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Rayimika's Pawn Shop "Second Spell"

 
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3/5/2016 11:57:26   
Rayimika
Banned

 

Champion Sets

1) Stairway Drag Slider
Weapon: Fang of Entering Void. Only magical poison/stun bow light athame 42.5% melee of 42.5%*60% chance to paralyze when casting spells
Armor: Coercer's armanents. A cross of Lumenomancer Bloodmage and Starslayer. Fully offensive. Toggle skill of paying 200% melee in MP every turn for elelocked to light fake spell attack of EleComp*skillmelee%+50% for HPcost passive bloodmage ability.
Shield: Themplar's Defence. If possible, it has 6% elemental defence and before being hit with an attack increases that element avoidance by 10%. So for example two hit earth attack is -16% then -26%, any hit is guaranteed to land on -16%, unless it is a status which checks resistance and it is not through shadowbones-style advent to 26%.
FSB Armor skill: Summons/enchants the wepon with spectral endowment. Becomes melee wind 0% dagger(MC carries on with a subsequent power-up of 2.5% melee) with the power to bestow MOAP-type expanding hurricane like Diablo 2's Elementalist Druid final skill. costs sp and hp like Destruction Burst(1.625x and +50% respectively).

2)Blasphemy Champion
Armor: Heretic Armanents
Earth/Energy
Following weapon element weapon-based skill
FSB passive while wearing full set attempt elevuln, deffloss for enemy and damage reduction, celerity for player character
Misc: Shaman Mask
0.5 Earth +10 BtH chance to negate a hit(+300 blocking)
Weapon: Disciple's of the Long Forgotten ShortSword
Magic 0% proc
MC: Earth/Wind
Click to activate/deactivate Lotus Spear mode as in 20% special with healing and +10 75/85. Once BtH lean kicks in further procs reduce it by 1 (x+75/85) [up to a limit of 8415]

Mastercraft Items

1) Alastia's Electrified Blecch
Description: It seems Mogbusters are after it. Quicke, hide this fella before it's too late!
Effect: Same as Pixel Ether on click and 50% energy plus 10 BtH for sp upkeep
Appearance: Same as one in Twig's Electric Boogawoo spell on top of your head(Hiding in the spotlight!)

2) Ultimate Dragon Robe of Elements
Spellcaster robe, similar to Brillhado Necromancer. Defends against Fire and Fire spells receive EleComp. MC- it boosts void and harm damage.
Set bonus: When wielding Ultimate Dragon Scythe of Elements, the armor's resistances and EleComp will switch to selected element.

3) Maiw's Spellforce
Magic Darkness Dagger, is an Athame, so it's Magic, and does -10% weapon damage, MC and no-proc bonus to deal +27% damage with spells. No special, has a 1/3 base lean and a +3 BtH lean on weapon attacks. Whenever you cast a spell wielding it, you pay 168hitpoints to deal +50% spell damage.
Description: "The Abyss gazes back..."

4) Senjogahara's Infected Wolf
Double MC Earth pet, attack is one hit melee -10 bth lean. MC is that every attack increases the damage of subsequent attacks by 85/75*50%/(10*sqrt(power)*(10*sqrt(power)+1))/2. This plays nicely with average battle duration. Has additional flavor effect - when the vulnerability stacks to max +10,03% damage it starts affecting all earth attacks from the player side, because the monster would be dead by assumptions anyways.
Clicking on the wolf will make you go through END save first and INT save later(you can be infected and then you can use your affinity with beast magic to transform). Failing either one makes you skip a turn. Regardeless, right afterwards, your hands transform into claws, replacing no-drop weapon with
--Nine Inch Nails
MC(#2) Earth Melee weapon +4 BtH lean, full random damage lean; Lucky strikes become Ferocious.
Descriptions: This guy feasted on bad meat. Each his bite will spread corruption in your foe's flesh, making it vulnerable.

5) Spellweaving
MC quickcast spell, makes you pay 20% damage and MC for 1/8 chance to cast spell in the same turn for free during your attack on normal attacks. The initial cast lets you choose to program 1-8 and puts you in endow mode - on proc you attack and spell animation plays simultaneously.
Description: Advanced endow techniques allow a spell specialist to perform devastating casting combos while attacking by applying mystical energy to your weapon.

