RE: A MUCH NEEDED clickbait title for my suggestion thread (Full Version)

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CH4OT1C! -> RE: A MUCH NEEDED clickbait title for my suggestion thread (11/5/2017 10:08:44)

I love the idea of the lifedrinker choker, but maybe it's doing a bit too much? maybe think about just keeping it as an SP misc rather than HP as well. I do love the idea




poopbum -> PB's Suggestion Thread (1/20/2018 22:58:32)

Book of Outer Beings
Harm Tome Weapon

Attacking with the weapon opens up a menu with 5 options:

1) Assault of the Outer Ones*: Many tentacles/claws/monstrous appendages appear through portals/rifts around the enemy and strikes them for 6 hits of Harm damage.
First cast of the spell deals -10% damage and attempts to inflict Horror** on each successful hit with an appropriate power. This can stack.
The monster can resist*** with a save at a -10 penalty:

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK
quote:

Horror
Take Harm damage each round from psychological trauma. Charisma save each round to overcome distress and end status.
If the enemy was found to be immune**** to Horror, subsequent casts of this spell will deal full damage***** instead of attempting Horror for the rest of the fight/until enemy's no longer immune somehow.

Otherwise subsequent casts of this spell will take instead take a -25% damage penalty****** in order to inflict higher power stacks of Horror, if they still have the status. In addition to the above damage modifiers, the spell takes a further -10% always useful penalty for dealing Harm.

2) Eldritch Barrier#: Several translucent tentacles surround the player before disappearing.
Grants Eldritch Shield status(renamed Defence Boost). In addition to the MP cost, this also costs extra SP equivalent to 15% of a SPell of its level to give you +(29 + 7.5) MRM for 5 turns.

This stacks with any other Defence Boost statuses plus itself as follows:
Final Duration = [old duration] + [new duration]
Final MRM boost = ([old MRM]*[old duration] + [new MRM]*[new duration] ) / [Final Duration]

After the above status is applied(with stacking if any), the MRM boost then takes -7.5 to pay for the following effect:
Whenever you block a hit while this status is up, your enemy takes a hit of autohit Harm damage based on hitsblocked/hitsattempted. Works exactly like Yata Mirror and Cutting edge guard shield, though it should be stronger than Mirror's due to the huge MRM paid.

Slowly grows more powerful for low-level players and less powerful as you level up compared to the weapon's level, using the standard buffer formula.

3) Roar of the Void$: The tome launches purple sonic waves at the enemy for 3 hits of Harm damage. Takes -10% damage for being Harm. MP efficient spell.

4) Draw Mana:† Heals an appropriate amount of MP, you have a 10% chance of dealing 1 hit of Harm as a "Lucky Surge"†† using only LUK for stat damage.

5) Cancel: Doesn't take a turn nor cost anything, just takes you back to normal battle menu.

If spells are disabled£, the weapon uses a wand version of the efficient Roar of the Void. Still has -10% Harm penalty.

Effect:
  • All spells cast(including its own) while this tome is equipped preemptively attempts to inflict Despair on both@ the player and the monster, before any hits land. This can be resisted@@.
    quote:

    Despair, x«»% modifier:
    Sense of self-preservation impaired, taking additional damage from all sources. Effect persists until succeeding on a CHA save.
    The monster resists@@@ Despair with a save at a -10 penalty:

    Level: PowLvl vs MonsterLvl
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    The player resists@@@@ Despair with a save at a -10 penalty:

    Level: PowLvl vs YourLvl
    Major: VStat1 vs YourCHA
    Minor: VStat2 vs YourLUK

    This status can stack, increasing damage taken. First stack should cause 115% damage taken, second being 130% and so on.
    If either the player@@@@@ or monster@@@@@@ is immune to Despair(this is checked before status is attempted), then this effect is not applied.

    *Summon eldritch appendages to strike and horrify your foes! «» MP
    **Your foe trembles before your spell's incomprehensible existence!
    ***Your foe is shaken, but avoids being traumatized by your eldritch assault.
    ****Your foe knows no horror! (target is immune)
    *****Sensing your foe's resilience to mental manipulation, the Outer Ones focuses on tearing your foe's body apart!
    (Note: The above popup will only show up once)
    ******Sensing your foe's mental vulnerabilities, the Outer Ones shifts their focus to toying with your foe's mind!
    (Note: The above popup will only show up once)
    #Spend some extra sanity points conjuring up tentacles to deflect attacks, counterattacking any enemies that strikes them! «» MP and «» SP
    $Unleash an MP-efficient blast of harm at your enemies! «» MP
    Draw mana from the forbidden void, restoring «» MP!
    ††Lucky Surge!
    £Your tome senses that spellcraft is disabled, and unleashes a weak blast of harm!
    @Your tome manifests an abnormal presence in your spell, filling everybody with a sense of hopelessness!
    @@Your tome manifests an abnormal presence in your spell, but everybody resists it!
    @@@Your tome manifests an abnormal presence in your spell, filling your foe with a sense of hopelessness!
    @@@@Your tome manifests an abnormal presence in your spell, filling you with a sense of hopelessness!
    @@@@@The eldritch presence within your tome has no interest in "entertaining" an uninterested party. (you are immune to Despair)
    @@@@@@The eldritch presence within your tome has no interest in "entertaining" an uninterested party. (foe is immune to Despair)

    Description:
    This tome pulses with a forbidden powers not of this world, containing various non-elemental spells. It can also imbue any spells casts with it held with an unearthly presence against anyone vulnerable, potentially unnerving both you and your enemies to become more vulnerable to damage!

