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=AQ= 2024 Summer Season of Gifting - Giftmaster Prizes

 
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6/7/2024 14:35:54   
  The Hollow
AQ Lead




Warwolf Prime is a formidable fusion of ancient beast and advanced technology. This versatile set allows players to either mount their fearsome Warwolf into battle or don the Warwolf itself as a menacing power armor.

Tibbles the Merry Elf will soon be making a joyous return to AdventureQuest's Summer Season of Gifting!

This year's gifting contest promises double the excitement with two sets of prizes up for grabs. First, we have the coveted community prizes: the Fungibushi set. As players shower each other with gifts, specific gifting milestones will unlock fantastic rewards for the entire AdventureQuest community, fostering a sense of togetherness and shared accomplishment.

But that's not all! Tibbles also celebrates the top gifters as elite "Giftmasters." These exceptional individuals, recognized for their incredible generosity, will be rewarded with the exclusive Warwolf Prime set. This unique set showcases their remarkable giving spirit and elevates their status as true champions of gifting.

Unleash your primal creativity to help mold the ferocious Warwolf Prime set! As we delve into the untamed depths of its feral might, we invite you to share your suggestions on how this extraordinary gear should function.

This suggestion thread for the Warwolf Prime set will remain open until the contest begins on June 27th. We will then compile your top three suggestions based on player feedback and post a poll, allowing players to vote for their preferred functionality for this set!


Update: As long as the proposed concepts harmonize into a cohesive set of gear, players can provide as much or as little detail as they deem appropriate! Our main objective is to release a set that garners widespread enthusiasm and approval from those it is designed to serve. Typically armors feature a normal attack along with a secondary attack or skill. Fungibushi will follow this pattern and have two different attacks. However, the Warwolf Prime armor will have an expanded suite of four total attacks - two for the mounted configuration and two more for the integrated power armor mode. Additionally, the pets accompanying each set will each have two distinct attacks. For the Warwolf Prime set, the ranged cannon will be 100% proc with two different firing attacks. The Fungibushi set's ranged kunai is open to either be 100% proc or not. At this stage, we haven't designated any special attacks for the other weapon types, but that could potentially change based on suggestions.


Due to the positive reception of the custom weapon skin prize for our top 5 Giftmasters, we're bringing that prize back again! But this time around it will not be limited to only weapons, and we're adding the option to create custom shields skins instead. We have also created an excellent daily prize giveaway for the contest featuring the Lunartide Bracer Misc.

quote:

Dev Notes for Dardiel's Accuracy/Beast Manipulation Set:
While complex, this is a very interesting set that would provide a chance to set new standards to finally fix the long-standing issue of charge mechanics feeling unrewarding unless overcompensated for in design. However, due to its mechanical complexity, it does enough that we have some notes to communicate on how the set would have to deviate from the suggestion:

  • At the time being, Ferocious Strikes are coded to have a fixed x2 output and require CHA. Some minor system work would be required to adjust this.
  • +100% Ferocious Strike rate is a threshold we're very wary of.
  • We're wary of proliferating more triple mode items. This isn't a hard no, but it's one of those things that would slow down releases and result in fewer cool things being released due to taking longer to make them.
  • PCF being balanced around it dividing the bonuses based on how many PCF items have their Integration active This gives a lot of potential to get something hugely powered up if you use multiple items to charge it within a fight, and then condense the bonus into a single item. One way in which we could address this would be to cap how high the bonus for an individual item can be.

    Weapon: Weapons need to be capped at +/-10 BtH.

    Misc: As well as the above note on triple compression, the 2nd option spending HP/MP/SP takes up the MC effect. In addition, we've been moving away from damage-scaling effects over time, this would need to have a X% Meleevalue.

    Pet: Highlighting component of a broader set issue through which penalties that pay for effects occur on a miss, while the set trivializes accuracy.

    Shield: Rather than give the EleShield at the start of turn, it would likely be better to have it applied on the first attempted hit, or at the end of the player turn if no hit was attempted.

    Armor: This has such a heavy amount of compression that it raises concerns for development time and compression standards. It reaches a point that would make it difficult to implement everything even before bringing up the concerns for future expectations, so we would have to focus on the parts most important to the idea. As a last note, the pet damage bonus would have to be lower than expected, and penalties that the set trivializes may need a second look, particularly when a mode funnels the bonuses to the player.



  • quote:

    Dev Notes for GwenMay's Hypercrit/LS Set:
    We'd be remiss not to include a large collaboration set that has garnered this much support, but must unfortunately include the caveat that most of it cannot be implemented as suggested. At its core, this is because it revolves around mechanics that are subject to updates at a time when we are too overloaded to predict when we'll be able to revise them. That makes it very tricky to apply this concept in a way that won't be invalidated or left pending a revamp at the uncertain time in the future when this mechanic changes. To cover other specific details:

    Lucky Strikes and Hypercrit are currently slated for revision. This is partly due to inconsistent values that need to be consolidated. Additionally, they're based on multiplicative bonuses that make it too easy to guarantee critical strikes with minimal setup. The setup-to-output ratio is virtually all output, making it very unbalanced. It would be very difficult to maintain this idea's identity without having to perform all the work for this revision before or in time with this set, at which point the values themselves would still be different.

    Misc: In lacking an elemental component; it'd need either Fire resistance or a non-elemental penalty. Healing based on outgoing damage is already something we're moving away from, and would need an alternative approach. Healing on outgoing crit and multiplying this value by 10, on a set that can guarantee crits, is also something we cannot implement.

    Shield: We have not created a LUK drive shield because it would invalidate all stat potency shields. This set's shield is not only a LUK drive, but an effect we specifically moved away from retaining on Ironthorn. We would need to do something completely different.

    With nearly the entirety of the set needing to be reworked to make it through, we feel it important to inform players about implementing the closest manageable version with the caveat that it could be impacted by future changes.



    quote:

    Dev Notes for RobynJoanne's Information-Based Set - The Hunt:
    This is a set that would require a lot of work, and we would have to call in some reinforcements for UI features, but the necessary improvements to the UI (A new status display/stat card) could be a huge boon to the game. So while the complexity and workload are both serious concerns, a week in which Ianthe and Kamui work on these items while we get help overhauling the status UI would serve as both a reward to the Giftmasters and an advancement on upcoming QoL revamps that improves the game for everyone.

    Some of the bonuses run too high for comfort and would need to be toned down. Ie. triple compression on every item would be a concern. Question from Kamui on that: It seems Tracker should be active at all times and you just swap between Analyst and Striker, no?

    Weapon: We've shifted to having DefLoss not require a hit to attempt, and this item's whole setup seems to be perm DefLoss per turn and you can take bonus damage and apply up to a -20 BtH lean to get even more damage. We're iffy on this much bonus damage being sourced from a single piece of equipment.

    Shield: Getting -26 to all elements feels OP in general, and for the cost required. We could potentially have it either charge a greater amount per element, or weaken the resistance per element applied, like two elements becomes -24 to both, three elements becomes -20 to all three, etc, though we'd be wary of this still being a bit much while deviating from the idea.

    Armor: Shield elecomp is not an available option. We have concerns about both +50% damage and element seeking, and would need to tone that down.

    Pet: +100% Damage dealt would have to be toned down.



    < Message edited by The Hollow -- 7/19/2024 16:49:42 >
    AQ  Revisions: 1 | Post #: 1
    6/5/2024 18:24:46   
    Grace Xisthrith
    Member
     

    I said this for the other set as well but just gorgeous artwork all around. I especially love the pet. One thing I'm rather curious about with both sets though, is there a planned set of elements they will use? Can player suggestions determine the element, and if so, should all items be the same element, or can they be picked around to have one set use gear of multiple elements?
    AQ  Post #: 2
    6/5/2024 23:02:05   
    Dardiel
    Member

    I'm also curious about the amount of information that can be available to the players - in addition to element, armor resist/MRM spreads are (I believe) one of the only things that the playerbase doesn't know the details of which means any suggestion must either be vague or referring to a specific existing spread like previous suggestions have done. There's also extra information that would likely be very relevant to suggestions, such as the existence of animations and any implications they have (eg whether a ranged weapon has a shooting animation and how many hits are in the animation, or whether an armor has multiple attack animations and whether those animations have different hit numbers). Theoretically information could be irrelevant if the goal is to get vague suggestions with room to choose specifics later, but I definitely think there's some information that could make sure we're making full use of the tools available.
    Post #: 3
    6/6/2024 1:36:27   
    ming shuen
    Member

    Visually, it looks like a Fire / Energy set for non-mage builds. Still, I will vote for whichever suggestion that has a SC lean toggle
    AQ DF MQ  Post #: 4
    6/6/2024 21:31:59   
    GwenMay
    Member

    quote:

    Dev Notes for GwenMay's Hypercrit/LS Set:
    We'd be remiss not to include a large collaboration set that has garnered this much support, but must unfortunately include the caveat that most of it cannot be implemented as suggested. At its core, this is because it revolves around mechanics that are subject to updates at a time when we are too overloaded to predict when we'll be able to revise them. That makes it very tricky to apply this concept in a way that won't be invalidated or left pending a revamp at the uncertain time in the future when this mechanic changes. To cover other specific details:

    Lucky Strikes and Hypercrit are currently slated for revision. This is partly due to inconsistent values that need to be consolidated. Additionally, they're based on multiplicative bonuses that make it too easy to guarantee critical strikes with minimal setup. The setup-to-output ratio is virtually all output, making it very unbalanced. It would be very difficult to maintain this idea's identity without having to perform all the work for this revision before or in time with this set, at which point the values themselves would still be different.

