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

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Ianthe -> RE: Armours - Read the first post! (7/27/2019 20:26:14)

quote:

New package item: Fire Realm Champion. Kam says:

FO Fire armour. Normal attack is 2 hits.

MC: Comes with a skill, Blazing Strike. 1 hit, element is locked to Fire, but it follows your weapon type. This is treated as a normal player attack. It does *2 Base/Rand damage, and non-LS stat damage is doubled (to STR/4, etc). If you're wielding a Magic weapon, then it does *4/3 Base/Rand damage. It respects your weapon's effects, and your weapon Special can occur. As EleComp, it gets a reduced SP cost.

FSB: Unlock a second skill, Wrath of the Fire Realm. This is treated as a spell. It's Ranged if STR+DEX >= INT*3/2 or if STR/5+DEX/20 > INT/4; otherwise, it's Magic. If it's Ranged, then it uses STR/5 + DEX/20 (+LUK/2 on a LS) for damage. Six hits. If at least one hit connects, then it teleports both of you into Akriloth's Lair, and the monster is inflicted with a permanent Burn (Fire element, power: eleComp*[Hits connected]/6 *10/7 /sqrt(monster power)). The monster can resist with a save at a -20 penalty (inflict with STR (weapon is in Melee mode) or DEX (Ranged mode) or INT (Magic mode) and LUK; resist with INT/LUK. If used a second time, then add the new Burn power onto the old one.

Level	-	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153
						
BR%	277	334	394	454	514	559
Stat%	489.4	614.8	746.8	878.8	1010.8	1109.8
BTH	7	9	12	14	17	19
						
Fire	68	60	53	47	42	39
Water	86	86	86	85	85	84
Ice	95	95	95	95	95	95
Wind	86	86	86	85	85	84
Earth	73	65	58	51	45	42
Energy	73	65	58	51	45	42
Light	76	76	76	75	75	70
Dark	76	76	76	75	75	70
						
Melee	31	34	37	40	43	45
Ranged	31	34	37	40	43	45
Magic	31	34	37	40	43	45
Spreadsheet ~ Ward




AliceShiki -> RE: Armours - Read the first post! (8/11/2019 6:54:40)

New info on Donation items, from Kamui I think, dunno, nobody told me the source. I think the name of the set is Desert Rider? No clue on name of specific items though.

Anyways, credits to Lord Markov for sharing it.
quote:

Armour is a bit wonky, it's Light, as the other bits are, and it's got 3 modes in it.

One is just good old +5% damage, applies to your weapon attacks/specials/spells. Magic weapons get /0.75 boost, spells get /2.

The other two modes trade in the 5% MC and 25% Melee in damage to attempt either EleVuln or Poison. So this means you lose the Fully Offensive damage boost (you take *1.25 damage but deal *1) on armour attacks, and your weapon specials and spells deal -1/6 damage (assumes standard 20% proc specials for 150% damage) and -12.5% damage respectively.

The status applied lasts 6 turns, EleVuln makes the foe take +(10/1.4*Hits/Attempts)% damage, the element is based on whatever element last connected. The Poison is (1*Hits/Attempts) power, so 10% Melee if all hits connect. Inflicts with STR/DEX/INT majour stat for Melee/Ranged/Magic weapons or if it was a spell that did Melee/Ranged/Magic damage, LUK for minor stat, foe resists with END/LUK, 50% save.




Ianthe -> RE: Armours - Read the first post! (8/18/2019 16:42:37)

quote:

'19 Tibblesfest prize: Desert Raider Rider. Kam says:

FO Light armour, MC is a toggle. Normally it's a simple +5% damage (boost is /0.75 for weapon/special attacks if using a magic weapon, /2 for spells) to all weapon attacks, specials, and spells. Click the scorpion's tail (toggles between normal, toxic, and crystal stingers) and the following happens: Your armour attacks lose their FO damage bonus (you deal *1 damage, but still take *1.25 damage), your weapon specials deal -1/6 damage (basically assuming 20% proc specials, so 150% Melee base) and your spells deal -12.5% damage, this changes your normal attack animation to sting the foe with the scorpion stinger and causes you to attempt either Poison (toxic stinger) or EleVuln (crystal stinger) on the foe at the end of your turn (status occurs even when a spell or special attack fires instead of a normal attack).

