Weapons 2.0

Summary

Damage Per Shot/Swing: How much damage the weapon will do per shot or swing.

Passive Damage Type: What the weapon has passively when equipped.*

Element: What elemental properties the weapon has to do damage, some have one and have two.

Fire Rate/Swing Delay: How fast the weapon can be fired or swung. Low swing delay being the fastest while a high swing delay is the slowest swing rating.

Fire Type: What type of trigger system the weapon uses, mainly for gun type weapons.

Damage/Healing Modifier: Which stat enhances said weapon.

Secondary Fire: Some weapons have special abilities when you use the crouch button and/or fire.

Secondary Weapon Energy Cost: How much weapon energy the weapon's secondary takes to fire.

Secondary Damage Type: What type of bonus it has if applicable.

Cost: Each tier is based on the same resources and all weapons of that tier will not vary in price and resources.

Impact: Basic damage type.

Armor Piercing: Ignores carbide bonuses, allowing the weapon to do full damage. Countered by high health.*

Giant Killer: Does bonus damage based on the percentage of the victim's health. Countered by high carbide.*

Info ending with an asterisk means it only works against players, not NPCs.

Damage enhancements: Many weapons can have their damage bolstered by modifiers known as DEXTERITY and '''STRENGTH. '''they will be commonly referred to as Dex and Str. it is to be assumed automatically that a weapon that is ranged will be Dex, whereas a weapon that is Str is melee, with one or two outliers to be had.

Costs: Zeny: 50000 Bolts: 15 Salvage: 12500 Heat Sink: 4 Refactor: 30 Core Mount: 10 Micro Core: 4
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Tier 6
=== Costs: Zenny: 136000 Bolts: 150 Salvage: 87500 Heat Sink: 30 Refractor: 250 Core Mount: 80 Micro Core: 30 Ceratanium: 400 Lightanium: 150 Plasma Cell: 30 Uranium Ore: 400 Antimatter: 200 Fortenium: 300 ===

The Beggar
Element: Wind/Earth

Damage: 252

Swing Delay: Low

Combo Length: Infinite

Multi Hit: Yes

Damage Modifier: Dexterity

Secondary: See Sultan

Strengths: Only melee weapon that is capable of launching a projectile in the form of a dust devil, a small tornado that does moderate damage and adds to the close range combat and the dust devils can go through walls.

Weaknesses: Will not be able to work if you do not have The Sultan, which allows it to cast dust devils, it also makes it technically the most expensive legendary you can make due to requiring The Sultan to complete the weapon set.

Trivia: The Beggar is the first legendary tier and weapon set to be created in Maverick Wars.

Paradigm Smasher
Damage: 603

Element: Impact

Swing Delay: High

Combo Length: 1

Mult-Hit: Yes

Damage Modifier: Strength

Secondary: Whirlwind Swing: Allows for an instant attack to hit in a full 360 degree radius.

Secondary Damage: 603

Secondary Weapon Energy Cost: High

Strengths: The Paradigm Smasher is capable of slamming the ground to cause a short ranged shockwave, like the Zeus staff, low flying enemies have a chance to get hit if they fly at the wrong time, a passive trait it has that is if you jump and swing, you'll hold your hammer until you hit the ground and do more damage than you would if you were already on the ground. The longer your fall from jumping or off a building, the more damage you'll do with the hammer when you land when you swing it in mid-air, which can make it into a surprise weapon in PvP when the coordination and timing is good. It's shockwave can ignore some walls. it can also stun targets for an exceedingly long time, up to 3.5 seconds between each slam allowing someone to chain stun if they do not dash within the small window of opportunity.

Weaknesses: it takes 3 seconds to swing to attack and you can't attack in the air with it, only as a slam-down attack by clicking while in mid-air. The shockwave can only go so far, it won't reach someone that is behind a wall as thick as a maverick hunter's ice wall, in PvP, you will easily get into trouble when facing players with faster swinging melee weapons and the obvious ranged fighters, you shouldn't be alone when using this weapon, especially in PvE. Secondary weapon energy cost for the secondary can only allow for two alt fires before needing a refill.

Gung'Nir
Damage: Very High

Element: Dark/Cut

Swing Delay: Moderate

Combo Length: 4

Multi-Hit: Yes

Secondary: Celestial Cleave

Strengths: Gung'Nir is a polearm with long reach and it hits very hard.

Weaknesses: It's hits can be unpredictable against some enemies. Accuracy can vary severely.

