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

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Kamui -> RE: Spells - Read the first post! (5/17/2024 15:25:48)

Mana Cascade

Water spell, overcharged, 4-hits, neutral accuracy and damage leans. Pays 175% Melee in MP instead of the normal 125% Melee to deal +25% spell damage. Sacrifices 100% Melee to attempt a 4-turn 12.5% Melee Water Burn after each hit that connects, and also sacrifices another 25% Melee to attempt a 1-turn 12.5% Melee Water Burn that targets enemy MP after each hit that connects. If the enemy is below the standard MP value to cast a spell for its level, then the MP Burn will not be attempted, and the regular Burn will instead be 15.625% Melee. These are 30% saves due to MC, inflicting with INT/LUK vs enemy DEX/LUK for both Burns.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

CostLv	5	15	35	55	75	95	115	135	152
MPCost	70	106	187	281	387	506	638	782	915

Base	8	15	30	48	69	93	120	150	179
Rand	17	28	58	94	136	184	238	298	358
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38


Examples for standard MP cost for mobs.
MobLv	5	15	35	55	75	95	115	135	150
MP	50	76	134	201	277	362	456	559	642




The Hollow -> RE: Spells - Read the first post! (6/7/2024 14:58:31)

From Kamui:

Epheel's Rage

Overcharged Darkness spell, 4 hits with a 0.7 random lean and neutral accuracy lean, player is given two options when casting. Deals +25% damage, so has a base of 250% Melee for damage, MC puts a -20 on the saves instead of them being 50%. Both status effects inflict with INT/LUK vs enemy DEX/LUK, with the aforementioned -20 penalty to the save as MC.

Searing Rage: Sacrifices half of spell's damage (so 125% Melee) to attempt a 4-turn 15.625% Melee Burn after each connected hit.

Blinding Rage: Sacrifices 59.5% Melee from spell's damage to attempt a 4-turn -(5 x MobDarkRes) BtH Blind after each connected hit.

Level	10	35	60	85	110	135	143
Type	Z	Z	Z	Z	Z	Z	Z
PowLvl	44	57	73	95	120	145	153

CostLv	35	51	69	92	117	142	150
MPCost	187	261	354	488	652	836	899

Base	22	30	40	56	76	99	107
Rand	105	138	185	258	355	465	502
Stat	390.4	476.2	581.8	727	892	1057	1109.8
BtH	11	14	18	23	30	36	38




Ianthe -> RE: Spells - Read the first post! (6/20/2024 15:19:29)

From The Rubicon March: Part 2: Burning Loyalty. Kam says:
Northern River Style: Relentless Erosion & Praetorian Onslaught: Burning River's March

Water and Fire skills, locked to Melee, efficient so they're only 25% Melee in SP cost to cast, 2 hits, neutral accuracy/damage leans. They deal -37.5% damage vs normal spells/skills to hit 125% Melee. When cast, you get two options, either raw damage, or paying extra SP cost to attempt to inflict a -(37.5 x Hits)% DmgDlt Choke on the enemy for 1 turn. The value of the Choke is unaffected by the enemy's resists, but the SP cost for the Choke is. Baseline, the Choke is worth (75 x 0.85 (needs to hit) x 0.5 (baseline save for 50% inflict rate, MC puts -20 on the save, however, so goes up to 70% inflict rate) x 1.4 (reducing mob damage) = 44.625) = 44.625% Melee. From there, the cost is given a /MobRes adjustment, so if the mob has 150% Fire res, then the cost for the Fire skill's Choke attempt is 44.625 / 1.5 = 29.75% Melee.

Kam edit: At worst, the mob resistance is capped at /0.1 for lowest, just to ensure there's no /0 shenanigans.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

CostLv	5	15	35	55	75	95	115	135	152
CastSP	8	11	20	30	42	54	68	84	98
ChokeSP	13	20	36	54	74	97	122	150	175

Base	8	15	30	48	69	93	120	150	179
Rand	17	28	58	94	136	184	238	298	358
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583


Level	31	85	125	143
Type	Z	Z	Z	Z
PowLvl	55	95	135	153

CostLv	49	92	132	150
CastSP	27	52	81	96
ChokeSP	48	93	145	172

Base	48	93	150	179
Rand	94	184	298	358
Stat	463	727	991	1109.8
BtH	13	23	33	38

MCPrice	737	2409	4620	5940
MCSell	Z	Z	Z	Z




Ianthe -> RE: Spells - Read the first post! (6/20/2024 22:28:49)

Minor update - the skills now do 4 hits. Also fixed a bug with tracking the mob's resistance.




Kamui -> RE: Spells - Read the first post! (6/27/2024 15:31:32)

4-Metre Skelelton John Attack, Ianthe says...

MC Fire Magic spell. 4 hits.