6) Spellmancer Robes
150 Non-Elementally alligned MC spellcaster lean armor. 0.8 damage done 1.25 damage taken. EleComp to spells receives 0.6x penalty and should be around 1.5. Comes with a free skill - Nether Inspiration - to enhance spells - they deal 1.475x damage if activated but consume 190% mana. When it is active there is sparkles around PC animation and It doesn't deactivate on unequip or battle end. Resistances flat, around 63? 45/45/55 MRM. Normal attack is one hit. MC bonus: click on the tip of the robes to activate INT drive 50 intellect for 35 sp. Robes' runes start glowing when it is activated.
Description: Not very suited for battle, these rune-notched garments empower the mana potential of the user most prominently.

7) Battle Symphony
mc compression quickcast spell similar to Conjure Shadow
has 3 options:
Inspiration: A toggle that gives +50 STR/INT for 128 mp a turn
Keen Edge: Toggle for +20% weapon damage for 154 mp a turn
Spiked Armor: A toggle for +20% armor damage for 154 mp a turn
Description: A collection of hymns and battlecries you can recite inbetween whacking your foe.

8)Singularity Gem
MC'd misc item. Tracks turns quipped. Makes any spell quickcast at the 5th turn(20%(fail-fizzle, , turn proceeds, but can't spam as eorb/etc 1 try 1 turn)+40%+60%+80%+100%) Counter resets at battle end or successful usage. MC is fizzling not resetting counter.
Description: Jewel containing mini one of galaxy's wonders. Frequencizing with Lore's mana core diligent truthseekers can untap it's chaos and form it into non-verbal incantation of a memorized spell.

9)pet whistle
banishing guest functionality kept as-is, two always useful bard of war-like sp toggles, +50 cha/dex, penalty for pc immoblity removed while it is active

10) Wand of Mana Negation
mastercraft wired spellcasting stave. What it does is restore 392 magicka without popups every time or inflicts wand attack prismatic burn if spells are disabled. MC bonus: if any mana points either by misc/guest/etc. or monster drain was spent with it equipped during that turn, they get restored aswell.

11) Rayimika's Spellblade
MC 5% Melee/Magic dagger +3 +2/+5
20 Celerity potence
Attempts inflict global celerity on equip and at turn begin
LUK vs DEX
INT vs STR

12)Fencer's Finesse
MC 20% Melee Wind dagger (+3 BtH Lean and +0 on special)
Compresses a skill "Backstab" quickcast 392 sp 50% skill damage and 4/3 SP cost and deals +29/24 damage; when foe is affected by guaranteed turn immobility impact improves by +150% of a skill(thefore quadraple) but consumes 1 turn of 100% disable.
Special: -33.(3)% damage. If the hit connects it inflicts Panic (-30% damage). There's no initial save, but the save to remove the panic is: inflict with STR/LUK, resist with END/LUK, +0 bonus. The Panic stacks, with an additional -30%. If damage reduction exceeds 110% then overflow[10%] is assigned as active and enemy is controlled for one round of 100% not acting.

13)Eternity Waypoint
MC misc like undead elven archer assist
Inflicts VStat Integrity Delire(Darkness freeze) and light EleVuln as MasterCraft bonus besides 90% melee harm.
Description: Spend 392 substance of prophecies to dislocate contestant's self off synergy of entity's eudemomic ethereality tapping him dismayed and unaware of course of action arrangement.

Non MC Items(Common)

1) Mana Spheres
non mc harm pet. Pays 35% damage to have the option of inflicting 1-turn guaranteed paralisys(2 vs monster power 4 and random 1-2 vs 3). Kinda like Aloha Pokezard activate by click. The attack deals double(or more) damage also - so 0.9x for void 35% for ability and 5% for damage increase meaning overal damage done on normal attack is 50%.
Description: Ancient sorceress Rayimika was the first to create a predescessor of wizard familiars. Click to tap into spheres magical core!
Notes: Obviously it should scale with expCHA for paralisys chance, and like alolan pokezard, the click attack is once per battle.

2) Enrage Beast
non mc utility spell. Costs one turn and 653 mana to increase damage done by bets by 50% for 10 turns. i.e. 20% melee per turn 200% over duration.
Description: These ancient scrolls, thought lost, offer proficient reader a chance to speak the laguages of the beasts with a command to kill!

3) Flame Spheres Companions
another one of non mc miscs. Gives ranged defence, fire resistance and costs mp.
Description: Cast summoning spell on the rune to free he inhabitants of inner fire planes of the elemental realm of fire. They won't fight for you, but will hunt for enemy arrows and increase your tolerance to lava.
Looks: Oval shaped rune under the bars of hp/etc that glows similar to drakelbane in a piece of stone appears like summoning misc to disappear after taking effect and surrounding (not sure what part of UI) with very small fireballs, which beautifully swarm around.

