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Shadow Flame Maul  
 

Lore Item No Trade Placeable
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 38
DMG: 27 Dmg Bonus: 129
Fire DMG: 6
This item is placeable in yards, guild yards, houses and guild halls.
STR: +12 DEX: +12 STA: +7 CHA: +6 AGI: +12 HP: +75 ENDUR: +20
SV FIRE: +15
WT: 4.0 Size: LARGE
Class: ALL except DRU NEC WIZ MAG ENC BST
Race: ALL
Slot 1, Type 4 (Weapon: General)
Slot 2, Type 20 (Ornamentation)

Item Type:2H Blunt
Stackable:No
Submitted By:Hazeh of Darksphere
Lucy Entry By:Durrlok
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2021-07-27 03:49:30
Page Updated:Sat May 14th, 2022

Expansion: Shadows of Luclin Shadows of Luclin


Rarity: Uncommon
Level to Attain: 55

[Drops | Comments ]

Drops

This item is found on creatures.

Akheva Ruins
NPC Name
Xi Vius
Xi Xaui - Akheva Ruins



Zone(s) Found In:


Zone Name
Akheva Ruins
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lol
# Jul 29 2002 at 3:08 AM Rating: Decent
Ok rogues cant use 2 hnd blunt either
WOOOT
# Apr 25 2002 at 3:27 AM Rating: Decent
Just wanted to Say Grats to Ychang on a new bat,
Nice submission Hazeh Warlord of Darksphere

Bards and 2HB
# Apr 24 2002 at 12:09 PM Rating: Good
Bards can't wield two-handed weapons, but I've seen so many of the newest 2HBs list bard as a useable class. I wonder if Verant is planning to give bards the 2-handed weapon skills?
RE: Bards and 2HB
# Apr 24 2002 at 5:37 PM Rating: Decent
Actually, Verant had originally said that while there are a few 2handers that bards can use, bards just won't receive the 2hs/2hb skill, so points won't go up.

RE: Bards and 2HB
# Apr 25 2002 at 4:58 AM Rating: Default
Actually we can weild 2Hb I have and gotten skills in it it is just so rare to find a 2hb for a bard I never got the skill up any higher then 13 and nothing is worth getting it up any higher. till I see this. I might try to get it up higher just to use this.

Russty Flutz Bard of the 54th song
dmg...
# Apr 23 2002 at 8:01 PM Rating: Decent
i believe that your second equation is correct:

2x33( assuming FR check fails ) + dmg bonus.

cant remember reading how bane weapons work, except, obviously, that the bane dmg only works on specific mobs, where as this will work on all mobs.
RE: dmg...
# Apr 23 2002 at 11:12 PM Rating: Decent
Scholar
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551 posts
This weapon would do 27 base damage on regular hit... depending on how resisted the fire damage, I believe this could do anywhere from 28 to 33 base damage with the fire bonus (or the fire damage could be added in seperately, not exactly sure)

Bane damage adds to the Base damage as well, on certain mobs. So a "bane: undead +6" hammer with 12 dmg and 30 dly becomes an 18 dmg 30 delay when used against an undead mob.
____________________________
Pain Lord Darknyss Grimscale
92 Iksar Crusader of the Greenmist
Question for someone who has similar
# Apr 23 2002 at 6:14 PM Rating: Decent
**
263 posts
What i would really like to know is does the additional damage modifier figure into the base damage?

In other words, when you hit with this does it do 2*27+damage bonus+"additional modifier" ; or,

does it do 2*33(Fr check fails)+damage bonus?

And, is it different for bane weapons?

Thanks in advance.
RE: Question for someone who has similar
# Apr 24 2002 at 7:44 AM Rating: Excellent
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160 posts
It adds to the BASE damage. Definitely, for sure, no question. I wanted to learn the answer myself, so I started a brand new Vah Shir Bard. There is a quick, easy quest for a crappy piercer called Scorpialis. It's 4/25.

https://everquest.allakhazam.com/db/item.html?item=7319

But it also adds 2 Poison damage. Now at level 6 I could hit for up to 13 damage with it. At level 6 there are no damage bonuses at all. Everything is purely from the weapon in hand. See the math:

((4x2)+1)+2=11 max...So no, that's not it
((4+2)x2)+1=13 max...Yep, that has to be it.

Now I'm gonna say straight up that not all the hits were for 13. Mostly right around 8-11 actually. But over time, the added potential damage will begin to add up in damage actually done, and it would definitely outperform a normal 4/25. So if you really want to make a decent general analysis of a weapon, I would never count on more than half of the Magical Bonus damage going thru. So I'd just call the Scorpialis a 5/25 weapon instead of 4(+2)/25 or whatever. It performs more like a 5/25 than a 4 or 6/25 weapon MOST of the time.

I'm guessing that certain damage types will be more or less easy to resist in general though. Like for example, Disease might be resisted less than Magic in GENERAL. So some weapons might skew more toward the higher or lower end of overall bonus damage effectiveness. Not sure what bonus type would be best however. The fact is the weapon with magical bonus type can be accurately described as (Base + Bonus) / Delay, not (Base/Delay)+ Bonus. Anyway, I think anyone reading this far gets the idea by now so I'll shut up and stop over-explaining this. Hope it helps.

Edit: Sorry forgot to add that I have no 1st hand exp with Bane weaps, but I'd assume they work in a similar manner.

Edited, Wed Apr 24 08:40:20 2002
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