Light Armor Buster
Damage: High to Very High

Passive Bonus Type: Giant killer. 3rd stage charged shot: Armor piercing

Element: Null

Fire Rate: Depends on charge

Fire Type: Semi-Automatic

Secondary: Hadoken: Fire a single shot that does titanic damage!

Secondary Weapon Energy Cost: Full Bar or remaining weapon energy left

Strengths: The Light Armor Buster is a harder hitting buster compared to the standard charge buster, however, the LAB (Short for it's name.) is capable of charging it's shots faster than the standard and the projectile that's launched is capable of going through walls and enemies, and the projectiles are a little larger as well ...no wonder why Vile's ride armor's left arm got blown off in one shot!

Weaknesses: Like the standard buster, it suffers it's 3 shot limit when you fire it in it's semi-auto function by clicking. The fully charged projectile's ability to go through objects is balanced with the fact that the projectile doesn't fly as fast, which allows more nimble enemies and players to dodge it easier.

X-Buster Damage: High

Passive Damage Type: Giant killer

Base Damage:

Element: Null

Fire Rate: Depends on charge

Fire Type: Semi-Automatic

Damage Modifier: Dexterity

Secondary: Shining finger

Secondary Damage Bonus: Armor piercing

Strengths: The X-Buster is capable of a fourth stage charged shot that packs more power and can go through walls and enemies.

Weaknesses: Like all busters, it suffers a semi-auto 3 shot limit.

"Thud" Gauss Cannon
Damage: 44

Passive Damage Type: Armor Piercing

Element: Impact

Fire Rate: High

Fire Type: Semi Automatic and automatic

Damage Modifier: Dexterity

Secondary: Coolant Flush

Strengths: The "Thud" Gauss Cannon is a fully automatic machine gun cobbled together by Mavericks that can have it's firing system changed with the crouch button to manage it's heat generation, the semi-auto trigger makes overheating rare when you don't feel like you need to fire at full bore. The Thud is the strongest fully automatic gun currently available that you can make.

Weaknesses: Projectiles fire in the same position as they would if you were using an Earth Gatling Gun, which is below the small target reticule, but unlike the Earth Gatling Gun, the Thud is the first and only gun that can overheat, when firing in full auto, it can fire for 12 seconds straight before it overheats, if it overheats, you'll have to wait a very painful one minute cool down period before you can fire it off again, however, the gun will give you a warning that your reaching the overheat threshold by beeping, the sound becoming louder the closer you are to completely overheating. This weapon made by Mavericks used to cost the most salvage in Maverick Wars.

MMZ Saber
Damage: 44

Passive Damage Type: Armor piercing

Element: Energy/Cut

Swing Delay: Low

Combo Length: ?

Multi-Hit: Yes

Secondary: Instant Slam

Secondary Damage: 450

Weapon Energy Cost: ???

Strengths: The MMZ Saber is a very powerful one handed melee weapon that is the first to receive the melee 4.0 system, the saber is more effective at dash attacks compared to most melee weapons when you attack while dashing. It is also the first melee weapon that is capable of a charged attack!

Weaknesses: the charged melee strike's range used to be under the avatar's feet... as of currently it is weak against high armor targets.

DA-005 Drill Arm
Damage: 104

Passive Damage Type: Giant killer

Element: Impact/Spike

Swing Delay: Automatic

Combo Length: Infinite

Multi-Hit: ???

Secondary: Dash Drill

Strengths: The Drill Arm is capable of doing continuous damage to whoever is in front of the operator, it is the only melee weapon you can hold the trigger on instead of having to click multiple times.

Weaknesses: It has a short range and does not cleave people in front of you.

Z-Saber
Damage: High

Passive Damage Type: Giant Killer (X4 & X5 stance.)

Element: Energy/Cut

Swing Delay: Moderate/low

Combo Length: Varies

Multi-Hit: Yes

Secondary: Genmu: A very powerful energy blade wave that can devastate a Line of targets from range.

Secondary Weapon Energy Cost: Full bar/ remaining energy

Strengths: Capable of changing stances for different attack patterns.

Weaknesses: Some stances may not work as well in some situations. Cannot do a charged slash like MMZ-Saber. Damage varies on stance.

Haozhu Ci Chuan
Damage: 164

Element: Energy/Spike

Fire Rate: Moderate

Fire Type: Semi-automatic

Damage Modifier: Dexterity

Secondary: Spinal Crush: A defensive attack that forms a harmful wall of spikes behind the user, a full collision goes up to 8 hits max if caught as soon as the offender touches it.

Secondary Weapon Energy Cost: Low

Strengths: The Haozhu Ci Chuan has the fastest projectile in the game! Spinal Crush can be used as an offensive ability but is primarily used to defend your back from aggressive melee enemies as well as deter any would be assailants.

