14.66 29.70 34.15
Bow, Flat or Short 10.75 12.36 19.80 22.77
Bow, Horn1 8.84 10.16 16.27 18.71
Bow, Long or Recurve 8.96 10.30 16.50 18.97
Daggers 11.34 13.87 22.72 27.79
Hammer 15.43 17.74 28.28 32.53
Scythe2 14.29 16.43 33.13 38.10
Spear 13.67 15.72 25.46 29.27
Staff / Wand3 9.43 9.43 17.78 17.78
Sword 13.88 15.96 23.33 26.83
  1. Armor penetration produces better relative damage against heavily armored targets, see Hornbow for a more in-depth analysis.
  2. Per target.
  3. Staves and wands have an extremely low base critical hit rate, and their damage only scales with attacker level, not weapon attribute.

[edit] Linked attribute

Most weapons have an attribute requirement for their damage. If the character's rank does not meet the requirement, then the damage will be reduced substantially, depending on how the weapon was acquired:

  • For unique weapons or those acquired through Quests, from Collectors, or from Crafters: damage is reduced to that of equivalent starter weapons.
  • For weapons dropped by monsters or found in chests: damage is reduced by half.
    • Example: a found max damage (6-28) Axe will deal 3-14 base damage unless the requirement is met.
    • Example: focus items providing +12 energy will add only +6 if the requirement is not met.
  • All shields will only give half armor if the requirement is not met.
  • Note: Any other weapon mods will still have their stated effect. For example, weapons of Fortitude will give the same Health boost regardless of any requirements. This also applies to inherent weapon mods unless specifically noted.

[edit] See also

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