Holy Armor (Full Version)

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Suikoman444 -> Holy Armor (2/13/2006 22:25:31)

Holy Armor / Champion Holy Armor / Champion Holy Arcanist / Champion Holy Avenger / Crimson Holy Armor / Crimson Holy Arcanist / Crimson Holy Avenger

Light Armour. Class Armour. Especially effective against Undead. Slightly less effective against Demons

Location: Halls of Honor
Element: Light
	ClassLv	0	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22
	Level	70	72	75	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
	Price	20938	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	10118016	48410333
	Sell	10469	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	N/A	5059008	24205167
COMBAT DEFENCE
	Melee	40	40	41	41	42	42	42	43	43	44	44	44	45	45	46	46	46	47	47	48	48	50	53
	Ranged	35	35	36	36	37	37	37	38	38	39	39	39	40	40	41	41	41	42	42	43	43	45	48
	Magic	37	37	38	38	39	39	39	40	40	41	41	41	42	42	43	43	43	44	44	45	45	47	50
ELEMENTAL MODIFIER
	Fire	70	70	69	68	68	67	66	66	65	65	64	64	63	63	62	62	62	61	61	60	60	54	51
	Water	70	70	69	68	68	67	66	66	65	65	64	64	63	63	62	62	62	61	61	60	60	54	51
	Ice	86	86	85	85	84	84	84	83	83	82	82	82	82	81	81	81	81	81	80	80	80	79	78	
	Wind	93	93	93	93	93	93	94	94	94	94	94	94	94	93	93	93	93	93	92	92	92	91	89	
	Earth	93	93	93	93	93	93	94	94	94	94	94	94	94	93	93	93	93	93	92	92	92	91	89
	Energy	86	86	85	85	84	84	84	83	83	82	82	82	82	81	81	81	81	81	80	80	80	79	78
	Light	62	61	60	60	59	58	57	57	56	55	54	53	53	52	52	51	50	49	48	48	47	41	39
	Dark	102	102	102	101	101	101	101	101	100	100	100	100	100	100	100	100	100	100	100	100	100	100	100
	Hits:	2																							
ATTACK
Type: «As Weapon»
Element: «As Weapon»
	BR%	155	158	162.5	165.5	170	173	177.5	180.5	185	188	192.5	195.5	200	203	207.5	210.5	215	218	222.5	225.5	230	252.5	279.5
	Stat%	281	287.6	297.5	304.1	314	320.6	330.5	337.1	347	353.6	363.5	370.1	380	386.6	396.5	403.1	413	419.6	429.5	436.1	446	495.5	554.9
	BTH	8	9	9	9	10	10	10	10	11	11	11	12	12	12	13	13	13	14	14	14	15	16	19
EFFECT
  • You receive Armour Lean x1.00
  • The appearance is based on your hair colour and whether your face is male or female.
  • Class Lv.21 & 22 are used to refer to the Lv.135 & 150 Variants respectively.

    DESCRIPTION
    The armor of the new Paladin Order! Enchanted to be enhanced by your new powers, its glinting metal is like a second skin to a skilled Paladin. It offers great Light protection while allowing you to focus on your new abilities! - Holy Armor
    The armor of the new Paladin Order! This armour is only usable by players who have properly unlocked it by completing the advanced Paladin quest. - Champion Holy Armor
    The armor of the new Paladin Order! This armour is only usable by players who have properly unlocked it by completing the advanced Paladin quest. It's skills have been modified to be more appealing to Adventurers who use Magic weapons and spells. - Champion Holy Arcanist
    The armor of the new Paladin Order! This armour is only usable by players who have properly unlocked it by completing the advanced Paladin quest. It's skills have been modified to be more appealing to Adventurers who use Melee and Ranged weaponry - Champion Holy Avenger

    [img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Class%20Armour/Paladin%20Class/Holy%20Armour%20M.PNG[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Class%20Armour/Paladin%20Class/Champion%20Holy%20Armour.PNG[/img][img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Class%20Armour/Paladin%20Class/Crimson%20Holy%20Armour%20M.PNG[/img][img][/img]
    Skills

    [img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/Class%20Armour/Paladin%20Class/Paladin%20Skill%20Tree.png[/img]



    Resonant Interference Title Ability
    Your spiritual power applies a destructive interference to the anima of undead, improving your defenses against their attacks while increasing your damage against them!
      +5% weapon/spell damage and +3 blocking vs undead
      +3.33% weapon/spell damage and +2 blocking vs demons

    Level 1: Paladin Armaments
    Summon your personal radiant armory, a weapon and shield bound to your Light powers!
      Equips you with the Radiant Edge weapon and Resonant Bulwark shield. Gains MC at ClassLv.12: No Downtrigger
        Radiant Edge: Standard 0 Proc Melee sword / Ranged spear / Magic sword. Gains +10% damage against undead, +6.67% damage against demons, and -5% damage against anything else.
        Resonant Bulwark: Light shield. Gains +6 blocking against undead, +4 against demons, and -3 against anything else.