The status applied lasts 6 turns, EleVuln makes the foe take +(10/1.4*Hits/Attempts)% damage, the element is based on whatever element last connected. The Poison is (1*Hits/Attempts) power, so 10% Melee if all hits connect. Inflicts with STR/DEX/INT majour stat for Melee/Ranged/Magic weapons or if it was a spell that did Melee/Ranged/Magic damage, LUK for minor stat, foe resists with END/LUK, 50% save.

Level	-	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153
						
BR%	277	334	394	454	514	559
Stat%	489.4	614.8	746.8	878.8	1010.8	1109.8
BTH	7	9	12	14	17	19
						
Fire	76	76	76	75	75	70
Water	95	95	95	95	95	95
Ice	86	86	86	85	85	84
Wind	73	65	58	51	45	42
Earth	73	65	58	51	45	42
Energy	76	76	76	75	75	70
Light	68	60	53	47	42	39
Dark	86	86	86	85	85	84
						
Fire	-24	-24	-24	-25	-25	-30
Water	-5	-5	-5	-5	-5	-5
Ice	-14	-14	-14	-15	-15	-16
Wind	-27	-35	-42	-49	-55	-58
Earth	-27	-35	-42	-49	-55	-58
Energy	-24	-24	-24	-25	-25	-30
Light	-32	-40	-47	-53	-58	-61
Dark	-14	-14	-14	-15	-15	-16
						
Melee	31	34	37	40	43	45
Ranged	31	34	37	40	43	45
Magic	31	34	37	40	43	45
Spreadsheet ~ Ward




Ianthe -> RE: Armours - Read the first post! (9/7/2019 15:55:33)

quote:

From the Umazen civil war: (Elite) Umazen Emancipator Armour. Kam says:

Full Offensive Light armour, MC effect is a 25% chance to attempt a -(7.2*Hits/Attempts*MobEleRes) BtH Blind for 4 turns on the foe after any of your attacks/specials/spells. The element is determined based on the last hit that connected, inflicts with STR/DEX/INT majour and LUK minor based on if your weapon type is Melee/Ranged/Magic, respectively (for weapon attacks/specials) or if the spell dealt Melee/Ranged/Magic damage, 50% save, mob resists with DEX/LUK. Elite version scales as per usual scaling deal, you hit the level listed, the armour tiers up.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153
										
BR%	115	145	205	265	325	385	445	505	559
Stat%	133	199	331	463	595	727	859	991	1109.8
BTH	0	1	4	6	9	11	14	16	19
									
Fire	99	93	88	79	79	78	75	72	69
Water	99	93	88	79	79	78	75	72	69
Ice	100	95	92	84	84	84	84	82	82
Wind	103	99	95	95	95	95	95	92	90
Earth 	98	92	84	75	65	58	52	45	42
Energy	100	95	92	84	84	84	84	82	82
Light 	97	91	80	71	61	54	48	42	39
Dark	105	100	100	100	100	100	100	98	95
									
Melee	31	32	36	39	42	46	49	52	55
Ranged	21	22	26	29	32	36	39	42	45
Magic	26	27	31	34	37	41	44	47	50
									
A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166


(Elite) Excelsior Guard Armour

Full Defensive Energy armour, only the Elite version is MCed. MC effect is a 20% chance for your attacks/spells to gain a "burst of energy", causing them to deal +25% damage. Elite version scales same as the Emancipator armour.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153
										
BR%	115	145	205	265	325	385	445	505	559
Stat%	133	199	331	463	595	727	859	991	1109.8
BTH	0	1	4	6	9	11	14	16	19
									
Fire	99	93	88	79	79	78	75	72	69
Water	105	100	100	100	100	100	100	98	95
Ice	100	95	92	84	84	84	84	82	82
Wind	103	99	95	95	95	95	95	92	90
Earth 	98	92	84	75	65	58	52	45	42
Energy	97	91	80	71	61	54	48	42	39
Light 	99	93	88	79	79	78	75	72	69
Dark	100	95	92	84	84	84	84	82	82
									
Melee	31	32	36	39	42	46	49	52	55
Ranged	21	22	26	29	32	36	39	42	45
Magic	26	27	31	34	37	41	44	47	50
									
ArmorP	64	86	324	2230	17604	141562	1140934	9198196	44009394
ArmorS	32	43	162	1115	8802	70781	570467	4599098	22004697
Spreadsheet ~ Ward




Ianthe -> RE: Armours - Read the first post! (9/12/2019 18:53:22)

quote:

New GGB item: Mason Form

FO Water armour, with good Dark resistance.