    Misc: In lacking an elemental component; it'd need either Fire resistance or a non-elemental penalty. Healing based on outgoing damage is already something we're moving away from, and would need an alternative approach. Healing on outgoing crit and multiplying this value by 10, on a set that can guarantee crits, is also something we cannot implement.

    Shield: We have not created a LUK drive shield because it would invalidate all stat potency shields. This set's shield is not only a LUK drive, but an effect we specifically moved away from retaining on Ironthorn. We would need to do something completely different.

    With nearly the entirety of the set needing to be reworked to make it through, we feel it important to inform players about implementing the closest manageable version with the caveat that it could be impacted by future changes.



    Warwolf Prime has an absolutely amazing design! The set looks great, the theme is super cool, and I love the idea of the integrated power armor "dismount" mode. The staff outdid themselves this year. Here are my suggestions for the set:

    Armor

    Fully offensive fire armor. MC provides mounted and unmounted toggle with a different skill in each mode:

    Mounted: Default attack is 3 hits. Skill is “Warwolf’s Cunning,” a spell-based skill which follows weapon type and pays 100% melee in SP but uses eleComp to reduce SP cost. Skill is a 2 hit attack which does half damage and attempts to inflict Disarmed (a pseudo-paralyze status condition which gives monsters 0% damage and -300 bth). The monster can resist with a save at a +0 bonus (inflict with mainstat/LUK, resist with DEX/LUK).

    Dismounted/: Default attack is 4 hits, locked to Fire and gets eleComp to damage. Like Wingweaver Battlegear, dismounted mode also locks 100 proc weapons, weapon skills, and weapon specials to Fire and grants eleComp. Skill is “Warwolf Rage,” a toggle which, when active, pays 100% melee in SP when the player casts a spell or attacks to grant Player Hypercritical 10x rate for that turn (guaranteeing a lucky strike). Armor does its alternative attack animation when attacking while Warwolf Rage is toggled.

    Bonus: Takes -3mrm to gain +105 initiative bonus.

    Full Set Bonus: If weapon, armor, and shield are equipped, player attacks do 1.5 times lucky strike damage and player spells do 1.25 times lucky strike damage.

    Resistances: To maximize eleComp (around 1.9x damage) while keeping a 39/42/42 resist spread, the armor resistances should follow the Wishweaver resist model except aligned to Fire. At level 150, the resists should be around:
    quote:


    Fire - 39
    Water - 95
    Wind - 95
    Ice - 105
    Earth - 42
    Energy - 42
    Light - 66
    Dark - 66

    Melee - 45
    Ranged - 45
    Magic - 45


    Weapon

    0 proc melee/ranged/100 proc/magic fire sword/gun/staff with -5 bth lean. Sword toggles between melee and ranged damage to ensure rangers have a non-100 proc weapon, while gun is a 100 proc ranged weapon.

    MC compresses a quick-cast damage skill which costs 100% melee in SP, only usable once per battle. Skill pays 37.5% damage for being quickcast (like Spectral Chain) and a further X% in damage to attempt to inflict a -100 LUK Unlucky on enemy for 1 turn at a +0 save (inflict with mainstat/LUK, resist with DEX/LUK). If successful, applies a +100 LUK Lucky to player for 1 turn.

    Bonus: Player takes -6 MRM and +(10/1.4)% more damage while granting the weapon +8.5 bth (for +3.5 weapon bth overall after adjusting for the -5 bth lean) and +10% damage (i.e., Uragiri's flavor effect).

    Shield

    Fire shield, melee > magic > ranged blocking focus.

    MC is a toggle to pay SP for +50 LUK.

    Bonus: All player side damage sources (so weapon/special/spell/pet/guest attacks) gain a -10 bth lean (similar to Multimaul).

    Pet

    Fire pet, toggles between two modes with MC in each.

    Mode 1: Pet deals 100% damage. MC grants pet 1.5 times Lucky Strike damage (or whatever is balance appropriate).

    Mode 2: Pet skips its turn and pays MC to grant the player 2 rounds of Pet Hypercritical x10 rate.

    Misc

    Fire misc item. Grants +50 CHA (cannot grant LUK without double dipping) and heals you based on damage dealt when the player does a lucky strike. As Bell Shell heals 13.5% of player damage every turn, multiplying that number by 10 to adjust for the 1 in 10 chance of a lucky strike results in the misc healing 135% of player damage when the player lucky strikes. Healing is halved for spells. MC grants misc a +10 Omni Status Potence (Bell Shell is a notably a non-MC item).

    Reasoning

    The proposal is based around three design concepts: (1) the set should have abilities with futuristic battle themes to reflect its artwork; (2) the set items should be useful for all prominent character builds (i.e, warriors/rangers, mages, and beastmasters), for questing, warring, and bossing, and for all donor tiers; and (3) the set should be synergistic (with itself and other items with similar effects) without being repetitive.

    For (1), Hypercritical and other luck-based skills represent Warwolf's optimization of an ancient battle technique (lucky strikes) through efficient futuristic technology for high damage. Disarmed reflects the Warwolf's martial skill, while quickcast and initiative reflects Warwolf's speed. The set also explores interesting design spaces like Disarmed, quick-cast damage skills, and hypercritical without requiring the AQ team to create new effects from scratch.

    For (2), I recognize it is impossible to fully please all playstyles with one set. Compromise is unavoidable. That said, the set should be useful for most playstyles and strategies. Disarmed gives the set a strong defensive option unaffected by Freedom while the hypercritical toggle boosts both attacks and spells, allowing the armor to act as a unique pseudo-spell booster while also benefitting warriors/rangers. The hypercritical toggle also assists healing and barrier building, while the dismount mode provides 100-proc and weapon skills users an elelocked damage option. The weapon skill boosts player and pet lucky strike damage (comboing well with items like Optico) while ensuring the player wins minor rolls when inflicting status conditions. The shield boosts weapons, spells, and pets/guests equally while granting a LUK boost that also helps warriors, mages, and beastmasters. The misc gives the set healing and status potence for its effects; notably, status potence is thematic for LUK because LUK increases minor stat rolls. The pet is a unique and versatile option focused on beastmasters to counteract the armor's bias towards player damage. The initiative, eleComped attacks, and hypercritical toggle will make the armor excellent for warring and questing, as will the damage boost from the shield and the quick-cast weapon skill. Disarmed, multiple hits, the status infliction bonuses from the shield and weapon's LUK boosts, and the pet storing hypercrit will also create versatility for bossing. The set is even useful (if not as optimal) for 0 LUK players because the shield and weapon skill alone grant 150 LUK. This should make the set useful for all playstyles and donor tiers, and especially useful for players with LUK.

    For (3), the various luck-related effects all synergize well while being independently strong and relatively unique. Initiative synergizes with the LUK and damage theme nicely too. Notably, the weapon skill improves the armor's hypercritical toggle while the armor's initiative and elelocked modes will increase the weapon skill's damage. Both are assisted by the shield's damage boost and LUK drive. The shield and weapon also assist the pet's lucky strike focus. Lucky strike damage boosters like Granddad's Greatsword, Zealot's Wrath, and Timekiller's 3:10 will synergize nicely with this set. Players without the armor can use Lust, Arms of the Dragonguard, and shieldcakes to boost lucky strike chance, and those items plus the armor can also be comboed with Red Server Cap/Ferocious Frostval Crown to double lucky strike damage without undue loss of lucky strike chance. I'm sure many more combos exist.

    < Message edited by Ward_Point -- 7/31/2024 20:54:38 >
    AQ DF AQW Epic  Post #: 5
    6/7/2024 11:01:45   
    KhalJJ
    Member
     

    Updated- the mechanics are now finished that I'm happy with the overall set. If anyone has any comments or obvious changes needed, please let me know!
    Update 2 I've added a second set that is based off the first but not focusing on hypercrit. This is more experimental and I'd welcome any input on valuation of the Heat mechanic.

    Warwolf Prime Hypercrit Beastmaster:
    - Heavily inspired by initial conversations around the set, and what I think fits thematically - going for Beastmaster Mounted, Overcharged/Hypercrit dismounted.
    - Not strongly pushing for any element but energy, fire, light and maybe earth all seem appropriate, probably in that order.