      PowLvl	70	95	120	135	150G								
      Melee	11	13	15	16	17																				
      Ranged	2	8	10	10	10																				
      Magic	8	10	13	13	13																				
      Light	-21	-23	-25	-25	-26	

    Level 2: Resplendent Surge Guardian Only
    Focus a concentrated surge of magical light into a blinding attack!
      Spell-like Light Skill that inflicts Blind. Follows your equipped Weapon type. Has an MP Cost if a Weapon type is Magic. Deals -50% damage.
      Arcanist: Standard MP Cost, locked to Magic
      Avenger: Standard SP Cost, locked to Melee
        Level: PowLvl vs MonsterLvl
        Major: YourMAINSTAT vs MonsterEND
        Minor: YourLUK vs MonsterLUK
    Hits: 2
    	Type: «As Weapon»																								
    	Element: Light																								
    	ClassLv	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22
    	Powerlv	75	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
    	SP	166	171	178	183	191	196	204	209	217	222	231	236	245	250	259	265	273	279	288	335	392
    	MP	55	57	59	61	64	65	68	70	72	74	77	79	82	83	86	88	91	93	96	112	131

    Level 3: Searing Radiance - Toggle
    Infuse the Light of your spirit into your body, giving weapon attacks a chance to cause Light-element burns (X SP), make your foe flee in Panic (X SP), or both (Z SP)!
      Attempts Burn, Panic (ClassLv.7 and above) or Both (ClassLv.7 and above) at the listed SP cost per turn.
      Light Element Burn: (2 rounds, 2.5*[hits connected]/[hits attempted] power), monster can resist with +0 save
      Panic: Causes monster to take -(20/1.4)% damage. Automatically inflicted, but monster can recover with +0 save.
      																			
      	Burn						|	Panic	
      	[b]Level[/b]: PowLvl vs MonsterLvl		|	[b]Level[/b]: PowLvl vs MonsterLvl
      	[b]Major[/b]: YourMAINSTAT vs MonsterDEX	|	[b]Major[/b]: YourMAINSTAT vs MonsterCHA
      	[b]Minor[/b]: YourLUK vs MonsterLUK		|	[b]Minor[/b]: YourLUK vs MonsterLUK
      	ClassLv	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22
      	PowerLv	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
      	X	43	45	46	48	49	51	52	54	56	58	59	61	63	65	66	68	70	72	84	96
      	Y	N/A	N/A	N/A	N/A	49	51	52	54	56	58	59	61	63	65	66	68	70	72	84	96
      	Z	N/A	N/A	N/A	N/A	98	102	105	109	111	115	118	122	125	129	132	137	140	144	168	193

    Level 4: Redeemer's Conviction - Passive Guardian Only
    Your vigilance has increased your blocking, and your spiritual resonance further increases this effect against Undead!
      Passive. Lowers BTH on incoming attacks based on your DEX against undead and demons. Against undead it's +9*[(1 + YourDEX/ExpectedDEX)/2], and against demons it's +6*[(1 + (YourDEX/ExpectedDEX)/2], with the part in [] to a max of 1.1.

    Level 5: Resonant Smite - Active
    Resonate with the power of your allies and your heroic legacy, channeling its overwhelming Light into your weapon! This compounds with your other powers to do extra damage to Blinded or Burning foes.
      Weapon-based skill. Starts off doing 160% damage. Deals +50% damage if the monster is Burning, and +50% damage if the monster is Blind (for a grand total of 260% Melee damage if the monster has both statuses.)
    	ClassLv	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22
    	PowerLv	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
    	SPCost	152	157	158	160	160	161	157	161	156	170	162	158	168	163	166	167	189	202

    Level 6: Paladin Reinforcements - Active Guardian Only
    Call for help from your allies in the new Paladin Order! More allies are unlocked as you level up!
      Summon Daimyo (Lv6), a Celestial Manifestation (Lv11), or a Paladin Recruit (Lv16) as a guest. You can toggle between spending SP or MP as upkeep. Cast again to dismiss. Does not require a turn.