Weaknesses: Can't shoot fast. You have to look away from your target in order to use your spinal crush ability correctly as the spinal crush fires from your back and has a VERY short range.

ML-8 Raiden
Damage: Moderate

Passive Damage Type: Armor piercing (Direct hit.), giant killer (Explosion)

Element: null

Fire Rate: Slow

Fire Type: Semi-automatic

Damage Modifier: Dexterity

Secondary: Trap Deployment

Secondary Damage Type: Armor piercing (Direct hit), giant killer (Explosion)

Tetiary: Range adjuster

Secondary Weapon Energy Cost:

Strengths: The ML-8 Raiden support M.I.R.V launch is capable of firing a single missile that rains down bombs above a targeted location for a period of time.

Weaknesses: The missile will only drop it's payload at a specific range via range finder. Shouldn't be used if your alone due to it's slow fire rate.

Feiyun Pilipao
Damage: 184

Element: Poison

Fire Rate: Moderate

Fire Type: Semi-Auto

Damage Modifier: Dexterity

Secondary: Rocket Barrage: Allows you to fire up to 3 rockets very quickly!

Secondary Damage: 184 x3

Secondary Weapon Energy Cost: Moderate

Strengths: Fires explosive projectiles at a decent rate without concerns of needing to reload!

Weaknesses: Rockets can be dodged easier at longer ranges, splash damage does less than direct hit damage.

Vajra
Damage: 114 x2

Secondary Damage: None

Element: Electricity

Swing Delay: Moderate/Slow

Combo Length: None

Multi-hit: Yes

Damage Modifier: Strength

Secondary: Grapple: Allows the user to grapple onto an NPC or Player to pull the user to the target to get in range.

Secondary Energy Cost: Low

Strengths: Hits multiple targets in a 245 degree radius, once the targets are hit once, they will take an unavoidable second hit!

Weaknesses: Missing with the whip will punish you with a slower swing rate unless you hit another target for another fast swing.

Qi San Yi
Damage 53

Passive Damage Type: Giant Killer

Element: pierce

Fire Rate: High

Fire Type: Spin up to full auto

Damage Modifier: Dexterity

Secondary: Overdrive: Overdrives the Qi San Yi's damage output to titanic levels.

Secondary Damage: 112

Secondary Energy Cost: high

Strengths: Very high damage output due to full auto fire and secondary makes it devastating weapon in both PvE and PvP. WE casting reduces the spray of the attack.

Weaknesses: Requires a second and a half before it fires when the trigger is held, secondary requires to be spun up as well, meaning you'd have to stop shooting with your normal shots to fire your secondary shots, it's range is as short as the Wildfire Flamethrower and it's shots spread. Secondary has a high weapon energy consumption rate when firing.

Vizheri Handgun (Retrofit model)
Damage: High

Fire Rate: Medium

Range: Med-Long

Secondary: None

Element(s): Light/Dark

Strengths: the most versatile balanced max tier weapon in the game. jack of all trades master of none.

Weaknesses: lacks any form of advantage aside from direct combat initiative, shares the exact traits of the basic handgun.

NOTE: this weapon can no longer be obtained. there are only four players in the entirety of the game that have obtained this weapon.

Anima (Blade of the Makers Soul.)
Damage: (Varies dependent on tier)

Swing rate: Fast

Weapon type: (Basic form is single hand blade, subsequent tiers above are double bladed.)

Multi-Hit: yes

Element: -N/A-

Swing Delay: Low

Combo Length: (Varies dependent on tier)

Secondary:

Secondary Weapon Energy Cost:

Strengths: one of the fastest swinging weapons. capable of five strikes in less than three seconds. comparable to most. and has armor piercing.

Weaknesses:

NOTE: this weapon was obtained via maxing your PSU out at 10000 levels. there are only three players in the entirety of the game that have received anima at full strength all other subsequent players whom leveled a psu will receive a variant of anima at far less power. players who at least owned a PSU will receive anima at base strength in its dormant form.

Pillar (yes that is a giant rock, thank you)
Damage: Massive

Swing rate: low

Weapon type: thats not just a stupid pylon... its a rock!

Multi-Hit: yes

Element: -N/A-

Swing Delay: medium

Combo Length: 4

Secondary: N/A

Secondary Weapon Energy Cost: N/A

Strengths: Deals MASSIVE damage to targets within reach in a single blow.

Weaknesses: Can easily miss, once you miss you are vulnerable for an extended period of time before the next swing.

NOTE: There is currently only two sole arbiters of the pillar.