Normal attack is 2 hits, 80% total damage (50% chance) or 3 hits, 120% total damage (50% chance).

MC: Comes with skill, Deep Terror Infusion. Imbue, locks your attacks to Water, and at the end of your turn the monster becomes Choked (-23.34*[DAMAGE]% damage, 3 turns). The monster can resist with a save at a -10 penalty (inflict with [mainstat]/LUK, resist with CHA/LUK). Costs SP based on your level.

[DAMAGE] is equal to [damage inflicted] / [expected damage per turn] / [monster Water resistance]. To keep this from getting too out of hand, you use that^0.75 if [DAMAGE] is greater than 1.

Expected damage per turn is calculated the same was as a virtual attack, like with the Overlord shield. At Lv150 it's 390.40625. This means that in the above, [DAMAGE] = 1 when you do 391 damage, [DAMAGE] = 2.82 when you do 1562 damage, etc.

Scales based on your Guardian Level. Below are example values; between these, it uses linear interpolation.
PLvl	55B	75B	95B	115B	135B	150B
						
BR%	277	334	394	454	514	559
Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
BtH Mod	7	9	12	14	17	19
						
Fire	88	87	87	87	86	81
Water	66	59	53	47	42	39
Ice	88	87	87	87	86	81
Wind	88	87	87	87	86	81
Earth 	88	87	87	87	86	81
Energy	110	100	97	97	97	95
Light 	110	100	97	97	97	95
Dark	72	64	56	51	44	41
						
Melee	40	43	46	50	53	55
Ranged	40	43	46	50	53	55
Magic	30	33	36	40	43	45
Added. Scakk




Lord Markov -> RE: Armours - Read the first post! (9/18/2019 15:45:57)

quote:

Image for Mason Form.
[image]https://imgur.com/3oBeAFZ.png[/image]
Added. Scakk




lifetime dreamer -> RE: Armours - Read the first post! (9/22/2019 16:42:09)

Were the Info Subs for Sneak Garb ever posted?




Lord Markov -> RE: Armours - Read the first post! (10/10/2019 16:07:51)

quote:

[image]https://imgur.com/wTguRTK.jpeg[/image]
Torontosaurus Rex

[image]https://imgur.com/dwsWUWP.jpeg[/image]
Shattered Predatory Vampire Form with Helmet

[image]https://imgur.com/GvvojCZ.jpeg[/image]
Shattered Predatory Vampire Form without Helmet
Added. Scakk




Ianthe -> RE: Armours - Read the first post! (10/10/2019 19:18:35)

quote:

Torontosaurus Rex Rider

FO Fire armour. Gets the Guardian Account bonus.

Normal attack is two hits, +5 BTH.

Comes with two SP skills:
  • Turn up the Heat: Spell-like attack, Fire + [weapon type], two hits, -23.8% damage. If the monster fails a save against Element Vulnerable at a +0 bonus (inflict with [STR|DEX|INT]/LUK, resist with END/LUK), the mob's Fire resistance increases by +2% for each hit that connected.
  • Basketbreath: Weapon-like attack, Fire + [weapon type], 8 hits, +10 BTH lean. You pay additional SP equal to [one standard Melee skill] and it deals +50% damage.
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	130	157	214	271	331	391	451	511	559
    Stat	166	225.4	350.8	476.2	608.2	740.2	872.2	1004.2	1109.8
    BtH Mod	1	2	4	7	9	12	14	17	19
    									
    Fire	92	86	76	68	60	53	47	42	39
    Water	105	100	93	93	93	92	92	91	90
    Ice	105	100	93	93	93	92	92	91	90
    Wind	95	90	83	71	68	63	58	55	50
    Earth 	105	100	93	93	93	92	92	91	90
    Energy	98	96	89	86	80	79	74	74	72
    Light 	98	96	89	86	80	79	74	74	70
    Dark	95	90	83	71	68	63	58	55	50
    									