4) Fireflies of Shady Sands
non-mc misc, you pay around 18 sp for +50 INT
Description: These lightning bugs seem to like your presence. You feel a burning sensation.

5) Gater Force
non-mc spell. This uses your turn and heals you as a a healing spell based on vstat. Your weapon special may occur. Afterwards you become exhausted and can't block hits at all for 4 turns(-15 blocking). You can use it only if clear of blocking redux.
Cost: Free
Description: This ancient technique absorbs the energies from your nearest surroundings.

6) Holy Aura
non-mc neural element pet. Doesn't do any damage, instead increases blocking by 12+CHA/ExpCHA*12. Reasoning: Monster damage is 1.4 melee, adding blocking removes 1.4-(85-x)/85*1.4 melee for x blocking which is about 0.2(0 CHA pet damage) and 0.4 melee(BM pet damage standart) at 73 and 61% enemy chance to hit respectively.
Appearance: Ideally, a cirlce around the character, some holy symbol on the ground, maybe sparkles.

Unsorted ideas:

1) What about adding a toggle to buff guests that makes them switch between using mp and sp? It would make them more versatile for hybrid builds(well not poe if you have int you have mana) and for mages it will be an alternative not to lose damage when can't regen mana. Like click wings/bow/staff or via item upgrader. Make them pets recognize their bonus wasn't used(if it wasn't) and skip animation next turn.

2) Mana bar overflow goes to special array, which shows up with a different color on top of currnet mana, like 53/2832. Can go up to double the mana. Resets upon condition.

3) About Ally Assist menu:
could edit the "pay 150 tokens" text to something like "Your allies refuse to assist you any more. Buy them a beer to reestablish your reputation" or "Your spiritual force is exhausted. Will you draw on the power of ancient coins to extract energy from the surroundings and repelnish it?" Something fun.

4) New combat menu skin is too easy to missclick change. Add functionality which will lock current one no matter where you click or make the area to change it (a lot) smaller and somewhere to the side like the old was. (Reallly interferes with the gamplay atmosphere when you swap it)

5) Storing gold in account vault with the cap theoretically unreachable. This would be a welcome addition since guys who own it and want to have the gold at hand when needed have already started storing multiple copies of expensive items to sell.

6) MC effect - on random element weapon, there is a reroll in the element chosen if it picks <=0%

7) If someone is a hybrid(str=int) let the skills deal magic damage, but receive melee/ranged spcost.

8) Allow to program temporary items other than Dragonblade as character's nodrop, that will uppear upon login and not disappear on logout. Provides a nice alternative to awe weapons and enhances everyday expieience by foregoing on-login shuffle. As a RP enforcement, a character must obtain the temp item atleast once(or obtain then save somewhere among login slots for guardians depending on implementation) for it to be in the "permanent nodrop replacement" list.

9)blocking initiative roll 15% if player wins he adds +5/value to bth, if monster wins he adds 5/(100-value) to blocking as a first step for fighter class bonus which reduces monster gain by classlevel/3 and additional 1 at max is added to each character success at this if 5/value<=4.

10)lucky strike damage being modified by resistance
lukdmg = sround ( res * ((lukdmg/res)^(7/6))) so for example on 13% player it is a reduction of 2/3 on average yet on an annoyingly tanky elemental effectivenss is about sevenfold

11)Sol Neko:
a) if one of companions is inactive it's power is transferred to the other
b) Psycho Fiend wep skill triggering furocity and affinity
c) -//- receiving boost from cataclysm

12)CHA Ferocious Strike Mastercraft bonus spreading out to enable pet four leaf clover damage and ranged(in Pikex2's case) skills with it out including Your Body Heals at the Speed of Light

13) Intensify difficulty in Chimera's Venom and Overlord quest

14) Dragonsteel Schimitar and Sword Master Emblem boosed in complexity to Hourglass Hatchet/Serrated Sacragon Spur level

15) Stat-incrementing spells that are quickcast reduced in length to 1 turn, i.e. casting one and the following but increased in power trifold.

16) Reduce The Huntress painting cost by at least 63 tokens.

17) Reduce gold rewards 8.(8) times

18) Increase monster flat power 10%

19) Ally assisting disables random miscellaneous for untill next battle or charges renewal.

20) Clan membership increases governed element damage output +5%.

21) New paxian item akin to signs in every clan shop - a misc enchanting any weapon [Aerodu - wind] by swapping base element(8 total).

22) Increase shared vault cost to 12'000 Z-Tokens
In delivery war and Mogloween candy hunt visitors arrive at player's shared vaults(as they have called them).

23) Soul/Mana/Health Vampire of Awe weapons mentioning them be an empirically undiscoverable add-on above 75% PC resouces ingame.