    Level 7: Harmonic Might - Toggle
    You have achieved a greater harmony with the will of the spirits you have brought peace to. You can concentrate on this bond to further empower your mind and body.
      Holy Armor: Boost STR & INT
      Holy Avenger: Boost STR & DEX
      	ClassLv	=21	22
      	PowerLv	=135	150
      	SPCost	30	35
      	SPCost	42	49
      Holy Arcanist: +50 INT for 35 SP per turn.

    Level 8: Lay on Hands - Active Guardian Only
    Receive healing power from your spirit allies, gaining multiple charges of a swift mending ability!
      Spend one turn casting a spell to gain 3 Charges. Consume Charges to heal self. May only use 1 Charge per turn.
    	ClassLv	8	9	10	11	12	13	14	15	16	17	18	19	20	21	22										
    	PowerLv	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150										
    	SPCost	306	314	326	334	346	354	367	375	388	397	410	419	433	503	578	

    Level 9: Unwavering Title Ability
    While using your Paladin powers, your spirit's resilience now overlaps your body. Your armor and flesh will use their best resistance against all Undead attacks, and weather Demonic forces better!
      This modifies your elemental resists against undead and demons.
      Against undead, use your armour's Light resist for all eight elements. This doesn't modify your shield and misc resists, except for the shield from the Level 1 ability.
      Against demons, you use [armour Light Res]*2/3 + [armour element res]*1/3. Again, it doesn't modify shields/miscs other than the Lv1 shield.

    Level 10: Defiance - Toggle Guardian Only Title Ability
    Your Paladin abilities imbue your body and soul with a reserve of power to unleash at critical times! If you would die with this skill prepared, you will resist death with the aid of luminous spirits, and use your choice of effect instead!
    Each turn, you gain one charge. You can gain +2 additional charges by paying SP equal to 10% of a Melee skill. You don't gain any charges at all against monsters that are 20 levels or lower beneath the armour's Power Level. You can hold up to 50 charges.
      Once you have 10 charges, you can recover from death once. This locks your HP at 1 until the start of your next turn, and disables all turn-skipping effects for one turn.
      You may only have one of the four choices active at any one time.
    Seeing Appendix for specific numbers for healing.
      Glorious Healing - Toggle Unlocked at Lv.10
        If you would be killed while this is charged, you instead resist death until the start of your next turn, then heal yourself!
        After resisting Death, Heal HP and MP based on the following
          HP Uses END for Stat bonus to damage. Deals (-100+(10*ExtraCharges)%) damage
          MP Restore 4% of standard MP Spell Cost

      Heroic Blaze - Toggle Unlocked at Lv.13
      When you resist death, you will release an enormous blaze of power that will burn Undead with their weakest element and hurt Demons more intensely!
      Inflicts Burn (2 Rounds, Power: [ExtraCharges]/0.7, Light). Enemy takes -20 to their save.
        On Undead, Seeks between the Standard 8 Elements & Harm
        On Demons, Seeks between Light and Harm
          Level: PowLvl vs MonsterLvl
          Major: YourMAINSTAT vs MonsterDEX
          Minor: YourLUK vs MonsterLUK

      Heroic Burst - Toggle Unlocked at Lv.17
      When you resist death, you will release an enormous blaze of power that will burn Undead with their weakest element and hurt Demons more intensely!
      After resisting Death, launches a Spell. Gets EleComp to damage. Deals +(3.75*[Extra Charges]-100)% damage.
        On Undead, deals +(7.5*[Extra Charges] -100)% damage. Seeks Standard 8 Elements + Harm
        On Demons, deal +(20/3 *[Extra Charges] -100)% damage and seeks Light+Harm

      Luminous Abjuation - Toggle Unlocked at Lv.20
      When you resist death, you will radiate your stored power in a flare of blinding radiance, becoming much more resistant to damage!
      The first 21 extra charges give you 2 statuses:
      1) Element Shield: Shields against 8 standard elements with the following damage reduction (-[Extra Charges]/21 *13.5/14 damage, 2 rounds)
      2) Empowerment: Standard 8 Elements (+[Extra Charges]/21 *75% damage, 1 additional round)
      Any charges beyond those go into healing, the same as the first option.
        On Undead, deals +(7.5*[Extra Charges] -100)% damage. Seeks Standard 8 Elements + Harm
        On Demons, deal +(20/3 *[Extra Charges] -100)% damage and seeks Light+Harm