    Melee	22	23	26	29	33	36	39	43	45
    Ranged	32	33	36	39	43	46	49	53	55
    Magic	22	23	26	29	33	36	39	43	45
    
    SPMeRa	59	83	129	197	233	261	288	294	340
    SPMa	67	95	150	227	275	316	357	378	438
    eleComp	1.35343	1.37871	1.42555	1.39191	1.50641	1.60570	1.72482	1.85878	1.85878
    									
    A+2SP	141	190	713	4906	38729	311437	2510055	20236032	96820667
    A+2SS	70	95	356	2453	19364	155718	1255027	10118016	48410333
  • Added. Scakk

    quote:

    GGB item: Shattered Predatory Vampire Form. Kam says:

    Ice version of the original, just with shuffled resists. This version also has the new scaling code, so it'll scale to your level, with the tiers below as sample numbers. Yes, it'll scale properly between those tiers as well.

    Level	10	30	50	70	90	110	130	150G
    PowLvl	10	30	50	70	90	110	130	153
    								
    BR%	162.5	237.5	312.5	387.5	462.5	537.5	612.5	698.75
    Stat%	207.5	372.5	537.5	702.5	867.5	1032.5	1197.5	1387.25
    BTH	1	3	6	8	11	13	16	19
    								
    Fire	110	110	100	100	100	100	100	100
    Water	97	87	78	72	67	62	61	53
    Ice	94	82	73	63	56	49	44	39
    Wind	97	87	78	72	67	62	61	53
    Earth 	100	97	95	95	95	95	93	92
    Energy	100	97	95	95	95	95	93	92
    Light 	99	92	90	88	88	85	84	83
    Dark	99	92	90	88	88	85	84	83
    								
    Melee	27	30	33	37	40	43	47	50
    Ranged	27	30	33	37	40	43	47	50
    Magic	32	35	38	42	45	48	52	55
    Added. Scakk
    quote:

    GGB item: Shattered Savage Werewolf Form. Kam says:

    Ice version of the original, just with shuffled resists. As with Shattered Predatory Vampire, this one scales in the same way, sample numbers below.

    Level	10	30	50	70	90	110	130	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	10	30	50	70	90	110	130	153
    								
    B/R	130	190	250	310	370	430	490	559
    Stat	166	298	430	562	694	826	958	1109.8
    BtH	1	3	6	8	11	13	16	19
    								
    Fire	100	99	98	97	96	95	95	95
    Water	97	90	84	79	77	73	71	66
    Ice	94	82	73	63	56	49	44	39
    Wind	96	88	79	69	63	57	51	44
    Earth	99	96	93	92	91	90	90	90
    Energy	98	93	91	90	89	89	87	84
    Light	97	90	84	79	77	73	71	66
    Dark	98	92	88	86	85	85	83	79
    								
    Melee	29	32	35	38	41	44	47	50
    Ranged	29	32	35	38	41	44	47	50
    Magic	29	32	35	38	41	44	47	50
    
    Added. Scakk
    quote:

    From the Burning Solstice finale: War Undeniable/War's Legacy/War Ascendant. Kam says:

    Temp/Perm/PermElite versions, respectively. FO Fire armour, Dark/Energy second resists, Melee blocking focus. The temp version deals *2 and takes /2 damage, and all of its resists are = to the Fire resist of the perm versions, and its MRM is = to the Melee blocking of the perm versions. If you somehow take the temp outside of the war, you'll instead deal *0.1 and take /0.1 damage.

    [Comes with 3 skills:
  • Carnage: Standard spell-like skill, Fire + [weapon type], 2 hits.
  • Mayhem: Standard spell-like skill, [weapon type+element], 4 hits. Doesn't get eleComp, but no penalties either.
  • Panic: Inflict Fear. The monster can resist with a save at a +0 bonus (inflict with [STR|INT|CHA]/LUK, resist with CHA/LUK). The fear lasts for 4 turns, [Fire Res]*35.72% chance of not acting, but if you used INT or CHA for this then the chance is multiplied by *0.75.
    ]

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat%	133	199	331	463	595	727	859	991	1109.8
    BTH	0	1	4	6	9	11	14	16	19
    									