24) Z-tokens gained from battles per day counter.

< Message edited by Rayimika -- 3/10/2019 13:53:30 >
AQ AQW  Post #: 1
3/5/2016 17:54:40   
Blue Jay
Member

Seconded.

I also dislike how the "Hide Menu" text seems squished vertically.

Is it just me, or is the menu off-center to the left now? It may have always been this way, I just can't remember,
Post #: 2
3/19/2016 4:41:48   
Rayimika
Banned

 

*Rattles* Its there yet! Change the style at least so it fits with other plates. Right now only useable with "wood" game menu... And +1 sugg!
AQ AQW  Post #: 3
3/19/2016 7:35:48   
  Rorshach

The Question
(AdventureQuest)


For (2), it may be a controversial balance issue. Not as simple as allowing for the switch because then all guests being able to do so would benefit INT-stat players than those who don't build INT-stat.
AQ DF MQ  Post #: 4
3/19/2016 9:54:29   
Rayimika
Banned

 

AFAIK mana cost would be 125% of sp cost in melee so I can't see how it would be more beneficial to use that outside of situations where you can use your resource more beneficially(think WOS and Call Poelala or Summon Dunamis and SP misc or Summon Threnda and armor skill) but I'm not saying you can't do similar stuff now (eg. Rejuvenating Necklace(sp) or, more appropriately Shadowfeeder Pendant(for Call Dun/Thre mana cost)) but it takes a high penalty for conversion and guest uses the resource anyways and as I see it(correct me if I'm wrong) the penalty for using mana(125% cost) is already built in all summon spells - what I mean once could just wait for when there are proper mp cost misc for warrior/ranger and use it exclusively build a character around it and supplement call Dun/Thre alongside only for it to be good it has to be on Nerfkitten level and as we know it is not happening so theres a suggestion which enables proper use of mechanics of the game to satisfy higher amount of players with same item.

Another option is to cycle summon<->call spell via item upgrader.
AQ AQW  Post #: 5
3/19/2016 13:46:03   
Brasca123
Member

i think being able to cycle between call/summon through item upgrader would be ideal

one of the problems we currently have is the lack of summon spells, but it's kinda hard to make a summon since it only benefits BMMs, however, if new guests always ended up having both a call and a summon version, it would help all BMs builds equally
AQ DF  Post #: 6
6/5/2016 9:55:36   
Rayimika
Banned

 

Updated with a simple suggestion.
AQ AQW  Post #: 7
6/5/2016 12:19:12   
Brasca123
Member

another person already suggested 3), IMR shot it down

4) is nice... i always thought angelic robes MC seems a bit too strong tbh, but since it's already a thing, i suppose it's fair play, would be nice if we could have a spellcaster armor that could buff void and/or harm for boosting AMR

we kinda need more spellcaster armors before that though
AQ DF  Post #: 8
6/5/2016 15:00:26   
  Ianthe
 formerly In Media Res

 

Yeah, no to #3. Purple Rain is powerful enough as-is. I don't think it needs to be more powerful.
AQ  Post #: 9
6/18/2016 7:17:57   
Rayimika
Banned

 

Thanks for the reply and I'm a total noob for not seeing how one can use purple rain outside of effects abuse(which is glitch?) cause it rewinds monster hitpoints too like father time... w/e

Updated +2
AQ AQW  Post #: 10
6/18/2016 7:57:45   
Brasca123
Member

6) Nope, no way, the armor is great as it is, becoming FO would ruin it for any non-FO build, right now it can work on any build.
AQ DF  Post #: 11
9/15/2016 6:02:12   
Rayimika
Banned

 

Added idea for custom mc helm(4). Am gonna use it if I am one of raffle winners.
AQ AQW  Post #: 12
10/6/2016 11:53:26   
Rayimika
Banned

 

Minor update at the bottom...
AQ AQW  Post #: 13
10/14/2016 4:09:53   
Rayimika
Banned

 

Added new item sooner than expected. Here comes inefficient bumping.
AQ AQW  Post #: 14
10/30/2016 5:59:01   
Rayimika
Banned

 

Plus stash suggestion(very bottom.)
AQ AQW  Post #: 15
11/29/2016 11:03:29   
Rayimika
Banned

 

Minor updates.
AQ AQW  Post #: 16
12/9/2016 10:42:38   
Rayimika
Banned

 

Added Mana Spheres!
AQ AQW  Post #: 17
12/9/2016 23:28:40   
  Rorshach

The Question
(AdventureQuest)


