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RE: =AQ= Summer Season of Gifting

 
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7/31/2026 9:58:22   
Dreiko Shadrack
Member

I'd have to agree with the above sentiment, uniformity of effects between all three weapons would be overall preferable.
AQ DF MQ  Post #: 51
8/1/2026 13:15:44   
Gn3ranger
Member

This gifting season was amazing the best luck I've ever had, ended up getting 31k Z Tokens from this and I'm so Appreciative for that Also the daily log in reward chances of the PureCast items was fun too just needed the pet and spell but got the face which I wanted the most
AQ DF MQ  Post #: 52
8/1/2026 13:51:02   
CH4OT1C!
Member

^Congratulations!

My favourite part of these contests is always hearing about the many people happy from receiving a bundle of tokens. With that in mind, I also want to thank the various people that donated to my characters. The tokens certainly won't go to waste!




I also agree with @dizzle and @Dreiko Shadrack - I think the Melee/Ranged weapons should have a toggle Burn/PrisBurn modes.

_____________________________


AQ  Post #: 53
8/1/2026 17:01:22   
Aura Knight
Member

The format chosen for this round of the event definitely needs repeating. Guaranteed reward challenges fomo so well and while there's still ones who miss out, the way it was done gave more opportunity to earn tokens because you had reason to donate. This is a great step in correcting the soured mood this event brought the past few years. Got all I was trying for and tokens to spare. Honestly I like not having something to complain about. Returns joy to the game.
AQ DF AQW  Post #: 54
8/3/2026 20:04:39   
SongOfInsanity
Member

Considering the impending release of the Primordial Chorus set, I have a question. Has it been brought up at some point on what element the Color-Custom Variant is going to be, or is it going to left as a surprise?
AQ DF MQ  Post #: 55
8/4/2026 18:53:14   
Kaizoku
Member

I've never gotten so many donations in this event before, probably like 50k total. Now we're living large in a GRAND Estate, baby.
AQ DF MQ  Post #: 56
8/6/2026 15:17:06   
Animenut1
Member

@Kaizoku You can probably thank Gwen for like half of those lol "Queen of the Whales", indeed. Normally, I'd consider whales a bit problematic, but given that this is a DONATION event, her absurd whale-ness is mostly to the benefit of everyone else. It's bafflingly generous.
Post #: 57
8/7/2026 17:30:59   
Meike
Member

Hiya all, Meike here (26th on the list) this was my first time participating as a gifter which was fun. Anyhow, I have a question, which may sound kinda dumb, but how do I actually get the prizes when they are released? Like are they dropped in the inventory or do I need to go to Ballyhoo? Thanks in advance!
AQ  Post #: 58
8/7/2026 17:47:48   
SilverSoul
Member

Dropped in inventory, with the Ballyhoo shops being for if you sell them off and want them back or want copies for your other characters.
AQ DF MQ AQW Epic  Post #: 59
8/7/2026 17:49:57   
Meike
Member

@SilverSoul
Thanks for the info!
AQ  Post #: 60
8/7/2026 21:24:11   
SilverSoul
Member

To be more specific, just in case:

The Primordial Chorus items are dropped into your inventory when they're ready.

The Gatta rewards will need to be picked up at Ballyhoo.
AQ DF MQ AQW Epic  Post #: 61
8/9/2026 7:21:12   
CH4OT1C!
Member

It's an absolutely incredible set, there's no denying it.

I do, however, want to raise a slight design flaw. It's great to see that effort has been put into ensuring the drain burn heals MP instead of SP when a magic weapon is held, but this has a pretty serious side effect of significantly reducing its power output for Mages, to the extent that it can't really be played as it was intended without additional support items. The biggest resource outlays on the set are the 'Primordial Dissonance' armour skill and the Misc's companion burn effect, both of which cost SP even when a Magic weapon is held. This means that not only are Mages paying more SP than their Warrior and Ranger counterparts*, but also cannot regenerate any SP from the burns they inflict. Moreover, since nothing on the set costs MP, they also have essentially nothing to spend all that regenerating MP on.