    Level 11: Overwhelming Aura - Passive
    Having achieved a greater harmony with the many souls you've positively influenced, your very presence increases the potency of your status attacks versus Undead and Demons!
      Gain Status Potence against demons and undead.
        Against Undead: +10 +10*[Your CHA]/[Expected CHA], to a max of +22.
        Against Demons: [+10+10[Your CHA]/[Expected CHA]*2/3] to a max of +15

    Level 12: Mantra of Alignment - Active Guardian Only Title Ability
    Once per battle, you can prime the enchantments on your armor to resonate with your powers in an offensive, defensive, or balanced combination!
      You can change your armour lean once per battle.
        Neutral (1.0 Lean) is the default lean of the armour
        Fully-Defensive (0.8 Lean) is unlocked upon reaching Class Lv.12
        Fully-Offensive (1.25x Lean) is unlocked upon reaching Class Lv.17

    Level 13: Summon Steed - Active
    Summon your trusty steed and charge through enemy lines! Deal additional damage or effects depending on your riding skills (CHA). Options unlock as you level.
      Weapon-like skill, 2 hits, gets EleComp to reduce its SP cost, locked to Light. Has additional options
      	ClassLv	13	14	15	16	17	18	19	20	21	22															
      	SP Mag	156	170	162	158	168	163	166	167	189	202															
      	Mel/Ran	97	109	100	93	102	95	96	95	105	104	

      Summon Steed: Charge! - Active Unlocked at Lv.13
      Sure, it's a horsepower of one, but a Paladin's steed will deal plenty of damage to an unsuspecting enemy!
      Standard skill. Uses CHA in place of STR/INT for Stat Damage and BTH

      Summon Steed: Trample! - Active Unlocked at Lv.13
      A Paladin faces many tough foes, but not many that can't be Dazed by a good hoof to the face! Or four, for that matter.
      Deals -35% damage & Dazes the monster (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun)
        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      Summon Steed: Chase! - Active Unlocked at Lv.19
      This ain't your first Holy Rodeo. Round up your enemies and knock them into the perfect position for follow-up strikes on your next two turns!
      Deals -35% damage & Inflicts Element Vulnerable (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun)
        Level: PowLvl vs MonsterLvl
        Major: YourCHA vs MonsterEND
        Minor: YourLUK vs MonsterLUK

    Level 14: Righteous Surge - Active Guardian Only
    A Paladin must always strike true, especially when pushed to the brink. Draw from your deepest reserves, then strike with a bonus to hit!
    Weapon-like skill, gets EleComp to reduce its SP cost, locked to Light. For the following effects, it records your HP when you use the skill and calculates damage modifiers based on it.
    	ClassLv	14	15	16	17	18	19	20	21	22	
    	SP Mag	170	162	158	168	163	166	167	189	202	
    	Mel/Ran	109	100	93	102	95	96	95	105	104	
      Righteous Inspiration - Active Unlocked at Lv.13
      Recover more health the less that you currently have, then strike with bonus accuracy! (One use every three turns.)
      Hits: 1
      Element: HP Heal
      Heals for 0.5x standard healing spell. Has an additive damage modifier that scales from -100% at full health to +150% at 0% health.
      Hits: 1
      Element: Light
      Attacks for 0.5x Weapon-like Skill, +10 BtH Lean

      Righteous Renewal - Active Unlocked at Lv.17
      Recover more mana the less health that you currently have, then strike with bonus accuracy! (One use every three turns.)
      Hits: 1
      Element: MP Heal
      Heals for 0.8x standard Magic Spell to MP. Has an additive damage modifier that scales from -100% at full health to +150% at 0% health.
      Hits: 1
      Element: Light
      Attacks for 0.5x Weapon-like Skill, +10 BtH Lean

      Righteous Retribution - Active Unlocked at Lv.20
      Hits: 1
      Element: Light
      Standard Weapon-like Skill, +10 BtH Lean. Has an additive damage modifier that scales from -50% at full health to +75% at 0% health.