If the monster has Prismatic Burn, then the spell eats up to 400% Melee worth of it to boost your damage by that amount.
Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

MPLvl	5	15	35	55	75	95	115	135	152
MPCost	50	76	134	201	277	362	456	559	653

Base	11	19	39	63	91	123	159	199	239
Rand	11	20	40	64	92	124	160	200	238
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38

Price	35	47	178	1226	9682	77859	627513	5059007	24205166
Sell	17	23	89	613	4841	38929	313756	2529503	12102583

~

Level	31	85	125	143
Type	Z	Z	Z	Z
PowLvl	55	95	135	153

MPLvl	49	92	132	150
MPCost	180	348	543	642

Base	63	123	199	239
Rand	64	124	200	238
Stat	463	727	991	1109.8
BtH	13	23	33	38

Price	737	2409	4620	5940
Sell	Z	Z	Z	Z




Ianthe -> RE: Spells - Read the first post! (7/18/2024 15:12:00)

In the Sharks! Limited Time Shop: Bloodthirsty/Ravenous Sharkicane. Kam says:

Water spells, separate items. Neutral accuracy leans, but 0.7 random leans, 5 hits.

Bloodthirsty version deals +5% damage for its MC, and also will eat up to 400% Melee worth of Bleed from the enemy to hit you with a single tick of HP healing after all 5 hits are done, with the value of this tick being = to the amount of Bleed eaten. This is done as a hit of the spell, so it'll be influenced by things like your INT, any spell boosts you have active, etc. The healing is given x0.85 since it does auto-hit.

Ravenous version pays 50% of spell damage (so 100% Melee) to attempt a 5-turn -6.67 END Fragile after each hit of the spell that connects. This inflicts with INT/LUK vs mob's END/LUK, MC gives it a -20 penalty on the mob's save instead of the normal +/- 0.

Also has Lv 31/85/125/143 Z Token versions, costing 737/2409/4620/5940 tokens each.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

CostLv	5	15	35	55	75	95	115	135	152
MPCost	50	76	134	201	277	362	456	559	653

Base	5	9	18	29	41	56	72	90	107
Rand	23	40	82	132	192	258	334	418	502
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583


Level	31	85	125	143
Type	Z	Z	Z	Z
PowLvl	55	95	135	153

CostLv	49	92	132	150
MPCost	180	348	543	642

Base	29	56	90	107
Rand	132	258	418	502
Stat	463	727	991	1109.8
BtH	13	23	33	38

MCPrice	737	2409	4620	5940
MCSell	Z	Z	Z	Z




Ianthe -> RE: Spells - Read the first post! (8/8/2024 17:23:37)

GGB UltraRare: Skullcrusher Barrage

MC Fire spell. Costs standard MP cost plus an additional [38% Melee] SP. Four hits.

Against monsters below power:150, the spell deals standard damage. 4% of the time, it has the same effect as Power Word Die (Death-element damage equal to the monster's HP). If the monster survives it gains the Dying status (gets PWD'd at the end of each turn, permanent, not dispellable), renamed Crushed Skull.

Otherwise, the spell does -50% damage and leaves the monster Fragile (-49.3 END, 5 turns), subject to a save at a +0 bonus (inflict with INT/LUK, resist with END/LUK).
Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153
CostLv	5	15	35	55	75	95	115	135	152

MPCost	50	76	134	201	277	362	456	559	653
SPCost	11	17	30	46	63	82	104	127	149

Base	13	23	47	76	110	148	191	239	287
Rand	7	12	24	38	54	74	96	120	142
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38




Kamui -> RE: Spells - Read the first post! (9/19/2024 15:51:17)

Dead Sea Vengeance

Water spell, 3 hits, eats up to 400% Melee worth of Burn on the enemy to deal +200% spell damage.

Level	10	35	60	85	110	135	143
Type	Z	Z	Z	Z	Z	Z	Z
PowLvl	44	57	73	95	120	145	153

CostLv	35	51	69	92	117	142	150
MPCost	134	187	253	348	466	597	642

Base	60	79	106	148	203	265	287
Rand	29	40	53	74	101	133	142
Stat	390.4	476.2	581.8	727	892	1057	1109.8
BtH	11	14	18	23	30	36	38

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z




Ianthe -> RE: Spells - Read the first post! (10/23/2024 1:49:23)

Spore Storm

Quickcast spell, usable once per turn. Comes in STR, DEX, and INT variants. Costs 50% Melee worth of [SP/SP/MP] and 50% Melee worth of HP.

Does two "token" hits (deals exactly 1 damage, only affected by the mob's resistances, rounded randomly), Wind [Melee/Ranged/Magic], that don't affect anything about how the spell works but allow it to work with Necromancer effects and stuff. You gain Spore Shield (power:0.25, 1 turn), which inflicts Spore on the mob for each hit it does that connects (max 4). The power is scaled off your [STR/DEX/INT], being half that at 0 $stat and equal to that at expected $stat.

MC: If the mob has a capped instance of Spore, then increase the cap by 100%.
Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153
CostLv	5	15	35	55	75	95	115	135	152

MELEE/RANGED
SPCost	19	28	50	75	104	136	171	210	245
HPCost	13	20	36	54	74	96	122	149	174

MAGIC
MPCost	20	30	53	80	111	145	182	223	261
HPCost	13	20	36	54	74	96	122	149	174

Price	35	47	178	1226	9682	77859	627513	5059007	24205166
Sell	17	23	89	613	4841	38929	313756	2529503	12102583




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