    Weapons: 0-Proc Melee/100-Proc Ranged/0-Proc Magic Element Weapon
    - Ranged weapon gets elecomp to damage if in the armour. (+shield?)
    - Can convert melee to 0 proc ranged.
    Effects: Can toggle click to “Overcharged” mode or “Galvanised”mode
    Galvanised mode:
    - on attack, gives you an all element 2-turn eleshield on hit, pays weapon damage to do this - a la Claw Arm, or magus staves. No elevul, instead this goes into a omni-element pet empower.
    Overcharged mode:
    - LS damage increase for HP cost (a la grandads, maybe not 3x for sake of compression but up to 2.5x?). Additionally, Magnablade flavour effect: All attacks(Normal Player attack and weapon Special) deal +25% damage and you take +(25/1.4)% damage from enemy attacks.



    Armor: lean
    Flavour: -MRM for initiative a la H-series, fortune thief, etc.

    Mounted on Warwolf:
    Lean: Beastmaster - whatever the balanced version of 0-cost lv17 paladin "inspiring radiance" skill is - as close to player takes 0.8x, deals slightly lower damage, and pets deal x1.25. Possibilty for this to work with STR perk warrior-lean? If this is not popular/not feasible, then FD
    Skill: SP cost Armour skill also which inspires pets and guests to 1 turn of celerity. Can eat panic to reduce cost, and any remaining panic goes into damage (like wingweaver wep)
    Toggle: Your pets/guests inflict panic (a la monsterlord armour's burn, cost paid for by up to 50% pet damage, any remainder SP. )
    MC: Your pets/guests get elelock/elecomp (originally Sapphire’s concept) in this form.

    Dismounted Transformer form:
    Lean: FO
    Skill 1: Armour attack with in-built Snake-Master Strike effect - gives the player x? hypercritical, for 2 turns, before attack. SP cost. Not overcharged like SMS but no poison, just hypercrit status. If player already has hypercrit status, doesn't attempt to give it, and deals pure damage. SP cost.
    Toggle: Pay subrace Beast form costs for enhanced damage, split between HP/SP akin to vampire's MP/SP split. ("Overclocked!")
    MC: Player attacks are Elelocked/elecomped in this form.


    Shield: Element Shield
    Overcharged or Galvanised mode
    In Overcharged mode, pay x% melee in HP per turn, to increase outgoing player base crit rate appropriately. a la Blood contract? but numbers appropriate for a shield, with crit rate.
    In Galvanised mode, pay x% melee in SP to restore player HP on player hit, per hit. (Similar to trickster's weapons)
    MC: Toggle for SP-Luck drive, or Cha drive, depending on mode. (Eg. Luk in overcharged.) (willing to drop one or both of these stat drives, TBD, depending on shield doing too much)


    Pet: element Pet with two modes
    MC:
    Overcharged Mode: Non-element locked Lust effect - unsure of exact figures for this but presume ~ +24% crit rate (given Lust is +40, same numbers as elemental moglin booster pets, and dunamis/thernda are +24%)
    Galvanised Mode: Deals +50% damage. Costs 20% Melee in SP (78 at 150) per turn. Pays 75% of damage, tries to inflict a panic with 50% and HP heals player with 25%.

    Misc: Unsure on stats as a small detail.
    Effect: Toggles to Overcharged/Galvanising modes
    Overcharged: + LUK, Ferocious Frostval Crown effect of double LS damage, half the rate.
    Galvanised: + CHA, all attacks on your side of the field heal your HP for x amount (same effect as Legion lanterns burn, but as a player heal. Same SP cost.)

    General Notes
    - I’ve probably over-compressed things, happy to try to rearrange to make anything work-able.
    - I’m currently least happy w/ the weapons, it needs something to set the Overcharge mode apart I feel. Maybe the right combo of LS rate+damage but idk.
    - Additionally, the shield feels a little bare currently, it is currently just utility drive - useful but not that fun. Will think about adding something. - Have made an edit here.
    - Looking at other suggestions already, I can see a group merge on a theme, to fit the competition format - eg, if there are 3 hypercrit set suggestions, and 1 bleed suggestion, likely there will be some blending or coordination of the 3 hypercrit sets into 1 or 2 sets.
    - May tinker with misc and pet some more, to make fit better thematically.

    Major change log:
    - Edited skills to account for 2 animations, mounted and dismounted. (Took out: QC Grant pet/guest celerity a la Tribal Shaman) (and took out: Skill 2: QC player hypercritical skill. (a la timekillers, but preferably choice between SP/MP cost)
    )
    - Editing pet to account for two attack animations.
    - Edited misc idea (old: compresses a skill, click to let pet + guest attacks grant you some eleshield (or panic, but eleshield fits for consistency)
    - Edited new BM lean for now (old: Beastmaster lean - I borked this, thought a Beastmaster lean existed somewhere in game already? But it does not. Will either work on a lean, or change this to FD. Credit then due to Sapphire as he is the first I saw talking about a BM lean. )
    - Added misc overcharged skill.
    - Edited pet attacks to make it more thematic. Edited pet to make it non-element specific in case of fire set being most popular.



    Warwolf 2: Overclocked Boogaloo

    Weapons: 0-Proc Melee/100-Proc Ranged/0-Proc Magic Element Weapon
    - Ranged weapon gets elecomp to damage if in the armour. (+shield?)
    - Can convert melee to 0 proc ranged.
    Effects: Can toggle click to “Overcharged” mode or “Galvanised”mode
    Galvanised mode:
    - on attack, gives you an all element 2-turn eleshield on hit, pays weapon damage to do this - a la Claw Arm, or magus staves. No elevul, instead this goes into a omni-element pet empower.
    Overcharged mode:
    - Magnablade flavour effect: All attacks(Normal Player attack and weapon Special) deal +25% damage and you take +(25/1.4)% damage from enemy attacks.


    Armor
    Flavour: “Heat” mechanic - every hit from anywhere on the field, monster or player, adds +1 “Heat”
    Damage to player increases with Heat level. Capped at some value of Heat. (Say, takes 1.5x damage at Max Heat, of 20 for example.)
    Does not carry over between battles.
    Seeking advice on appropriate values for this, and whether player damage can also increase with Heat. (something like, player takes x1.5 damage but deals x1.25 damage at max heat)

    Mounted on Warwolf:
    Lean: Beastmaster - whatever the balanced version of 0-cost lv17 paladin "inspiring radiance" skill is - as close to player takes 0.8x, deals slightly lower damage, and pets deal x1.25. Possibilty for this to work with STR perk warrior-lean? If this is not possible, then FD.
    Attacking Skill: Efficient weapon based damage skill, heals player HP for 50% damage, consumes Heat to increase damage.
    QC Skill: Disperse heat; You can consume x Heat to grant 1 turn of pet and/or guest celerity
    Toggle: Pets/guests get elelock/elecomp (originally Sapphire’s concept) (Can remove if too much)

    Dismounted Transformer form:
    Lean: FO
    Skill 1: Vent Heat: Consume all heat for pure damage skill.
    Toggle: Pay subrace Beast form costs for enhanced damage, split between HP/SP akin to vampire's MP/SP split. ("Overclocked!")
    Toggle 2: Player attacks are Elelocked/elecomped in this form. (Can remove if too much)


    Shield: Element Shield
    Overcharged or Galvanised mode
    Overcharged mode: pay x% melee in HP to restore player SP on player hit, per hit. (Similar to trickster's weapons)
    In Galvanised mode: pay x% melee in SP to restore player HP on player hit, per hit. (Similar to trickster's weapons)
    MC: Compressed Cha drive

    Pet: element Pet with two modes
    Overcharged Mode: Deals +100% damage. Costs 40% Melee in HP per turn.
    Galvanised Mode: Deals +50% damage. Costs 20% Melee in SP (78 at 150) per turn. Pays 75% of damage to HP heals player.

    Misc:
    Effect: Toggles to Overcharged/Galvanising modes
    Overcharged: +STR/DEX/INT, and +20% damage for HP/SP mixed 50/50 cost.
    Galvanised: + CHA, all attacks on your side of the field heal your HP for x amount (same effect as Legion lanterns burn, but as a player heal. Same SP cost.)