    Level 15: Inner Light - Active Title Ability
    A signature Light spell of Paladins, your power gives you a particular advantage for learning it.
    Spell like skill, locked to Light, gets EleComp to damage. You can toggle between MP and SP.
      Harmonic Light - Active Unlocked at Lv.15
      Cast the spell with standard cost and damage output.
      Standard Light Skill.
        Classlv	15	16	17	18	19	20	21	22
        MPMag	417	431	441	456	466	481	559	653
        SPMag	313	324	331	342	349	360	419	490
        MPRan	334	345	353	365	373	385	447	522
        SPRan	250	259	265	274	279	288	335	392
      Focused Light - Active Unlocked at Lv.15
      Concentrate your magical power to cast the spell efficiently, dealing slightly less damage for a significant discount.
      Efficient Skill. -60% Cost and -37.5% damage.
        Classlv	15	16	17	18	19	20	21	22
        MPMag	167	173	176	182	186	192	223	261
        SPMag	125	129	132	137	140	144	168	196
        MPRan	84	87	88	91	93	96	112	131
        SPRan	63	65	66	69	70	72	84	98
      Overwhelming Light - Active Unlocked at Lv.20
      Focus on damage over efficiency, overchaging your spell!
      Overcharged skill. +40% cost and +25% damage.
        Classlv	20	21	22
        MPMag	673	782	915
        SPMag	505	587	686
        MPRan	577	670	784
        SPRan	433	503	588

    Level 16: Resilient Aura - Passive Guardian Only
    Your bond with the spirits who lend their power to you has become so clear that your spirit permeates your armor, fortifying its protective enchantments against status effects.
      Passive: Gain Status Resistance against Demons and Undead.
      Against Undead: +10 +10*[Your END]/[Expected END], to a max of +22.
      Against demons, 2/3 * [+10 +10*[Your END]/[Expected END]], to a max of +15

    Level 17: Inspiring Radiance
    Concentrate on projecting your protective powers, reducing your offensive abilities to cover for your allies! Pets and guests will be able to deal greater damage under your inspiring leadership!
    Toggle, costs SP per round equal to 1/8 of a standard Melee skill. Weapon attacks and spells that target the monster deal *0.75 damage, all pet/guest attacks deal *1.25 damage, and incoming attacks do *7/8 damage.

    Level 18: Redeemer's Might Guardian Only
    Your body and armor have become uniquely attuned to channeling the power of spirits - enough that you can briefly embody it instead. Grow into a physical vessel of their faith in you and overwhelm your foe with staggering might!
    Overcharged weapon skill. Locked to Light and gets eleComp to SP cost. Gets +25.625% damage. Uses hybrid stats (STR/INT/LUK). Deals +25% damage to undead, +16.7% damage to demons, and -12.5% damage to everything else.
    If it connects, the monster is Dazed (5 turns, 25*[mon Light res]% chance of stun). The monster can resist with a save; the save is at a -20 penalty (undead), or a -13.3 penalty (demons), or a +10 bonus (anything else) (inflcit with [weapon Mainstat]/LUK, resist with CHA/LUK).

    Level 19: Sunscale's Legacy Title Ability
    Once upon a time, the Paladin Order could call on the protection of the Great Dragon Sunscale. During your efforts to rebuild its legacy, you've gained the ability to call on the radiant, burning breath of his last descendant!
    Overcharged spell-like skill. 5 hits, seeks between Light and Fire, and gets eleComp to damage (whichever is higher between Light and Fire). Against undead it deals +25% damage and also seeks Harm/Void, against demons it deals +16.7% damage and also seeks between Harm, and against anything else it deals -12.5% damage.

    Leaves the monster Burnt ([hits connected] rounds, same element as the skill). The monster can resist with a save (inflict with [weapon Mainstat]/LUK, resist with DEX/LUK). Against undead the Burn power is 7.5*eleComp and the save is at a -20 penalty, against demon it's power:7*eleComp and a -13.3 penalty, and against anything else it's power:5.25*eleComp and a +10 bonus.

    Level 20: Righteous Judgment Guardian Only Title Ability
    You have all been through a long journey together. Yourself, your protected spirits, and the fallen Paladins of the past. Gradually take the power of your shared experiences into your body (XX SP per turn), then attack as one! (Y/5 charges)
    Requires you to charge it up for 4 turns before use. You pay [15% of a standard Magic skill] = [18.75% of a Melee skill] per turn.

    Attack is an overcharged weapon-like skill, +100% damage. There's also a trigger if the monster is Burnt, Blinded, Panicked, and/or Dazed. If so, the attack does +(20*[# of statuses]/3)% damage. If not, the attack takes -10% damage.





