RE: Armours - Read the first post! (Full Version)

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LUPUL LUNATIC -> RE: Armours - Read the first post! (10/2/2017 10:54:48)

Is it intended for a Mage with 200 DEX to use the cheap Snarl ability by using a ranged weapon for less SP cost rather than using the INT one?
Ussually skills use STR for Melee/Ranged or INT for Magic.




Shiba -> RE: Armours - Read the first post! (10/2/2017 11:06:18)

quote:

(Whenever I say [MainStat], I mean STR if you're wielding a Melee weapon, DEX if Ranged, and INT if Magic.)


Yes.




Ianthe -> RE: Armours - Read the first post! (10/12/2017 14:11:04)

quote:

Right, remaining Werewolf skill

5) Call Pack

Calls a werewolf guest to fight.

Guest's attack is three hits, Melee Earth. The attack does -16.47% damage. If at least one hit connects, the monster can be inflicted with Defence Loss (-2*[hits connected] MRM, 2 rounds). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with DEX/LUK).

Note: The guest's PowLvl is set when you call it; the guest won't level up if you level up.
CLvl	5	6	7	8	9	10
PowLvl	25	28	31	34	37	40
CostLvl	25	28	31	34	37	40

Base	10	11	13	14	15	16
Rand	6	7	6	6	7	9
Stat	298.125	320.4	342.675	364.95	387.225	409.5
BTH	6	7	7	8	9	10

SPCost	14	15	16	17	18	20

6) Healing Howl

END-based healing spell. *0.85 damage for always hitting, but no *0.9 (it's tied to the armour, so not "always useful")
CLvl	6	7	8	9	10
PowLvl	28	31	34	37	40
MPLvl	28	31	34	37	40

Base	24	26	29	31	34
Rand	48	53	57	63	67
Stat	284.8	304.6	324.4	344.2	364
BtH	7	7	8	9	10

SPCost	67	73	78	84	90

7) Lycan Vigor

Regen the listed SP per turn. (Rounded randomly.)
CLvl	7	8	9	10
PowLvl	31	34	37	40
SPCost	3.6	3.9	4.2	4.5

8) Lycan Strength

Toggle, boosts STR like Lycan Reflexes. Costs the listed SP per turn.
CLvl	8	9	10
PowLvl	34	37	40
			
DEX	35	35	35
SP	24	24	24

9) Wolf Fangs

Earth skill. Deals the listed damage. Gets eleComp to damage. Doesn't respect your weapon special.
CLvl	9	10
PowLvl	37	40
MPLvl	37	40

Base	31	34
Rand	63	67
Stat	344.2	364
BtH	9	10
eleComp	1.20552	1.24483

SP COST
Magic	105	112
Mel/Ran	84	90

10) Become the Beast

Armour switches to FO. You pay SP per turn equal to the listed amount. Your attacks deal *1.75 damage (Melee) or *2 damage (Magic)*. If your weapon special occurs, then it deals the increased damage too. Your normal attack is changed to four hits. If you don't have enough SP, then you don't pay and you don't get the boost. This also affects spells in a much simpler way: all spells gain +37.5% damage, but this doesn't affect LS damage.

*Your weapon attacks are brought up to skill level (so *2 BR damage, stat damage is brought up to skill standards [so STR/4 for Melee, etc], and Magic weapons get *0.75 BR damage). Your attacks then take -12.5% (Melee) or -25% (Magic) additive damage; this last part doesn't affect LS damage.
CLvl	10
SPCost	67

Got this. ~Carandor




afterlifex -> RE: Armours - Read the first post! (10/12/2017 14:27:46)

Just some clarification from IMR:

Become the Beast
quote:

It's doing x1.25x2 multiplicative, and then -12.5% additive.

For weapon specials, it's just x2 and then -12.5%


edit: from IMR via Thor:

quote:

all spells gain +37.5% damage, but this doesn't affect LS damage




Zeldax -> RE: Armours - Read the first post! (10/12/2017 21:55:00)

quote:

Midnight Predatory Vampire Form
[image]https://i.imgur.com/EykLeVS.jpg[/image]
DESCRIPTION
Sharpen your teeth and watch out for garlic, because when you wear this, you're going to be a Vampire! You'll be able to channel a Blood Fury that boosts your outgoing damage at the cost of some HP!


Midnight Savage Werewolf Form
[image]https://i.imgur.com/KIGxpgQ.png[/image]
DESCRIPTION
Looks like you've got a case of lycanthropy. Nothing to worry about, you'll just have great resistances to both Earth and Darkness attacks. Side effects may include powerful attacks which have a chance to be even stronger than normal.

Got these, thanks! ~Carador




Ianthe -> RE: Armours - Read the first post! (10/17/2017 2:06:26)

quote:

Okay, advanced Werewolf class armours. Kae says:
Level	70	90	120	135	150
PLvl	70	90	120	135	153
					
BR%	310%	370%	460%	505%	559%
Stat%	562%	694%	892%	991%	1109.8%
BTH	8	11	15	16	19

Fire	105	105	105	100	100
Water	93	93	93	90	90
Ice	73	70	65	59	56
Wind	100	100	100	95	95
Earth	63	56	47	42	39
Energy	85	84	84	83	82
Light	67	60	51	46	42
Dark	85	84	84	83	82
					
Melee	42	45	50	52	55
Ranged	37	40	45	47	50
Magic	32	35	40	42	45
					
2MCBuy	23032	184868	4229511	20236032	96820665
2MCSell	11516	92434	2114755	10118016	48410332

Level 1 - Costs 100% of a Melee skill, so:
Level	70	90	120	135	150G
SPCost	154	204	288	335	392
Level 2 - Regenerate (Your Max HP at [Powlvl] with your current END)/400 HP per turn.

Level 3 - Uses the following:
Level	70	90	120	135	150G
Stat	45	45	45	50	50
SP	31	31	31	35	35
Level 4 costs the standard skill cost:
Level	70	90	120	135	150G
Mel/Ran	154	204	288	335	392
SPCost	193	255	360	419	490
Level 5 needs its own table for the guest:
Level	70	90	120	135	150G

Base	30	41	61	72	86
Rand	16	22	30	35	43
Stat	632.25	780.75	1003.5	1114.875	1248.525
BTH	17	22	30	33	38

SPCost	34	45	63	73	86
Level 6 also needs its own table:
Level	70	90	120	135	150G

Base	63	86	127	150	179
Rand	126	173	253	298	358
Stat	562	694	892	991	1109.8
BtH	17	22	30	33	38

SPCost	154	204	288	335	392
Level 7 - Regen 4% of a skill per turn, calculated using PowLvl instead of CostLvl, and rounded randomly:
Level	70	90	120	135	150G
Regen	7.7	10.2	14.4	16.8	19.8
Level 8... uses the same numbers as Level 3:
Level	70	90	120	135	150G
Stat	45	45	45	50	50
SP	31	31	31	35	35
Level 9 is a spell-like skill, so it uses the same damage numbers as Level 6 and the same SP costs as Level 4, but it has eleComp:
Level	70	90	120	135	150G
SP	1.27490	1.29463	1.33728	1.38009	1.27490
Level 10 costs 75% of a Melee skill:
Level	70	90	120	135	150G
SPCost	116	153	216	251	294

Got this. ~Carandor




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