    < Message edited by KhalJJ -- 6/24/2024 15:47:15 >
    Post #: 6
    6/8/2024 19:30:15   
    Bu Kek Siansu
    Member
     

    Shield

    1.) MC bonus is a toggle to select between 4 options?
  • +105 Initiative
  • +15 MRM
  • +50 CHA
  • +50 LUK

    or

    2.) MC bonus is a toggle to select between 3 options?
  • +105 Initiative
  • +15 MRM
  • +50 CHA

    or

    3.) MC bonus is a toggle to select between 2 options?
  • +105 Initiative
  • +15 MRM

    < Message edited by Bu Kek Siansu -- 6/9/2024 22:49:58 >
  • Post #: 7
    6/10/2024 10:16:28   
    Sapphire
    Member

    Disclaimer: I do not know the ins and outs of AQ math, and while some things I sort of understand, I do not see myself taking my time to learn them. It's a lunchbreak game, after all. Please keep in mind that while I did put numbers , this suggestion is likely nowhere close to "balanced" . Rather than focusing on the specific numbers, which I think only serves to serve as a distraction, focus on the inherent ideas and what the ideas are attempting to do. Thanks


    For the mount/unmount set, the goal here is two-fold. First, I wanted to make a FD side that is actually highly offensive with some synergistic ideas. This will also be great for warrior lean, throw in some adaptations for rangers as well. Second, we've never had a beastmaster oriented giftmaster set so the other mode is for them. I have been working on these ideas since last year and ran it by folks on discord to some what seems like positive reviews. So here goes:

    Armor:
    MC: Initiative 105 (Both modes should take advantage. Going first + more damage will make the FD lean more offensive, and pets/guests also get this bonus)

    Mounted:

    Attack Animation: 4 hit attack; Attack defaults to armor element, gets elecomp, and bows and weapon specials lock too (like WIngweaver/Trickster) Note-No mode to follow weapon element, is always elelocked

    Armor attack lean is -20 to all weapons, skills, and spells. Note-This should really be great for Rangers, but everyone too as you'll see.

    Element: Energy (The art to me seems "Mecha" and it requires an energy source to make it work)

    Blocking: 51 MRM across on all 3

    Elemental Defense:

    Fire-42-->Raise to allow for the blocking
    Water-105
    Wind-66
    Ice-95
    Earth-66
    Energy-39
    Light-42-->Raise to allow for the blocking
    Darkness-95

    Lean: Full Defensive

    Flavor: You deal x0.8 damage, take x1 damage, and gain +15 blocking (Same as Lazer Blazer)
    Warrior Lean Bumps damage to 1x.



    Skill Toggle: 2 effects

    1. Toggle that pays SP or MP (based on weapon held) to dodgelash a perm TheCold status per dodged hit, and capped to 4/turn **and** a cap per battle. (30?) Note-Thecold stacked will eventually offset the -20 lean via dodging.

    2. Same toggle pays SP or MP to “Luck Steal” per landed hit that does 0+ damage per hit of +25. This is permanent and This is capped to 4/turn and +200 per battle.

    The idea here is a dodgelash focused that utilized the dodgelash effects to boost player damage via increasing accuracy to take advantage of the -20 lean (The cold, which contributes to dodgeing, too) and lucky strike damage.

    Unmounted Mode

    Attack Animation: 50/50 Chance
    Attack 1: 4 hit attack. 100% damage, 4 equal hits.
    Attack 2: 2 hit attack. Pays x% melee to give pets/guests celerity (Havarti blade idea but on the armor)

    Lean: Starts as FD, but gains “Beastmaster Lean”
    Defense- Goes from .8x to 1x incoming damage
    Pets/Guests get +25% damage


    Flavor: Armor takes -25% (including bows) damage to boost Guest Ferocious Strike Rate by +25% from 20% base to 25% rate.

    Skills:

    Skill 1: Toggle
    A: Causes Pet and Guest to Eleseek between Harm and Armor’s Element. If armor’s element is chosen, they get Elecomp to damage
    B. Causes all pets and guests to inflict bleed.
    C: The now Unmounted ‘Beast’ becomes a 2nd Guest.
    ~Upkeep Determined by weapon type held
    ~Costs normal upkeep of a normal guest (118 SP/157MP)
    ~Three Toggles: Off (guest does nothing;costs nothing), Mode 1, and Mode 2

    D: Mode 1 of Unmounted Beast Guest-Causes the player to be healed by 25% of bleed damage. Booster in this regard, scale similar to other boosters (mainstat/CHA, and outleveler)
    E: Mode 2 of Unmounted Beast Guest- Auto-Hits a 2 turn Elemental Vulnerability (element of the set) on the monster. This pre-fires (like wishweaver, troposhield) during the player attack, and only occurs during the player attack. (also a booster)

    The idea here is paying player damage to increase companion damage, as IMO how beastmaster oriented ideas should be instead of paying via a bunch of resources. So player damage will be very low but companion damage will increase accordingly.


    Weapon

    Base Weapon:
    3 different weapons, no MRM toggle
    Base weapon has a skill/spell. Skill for Melee/ranged, spell for Magic.
    Ranged Version can toggle between a 100 proc and 0 proc.


    Weapon has a toggle for 2 spell-like skill options, each one aligning with the mount/unmount versions of the armor. 196 SP + 50% Melee HP for Melee/Ranged and 327 MP + 50% Melee HP for magic.

    Option 1-> (THis mode synergizes with the FD armor option) Pays full damage and the player gets + MRM defboost for 2 turns, x2 player hypercrit for 2 turns (3 but one is ‘wasted’, give the monster berserk (-15 bth, x1.21damage) and a 2 turn blind. Weapon mainstat/luck vs END/Luk. This is a dark invader like status bomb that increases dodge chance, which fuels the dodgelash effects from the armor. But can be followed up with an attack due to +luck (from the armor) and the hypercrit from this skill. (a nuke from a FD armor)


    Option 2-->(This synergizes with the Beastmaster unmounted armor option) Pays full damage to give x2 pet hypercrit for 2 turns, a 3 turn dual harm/element of weapon elevuln (it will say 2 turns as 0 turn is a turn), and panic status bomb that eleseeks between harm and element of the armor for scaling. This option will synergize with the bleed due to the harm elevuln, or boost pet/guest damage due to the elevuln of the set. This is also a dark invader like status bomb.


    Shield

    Golden Head Dragon Shield Clone with a Luck Drive

    MC effect: Is that after the foe attacks you, you gain +(33.33... * Blocks / Attempts)% LUKy Strike rate to all your player/weapon/spell attacks for the turn. On the first turn the shield is equipped, or if the foe didn't attack you in the previous turn, it'll default to just +5% LS rate.

    Skill Toggle: Pay Sp for +50 Luck

    No shield in AQ has a luck drive, so this is a first. The shield will mostly synergize with the FD armor option, but +50 luck will help too with better status inflictions and pet damage since there is a pet hypercrit function on the weapon.


    Misc

    Always gives +50 CHA and +50 Luck and +5 Blocking

    2 Modes

    Mode 1- For every dodged hit, the player gains +3% to his base lucky strike rate , capped at 4 (+12%) on his next turn.

    Mode 2- This mode gives +15% bleed damage to all bleeds on the monster and +10% pet/guest damage.



    Pet

    2 modes

    1. Inflicts Thecold.

    2. Eat Bleed to heal MP and SP. Split. If one is 80%+ then it doesn't heal that resource at all but instead heals HP. If both MP and SP are 80%+, it instead eats bleed for more damage.



    Full Set Bonus

    Omni Potence 10 or 15, w/e staff deems appropriate



    < Message edited by Sapphire -- 6/24/2024 15:17:06 >
    Post #: 8
    6/18/2024 19:21:27   
    RobynJoanne
    Member
     

    quote:

    Dev Notes for RobynJoanne's Information-Based Set - The Hunt:
    This is a set that would require a lot of work, and we would have to call in some reinforcements for UI features, but the necessary improvements to the UI (A new status display/stat card) could be a huge boon to the game. So while the complexity and workload are both serious concerns, a week in which Ianthe and Kamui work on these items while we get help overhauling the status UI would serve as both a reward to the Giftmasters and an advancement on upcoming QoL revamps that improves the game for everyone.

    Some of the bonuses run too high for comfort and would need to be toned down. Ie. triple compression on every item would be a concern. Question from Kamui on that: It seems Tracker should be active at all times and you just swap between Analyst and Striker, no?

    Weapon: We've shifted to having DefLoss not require a hit to attempt, and this item's whole setup seems to be perm DefLoss per turn and you can take bonus damage and apply up to a -20 BtH lean to get even more damage. We're iffy on this much bonus damage being sourced from a single piece of equipment.

    Shield: Getting -26 to all elements feels OP in general, and for the cost required. We could potentially have it either charge a greater amount per element, or weaken the resistance per element applied, like two elements becomes -24 to both, three elements becomes -20 to all three, etc, though we'd be wary of this still being a bit much while deviating from the idea.

    Armor: Shield elecomp is not an available option. We have concerns about both +50% damage and element seeking, and would need to tone that down.

    Pet: +100% Damage dealt would have to be toned down.