Mana Sphere having a stun-lock attack is nigh-overpowered. Doesn't matter how much damage nerf it gets, a guaranteed stun-lock 100% of the time is an absolute no-go. The best rate I know of is probably 75% - my math could be off though. But that is when I'm using a stun-based weapon, armour, shield, pet and guest that I could achieve up to 90% stun-rate.
AQ DF MQ  Post #: 18
12/10/2016 2:41:29   
Rayimika
Banned

 

Jdilla told me monster paralisys is 1.4 melee so I substracted that from pet damage. It could scale with expCHA to make it a beastmaster perk like 0% stun at low cha nad 100% at 200(lvl 150). Only other options of successfully delivering eleComp nukes without tanking much damage afterwards are Shadowfeeder Pendant, which is very sp costy or Mutant Dragonblade Dracomorgrify which is unupdated and a melee weapon. This could assume the former are "balanced" and receive a nerf(so that the stun would use another 5% damage from damage boost to attack and 5% mc) if the average cost for alternative setup ends way higher considering needing 200 extra stat.

quote:

The best rate I know of is probably 75% - my math could be off though. But that is when I'm using a stun-based weapon, armour, shield, pet and guest that I could achieve up to 90% stun-rate.

I'm not exactly sure where are you getting this from, but do you realize, that like alohan surf, mana core tap is once per battle, so versus a normal monster the penalty for paralisys is 0.4-(0.4*10-1.4)/10 melee?

< Message edited by Rayimika -- 12/10/2016 3:53:35 >
AQ AQW  Post #: 19
12/10/2016 19:33:53   
  Rorshach

The Question
(AdventureQuest)


Tacky Santa + last year's zard guest & pet + a stun weapon I can't remember + some shield that can stun on active.
AQ DF MQ  Post #: 20
12/10/2016 22:52:05   
afterlifex
Legend-X


I am not sure I understand Mana Sphere.


quote:

that like alohan surf, mana core tap is once per battle


Was that stated previously? Otherwsie it can't be known.

From the original concept it reads simply inflicting paralysis at a click for lower pet dmg. That's where I think Rorshach is coming from.
It would be 100% ATTEMPT at best with a save made against it. That said 1 pet turn is not enough 40% dmg with appropriate stats does not account for 140% monster dmg. So yes a penalty would have do be given to the pet in some manner as suggested.

Now if the idea is infliction and not an attempt at paralysis that runs into Min-Max'ing which is generally frowned upon short of Frostval Gift Boxes. Just because it can be done doesn't mean it should. Even at 1 per battle a free stun pet can just be ran as utility making the dmg reduction meaningless as Rorshach mentioned.


All that said, can you clear the idea up? Is it an attempt at paralysis or actually 100% infliction?

quote:

inflicting 1-turn guaranteed paralisys(2 vs monster power 4 and random 1-2 vs 3).


Also what does that mean? Does it get stronger vs stronger monsters?

< Message edited by afterlifex -- 12/10/2016 22:55:14 >
AQ DF MQ AQW Epic  Post #: 21
12/10/2016 23:32:15   
Andlu
Member

That can be easily arrenged. 140% melee damage on the turn you choose, and less damage on the remaining 9 turns(which would 29% melee damage per turn)
If you don't want that much of a penalty, make it so that the turn you toggle it on, you'll have to pay 392 SP for the guarantee paralyze(140-40% damage = 100% damage)
AQ DF AQW  Post #: 22
12/11/2016 2:26:27   
Rayimika
Banned

 

@afterlifex The pet attack comes after player's and the stun would only last 1 turn vs average monster - the turn during which it should attack meaning you won't be able to switch armors when the paralisys attempt fails. I would say that chance of failing super extra attack of the pet falls not under the original idea of how it should be used. Appropriate vulnerability is a chance to miss already.
On monster power: battle versus power 4 monster lasts 20 turn during which average paralisys pet or damage mc pet do double the stuns and double mc'd damage bonus cause it's double length. But mana tap and alohan surf still do same and count as mc/ receive damage penalty. Therefore, as in the entry for pokezard the 1 time attack should scale with monster power(ex: vs power 4 normal attacks of my suggested pet do 50% damage and paralisys does 200% and stuns for 2 turns)

< Message edited by Rayimika -- 12/11/2016 2:35:15 >
AQ AQW  Post #: 23
12/22/2016 8:07:51   
Rayimika
Banned

 

Added non-mc spell!
AQ AQW  Post #: 24
12/30/2016 7:58:52   
Rayimika
Banned

 

Came up with a possible balance buff to hybrids(15).
AQ AQW  Post #: 25
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