joac1144 -> RE: Armours - Read the first post! (2/16/2020 21:23:36)
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From Kam: From UltraRare GGB (2020 Crossover Extravaganza): quote:
Chaos Slayer Cleric Spellcaster armour, has 8 elemental versions. Each variant of the armour follows the standard elemental wheel. So Pyro has Fire for Main, Energy/Earth for Ally, Light/Dark for Neutral, Water/Wind for Weak, and Ice for Opposed. MC effect on the armour is skill compression, armour has two skills. The first, Chaos Tentacles, is a standard spell-type, follows your weapon's damage type for Melee/Ranged/Magic, and the armour's elemental alignment for element. This gets ele-comp, Magic version costs 125% Melee in SP, Melee/Ranged costs 100% Melee. The second skill is a toggle, Aura of Chaos, this toggle charges you 15% Melee in HP cost every single turn, even on turns where you do not attack due to paralysis or such. While this toggle is active, you will heal MP = to HealMult*0.15*0.8*SpellMPCost*[Hits Connected]/[Hits Attempted]*MobEleRes. HealMult is 1/0.75 if using a weapon attack or special and using a Magic weapon, 1/2 if using a spell, and 1 otherwise. Essentially your base heal is equivalent to 15% Melee in MP cost, and this is adjusted if you do more damage than a normal player attack (this does mean you'll heal on average 3/4 as much on Magic weapon attacks and twice as much on spell attacks), and it factors out the mob's EleResists. The base heal is listed below as MPHeal. 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
HPCost 4 6 11 16 22 29 36 45 52
MPHeal 6 9 16 24 33 43 55 67 79
SPMeRa 30 45 80 120 166 217 273 335 392
SPMa 38 57 100 151 208 271 342 419 490
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
Main 95 91 80 71 61 54 48 42 39
Ally*2 96 93 84 75 71 65 61 56 54
Ntrl*2 97 94 88 82 79 76 73 69 68
Weak*2 99 95 92 88 87 86 85 83 83
Oppsd 100 97 97 95 95 95 95 95 95
Melee 21 23 26 30 33 36 39 42 46
Ranged 21 23 26 30 33 36 39 42 46
Magic 30 32 35 39 42 45 48 51 55 Updated 9 August 2024 ~Ward From Snugglefest: quote:
Yandere Snugglebear FO Fire armour. Melee > Ranged > Magic focus, Fire > Dark > Energy/Earth > Wind/Water > Light/Ice for resists. MC effect is that if the enemy has any status effect on them that can make them skip their turn (so stuff like Paralyse, Daze, Freeze, etc) then your weapon attacks and spells deal +7.5% damage. Magic weapons get a /0.75 multiplier to this, spells get a /2 multiplier. Nonofficial note: Works on Control, Daze, Fear, Paralyze, Sleep, Freeze, Petrify, Hypersalinate, Spirit Rend, and Thermal Shock Lvl 10G 10Z 35Z 60Z 85Z 110Z 135Z 143Z
PLvl 19 44 57 73 95 120 145 153
BR% 157 232 271 319 385 460 559 559
Stat 225.4 390.4 476.2 581.8 727 892 1109.8 1109.8
BtH Mod 2 5 7 9 11 15 19 19
Fire 88 74 66 61 54 47 41 39
Water 100 98 98 98 96 96 96 94
Ice 120 105 105 105 105 105 105 100
Wind 100 98 98 98 96 96 96 94
Earth 95 91 89 89 88 88 83 80
Energy 95 91 89 89 88 88 83 80
Light 120 105 105 105 105 105 105 100
Dark 92 78 69 64 57 51 44 42
Fire -12 -26 -34 -39 -46 -53 -59 -61
Earth -5 -9 -11 -11 -12 -12 -17 -20
Water 0 -2 -2 -2 -4 -4 -4 -6
Energy -5 -9 -11 -11 -12 -12 -17 -20
Ice 20 5 5 5 5 5 5 0
Light 20 5 5 5 5 5 5 0
Wind 0 -2 -2 -2 -4 -4 -4 -6
Dark -8 -22 -31 -36 -43 -49 -56 -58
Melee 33 37 39 42 46 50 54 55
Ranged 31 35 37 40 44 48 52 53
Magic 29 33 35 38 42 46 50 51
A-MCP 79 396 814 1474 2409 3971 5324 5940
A-MCS 39 Z Z Z Z Z Z Z Since the updated Hollowborn infosubs haven't been posted here: quote:
Hollowborn Evoker/Conjurer Garb: Fully Offensive Energy/Darkness armours. MC effect is two skills. The first is a 4-hit spell-type skill that's locked to Energy for Evoker, Darkness for Conjurer. This skill pays 30% Melee damage to attempt a Bleed effect on the foe. This Bleed has a -20 penalty to its save, so on average it'll last 2.33... turns. The Bleed damage is = to (30*MobEleRes*Hits/4/2.33)% Melee, MobEleRes is the mob's Energy or Darkness resistance for Evoker/Conjurer, respectively. The other skill is a toggle. If active, you cause foes to take +15% Bleed/Burn/Poison damage, this costs 5% Melee in SP per turn, and is only charged if the foe has a valid status on them and is paid the first time during the turn they take damage from such a status. Level 55 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 Evoker Fire 73 65 58 51 45 42
Water 95 95 95 95 95 95
Ice 86 86 86 85 85 84
Wind 76 76 76 75 75 70
Earth 76 76 76 75 75 70
Energy 68 60 53 47 42 39
Light 73 65 58 51 45 42
Dark 86 86 86 85 85 84 Conjurer Fire 76 76 76 75 75 70
Water 73 65 58 51 45 42
Ice 76 76 76 75 75 70
Wind 86 86 86 85 85 84
Earth 73 65 58 51 45 42
Energy 86 86 86 85 85 84
Light 95 95 95 95 95 95
Dark 68 60 53 47 42 39
Melee 31 34 37 40 43 45
Ranged 31 34 37 40 43 45
Magic 31 34 37 40 43 45 From: https://forums2.battleon.com/f/tm.asp?m=22371664 Updated Adventurer no-drop armors: quote:
Armours, they all scale the same as the Guardian stuff, however they are valued at level -10, minimum of 0, so if you're player level 15, the armour is considered level 5 for scaling. If you are a Guardian and are using it for whatever reason, then it's instead scaled as equal to player's level, and also gets an MC bonus. MC bonus on all of them is +1.5 MRM (not displayed, but does happen) and +2.125 BtH on all weapon attacks/specials/spells. Plate flavour effect: All your weapon attacks/specials/spells have a -5 BtH lean. Plate FSB: If using the Adventurer plate no-drop armour, shield, and any of the Adventurer no-drop weapons, then all of your weapon attacks/specials/spells (yes, spells) gain +8.5 BtH. Leathers flavour effect: All your weapon attacks/specials/spells have a +5 BtH lean. Leathers FSB: If using the Adventurer leather no-drop armour, shield, and any of the Adventurer no-drop weapons, then all of your Melee/Ranged weapon attacks deal +10% damage, Magic weapon attacks deal +(10/0.75)% damage, spells deal +(10/2)% damage. Mage Robes flavour effect: You take +(10/1.4)% damage, at end of player turn you passively regen MP = to (10*0.85)% Melee. Mage Robes FSB: If using the Adventurer mage robes no-drop armour, shield, and any of the Adventurer no-drop weapons, you deal +5% damage with spell attacks, and regen MP = to (10*0.85)% Melee after turns where you did not cast a spell. 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
MPHeal 3 5 9 14 19 25 31 38 44 Scholar Robes flavour effect: Each time one of weapon attacks, specials, or spells misses, those attacks gain +1 stacking BtH lean, each time one of the mentioned attacks hits, those attacks gain -1 stacking BtH lean. This caps at a max of +15 or -15 BtH lean, and is rolled per hit. Scholar Robes FSB: If using the Adventurer scholar robes no-drop armour, shield, and any of the Adventurer no-drop weapons, you take -(2.5/1.4)% damage, gain +1.5 MRM (not displayed, but does happen), deal +2.5% damage with weapn attacks/specials/spells (Magic weapons get /0.75 and spells get /2 for this bonus), and your weapon attacks/specials/spells gain +2.125 BtH.
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