    Appearance:
    A dark purplish book with semi-transparent tentacles crawling out of it.




  • poopbum -> RE: PB's Suggestion Thread (5/11/2018 9:08:54)

    Call Omega Ultra Chiken
    Harm SP upkeep guest

    Effects:
  • The guest normally deals +1/3 damage and doesn't take the -10% damage for being Harm. This costs an appropriate amount of HP to compensate.
  • If the player is unable to pay the above HP cost, it then does a fallback attack that takes a -10% always useful penalty.
  • MC: Click on it to perform a "guest+player skill" combination attack. This is a Harm attack that follows your weapon's attack type(Melee/Ranged/Magic), and acts as a player's bow attack but is multiplied by your armour lean.

    This is treated as a normal player attack, except that you apply neither (1) the Balance Engine's "weapon attacks do *1/1.1 damage" thing, nor (2) the +9% boost. For this attack you use CHA instead of LUK for both BTH and LSs, though BTH is irrelevant(see effect below). It deals +60% damage (LSs are not boosted by this), you pay the guest's SP upkeep, and the guest doesn't attack this round. It also takes -10% damage for dealing harm, so it gets +50% damage total.

    Additionally you pay all but 1 of your HP, and the attack gets an appropriate multiplicative damage bonus based on how much health is paid.(similar to Drop the MOAP/Terror Eater but with HP)

    This attack also autohits, and gets a fixed *0.85 damage multiplier penalty to compensate.(if it has to be a more harsh penalty, then make the penalty smaller if the player has more BTH)

    Appearance:
    A giant chiken with a glowing metallic gold color scheme, with it's eyes, wings and tail being white fire blazes.

    When doing the empowered guest attack, it walks up and pecks the enemy for 4 hits.

    When doing the fallback guest attack, it jumps and slashes the mob with its talons for 1 hit.

    When doing the skill attack, it tilts its head downwards and curls into a fiery sphere before exploding. It then take on an even bigger white fiery phoenix-like elemental form, large enough to show only the head first. This phoenix then breaths an exploding ball of white fire at the enemy for 4 hits, before flying towards and engulfing them for another 6 hits. For a total of 10 hits.

    Description
    This massive arisen chiken is actually a powerful ancient deity of unknown origin. It attacks with cosmic energy, dealing greater non-elemental damage if you could fuel it with your lifeforce. By clicking on it, you can even merge your soul with it and sacrifice all but 1 health to unleash a devastating finisher.




  • poopbum -> RE: PB's Suggestion Thread (9/1/2018 7:06:04)

    Bloodfeasting Barricade
    Darkness Shield with equal Melee/Ranged/Magic blocking distribution

    Effects:
  • Costs X amount of HP every turn for a "MRM drive" effect that grants +15 blocking. This effect is not optional.
    Essentially a compulsory HP cost version of Logos.
  • MC: If you blocked any attacks last turn, the shield deals some damage to the enemy and gains an appropriate MRM boost for a turn. This amount is modified by % of hits blocked.

    Appearance:
    A dark grey metallic medical shield with a red line pattern resembling a vampire bat monster's face at its center. The sides of the shield has a dark shadowy aura effect around it.

    Description:
    This cursed shield drinks the blood of both its user and any enemies that gets too close, fueling its dark aura for greater blocking ability.




  • poopbum -> RE: PB's Suggestion Thread (11/6/2018 8:11:34)

    Lightning Mirror
    Resistance focused Energy Shield with equal Melee/Ranged/Magic blocking distribution

    Location: Thunder Mountain Asgardian set quest

    Effects:
  • MC: Click to toggle to convert all weapon attack elements to energy. All weapon attacks get appropriate *elecomp equal to that of a shield skill of its level.

    This is not applied if you are using an attack that would be elelocked by other effects such as an elelocked armor skill(e.g. human fisher) or attack(e.g. griffin rider mount). Takes priority over weapon element changing effects, but armor element changing effects overrides this.

    Appearance:
    A silver plate decorated with ornaments with a shiny, orb like centerpiece. The shield is engulfed in a semi-transparent white lightning shroud. When toggled on, the lightning streaks becomes larger and glows brighter.