    Fire	95	91	80	71	61	54	48	42	39
    Water	99	95	92	88	87	86	85	83	83
    Ice	100	97	97	95	95	95	95	95	95
    Wind	97	94	88	82	79	76	73	69	68
    Earth	97	94	88	82	79	76	73	69	68
    Energy	96	93	84	75	71	65	61	56	54
    Light	99	95	92	88	87	86	85	83	83
    Dark	96	93	84	75	71	65	61	56	54
    									
    Fire	-5	-9	-20	-29	-39	-46	-52	-58	-61
    Earth	-3	-6	-12	-18	-21	-24	-27	-31	-32
    Water	-1	-5	-8	-12	-13	-14	-15	-17	-17
    Energy	-4	-7	-16	-25	-29	-35	-39	-44	-46
    Ice	0	-3	-3	-5	-5	-5	-5	-5	-5
    Light	-1	-5	-8	-12	-13	-14	-15	-17	-17
    Wind	-3	-6	-12	-18	-21	-24	-27	-31	-32
    Dark	-4	-7	-16	-25	-29	-35	-39	-44	-46
    									
    Melee	30	32	35	39	42	45	48	51	55
    Ranged	21	23	26	30	33	36	39	42	46
    Magic	21	23	26	30	33	36	39	42	46
    
    eleComp	1.24053	1.26451	1.42856	1.50190	1.68682	1.78229	1.86326	1.86326	1.84977
    									
    A+3SMCP	176	237	891	6133	48411	389296	3137569	25295039	121025834
    A+3SMCS	88	118	445	3066	24205	194648	1568784	12647519	60512917
  • Added. Scakk




    Ianthe -> RE: Armours - Read the first post! (10/13/2019 16:50:08)

    eleComp numbers for the last two armours:
    TorRex
    Level	5	15	35	55	75	95	115	135	150G
    SPMeRa	71	95	145	215	266	324	377	425	488
    SPMa	81	109	167	247	309	380	447	511	586
    eleComp	1.35343	1.37871	1.42555	1.39191	1.50641	1.60570	1.72482	1.85878	1.85878
    
    War's Legacy
    Level	5	15	35	55	75	95	115	135	150G
    eleComp	1.24053	1.26451	1.42856	1.50190	1.68682	1.78229	1.86326	1.86326	1.84977
    




    Primate Murder -> RE: Armours - Read the first post! (10/13/2019 23:22:29)

    Not sure if this goes here, but...

    Torontosaurus' second skill doesn't seem to fully benefit from elecomp. Compared to Headless Horseman or Samukematsuri Samurai, shouldn't double the skill cost be around 200-300 sp (400-500 for magic) at lvl 150?




    gavers -> RE: Armours - Read the first post! (10/14/2019 1:05:35)

    You don't pay for "double the skills cost" afaik. You pay for additional +50% Damage which is +100% Melee. Subtract the cost of one skill and you'll get the elecomp'd skill cost.




    Primate Murder -> RE: Armours - Read the first post! (10/14/2019 1:16:47)

    But... isn't the extra 50% damage also locked to fire? Why is it treated differently, then?




    Ianthe -> RE: Armours - Read the first post! (10/18/2019 10:27:33)

    That's actually a good point, Primate Murder. New SP costs:
    Level	5	15	35	55	75	95	115	135	150G
    SPMeRa	59	83	129	197	233	261	288	294	340
    SPMa	67	95	150	227	275	316	357	378	438
    Thanks!




    Legendary Ash -> RE: Armours - Read the first post! (10/18/2019 19:57:20)

    Torontosaurus Rex Rider's Basketbreath's weapon type skill is worth 300% melee, should be 2x standard skill Sp cost/Elecomp, which in an example for Lv 150G is 392*2/1.85878 = 421.78 Sp. The previous in post 160 and new costs in post 164 don't match up.

    I don't know where you got [eleComp cost w/reduction] = [standard cost]/[eleComp power buff] but it's not entirely right. EleComp here is different because the attack takes armour lean, so it's only *1.60646. Instead of multiplying damage we divide the cost -- instead of paying for 300% Melee, you pay for (300/1.60646) = 186.75% Melee. That's +86.75% Melee for Me/Ra weapons and +111.75% Melee for Magic weapons. ~IMR




    arcanum37 -> RE: Armours - Read the first post! (10/19/2019 8:36:51)

    Mason form has this mistake:

    quote:

    ATTACK #2 deals *1.2 damage. With two equally powerful hits, each hit deals *1/3 damage.