I personally can't tell whether this was intentional - the info subs for the armour would seem to suggest it is. Nonetheless, I think it would be beneficial if the 'Primordial Dissonance' skill at the very least cost MP when a Magic weapon is held. Mages would still be relatively disadvantaged, as they would have to find the SP for the Misc from somewhere, but at least they would then be able to play with the set in the way I think it was intended**.


*Their base attack %Melee is lower, and so more SP is needed to bring their attack damage up to skill level. And this isn't a small amount either: the attack is all 8 standard elements, and so there isn't elecomp to cushion the blow.

**In the meantime, for those having issues, Eye of Chaos works as a pretty good substitute.

AQ  Post #: 62
8/9/2026 11:28:07   
Animenut1
Member

I wish I knew the elemental variant of the set would be DARKNESS. I would have donated TRIPLE the amount if it meant I could get it. I've been wanting a good darkness warrior armor for ages. There are some....middling darkness armors for warriors, but nothing legitimately great. I got the normal version, which is a great Wind/Ice/Light armor. Needed a better Wind option, so I'm not THAT upset. But knowing that the only reason I missed out on finally getting a darkness set for my warrior is because I had no way of knowing that was even the prize is...a smidge frustrating.
Post #: 63
8/9/2026 11:49:37   
Jue Viole Grace
Member

I agree with changing the dire lean to work with mp with a magic weapon.This is the first dire lean that doesn’t use mp when holding a magic weapon and with spending almost 700sp for mages, the recovery doesn’t even work well with mages and you almost exhaust your sp bar. Just asking for that change armor works amazing with ranger and warriors just want the same thing for the magic weapon and mages. A little disappointing in seeing because I feel like they should work for any play style

< Message edited by Jue Viole Grace -- 8/9/2026 12:33:32 >
AQ DF  Post #: 64
8/9/2026 13:22:07   
Dreiko Shadrack
Member

+1 To adding MP cost to the armor skill and having it be spell type while holding a magic weapon in Dire Lean, it's somewhat of a standard armor feature these days for it to have cost and type adjustment based on held weapon.
AQ DF MQ  Post #: 65
8/9/2026 14:00:12   
dizzle
Member
 

I’m not opposed to the PD skill costing MP and switching to spell type when holding a magic weapon either.

With that aside I think the set is fantastic. My biggest complaint is just competition within the wind element. I was happy to see the melee/ranged weapons get a prism burn toggle with the drain burn toggle as well. The pet and guest transforming when used with the armor gives an insane visual. 5 dragon heads . The armor has multiple bugs but once they get fixed I think it’s going to be a very cool set to use with the pet guest and armor combo
AQ  Post #: 66
8/9/2026 15:30:00   
LUPUL LUNATIC
Member
 

quote:

I’m not opposed to the PD skill costing MP and switching to spell type when holding a magic weapon either.


The problem with being spell-type is that it wont be able to eat the prismatic burn from weapon to get Pet+Guest Celerity and EleEmpower. For some reason you can only eat the burn only on normal attacks/weapon-based skills so its going to be even tougher as a Mage. Best to keep it weapon-based but cost MP instead, we have precedent.
AQ  Post #: 67
8/9/2026 17:39:21   
Jue Viole Grace
Member

So mages suffer when every other dire lean cost mp on a sp costing skill
AQ DF  Post #: 68
8/10/2026 9:02:47   
KhalJJ
Member
 

On the primordial chorus set - Still testing through it, but initial thoughts + first tests:
- Really cool! conceptually great, cool art, great stuff.
- Art changing pets/guests based on armor/other item is very cool. Great idea.
- On the Mage-based point above - makes a lot of sense from a use-ability view to switch costs, so +1, but Lupul makes a very good point that it should almost certainly remain weapon based however so +1 to that.
- The EC is a great concept, but doesn’t feel it is used for all that much/paid off that well. The empower on using diff elements is nice, but 1/turn stymies this somewhat, as does the 4 charge requirement for the skill payoff; that’s 4 turns minimum as a hard limit, and although I think this probably fits turn model assumptions, for actual play most mobs will definitely be dead by then, or at the very least not worth a big attack. You also have to actually *hit* with all the elements, so even if you go for the fastest possible fulfilment (8 element attack/spell) this is not guaranteed. 4 might be safe, some compromise (eg. 3?) may have been more pro-fun.
- I do love that you can stack many EC, so I could slowly build 12 and use 3 turns back-to-back-to-back void.