    Overall thoughts before the set suggestion:
    The Giftmaster set is particularly hard to design. The nature of their distribution is the primary cause of this. Most players will only have a couple of the items in the set. Only an extreme minority will have all the items in the set. Thus, while there is a need for synergistic design, the individual items should exist on their own merits. The caveat is that higher-tier rewards can support lower-tier ones since the owners of the former will necessarily also have the latter. The consequence of this limited release is that the items are also extremely expensive relative to other items in the game. One could fill out multiple characters in UR/Z-Token gear for the cost of a Giftmaster set. Giftmasters would thus have access to all gear in the game excluding package items, which they'll likely have or could afford to have since they'd need some way to accumulate the sheer number of Tokens they donated. So, for the Giftmaster set to justify its existence, it cannot be a true clone of other available items in the game, as Giftmasters would have access to those items and the ways to use those items for other Elements. There needs to be deeper thought involved in this design than just trivializing the game, especially when it can never replace already existing gear like Necromancer.

    I will be assuming the same tiering as Wingweaver last year: Shield, Misc, Weapons, Pet, Armor. I will also be assuming people picking up the Shield will also pick up the Misc.

    Warwolf Prime (The Hunt)

    Misc: Resist Misc
    When hit by an Element in a battle, save the Element. For the remainder of the battle, this Misc defends against that Element and all damage taken from that Element is multiplied by 0.7.
    +50 End +50 Luk +10 BtH
    Striker role shifts stats to +50 Str/Dex/Int.
    MC: Compresses a toggle.
    Role Shift: QC. Usable once per turn. Switch to one of the other two roles. The roles are Tracker, Analyst, and Striker. All items default to Tracker role at the start of battle. All items keep track of the current mode behind the scenes. You will have to equip one of the set items to check the current mode, however.
    Shield: Element Shield
    Flavor Effect:
    Pay MC and take +5/1.4% damage: On the first turn of battle, take -100/1.4% damage.
    Tracker: While equipped, when hit by a Monster attack, record the Element, attack type, stats used if not corresponding to the attack type’s normal stats (e.g. Magic uses Int/Luk normally, but Afterlifex uses Cha/Luk), BtH lean, BtH modifier, and additive damage modifier. If the hit has the same values as a previous hit, it’s not recorded to avoid clutter. All information can be checked on the Monster’s status scroll.
    Analyst: Pay 20% SP when first hit by a Monster attack at the start of a turn and the hit matches a recorded hit. Reduce the Monster’s mainstat for that hit permanently by 2% Melee with a Mainstat/Luk vs Mainstat/Luk. This can trigger up to 4 times per turn.
    Striker: Pay 10% Melee HP per Element recorded that’s not base Element. Gain -26 to Resists for those Elements.
    Weapons: 0-Proc Melee/100-Proc Ranged/0-Proc Magic Element Weapon
    0 BR lean Neutral BtH lean
    MC: Compresses a skill/spell. Used by clicking the tip.
    Skill: Standard skill for Melee/Ranged and Spell for Magic
    Unusable as Tracker.
    Analyst: Auto-hit. Pay 50% damage to apply a -10.32x[Elemental Resist] MRM permanent All DefLoss with a neutral Mainstat/Luk vs Dex/Luk save.
    Flavor Effect:
    Tracker: While equipped, when attempting a hit on the Monster, record the BtH lean, BtH modifier, and additive damage modifier. For Ranged attacks/SPells, ignore the BtH effect of Ranged Adaptation. Only record two hits at a time. Do not record if the information would be the same as is already shown. All information can be checked on the Player’s status scroll.
    Analyst: Auto-hit. For Melee/Ranged, pay 25% damage to apply a -2.58x[Elemental Resist] MRM permanent All DefLoss with a neutral Mainstat/Luk vs Dex/Luk save. For Magic, pay 10% damage to apply a -3.1x[Elemental Resist] MRM permanent All DefLoss with a neutral Int/Luk vs Dex/Luk save when casting a Spell.
    Striker: Click the handle of the Weapon to reduce the BtH lean by 10. This can be done up to two times. Pay 9 MRM and take +5/1.4% damage to deal +20% damage.
    Pet: Element Pet
    0 BR lean Netural BtH lean
    Flavor Effect:
    Tracker: When Pet/Guest attacks, record the BtH lean, BtH modifier, and additive damage modifier. Only record two hits at a time. Do not record if the information would be the same as is already shown. All information can be checked on the Player’s status scroll.
    Analyst: Pay 50% damage + MC to apply a +3.7x[Elemental Resist]% damage permanent All EleVuln with a neutral Cha/Luk vs End/Luk save.
    Striker: Click the head to apply a -5 BtH lean to the Player side. This can be clicked up to three times. Pay 40% Melee HP to deal +100% damage.
    Armor: Element FD Armor. Starts out dismounted. Mounts as Striker.
    Flavor Effect:
    Tracker: When a Status Roll is used to attempt to apply a Status Effect, record the inherent save bonus and stats used for both sides. This information is added to the status roll of the side that attempted to apply the Status Effect.
    Analyst: Deal -10% damage to gain +5 Generic Status Potency/Resistance.
    Striker: If holding a Magic Weapon, shift to spellcaster lean. Pay HP per turn to add +35 to a stat that was recorded as a stat used on the Player side of a Status Roll. Up to two stats can be boosted. Priority is Player-attempted Status Roll stats, and if there are still too many possible stats, Str/Dex>Int>Cha is used. If a stat was used for both Player-attempted Status Rolls and Monster-attempted Status Rolls, that stat is boosted to +50 instead.
    MC: Compresses two skills and one toggle.
    Skill 1: Standard skill (Melee/Ranged)/spell (Magic). Usable once per battle and only as Analyst. Pay 50% damage to apply a -10 permanent Status Weakness on the Monster with a neutral Mainstat/Luk vs End/Luk save. If successful, also apply a +10 Status Resistance on the Player.
    Skill 2: Efficient skill/spell that deals x0.5 damage to heal HP equal to the damage dealt. This heal caps at 125% Melee HP.
    Toggle: Pay 50% SP per turn to deal x1.5 damage with Weapons and +25% damage with Spells/SPells. This also EleSeeks the 8 standard Elements. This EleSeek takes into account EleVuln for Resist tracking (i.e. Resists are multiplied by active EleVuln before being compared). If the Shield is also equipped, one of the Elements recorded is that of the Armor’s opposite Element, and this EleSeeks to the Armor’s Element, this gains EleComp to damage.

    (Thoughts: If there is something that is truly irreplaceable in AQ, it'd be information. There are almost always options for every mechanic in the game, but some information remains unknown unless players who've tested enough or the devs themselves explain the mechanics. This idea came from that understanding. How much time could I have saved if I had some way of figuring out all the parameters in the fight? This set doesn't fully explain everything, but it does provide a major step forward for those with access to it.

    That's the mechanical reasoning behind this, but I always want to have some thematic background for my ideas. In this case, Warwolf Prime was the leader of a squad of elites who were tasked with hunting the great monsters of the world. The rest of the squad has fallen, but their leader commemorates their memory by taking on their roles on their own. Think of it like the assymetric video game Evolve where a squad must hunt a monster down, with each member having a specialized role. That game had four roles; here, I've made it three. The tracker gathers information on both the squad and the monster. The analyst uses that information and slowly improves the squad and debilitates the monster to improve the squad's chances. The striker is the primary damage dealer, taking point once the true battle begins and must thus have a mixture of defense and offense to survive the onslaught. Wolves are social animals, and wolf packs are far more iconic than lone wolves. Wolves also apparently die quite often when hunting larger animals. I then just tied the sci-fi elements to a video game with sci-fi elements. Admittedly, this was a bit lazy.

    For the most part, the set also rewards playing the way the squad would act. Survive and gain as much information as possible early on. The Shield protects for the first turn, and the Misc then protects from future attacks. Then, use the information gathered to debuff the Monster as much as possible. Finally, strike hard to finish the battle. Unfortunately, there really aren't enough defensive effects to pull this off plan, so the healing skill/spell exists as a safety net, except almost no players will have that. Ultimately, while this set is designed to win at full potential, it's still primarily designed for information gathering. Think of it as an auxiliary support set that provides information no other set can.

    This doesn't have any unique mechanics. The EleSeek mechanic is a copy of Daimyo's with slightly different requirements. The Misc Resist effect is like a modern Cyclop's Eye. I'll admit to making the number up. Cyclop's Eye is x0.6 and Lovestruck Scope is x0.625, so I thought it should be something higher than both. The devs could increase or decrease that multiplier. Misc standards confound me.

    Even if this idea doesn't get implemented, I would love to see the tracking added to the Battle Log at some point. This is important information that would really help many players. IF that's too much, then I'd like to see more 0 BR items.)