    Should be three equally powerful hits.




    Legendary Ash -> RE: Armours - Read the first post! (10/19/2019 20:59:25)

    Torontosaurus Elecomp omits the Armour lean, this is the same standard used with Human Fisher's Elecomp quoted below
    quote:

    Level	10	30	50	70	90	110	130	150G
    EleComp	1.25013	1.34543	1.40311	1.47091	1.53456	1.62924	1.81934	1.83616

    The Lv 150G version has a 103 Sp cost, 392(1.85-(1.83616-.25)= 103.426 Elecomp, problem solved.




    gavers -> RE: Armours - Read the first post! (10/20/2019 14:46:52)

    @Legendary Ash
    An explanation similar to IMR's post:
    Human Fisher gets 1.58536 elecomp due to being Weapon-Based so you pay for (200/1.58536) = 126.15% Melee. That's +26.15% Melee for Me/Ra weapons and +51.15% for Magic weapons.




    Ianthe -> RE: Armours - Read the first post! (10/25/2019 17:10:43)

    quote:

    @Ash: I have no idea what you're trying to say.

    From the new Zhilo's Haunting quest: Axemaster's Burden. Kam says:

    Axemaster's Burden

    FO Wind armour, Melee focus on blocking. Has a skill as MC effect. Skill costs SP equal to 0.6 of a Melee attack and skips your turn, until the start of your next turn you will take -25% damage. Once your next turn starts, if you would normally be able to attack, then you will automatically use the skill attack (if you are disabled in some way such as paralyse/daze/etc, then you lose the damage reduction after the first turn, but you will still perform the skill attack the first turn you're able). Skill attack does 201% damage (Delayed turn's damage gets a 1% boost, hence the extra 1%), and attempts to inflict DefLoss. This portion is = to 25% Melee . 4.25 BtH is = to 5% Melee, *5 gives us 21.25, /0.85 since it requires hitting the foe, so 25, /1.4 since it affects the player's whole side, so 17.8571429, *2 for a 50% save, so 35.7142858. Split it among 4 turns and we get 8.92857145, so make it -8.93 MRM for <Hits*2> turns. 50% save, inflict with (STR or DEX or INT, for Melee/Ranged/Magic weapons)/LUK, mob resists 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
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat%	133	199	331	463	595	727	859	991	1109.8
    BTH	0	1	4	6	9	11	14	16	19
    									
    Fire	97	94	88	82	79	76	73	69	68
    Water	96	93	84	75	71	65	61	56	54
    Ice	97	94	88	82	79	76	73	69	68
    Wind	95	91	80	71	61	54	48	42	39
    Earth	96	93	84	75	71	65	61	56	54
    Energy	100	97	97	95	95	95	95	95	95
    Light	99	95	92	88	87	86	85	83	83
    Dark	99	95	92	88	87	86	85	83	83
    									
    Fire	-3	-6	-12	-18	-21	-24	-27	-31	-32
    Earth	-4	-7	-16	-25	-29	-35	-39	-44	-46
    Water	-4	-7	-16	-25	-29	-35	-39	-44	-46
    Energy	0	-3	-3	-5	-5	-5	-5	-5	-5
    Ice	-3	-6	-12	-18	-21	-24	-27	-31	-32
    Light	-1	-5	-8	-12	-13	-14	-15	-17	-17
    Wind	-5	-9	-20	-29	-39	-46	-52	-58	-61
    Dark	-1	-5	-8	-12	-13	-14	-15	-17	-17
    									
    Melee	30	32	35	39	42	45	48	51	55
    Ranged	21	23	26	30	33	36	39	42	46
    Magic	21	23	26	30	33	36	39	42	46
    									
    A+SMCP	106	142	535	3680	29047	233577	1882541	15177023	72615500
    A+SMCS	53	71	267	1840	14523	116788	941270	7588511	36307750
    Spreadsheet ~ Ward




    Legendary Ash -> RE: Armours - Read the first post! (10/25/2019 20:40:57)

    Axemaster's Burden's skill skips one turn, which is compensated by the skill dealing 200% melee on the next turn, the -25% damage isn't relevant (except maybe for pets/guest) since its removed at the beginning of the second turn, the question is why is the skill cost .8*.6 = 48% melee, which is approximately double of that of the 25% melee spent on Defloss.