Outstanding bugs I haven’t seen mentioned elsewhere: (0 stat testing, no other items equipped. FO lean)

- The damage for the skill (Primordial Dissonance, PD) appears incorrect. Note this is an ongoing issue with weapon based skills, + could be my mis-understanding of some mechanics component. - Workings below:
Ignoring the -15% melee weapon damage for SP regen , for simplicity, although this may change the comparisons slightly

skill hits using Unlucky blade (21-21 damage):
weapon attack = 57 hit 1, 68 on hit 2.
PD skill at base cost: 18 hit 1, 22 hits 2+ =
For the PD skill with max cost: Hit 1 = 22, hits 2+ = 27
lets remove all the latter hits having x1.2, and just work off 1st hit x total hits, for simplicity + because the skill gets disproportionate benefit from this:
57*2 =114 for base attack, 18*8 = 144 for skill no extra cost, 22*8 = 176 skill w extra cost.
so base skill, compared to clicking attack, is doing +26% damage, or +54% damage if you can pay the greater cost.

and using warwolf magic weapon (24-24 damage):
hit 1 = 62, hit 2 = 79.
PD skill: hit 1 = 24, hit 2+ = 30.
+ PD w/ extra cost: hit 1 =32 , hit 2+ = 39-40
same comparison: 62 x 2 =124, PD base = 24* 8 = 192 and for PD 32*8 =256
so base skill is doing +54% damage, or +106% damage if you can pay the greater cost.

Neither of these appear to be the purported boost. (+150% base, or +200% for extra boost iirc from subs?)


- Further, w/ Dire lean PD + 4xEC, either the power of the burns is broken or the skill is near unusable.
Vs. CPT, I get a 2 turn 0.75 power harm burn (heals HP, and standard/expected from the Dire lean toggle), plus 3x 4 turn 0.42 power void burns that heal HP,MP, and SP (payoff from the EC charges, these are half the value they should be, if I’m reading correctly from info subs (2.77% melee per hit, *9 spread amongst 3 burns should give ~0.831 power per burn. I suspect an extra /2 crept in).
However even so, these void burns dealt 38, 39, and 41 damage respectively. Even if correct, and doubling these values, this is not really a use-able payoff. (you would likely need to condense the burns into 2 turns, as a minimum, but even that I’m not sure of.

- related, but not factored in as yet as still appears underpowered w/o this, shouldn’t the PD base skill also get a x132/108 multiplier somewhere for multi-element? This is not mentioned in info-subs, I assume there’s likely some sensible reason for this and I’m just missing it/wrong.

- I receive the x1.2 ele-empower after every attack - it doesn’t matter if I’ve *already* removed the element from the list. I can repeatedly just attack with eg. fire, and always have x1.2 ele-empower (which also only applies to subsequent hits on the current turn - ie if I use 1 hit, I will never get a bonus from this)

- perhaps not a bug but strange that the PD skill purports to hit 1x each element, but in the infosubs and in reality this can hit 2x of an element, (eg. I hit 2x w/ darkness). Seems fine if necessary to make it work.

- now standard “000” potion heal animation ( doesn’t show value)

- I can self-kill with the FO cost of the PD skill. Don’t think this is a bug, quite fun.


On the Gatta set:
- Same point as previously raised by others for Primordial Chorus weapons, re: melee/ranged/magic weapons do not have same function - all of these are slightly different, with the biggest discrepancy being a harm mode (which extends to the poison) for melee/ranged. This definitely makes the mage item much less generally useful, but I don’t know if there’s a solution to that (iirc the gingerbrute items got changed around due to similar and are kind of odd for mages). The mage weapon gets an in-built spell so maybe that’s a fine trade-off.
Post #: 69
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