    < Message edited by Ward_Point -- 7/31/2024 20:56:47 >
    Post #: 9
    6/21/2024 19:34:12   
    Dardiel
    Member

    quote:

    Dev Notes for Dardiel's Accuracy/Beast Manipulation Set:
    While complex, this is a very interesting set that would provide a chance to set new standards to finally fix the long-standing issue of charge mechanics feeling unrewarding unless overcompensated for in design. However, due to its mechanical complexity, it does enough that we have some notes to communicate on how the set would have to deviate from the suggestion:

  • At the time being, Ferocious Strikes are coded to have a fixed x2 output and require CHA. Some minor system work would be required to adjust this.
  • +100% Ferocious Strike rate is a threshold we're very wary of.
  • We're wary of proliferating more triple mode items. This isn't a hard no, but it's one of those things that would slow down releases and result in fewer cool things being released due to taking longer to make them.
  • PCF being balanced around it dividing the bonuses based on how many PCF items have their Integration active This gives a lot of potential to get something hugely powered up if you use multiple items to charge it within a fight, and then condense the bonus into a single item. One way in which we could address this would be to cap how high the bonus for an individual item can be.

    Weapon: Weapons need to be capped at +/-10 BtH.

    Misc: As well as the above note on triple compression, the 2nd option spending HP/MP/SP takes up the MC effect. In addition, we've been moving away from damage-scaling effects over time, this would need to have a X% Meleevalue.

    Pet: Highlighting component of a broader set issue through which penalties that pay for effects occur on a miss, while the set trivializes accuracy.

    Shield: Rather than give the EleShield at the start of turn, it would likely be better to have it applied on the first attempted hit, or at the end of the player turn if no hit was attempted.

    Armor: This has such a heavy amount of compression that it raises concerns for development time and compression standards. It reaches a point that would make it difficult to implement everything even before bringing up the concerns for future expectations, so we would have to focus on the parts most important to the idea. As a last note, the pet damage bonus would have to be lower than expected, and penalties that the set trivializes may need a second look, particularly when a mode funnels the bonuses to the player.




  • I'd like to thank the devs for providing a space for me to post this year's winner, I'll try to be reader-friendly with it by splitting the info into 3 sections:
    - Overview: No numbers, just vibes
    - Detailed: No vibes, just numbers
    - Motivations: Trying to explain why the idea is cool and not bad

    Also I support RobynJoanne's suggestion and KhalJJ's overclocked suggestion.

    Some extra context for this set and the Fungibushi set suggestion from Grace Xisthrith: I was very eager to try a unique system for working on the set suggestions this time around, and I'm proud of the outcome - I was able to find a total of twelve players that wanted to coordinate to create/support individual items that work together but highlight the creativity of the designers involved, and support each other in getting the items implemented. As such, each item has a unique designer credit. The players involved with this warwolf suggestion were Grace Xisthrith, Maxtrigon, NightofLight, Red Blood, Telcontar Arvedui I, and myself with input from various other players.




    Overview
    Theme
    The set has a beasmaster theme with a focus on pet buffs, shredding enemy blocking (with high risk/reward effects), and a new mechanic that allows for powering up the items. The set is fire element.

    Pulse Core Frequency (PCF)
    On all 5 items; allows items to spend power to give the player a stacking buff, spread across equipped warwolf items. PCF can occasionally be exchanged for a boost to guest Ferocious Strike rate.

    Misc
    Boosts CHA and Player-side BtH; includes a toggle to gain berserk and inflict defloss, a toggle to heal based on damage dealt, and a spell that gives pet celerity. Pays costs with self-inflicted bleed.

    Pet
    Inflicts defloss. Feed it SP to unlock a stronger attack.

    Weapons
    Has defloss potence, a toggle to generate extra PCF and a toggle to damage SP and gain eleshield.

    Shield
    Fire/ice dual element. Provides eleshield based on PCF.

    Armor
    Quad compression with fire/ice/water/wind.
    Mounted mode is FD, with a BtH penalty to give pet damage. At higher levels of PCF, you gain pet celerity. Has a skill for permanent defloss, and another skill to gain pet celerity then switch to Combination mode.
    Combination mode is FO, and removes pet+guest to boost player power with extra power and bonuses for high Charisma (also converting pet celerity to player celerity). Has a toggle to trade accuracy for power, and a skill that allows a multi-hit attack before switching back to Mounted mode.




    Detailed
    Pulse Core Frequency (PCF)
    New mechanic, a tracker attached to the player. Starts at 0 per battle, costs 10% melee to increase by 1 - has a soft cap, while soft capped you can Shift Gear and spend all PCF to get Ferocious Strike chance and bonus PCF gain plus a soft cap increase. Items can have Pulse Core Integration for free; Pulse Core Integrated items get value from stored PCF, but the bonus is divided among equipped integrated items. Full explanation at the end of the suggestion.

    Ferocious Strike Mechanics
    The PCF mechanic and the armor interact with Ferocious Strike, and uses the following assumptions:
    - CHA's 20% FS rate means +20% FS rate, so additive bonuses from elsewhere would make FS available to characters without Charisma (eg +20% for a character with 0 CHA means 20% FS rate, but for a character with 250 CHA it means a total 40% rate).
    - FS output is +50% melee, so 1% melee is +2% FS chance. FS rate above 100% overflows melee value into FS impact.
    - FS impact is equal to 50+bonus/FSRate % melee (with bonus being the % melee increase); this ensures the value of raising FS impact considers the actual rate so as to avoid having effects that are 5-10 times stronger than intended. +50% melee into FS impact will always give an average of 50% melee per turn.

    Misc - ANDrAS Type-PC174
    All costs for the misc are paid via bleed inflicted on the player with the appropriate % melee value. For the passive misc bonuses, presumably the bleed that pays for them is only inflicted the first time it's equipped on a turn (to avoid infinite self-bleed). The bleed uses player CHA/LUK vs monster CHA/LUK to remove.

    +50 CHA
    +10 BtH for player/pet/guest
    +1 PCF per turn

    Click to open a menu with three options.
    - Berserk: Toggle. While on, player/pet/guest have a -(8+PCF) berserk (PCF isn't contributing value here; it's functionally a flavor effect) and at the end of each turn inflict a 2-turn 15% melee omni-elemental defloss on the enemy (CHA/LUK vs CHA/LUK); MC is potency on the save.
    - Novasteel Strike: Spend 50% melee in HP for a spell that pays damage for 2 turns of pet celerity.
    - Integration: Toggle pulse core integration (defaults to on; toggle is preserved between fights). While on, you heal for a percentage of damage dealt by you, your pet, and your guest. The heal % for each member is 2X*PCF/Integrated, where X is 1, 0.4, and 0.45 for player, pet, and guest; the heal is soft capped similar to Mason's choke, where the damage used gets ^0.75 if greater than expected, and this one also accounts for enemy strength - the soft cap is multiplied by expectedPlayerMaxHP/enemyMaxHP so that out-healing defensive enemies is harder but healing vs glass cannon enemies is less restricted. Ideally, the soft cap can be displayed within the info text box for the Integration toggle.

    Pet - NA/HuM Type-S313
    Click the head to feed the pet SP - 20% melee in SP becomes 20 charges, to a maximum of 80 charges.
    Attack 1 - Default: 0.5 base lean. Spends 25% melee in damage to generate 1 PCF and inflict a 2-turn omni-elemental defloss on the enemy (CHA/LUK vs CHA/LUK). PCF increases the defloss value by 2*PCF/Integrated.
    Attack 2 - Performed if charges = 80: 0 base lean (ie 0% random). Spends all 80 charges for +80% melee value. 4-hit attack with -15 accuracy lean. Spends 41% melee in damage, and at the end of the attack it inflicts you with a bleed with melee value of 50*misses/attempts; at the end of the attack it gains charges equal to 80*hits/attempts. PCF increases the attack's melee value by 2*PCF/Integrated. If the attack becomes autohit, reduce the number of charges gained to 65.
    Click the body to toggle Pulse Core Integration (defaults to on; toggle is preserved between fights). While off, the defloss and damage of their respective attacks do not benefit from PCF.

    Weapons - MAR/CHOSIAS Type-ME80, AsTA/ROTH Type-RA40, AL/LOCER Type-MA00 (separated with commas because they use slashes)
    Melee 0-proc, ranged 100-proc (3 or 4 hits average), and magic 0-proc with 0.8/0.4/0 base leans (ie 80% random/40% random/0% random). The magic version's base can be clicked to toggle between magic 0-proc and ranged 0-proc.
    -15 accuracy lean
    MC: 20 defloss potence
    Spends 10% melee in damage to generate 1 PCF per turn after attacking. Gains damage worth a melee value of 2*PCF/Integrated.
    Click to open a menu with three toggles. Each toggle is preserved between fights.
    - Volatile Drive: Toggle. Become inflicted with 10% melee worth of bleed per turn to generate an additional 1 PCF per turn.
    - Reactor Drain: Toggle. Attacks damage SP instead of HP, with excess damage overflowing to HP. Deals *9/8 damage vs SP. Pays 20% melee in the form of a penalty for missing; at the end of the attack, gain a bleed with a melee value of 20/0.3*misses/attempts then gain a 1-turn omni-elemental eleshield with a melee value of 20/0.7/1.4*hits/attempts; for autohit, the bonus remains but the cost becomes a guaranteed 20% melee bleed. Magic version only has this effect on spell casts, with the appropriate power boost.
    - Integration: Toggle Pulse Core Integration (defaults to on; toggle is preserved between fights). While off, the weapon loses its damage bonus.

