RE: Zenn's Suggestion Thread! (Take 2) (Full Version)

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Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/6/2020 7:19:45)

quote:

I'd suggest using that to give the shield a Str drive instead - it seems like a pretty popular option.


Could've sworn there was a shield that does that already, but it looks like there isn't? In any case, this seems like a more appropriate ability, so I'll go ahead and do that. Went ahead and made the other minor fixes, too.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/6/2020 18:37:05)

While I'm busy tweaking the drafts for the Tier 3 classes (Gladiator, Archmage, Assassin, and Warden), I've gone ahead and conceptualized an update to the Overlord Set. Being one of the original Mastercraft sets, I feel it deserves to be something fairly powerful.

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Overlord's Dynasty
Fully offensive Fire armor with Energy and Light secondaries (39% Fire and 42% Light/Energy at Level 150.) Primarily weak against Ice, secondarily weak against Water and Darkness. Mastercraft; causes weapon attacks to burn your foe.

Lower-than-average MRM, focused mainly on melee. It then gets an additional -3 MRM to increase the burn power of its Mastercraft ability.

4-hit attack at a -3 BTH lean. Base damage is higher than average.

Description: The mighty armor of kings long forgotten! This armor will infuse your weapon attacks with the will of the Overlord, burning them with your radiant authority! With the full set, you can occasionally command your foe to give you an extra turn!

Mastercraft Bonus: Every time you perform a weapon attack, weapon special, or weapon-based skill, you attempt to inflict Burn* on your opponent (Power 2*85/82*[Hits/Attempts], Equipped Weapon Element, 1 Turn.) The opponent can save at a +0 Bonus (MainStat/LUK vs. DEX/LUK)**. Mainstat is the higher of STR, DEX, or INT.

Full Set Bonus: At the end of each turn, if you have the Overlord Weapon + Shield equipped, you have a 10% chance of granting yourself Overlord's Privilege, a renamed Celerity***. This only affects you, it does not affect pets and guests. Your opponent does not get a save.

*Your radiant authority burns your foe!
**Your foe resists your burning might.
***You invoke the Overlord's Privilege!


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Overlord's Legend
Fire shield with light and energy secondaries. (-25% Fire and -12% Light/Energy at Level 150). Mastercraft; damages foes who hit you.

Even MRM, fairly low to help pay for secondary resists.

Description: The sturdy shield of kings long forgotten! This shield's surface is burning hot to your opponents, making their own attacks harm them!

Mastercraft Bonus: At the end of the opponent's turn, if they hit you with at least one attack, they take Harm damage equal to (5/0.85/1.4)% of the total damage they dealt.


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Overlord's Conquest/Supremacy/Ascendancy
0-Proc Fire weapon. Mastercraft; inflicts a powerful burn on a lucky strike.

Conquest is a Melee sword with a -3 BTH lean, Supremacy is a Ranged spear with a -1 BTH lean, and Ascendancy is a Magic sword with a -3 BTH lean.

Description: The fiery weapon of kings long forgotten! This sword's/spear's radiant flames will melt through your resistances, but will deal extra damage. When you land a lucky strike, it will inflict an especially potent burn!

Effect: You take +(10/1.4)% damage but deal +10% damage with all weapon attacks. For the Magic version, you take +(7.5/1.4)% more damage instead.

Mastercraft Bonus: Whenever you land a Lucky Strike with a weapon attack, you attempt to inflict Burn (Power 10*[BTH Lean Multiplier]*[# of LSs/# of Hits Attempted], Fire Element, 1 Turn)*. Opponent can save at a +0 bonus (Mainstat/LUK vs. DEX/LUK)**. Mainstat is STR for Overlord’s Conquest, DEX for Overlord’s Supremacy, and INT for Overlord’s Ascendancy. For the Magic version, the power of the burn is reduced to 7.5*[# of LSs/# of Hits Attempted]. Lean multiplier is 85/82 for Conquest and Ascendancy, and 85/84 for Supremacy.

*Your weapon burns your foe with imperial fire!
**Your weapon attempts to burn your foe, but they manage to dodge the flames.


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Overlord's Reincarnation
Ranged Fire pet. Mastercraft; Grants Burn Potence

Description: Much as the legacy of the kings of old will live forever, so too will their phoenix pets! This phoenix is covered in powerful flames that will scald your foes!

Has two modes; damage mode and status mode. Click to swap between the two.

Deals 1 hit of damage at a -3 BTH lean. In damage mode, it deals standard pet damage. In status mode, it deals -25% damage and attempts to inflict Burn (Power 1, Fire Element, 2 Turns)*. Opponent can resist at a +0 bonus (CHA/LUK vs. DEX/LUK)**.

Mastercraft Bonus: You get the Overlord's Divinity intrinsic, which grants you +20 to any roll to inflict Burn.

