Pernix's quiver (blue)
|Pernix's quiver (blue)|
|Release||8 November 2021 (Update)|
|Stacks in bank||No|
|Backpack||Wear, Ammo, Destroy|
|Equipped||Cycle ammo, Check ammo, Remove ammo|
|Links||MRID • recipe|
|FAQ • doc|
Pernix's quiver (blue) is Pernix's quiver that has been dyed with blue dye. It retains all the bonuses of the undyed quiver, and any stored ammunition. The dye can be changed at any time by using another dye colour on it. The quiver is not visible on the player's model. Despite being a Zaros related item, this quiver does not protect the player from God Wars Dungeon minions.
The quiver holds two sets of ammo. When equipped, the player gains access to two abilities - Quiver ammo slot 1 and Quiver ammo slot 2 - used to switch between the sets of ammo. If two different types of ammo are stored (for example, arrows and bolts), the quiver will automatically swap the active ammo to suit the type of Ranged weapon being used. The quiver itself also has a 'Cycle ammo' option, which will toggle between the ammo stored (should a 'switch to other type' be wanted, rather than 'switch to type x').
Pernix's quiver also increases the maximum damage of Ranged attacks by +4% when fighting targets that are under 25% health.
Combat stats[edit | edit source]
|Accuracy||-||-||PvM: 0%||PvP: 0%|
|FAQ • docs|
Damage analysis[edit | edit source]
The damage boost from Pernix's quiver applies by raising the variable portion of an ability (the damage between the ability's minimum and maximum hit) by 4% of that ability's maximum. Typically, abilities have ability damage ranges where the maximum hit is 5 times the minimum hit. For example, for an ability with a damage range of 20% to 100%, the damage boost from Pernix's quiver will not apply to first 20% of ability damage, but will increase the variable portion, 80%, by giving 84% as the new variable damage (and therefore, the new range of this ability is 20% to 104%).
The possible range of average damage increase values this provides for targets under 25% life points will be between 2% and 4%. The 2% occurs if an ability's minimum is equal to its maximum and 4% occurs if ability's minimum hit is zero.
|Skill||Ability||Damage boost for targets under 25%
of their maximum life points
|Damage boost for targets across|
their total life points[note 1]
|Name||Min hit||Max hit|
and standard abilities
|Standard abilities[note 2]||20%||100%||3.33%||0.83%|
|Snap Shot (Hit #1)[note 3]||100%||120%||2.18%||0.55%|
- ^ This assumes the target does not restore nor manipulate their life points.
- ^ "Standard abilities" are abilities where the maximum hit is 5 times the minimum hit.
- ^ Due to the way the damage range of the second hit of Snap Shot is calculated, it does not receive the damage boost.
Pernix's quiver increases the maximum damage of Ranged attacks by 4% against targets when their current health is under 25% of their maximum health. This results in, depending on the ability, a 0.5%-1% average increase in damage over the duration of a kill.
Targets which restore or manipulate their health during a fight can decrease or increase the average effect of the quiver.
Negative interaction[edit source]
The Twin Furies, Avaryss, the Unceasing and Nymora, the Vengeful have 250,000 LP each, so the quiver threshold is 62,500 LP. However, the fight is won by dealing 200,000 combined damage to the sisters. The quiver's damage will rarely ever be in effect.
Kerapac, the bound has 200,000 LP, so the quiver threshold is 50,000 LP. However, in the first 3 phases, Kerapac heals to full health upon reaching 50,000 LP. At the start of the final phase, he heals 75,000 LP. The quiver's damage will only be in effect for the final 50,000 LP of the final phase. This is only 9.5% of the 525,000 total damage that must be dealt throughout the fight, resulting in only a 0.19%-0.38% overall increase in damage with the quiver.
In hard mode, Kerapac has 450,000 LP, so the quiver threshold is 112,500 LP, and in phase 4 he heals up to 200,000 LP. This means that the quiver's effect will be active for 62,500 damage in each of phases 1-3, and 112,500 damage in phase 4 (not including the echoes), for a total of 300,000 damage. This is 21.43% of the 1,400,000 damage that must be dealt throughout the fight, resulting in only a 0.43%-0.86% overall increase in damage with the quiver.
Seiryu the Azure Serpent has 7,500,000 LP, so the quiver threshold is 1,875,000. However, Seiryu is never lowered below 7,200,000 LP, instead the fight is won by destroying the black crystals on his shackles. Thus, the quiver's damage is never in effect against Seiryu himself.
Taraket the Necromancer has 400,000 LP, so the quiver threshold is 100,000 LP. However, the first two times he is lowered to 200,000 LP, he heals by 100,000 LP. The quiver's damage will only be in effect for the final 100,000 LP. This is only 1/6 of the 600,000 total damage that must be dealt throughout the fight, resulting in only 0.33%-0.67% overall increase in damage with the quiver.
Positive interaction[edit source]
Araxxor has 100,000 LP, so the quiver threshold is 25,000 LP. During phases 1 and 2, Araxxor will continuously heal back to 5,000 LP when reduced to 0 LP. The quiver's effect will be applied constantly while this occurs, which increases health returned from Soul Split. This may be useful in phase 1 while waiting for the web to burn down, or when taking the acid path while waiting for the acid to corrode the ramp. However, any of the 100,000 damage not dealt in phases 1 and 2 is given back to Araxxor in phase 3 as healing, for which the quiver's effect will not be active.
Solak starts phase 4 with 10% of his initial LP, so the quiver's effect will always be applied during this phase.
Nex has 200,000 LP, so the quiver threshold is 50,000 LP. Nex heals back up to 73,333 LP upon entering the final phase at 40,000 LP. The quiver's effect will be active for a total of 60,000 LP of the total 233,333 LP, which is 25.57% of the total damage, resulting in 0.51%-1.03% overall damage increase from the quiver.
Creation[edit | edit source]
Update history[edit | edit source]