    Shield - SAMAEL Type-ES3.5
    Resists are 23 to fire, 21 to ice, 4 to water and wind. 9/9/8 MRM.
    MC: At the start of your turns, you gain a 1-turn [5 + 2x PCF/Integrated]% melee omni-elemental eleshield.
    Pays 10% melee MRM; preferably paying the most it can via Magic, any remainder via Ranged, and any further remainder via Melee: At the start of your turns, if the monster attacked you since your last turn, you gain 1 PCF.
    Click the shield to toggle Pulse Core Integration (defaults to on; toggle is preserved between fights). While off, the eleshield does not benefit from PCF.

    Armor - A/GARES Type-IWW45
    Resists are 42 to fire/ice (high tech temperature control), 45 to water/wind (weatherproof coating), and 100 to light/dark/earth/energy. 45 MRM.
    MC: Two modes, two skills each.
    Click the armor to toggle Pulse Core Integration (defaults to on; toggle is preserved between fights and modes). While off, the mounted armor's pet damage and PCF acceleration don't benefit from PCF; neither does the combination armor's damage.

    Armor - Mounted
    Full Defense, 3-hit attack
    Pays 20 BtH (halved for spells/skills; about 23.5% melee) and after you perform an attack/spell/skill while in this mode you gain the following.
    - +1 PCF *hits/attempts (10*0.65 = 6.5% melee, about 17% left)
    - 1 turn of +75% pet damage *hits/attemps +5*PCF/Integrated% -50% *misses/attempts (75*0.4*0.65 = 19.5% melee, 50*0.4*0.35 = 7% melee so 19.5-7 = 12.5% for 4.5% left); for autohit, the bonus is instead just the 12.5% melee so 12.5/0.4 = +31.25% pet damage +5% *PCF/Integrated.
    - 1 turns of about 13.3 pet BtH (13.3*0.4*0.85 = 4.5% melee)
    If the pet damage bonus reaches +100% AND you don't have pet celerity, reduce the bonus by 100% for 1 turn of pet celerity then split the remaining bonus into two pet turns of that bonus.
    If you end your turn in mounted mode without triggering the above, gain [2*PCF/Integrated]/10 PCF.
    Mark Target: Spend 20% melee SP for +2 PCF and inflict 10% melee permanent omni-elemental defloss (50% save, MainStat/CHA vs CHA/LUK). Uses the mode's other attack animation.
    Cogs of War: QuickCast. Spend 40% melee SP for 1 turn of pet celerity then switch to Combination Mode. Once used, this skill can't be used again until you use the Shift Gear component of PCF.

    Armor - Combination
    Full Offense, -5 accuracy lean 4-hit attack
    Disables pet/guest while in this mode. In exchange, pet and guest buffs are converted:
    - Pet/guest celerity the player has and/or gains becomes player celerity; to compensate for value difference, the player pays that difference via a permanent omni-elemental negative eleshield (aka negative-value eleshield; eg 100-(-6.5/1.4) = x1.046 damage).
    - The 5% guest damage from Charisma's style bonus becomes +0.5 PCF per turn. Ferocious Strike is converted to a 20% chance of pet celerity (worth 40% melee) and +1 PCF when the player attacks; it still counts as a Ferocious Strike so changes to Ferocious Strike chance/impact apply to this as well, with increases to the chance applying as normal and changes to the impact only applying to the PCF gain but at 5x value to compensate (eg at 2x FS impact, the 100% value manifests as 1 turn of pet celerity and +6 PCF).
    - Player damage is increased by 35-55% based on CHA (15% from guest value minus guest cost, 20% from base pet value, 20% from CHA-based pet value) + 2%*PCF/Integrated.
    Overdrive: Toggle. Reduce player BtH by 14.9123 (17+4623/8500% melee), cause the player to receive a 50% melee bleed *misses/attempts (50*missRate = 50*0.349123 = 17.45615% melee) each turn, and cost 25% melee in SP each turn for a total 60% melee value (well, 60.00003%). Increase Ferocious Strike rate by +100% (50% melee; with style bonus it means that 10% melee will overflow into +10% melee FS impact), and Ferocious Strike impact by 10% melee.
    Onslaught Type-118 (second skill, first use): QuickCast. Enter a charging state - in this state, all items lose Pulse Core Integration and you can't gain PCF. Track the amount of % melee "lost" this way (ie store 2% melee per PCF per turn, and 10% melee per PCF that was blocked from being gained).
    Onslaught Type-118 (second skill, second use): Perform an attack that uses the mode's other attack animation - two hits at 50% damage each, and for each 100% melee stored it repeats the attack portion of the animation for the same two hits at 50% damage. At the end of the attack, return to Mounted Mode. To compensate for attacking in FO then switching to FD, you gain a 1-turn negative eleshield for 1.25/0.75 = +66.6% incoming damage.

    PCF Details
    Pulse Core Frequency functions almost like charges, but granting passive benefits rather than being spent; functionally like a status of "boost the value of your items". The details of PCF are:
    - 1 PCF is worth 10% melee. Since all PCF gained after turn 1 diminishes in value (eg PCF on the first turn applies its value for 10 turns, while PCF gained on the tenth turn only applies its value for 1), the average PCF only lasts 5 turns and therefore is worth 2% melee per turn.
    - The PCF value of 2% per turn is divided among all items with Pulse Core Integration. This is why Pulse Core Integration is free - the only benefit the item gains is from an effect that's already been paid for, and having more items benefit will reduce the per-item bonus to mtaintin the per-turn value.
    - Ideally, PCF can have a visible on-screen tracker at least during the player's turn (Similar to Neko or Kindred armor). It would also be ideal if the tracker could have a button, such as with Willow Plate.
    - PCF held has a soft cap of 10. While at/above the soft cap, PCF gains are multiplied by [cap/current] but in exchange the player can click the PCF tracker to "Shift Gear".
    - Shift Gear is QuickCast - the player spends all PCF to gain 80% of the soft cap as permanent PCF generation (80/10 = 8% of soft cap becomes PCF gained each turn) while the remaining 20% of the soft cap and any excess PCF are converted to 2 turns of bonus Ferocious Strike chance. In addition, the soft cap increases by 5 (increasing the required amount and by extension the impact of future Shift Gears).




    Motivations
    Theme
    Beastmaster was chosen due to the set's aesthetic (never before has a set had so many beast motifs; at least 15 wolf heads) and as a means to support strategies other than FO "click your elecomped skill to win the fight".

    Defloss was chosen partially due to the introduction of ranger adaptation becoming a payoff for having high accuracy, and partially to create interesting mechanics that interact with accuracy. The use of penalties for missing attacks is a way to give payoffs for high accuracy that aren't just bonus damage, while being risk/reward items on their own.

    Pulse Core Frequency (PCF)
    This is intended to be a unique charging mechanic, where charges give passive power instead of being stored to use for all-at-once power later. The soft cap and Shift Gear mechanic are to give further interaction with the charges so that decisions can be made beyond just "should I acquire more" and to spice up gameplay with moments of low and high power even within a scaling mechanic.
    The ability for each item to turn on/off integration allows further strategy within battle, channeling the per-turn value into particular items with a sort of "all power to engines" style.

    Ferocious Strike Mechanics
    The introduction of Ferocious Strike includes new design space for guests, which is much appreciated. This is intended to be the introduction of basic mechanics within that design space.

    Naming
    Each item has "type" suffixes, intended to be functional naming. Each item's code will be explained; if the numbers attached to the suffix change (such as the misc's "174" code referring to the level 150 HP cost of its skill), the code itself should change to match.

    Misc
    The BtH helps mitigate the set's extreme inaccurate leans, and the berserk is a straight damage payoff. The bleed costs and healing effect is to allow for interesting interactions with the item's cost beyond just "can you pay it", with a healing soft cap that prevents the effect from trivializing fights.
    Type-PC174 refers to Pet Celerity at a cost of 174 HP (50% melee at level 150).

    Pet
    The goal was to introduce the "feeding" mechanic as an alternative to overcharge modes, with a cost refund to allow a powerful beastmaster accuracy payoff in the form of a pet that consistently operates at high power.
    Type-S313 refers to the SP cost of 313 to fully feed the pet (80% melee at level 150).

    Weapons
    Defloss potence and the eleshield component let the weapon empower every other item in the set, while the SP damage provides bonus utility and a neat "flavor" of draining enemy power to boost your defenses.
    Type-ME/RA/ME refers to the weapon's type, and 80/40/00 refers to the % random damage the weapon deals.

    Shield
    Intended to be a simple design, just a defensive shield that interacts with PCF.
    Type-ES3.5 refers to the EleShield of 3.5% (5%/1.4) that the shield gives as the base amount.