Set Bonus: If you have the Overlord Armor + Shield equipped, the pet’s attacks heal you equal to (10/0.85)% of the damage dealt in damage mode. In Status Mode, instead the power of the Burn it inflicts is increased to 1.47.

*Some of your Phoenix's undying flames set your foe ablaze!
**Your foe manages to avoid the worst of your pet's flames.



Also not technically part of the Overlord Set, but...

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The Erupting Liquefactor

0-proc Melee Fire mace with a -3 BTH lean. Mastercraft; can permanently reduce an opponent's MRM.

Description: Within the hollow head of this mace is a portal to the Fire Lord's domain. The heat escaping superheats tough metal -- melting away the defenses of both you and your enemy!

Effect: You lose 6 MRM as long as the weapon is equipped. This cost is used to strengthen the weapon's Mastercraft Bonus.

Mastercraft Bonus: After every weapon attack you make, if you hit the opponent at least once, your opponent makes a save at a +10 bonus (STR/LUK vs. DEX/LUK). If they fail*, they permanently lose 1.6 * Hits/Attempts MRM, rounded stochastically. (E.g., if you hit one out of four attempts, your opponent loses 0.4 MRM, with a 60% chance of rounding to 0 and a 40% chance of rounding to 1.) If they succeed the save, or the MRM loss randomly rounds to 0, then they do not lose any defenses.**

*Your Liquefactor has melted your foe's defenses, reducing their blocking by [amount]!
**Your opponent resists the molten heat of your Liquefactor.


Calc: 15% melee value, /0.4 for save gives 37.5% melee. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 26.7857142. *0.6 for omni-elemental gives 16.0714285, then divided by 10 for ten turns gives 1.6.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/7/2020 11:18:46)

Following up the Overlord Set revamp, here's my proposed Twilight Set revamp.

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Twilight's Mantle
Fully defensive Darkness armor with Light secondary. Mastercraft; has -5% to all elemental resistances.

MRM is average overall, with a slight focus on melee defense at the expense of magic.

1 hit standard attack at a +3 BTH lean. Base damage is lower than normal to help pay for resistances. In addition, all armor attacks deal *0.98 damage.

Description: The Forgotten are but shadows of life itself. Taking their form grants you Darkness resistance beyond any other armor, and with the full Twilight set you have a chance of automatically evading any hit!

Mastercraft: The MC bonus and the 2% penalty from armor attacks pays for a -(7/1.4)% reduction to all damage taken, or -5%. This is represented in the armor's listed elemental resistances. At Level 150, these are:

Darkness   37%
Light      55%
All Others 80%


Without the armor attack penalty and the mastercraft, each resistance would be 5% higher. While it is not displayed, you also take -5% damage from the Harm element (but not from Void.)

Full Set Bonus: When wielded with the Twilight's Regalia and the The Twilight's Dread/Twilight's Horror/Twilight's Foreboding, you have a (10 * [Monster Dark Resist] /1.4)% chance of automatically evading any attack not marked as auto-hit.*

*The full power of the Twilight Set pulls you into the shadows!


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Twilight's Regalia
Darkness shield with light secondary (-25% Darkness and -14% Light at Level 150). Mastercraft; can reduce your foe's effectiveness each turn.

Decent melee and ranged blocking but low magic blocking.

Description: These shields are fashioned from the undead legions that protect the Forgotten, acting as their battle standard. So frightening is the sight of this symbol that many attackers lose their nerve, reducing the damage they deal!

Mastercraft Bonus: At the beginning of your turn, your opponent makes a save at a -10 penalty (Mainstat/LUK vs. CHA/LUK). If they fail*, they are inflicted with Trembling (renamed Choke, -5.95% effectiveness, 1 Turn). Otherwise, they resist the status.** Mainstat is the highest of your STR, DEX, or INT stats.

*Your foe is left trembling by the terrifying sight of Twilight’s Regalia!
**Your foe is disturbed by your shield, but shakes it off.


Calc: 5 / 0.6 / 1.4


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Twilight's Dread/Horror/Foreboding

50%-proc Darkness weapon. Can inflict Fear with its special. Mastercraft; increases the potency of the Fear effect.

Dread is a ranged spear with +5 BTH lean, Horror is a melee mace/scepter with a +0 BTH lean, and Foreboding is a magic staff with a +3 BTH lean.

Description: This spear/scepter/staff of rigid bone is fashioned from the undead legions that protect the Forgotten! It has a very high special rate, and its special can terrify your foe into inaction!