  • Ward_Point -> RE: Holy Armor (1/19/2021 1:22:32)

    Analysis - Damage
    STANDARD SPELL - Light
    ClassLv	0	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	21
    Level	70	72	75	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
    Damage	63-189	65-196	69-205	71-212	74-223	77-229	80-241	83-247	86-259	89-266	93-277	95-285	99-297	102-305	106-317	108-325	113-337	115-346	120-358	122-368	127-380	150-448	179-537
    Stat%	562	575.2	595	608.2	628	641.2	661	674.2	694	707.2	727	740.2	760	773.2	793	806.2	826	839.2	859	872.2	892	991	1109.8
    BTH	17	18	18	19	20	20	21	21	22	23	23	24	25	25	26	26	27	28	28	29	30	33	38
    EleComp	1.32893	1.32965	1.34529	1.3378	1.35121	1.36793	1.37358	1.38934	1.40824	1.42622	1.44687	1.47977	1.49017	1.52629	1.49	1.54037	1.58122	1.5555	1.59858	1.60191	1.61749	1.63604	1.69716

    Lv.2: Takes -50% damage. With 2 equally powerful hits, each hit does *1/2 damage. Multiply by the listed EleComp.
    Lv.3: With 2 equally powerful hits, each hit does *1/2 damage. Multiply by the listed EleComp.
    Lv.15 Harmonic: Standard Skill. With 2 equally powerful hits, each hit does *1/2 damage. Multiply by the listed EleComp.
    Lv.15 Focused: Efficient Skill, deals -37.5 damage. With 2 equally powerful hits, each hit does *1/2 damage. Multiply by the listed EleComp.
    Lv.15 Overwhelming: Overcharged Skill, deals +25% damage. With 2 equally powerful hits, each hit does *1/2 damage. Multiply by the listed EleComp.

    STANDARD SPELL - HEAL
    ClassLv	0	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	21
    Level	70	72	75	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
    Damage	48-145	50-150	53-157	54-162	57-171	59-175	61-184	63-189	66-198	68-203	71-212	73-218	76-227	78-233	81-243	83-249	86-258	88-265	92-274	93-282	97-291	115-343	137-411
    Stat%	429.93	440.03	455.18	465.27	480.42	490.52	505.67	515.76	530.91	541.01	556.16	566.25	581.4	591.5	606.65	616.74	631.89	641.99	657.14	667.23	682.38	758.12	849

    Lv.14 Inspiration: Takes 0.5x multiplier. Takes a further additive damage bonus that starts at -100% at full health and scales up to -150% at 0% health.
    Lv.14 Renewal: Takes 0.8x multiplier. Takes a further additive damage bonus that starts at -100% at full health and scales up to -150% at 0% health.

    Analysis - Cost
    STANDARD COSTS - Spells/SPells
    ClassLv	0	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	21
    Level	70	72	75	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
    MPCost	257	265	277	285	297	305	318	327	340	348	362	371	384	394	408	417	431	441	456	466	481	559	653
    SP-Ran	154	159	166	171	178	183	191	196	204	208	217	222	230	236	244	250	258	264	273	280	288	335	392
    SP-Mag	193	199	208	214	223	229	239	245	255	261	271	278	288	295	306	313	324	331	342	349	360	419	490

    STANDARD COSTS - Weapon Based w/Elecomp
    ClassLv	0	1	2	3	4	5	6	7	8	9	10	11	12	13	14	15	16	17	18	19	20	21	21
    Level	70	72	75	77	80	82	85	87	90	92	95	97	100	102	105	107	110	112	115	117	120	135	150
    SPCost	135	139	142	148	152	152	157	158	160	160	161	157	161	156	170	162	158	168	163	166	167	189	202
    SPMel	97	100	101	105	107	106	109	109	109	107	107	102	103	97	109	100	93	102	95	96	95	105	104
    Lv.2: For Melee/Ranged, Standard SP Cost. If Weapon Type is Magic, pays an additional 20% standard MP Cost
    Lv.3: 25% of melee skill per turn
    Lv.5: Standard SP Cost
    Lv.13: Standard SP Cost
    Lv.15 Harmonic: Standard Cost.
    Lv.15 Focused: Efficient Skill. -60% cost
    Lv.15 Overwhelming: Overcharged Skill. +40% cost.
    Lv.17: 1/8 of Standard Spell in SP.
    Lv.19: Melee/Ranged: 1.6x Standard Magic skill in SP. Magic: 1.8x Standard Magic Skill in SP




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