    That's my bad -- it's 60% of a Melee skill. 35% Melee goes to you taking -25% damage for one turn, and 25% goes to DefLoss. ~IMR

    My last post was edited to state that I understood how to properly apply the Elecomp to a weapon based skill, you can ignore it.




    Ianthe -> RE: Armours - Read the first post! (10/25/2019 23:12:16)

    quote:

    New package item: SeekRat's Suffering. Kam says:

    FO Earth armour, normal attack is two hits. Similar to The`Galin's Hatred, it has two spell-type skills that are both locked to Earth and follow your weapon's MeRaMa type for damage. Both cost SP = to 100% or 125% Melee, depending on if you're using a Melee/Ranged or Magic weapon, respectively.

    The first skill is Choking Gas, five hits, this skill pays 100% Melee in order to attempt a <Hits> turn -(39.55*MobEarthRes)% damage Choke. Inflict with MajStat/LUK (MajStat is STR/DEX/INT, if your equipped weapon is Melee/Ranged/Magic, respectively), mob resists with END/LUK, 50% save.

    The second skill is Corrosive Gas, also does five hits and pays 100% Melee in order to attempt an infinite duration Earth Burn. Burn power is (0.4*Hits), so max of 2 power = 20% Melee. Uses same inflict stats as Choking Gas, stacks as though it were a 10 turn Burn.

    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    MPLvl	53	72	92	112	132	152
    SPMeRa	116	159	209	265	326	392
    SPMa	145	199	261	331	407	490
    						
    BR%	262	319	379	439	499	559
    Stat	456.4	581.8	713.8	845.8	977.8	1109.8
    BtH Mod	6	9	11	14	16	19
    						
    Ea	67	62	54	48	43	39
    LiDa	84	84	80	80	74	69
    NgIc	89	89	85	85	83	82
    FiWa	95	94	93	93	90	89
    Wi	100	100	100	100	100	100
    
    Melee	38	42	45	49	52	55
    Ranged	38	42	45	49	52	55
    Magic	38	42	45	49	52	55
    Spreadsheet ~ Ward




    Lord Markov -> RE: Armours - Read the first post! (10/26/2019 2:12:52)

    [image]https://imgur.com/AFyExPE.jpeg[/image]

    Axemaster's Burden: Zhilo has turned in his armor, saying he'll have a new one forged when he's made amends. He's asked that this suit be refit for you!




    Legendary Ash -> RE: Armours - Read the first post! (10/27/2019 21:01:11)

    For an Offensive lean armour, Axemaster's Burden's -25% melee penalty is worth 1.25*25 = 31.25% melee, which is less than the 35% supposed melee of the skill, so the skill cost should be adjusted to 31.25% + 25% = 56.25% melee.




    Primate Murder -> RE: Armours - Read the first post! (10/27/2019 23:20:34)

    It's not 1.25 * 25, it's 1.4 * 25 - since monster attacks deal 140% damage.

    I'm not sure what the compensation is for the first turn having FO lean (25% extra damage), or if there should even be one.




    Ianthe -> RE: Armours - Read the first post! (11/12/2019 21:55:27)

    Updated Ghost Costume

    "FD" Wind armour.
    MC: You gain blocking, effectively enough to cancel out the FD defence bonus. You gain +21 blocking and take *1.25 damage.

    Attack is:
  • 50% chance of one hit, +10 BTH, 80% total damage
  • 50% chance of two hits, +10 BTH, 120% total damage
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	110	100	100	93	93	93	92	92	91
    Water	110	100	100	93	93	93	92	92	91
    Ice	102	95	95	86	84	82	79	73	71
    Wind	96	89	79	70	60	54	48	42	39
    Earth 	110	100	100	93	93	93	92	92	91
    Energy	110	100	100	93	93	93	92	92	91
    Light 	102	95	95	86	84	82	79	73	71
    Dark	102	95	95	86	84	82	79	73	71
    									
    Melee	29	30	35	39	42	46	49	52	55
    Ranged	29	30	35	39	42	46	49	52	55
    Magic	29	30	35	39	42	46	49	52	55
    
    A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166
    




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