    Description:
    This shield holds a powerful thunder within it. Click on it to unleash its power onto your weapon, imbuing it with the energy element but also granting extra power!
    Harpy Defender
    Wind/Light compression Shield with equal Melee/Ranged/Magic blocking distribution

    Location: Play the Harpie

    Effects:
  • MC: Click to toggle the shield's resistance to defend against light or wind.

    Appearance:
    A gold shield adorned with purple feathers, like the harpy mobs in this game. Has a faint purple hue at the edges around it in wind mode, which changes to gold when toggled to light mode.

    Description:
    Crafted based on the ancient powers that created the harpies, this shield can protect you against light or wind!




  • poopbum -> RE: PB's Suggestion Thread (11/6/2018 9:57:05)

    Divined Acceleration
    Quickcast spell. Costs MP. Gives player ability to substitute INT for DEX at 85% efficiency for 4 turns.

    Location: Warlic Advance Spells

    Effects:
  • Costs MP equal to a standard spell of its level
  • The player's DEX is treated as being equal to 85% of their current INT(including all INT buffs) for 4 turns. This affects player blocking, player attacks that uses DEX as a stat, pet and guest bth bonuses from DEX and etc. This effect overrides any other DEX modifying effects on the player, except -DEX debuffs.

    This is not applied for non-direct stat damage based DEX scaling effects like Thernda, nor status rolls that involves DEX in the saving roll.

    If the player is already affected by a similar status effect that substitute stats, it is replaced/overidden with the status effect from this spell.(yes this would replace the below spell's status if cast)

    Appearance:
    Multiple glowing green rings flies up the player from below, with the rings circling around the player.

    Description:
    This enhancement temporarily causes its user to move based on intellectual foresight and magically augmented agility! Thereby causing its caster to use their intellect as dexterity at 85% efficiency. Costs MP and does not take a turn to cast.
    Thigh Muscle Awareness
    Quickcast spell. Costs SP. Gives player ability to substitute STR for DEX at 85% efficiency for 4 turns.

    Location: Adder's Forge

    Effects:
  • Costs SP equal to a standard spell of its level
  • The player's DEX is treated as being equal to 85% of their current STR(including all STR buffs) for 4 turns. This affects player blocking, player attacks that uses DEX as a stat, pet and guest bth bonuses from DEX and etc. This effect overrides any other DEX modifying effects on the player, except -DEX debuffs.

    This is not applied for non-direct stat damage based DEX scaling effects like Thernda, nor status rolls that involves DEX in the saving roll.

    If the player is already affected by a similar status effect that substitute stats, it is replaced/overidden with the status effect from this spell.(yes this would replace the above spell's status if cast)

    Appearance:
    Orange lightning appears around the usual leg position of the player and grows outwards into an orange aura that explodes into a dome shape.

    Description:
    By moving your body with sheer strength, use the power of swole thighs to jump large distances in a single bound and use your thicc muscles to substitute finesse! Which means temporarily using your strength as dexterity at 85% efficiency. Costs SP and does not take a turn to cast.




  • poopbum -> RE: PB's Suggestion Thread (1/23/2019 1:24:44)

    I actually thought of this suggestion and had it saved on my phone last year. Despite what it looks like, it was more inspired by Bloodzerker than the upcoming releases or frostval past set.
    Crystalized Skull of the Void Dragon
    MCed Miscellaneous item

    Effects:
  • Gives the highest possible +INT and +STR boost for the misc's level.
  • Any damage you deal also heals HP = 20% of damage dealt per hit immediately.
    Then you take a -20% damage penalty but also gain a +20% damage boost. The damage boost is modified based on player attack type.(weapon attacks deal normal damage and heal 20%, spells take a -10% damage penalty but heals 20% of damage dealt, etc)
  • Costs an appropriate amount of SP per turn.
  • MC: Click on misc to toggle SP upkeep to convert all offensive player attacks/spells to Harm* or (true double damage) Void& element.

    The upkeep is paid based on player attack type, and doubled if the player is using Void toggle.

    Afterwards if the player attacked with Void as a result of this misc, the player is automatically paralyzed/stunned+ for 1 turn.(ignores all immunity/cure effects)

    If player lacks sufficient SP to pay for converting the attack to Harm/Void, then none of the above toggle effects is applied.(similar to HSVV/Voidsplinter weapons)

    The misc refunds both its base and toggle upkeep when the player is stunned, but doesn't apply any of its effects whenever this occurs.
    *All your attacks are now infused with the Harm element!
    &All your attacks are now infused with the Void element!(Warning: Will become stunned after attacking.)
    +The raw power of the Void leaves you reeling! You cannot move!

    Appearance:
    A pale purple crystal shaped like a void dragon's head. Gains a hot pink glow around it in Harm mode, that gains a reddish outline when in Void mode.

    Description
    This strange artifact fills you with energies from The Void, improving STR, INT and grants a life draining ability. By paying extra SP, you can even channel the Harm or Void element into your attacks and spells as well!

    (Warning: Using the Void element takes a toll on your body, leaving you unable to act on your next turn)




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