Ianthe -> RE: Armours - Read the first post! (11/5/2018 16:05:56)
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Just fixed a bunch of bugs with the Werepyre armours. Core armour: PLvl 40 43 46 49 52 55 58 61 64 67 70
BR% 220 229 238 247 256 265 274 283 292 301 310
Stat 364 383.8 403.6 423.4 443.2 463 482.8 502.6 522.4 542.2 562
BtH Mod 5 5 5 6 6 6 7 7 8 8 8
Fire 105 104 103 102 101 100 99 98 97 96 95
Water 100 99 98 97 97 96 95 95 94 93 92
Ice 95 95 94 94 93 93 93 92 92 91 90
Wind 95 95 94 94 93 93 93 92 92 91 90
Earth 77 75 74 72 71 69 68 66 65 63 62
Energy 85 85 84 84 83 83 83 82 82 81 80
Light 105 104 103 102 101 100 99 98 97 96 95
Dark 77 75 74 72 71 69 68 66 65 63 62
Melee 35 35 36 36 37 38 38 39 39 40 40
Ranged 27 27 28 28 29 29 30 30 31 31 32
Magic 35 35 36 37 37 38 38 39 39 40 40
High-level: Lvl 95 120 135 150
PLvl 95 120 135 150
BR% 385 460 505 559
Stat 727 892 991 1109.8
BtH Mod 11 15 16 19
Fire 95 94 90 90
Water 91 89 85 82
Ice 85 83 80 78
Wind 85 83 80 78
Earth 54 48 43 40
Energy 78 75 72 70
Light 95 94 90 90
Dark 54 48 43 40
Melee 44 48 50 53
Ranged 36 40 42 45
Magic 44 48 50 53
Golden Horror: Fire 85 84 80 79
Water 75 74 70 67
Ice 94 94 93 93
Wind 55 48 43 40
Earth 85 84 80 79
Energy 90 88 85 82
Light 55 48 43 40
Dark 94 94 93 93
Malicious Devil Fire 55 48 43 40
Water 85 84 80 79
Ice 94 94 93 93
Wind 75 74 70 67
Earth 90 88 85 82
Energy 55 48 43 40
Light 94 94 93 93
Dark 85 84 80 79
Heartless Beast: Fire 94 94 93 93
Water 55 48 43 40
Ice 55 48 43 40
Wind 90 88 85 82
Earth 75 74 70 67
Energy 85 84 80 79
Light 85 84 80 79
Dark 94 94 93 93
TITLE - FORCE OF THE NIGHT Toggle, causes all Melee and Magic player attacks to use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40. Magic attacks also get +1/3 damage (LS damage not affected) to bring them up to Melee standard. This doesn't affect Ranged attacks and doesn't affects attacks that already have their stat damages changed by another source. For future reference, this is called "hybrid" stats. LEVEL 1 - SUPERIOR CLAW Active skill. Perform one armour attack, with the element seeking between Earth and Dark, and with it using "hybrid" stats. If it connects, the monster starts Bleeding (x1 modifier). The monster can resist with a save at +0 bonus (inflict with max(INT,STR)/LUK, resist with END/LUK). Cost: 40% of a standard skill in SP and MP, each. PLvl 70 95 120 135 150G
SP 37 46 59 67 87
MP 49 61 79 89 116
LEVEL 2 - INVIGORATING RAGE Passive, heal damage equal to 5% of your outgoing damage, unmodified by the monster's element resistance. This only counts weapon attacks and spells. For spells and skill attacks (weapon attacks that have their stat damage doubled to STR/4, etc) the healing is halved. LEVEL 3 - DEADLY PREDATOR Toggle, increase INT and STR by paying SP. Stat boost: 5*ROUND(2/3*(0.00000995*PowLvl^3 -0.00292*PowLvl^2 +0.2846*PowLvl)) SP Cost: ROUND(2*0.75*2*((49.11+0.16*BOOST)*2*BOOST/16*1.193/100+0.16*BOOST*2*1.193)) PLvl 70 95 120 135 150G
STAT 30 30 30 30 35
SP 42 42 42 42 49
... That's a lot more boring than I've been led to believe, but anyway! LEVEL 4 - TERROR Active skill, Inflict Panicked on your foe (-5/28 damage). It automatically inflicts it, but the monster can shrug it off with a save at a +0 bonus (inflict with max(INT,STR)/LUK, resist with CHA/LUK). This doesn't take a turn, and you can only use it once per turn. LEVEL 5 - SUMMON WOLFBAT SWARM Summons guest Click to swap between: Two hits, Melee, seeks between Dark and Earth, +10 BTH. The monster gets Defence Loss (1 turn, -10*[connects]/[attempts] MRM) and Element Vulnerable (1 turn, Earth and Dark, +25*[connects]/[attempts]% damage). -21.12% damage on the attacks. Both can be separately resisted at saves at +10 bonuses (inflict with CHA/LUK, resist iwth DEX/LUK). One hit, Magic, seeks between Dark and Earth, +10 BTH, targets SP. If it connects, you heal SP equal to [15 + 15*CHA/XCHA]% (max 33%) of a Melee skill. Level 70 95 120 135 150 95 115 135 150
Type - - - - G - - - G
PowLvl 70 95 120 135 153 95 115 135 153
CostLvl 70 95 120 135 152 95 115 135 152
MPCost 45 63 84 98 114 63 80 98 114
Base 28 42 57 67 81 42 54 67 81
Rand 20 27 38 45 53 27 35 45 53
Stat 632.25 817.875 1003.5 1114.875 1248.525 817.875 966.375 1114.875 1248.525
BTH 17 23 30 33 38 23 28 33 38
LEVEL 6 - LUNAR VIGOR Active skill, standard healing spell, uses "hybrid" stats. *0.85 for auto-hitting but not *0.9 for being always useful. Level 70 95 120 135 150G
Base 63 93 127 150 179
Rand 126 184 253 298 358
Stat 562 727 892 991 1109.8
BtH 17 23 30 33 38
MPCost 103 145 192 223 261
SPCost 77 109 144 168 196
LEVEL 7 - UNSTOPPABLE Passive, breaks you free from the following statuses: daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, thermal shock. This costs SP, except for the first time per battle, which is free. Level 70 95 120 135 150G
SPCost 154 217 288 335 392 LEVEL 8 - BLOODLUST Toggle, at the beginning of your turn: (1) Pay HP to heal MP. (2) Pay HP to heal SP. For both, it doesn't occur if it would kill you or if it would bring you above the max. HPCost 5 8 11 13 15
MPHeal 21 29 38 45 53
SPHeal 15 22 29 34 40 LEVEL 9 - DUAL FANGS Active skill. Spell-like attack, seeks Earth/Dark, follows your weapon type. Uses "hybrid" stats. Gets eleComp to damage. Level 70 95 120 135 150G
Base 63 93 127 150 179
Rand 126 184 253 298 358
Stat 562 727 892 991 1109.8
BtH 17 23 30 33 38
eleComp 1.46307 1.51798 1.52871 1.54177 1.55831
MPCost 103 145 192 223 261
SPCost 77 109 144 168 196
LEVEL 10 - BECOME THE BEAST Toggle, has you pay SP and MP every turn to bring all your weapon attacks up to skill level and force them to use "hybrid" stats. For spells, it causes them to deal +50% damage and forces them to use "hybrid" stats. Also turns armour FO. Level 70 95 120 135 150G
MPCost 103 145 192 223 261
SPCost 77 109 144 168 196
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