    Armor
    The resist choice is because the armor has no elelocked abilities, and would like to wield as much of the set as possible at once for full PCF gain. As such, the focus is on being able to wield the weapon+pet while being in the armor (not much can be done to make the shield as verstile, but the omni eleshield does help).
    Mounted mode is a full beastmaster enabler, reducing player outputs to give a big bonus to pets.
    Combination mode is a way for defensive beastmasters to get a full-damage output, while still giving non-beastmasters an armor that lets them focus on their own power. The negative eleshield is an attempt at making the cost more interesting to interact with, since you can use other components of the set or other items in general to pay off the penalty in a balanced way rather than being stuck with the cost and not being able to engage with it.
    The transformation skills having additional effects is an attempt at making the mode changes more interesting, with thought and resources going into each and providing bigger impact to those moments as well as giving more reason to swap forms as opposed to just sticking in "the better one".
    Type-IWW45 refers to its secondary resists of Ice, Wind, and Water at 45% each.

    < Message edited by Ward_Point -- 7/31/2024 20:53:18 >
    Post #: 10
    6/25/2024 11:44:12   
    PeeBall
    Member
     

    From what is posted so far I particularly like the ideas of Gwen and Sapphire.
    Post #: 11
    6/25/2024 16:52:58   
    Grace Xisthrith
    Member
     

    My personal three favorites are (in order): Dardiel's suggestion, Jeanne's Tracker Analyst Suggestion, and KhallJJ's overclocked boogaloo suggestion
    AQ  Post #: 12
    6/25/2024 23:22:43   
    Telcontar Arvedui I
    Member

    This is a "I'd like these submissions to be on the poll". In order of post number,

    @RobynJoanne, post #10: I agree with the philosophy behind your submission whole-heartedly. I like the fact that you inhibit OTKs with the Tracker default mode, and I also like your implications that players can skip Analyst phase and go straight from Tracker to Striker if they feel confident enough to blitz out a 2 or 3 turn fight. One question though - you stated that players will rely on the misc to swap between the 3 modes. How, then, does the game keep track of the mode when the misc is unequipped? I'm assuming that equipping the misc for the first time inflicts the player with a permanent status that will always show on the status scroll? Or maybe the "status" is just hidden, a la items that use charges.

    @Dardiel, post #11: As a contributor to this submission, I naturally support this set. However, you've omitted the full names of each item in the Overview section, Dardiel - how dare you! I spent hours looking up science glossaries and reading about Ars Goetia in order to craft them! Days, even!

    < Message edited by Telcontar Arvedui I -- 6/25/2024 23:23:30 >
    AQ  Post #: 13
    6/26/2024 1:34:44   
      Ianthe
     formerly In Media Res

     

    Really minor and a bit late, but ppl were asking for the armour+shield balance math sheets: https://docs.google.com/spreadsheets/d/1X1Ps32sJtyXg4Hf9MPY_tcDSzaSj3TxWd_top5eAdiI/edit?gid=552268509#gid=552268509

    Download it to play around with it.

    If your items' numbers don't line up then don't worry, we'll fix it when it comes to implementing it.
    AQ  Post #: 14
    6/26/2024 5:02:46   
    Rastaban
    Member
     

    I like the Gwen and Khal sets and the Bu Kek shield.

    This thread is full of interesting ideas.
    Post #: 15
    6/26/2024 12:43:55   
    Red Blood
    Member

    Given I worked on the set I support the Dardiel one.
    AQ DF MQ AQW  Post #: 16
    6/26/2024 15:15:43   
    Maxtrigon
    Member

    I put forth my support for the Dardiel one!

    _____________________________

    Signed by the REAL Botto Azure! (It was a long time ago, okay?)
    Post #: 17
    6/26/2024 18:16:08   
    sujin6614
    Member
     

    i really love gwens idea the most and sapphire second(sorry love ).
    Post #: 18
    6/26/2024 20:51:11   
    RobynJoanne
    Member
     

    Warwolf Prime (Psuedorandom Number Generator)

    Misc: Resist Misc
    +50 End +50 Cha +20% damage
    MC: Compresses a toggle.
    Wild Shift: Defaults to doing nothing and can be clicked to shift to converting 25% base damage to random damage or 12.5% random damage to base damage.
    Shield: Element Shield
    Flavor Effect:
    MC: Compresses a toggle.
    Toggle between nothing, half-power, and full-power.
    Pay 35% Melee SP (70% Melee at full-power) at the end of your turn. Until your next turn, when the Monster rolls for random/stat damage, the roll becomes a 25/100 (0/100).
    Weapons: 0-Proc Melee/100-Proc Ranged/0-Proc Magic Element Weapon
    Neutral BR lean Neutral BtH lean
    MC: Compresses a toggle.
    Ttoggle between nothing, half-power, and full-power.
    Pay 25% Melee SP (50% Melee at full-power). When rolling for random/stat damage, the roll becomes a 75/100 (100/100). When at full-power, the gun uses its special animation. The cost is doubled if the attack was a Spell/SPell.
    Pet: Element Pet
    Neutral BR lean
    Auto-hit and deals x0.85 damage.
    Can toggle between SP healing and SP damage. Deals x0.9 damage in healing mode.
    MC: Compresses a toggle.
    Toggle between nothing, half-power, and full-power.
    Pay 10% Melee HP (20% Melee at full-power). When rolling for random/stat damage, the roll becomes a 75/100 (100/100).
    Armor: Element FD/FO Armor.
    Pays 3 MRM for +105 Initiative.
    All attacks/spells from both sides auto-hit. If the Pet is also active, it deals full damage.
    MC: Compresses two skills and a toggle.
    Skill 1:
    When Mounted:
    Standard skill (Melee/Ranged)/spell (Magic). Elelocked and gains EleComp to damage for Magic and EleComp to cost for Melee/Ranged.
    When Dismounted:
    Elelocks attacks and gains EleComp to damage. Spells of the same Element also gain EleComp to damage.
    Skill 2: Healing "skill" that deals -50% damage (costs 25% Melee MP for Magic) and removes Status Effects. For each one removed, deal a further -25% damage. If more than two are removed, pay 50% Melee SP for each one past the second removed.
    Toggle: Dismount (FD)/Mount (FO)

    (Thoughts: One can view this suggestion as a counterpart to "The Hunt." If my previous suggestion was meant for players to gain as much information as possible of all the variables throughout a fight, then this approaches the same problem from the opposite position. It reduces as many variables as possible to be a deterministic set. In keeping with this theme, the set has fixed costs for everything and is relatively simple.

    Changing damage rolls is the main new mechanic of this set. Beyond the basic premise of removing a variable from a fight, it also provides a new potential way to increase or decrease damage. Thematically, this set is simple, so I didn't take it that far, but this could also be used for costs as well. So, it could be a new way to pay damage for effects. This could also be a mechanic for DoTs, as they also have damage ranges that use damage rolls.

    The Armor is the final piece of the set. It removes some other variables not considered by damage rolls. These variables also usually use rolls, but they're different in that you can normally beat them without randomness. Status Rolls can be blocked with sufficient stats and Status Resist while this removes them outright if you can't. Accuracy can be overcome with enough BtH and stats while this makes everything auto-hit. Initiative is a bit different. This Armor doesn't necessarily guarantee either outcome, so you still need the proper stats and maybe Ambush Potion to ensure it.)
    Post #: 19
    6/26/2024 21:13:11   
    Korriban Gaming
    Banned


    I support Gwen's idea, KhalJJ's and Sapphire's idea (in that order) for the poll. My top pick is still Gwen's though
    AQ DF AQW  Post #: 20
    6/26/2024 21:32:00   
    Branl
    Member

    +1 to Dardiel's proposal, seems the most interesting to implement.
    I'll also pen in my support for the set to be energy and secondarily support RobynJoanne's (The Hunt) proposal!

    < Message edited by Branl -- 6/26/2024 22:40:14 >
    AQ DF  Post #: 21
    6/27/2024 0:07:37   
    MetalKnight
    Member
     

    +1 to Dardiel's suggestion cuz that suggestion set sound pretty fun.
    AQ AQW  Post #: 22
    6/27/2024 4:08:07   
    LUPUL LUNATIC
    Member
     

    I support Gwen's idea for the set, we really need a LUK drive Shield !
    AQ  Post #: 23
    6/27/2024 4:51:27   
    KhalJJ
    Member
     

    I found this hard to choose favorites beyond a number 1 spot.

    Suggestions I support in order of preference: 1) Dardiel’s, 2) Either of my own, I honestly don't know, I have a soft spot for Overclocked Boogaloo 3) RobynJoanne's pseudorandom number generator

    That said, I also strongly support Gwen's misc, shield, and pet, just not the set as a whole.
    Post #: 24
    6/27/2024 5:29:43   
    ming shuen
    Member

    +1 to Gwen's set & Dardiel's set

    < Message edited by ming shuen -- 6/27/2024 11:45:45 >
    AQ DF MQ  Post #: 25
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