The special deals two hits of Magic Darkness damage at a +3 BTH lean. It then takes -16.667% damage, but attempts to inflict Fear ([42*DarkResist*Hits/2]% chance of not acting, 1 Turn)*. Opponent can save at a -20 Penalty ([Mainstat]/LUK vs. CHA/LUK)**, where Mainstat is DEX for Twilight's Dread, STR for Twilight's Horror, and INT for Twilight's Foreboding. For Twilight's Forboding, the power of the Fear effect is instead ([27*DarkResist*Hits/2]% chance of not acting, 1 turn).

*Your weapon’s dark energy fills the enemy with dread!
**Your foe resists your weapon’s dark energy.


Calc: 20% melee worth of damage reduction for the special +(5% mastercraft bonus/ 0.5 special frequency) = 35% melee worth of fear. /0.7 for save, /1.4 for monster power, /0.85 for requirement to hit. For the magic version the fear effect is worth 15% + (3.75 /0.5)% melee, /0.7, /1.4, /0.85, giving 27%.


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Twilight's Harbinger

Ranged Darkness Pet. Mastercraft; inflicts Blind

Description: A bird-like companion of the Forgotten that is a sign of the horrors yet to come. It tends to focus on the eyes of its enemies, plucking them out and leaving them Blind.

Has two modes, damage mode and status mode. Can be changed by clicking the pet.

1-hit attack at a +3 BTH lean. In damage mode, this attack gets +5% damage. In status mode the attack deals -26.875% damage, but attempts to inflict Blind if it hits (-7.5 BTH, 2 turns).** Opponent can resist at a -10 penalty (CHA/LUK vs. DEX/LUK)**

Mastercraft Bonus: Makes the Blind effect more powerful.

Full Set Bonus: If you're equipped with the Twilight's Mantle, and Twilight's Regalia, the pet instead deals +15% damage in damage mode. In status mode, it instead attempts to inflict Trembling when it hits (renamed Choke, -5.6% effectiveness, 1 Turn).^ Opponent can resist the Trembling at a -10 penalty (CHA/LUK vs. CHA/LUK).^^

*[Pet Name] has landed a blinding strike on your foe's eyes!
**Your opponent manages to avoid being blinded by your [Pet Name].
^The sight of [Pet Name] causes your foe to tremble!
^^Your foe is unnerved by [Pet Name], but shakes it off.


Calc: 26.875 + 5% MC = 31.875% of a pet attack. *0.4 gives us 12.75% melee value, /0.6 for save gives 21.25. *0.6 to convert melee value to MRM = 12.75, then /0.85 for requiring to hit = -15 BTH divided over two turns is 7.5.

For Trembling, calc is 10% FSB, *0.4 pet damage, /0.6 for save, /1.4 for monster damage, /0.85 for requirement to hit.


And again, not technically part of the set, but:

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Forgotten's Harrowing Totem

100%-proc Magic Darkness wand. Mastercraft; causes Darkness spells to inflict Fear.

Split evenly between two wand attacks: 50% chance of one hit for *(2/3) damage, and a 50% chance of two hits for *(4/3) damage. Both attacks have a +5 BTH lean.

Description: This grisly totem is fashioned from the bones of the dead, a symbol of the power the Forgotten wield. Its dark power enhances Darkness spells, granting them the added ability to strike fear in your enemies' hearts!

Mastercraft Bonus: Whenever you cast a Darkness spell, that spell attempts to inflict Fear (19.7 [Hits/Attempts]*[MonsterDarkResist]% chance of not acting, 2 Turns)*. Opponent can resist at a +10 bonus** (INT/LUK vs. CHA/LUK).

*The dark energies of your spell resonate with those of your Forgotten's Harrowing Totem, filling the enemy with Fear!
**Your spell's dark nature is frightening, but your foe stands strong!


Calc: One MC for a spell boosting item typically increases spell damage by 9.375%, or 18.75% melee value. /0.4 for 40/60 save gives 46.875. /0.85 for requirement to hit gives 55.1470588, then /1.4 gives 39.3907563. /2 for two turns gives 19.6953781.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/7/2020 11:23:46)

And, finally, an update to the Gatekeeper Armor. This armor combines attributes of both the Overlord and Twilight sets, but the effects are only about half as powerful for each:

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Insurmountable Gatekeeper

Multi-element armor that can switch between Fully-Offensive and Fully-Defensive leans. Resistant to Fire, Energy, Light, and Darkness (45% resistance to each at Level 150.) Mastercraft; takes less damage in defensive mode and inflicts Burn in offensive mode.

In defensive mode, average MRM is higher than normal. In offensive mode, it’s lower than normal.

In defensive mode, attack is a one-hit attack at a +3 BTH lean, which has lower base power than average. In offensive mode, the attack is a two-hit attack at a -3 BTH lean, which has higher base power than average.

Description: The preferred armor of Halliphax, gatekeeper of Alnaphar. Switch between a defensive form that takes reduced damage, and an offensive form that burns your foe. When used with equipment from the Overlord and Twilight sets, you get further bonuses!

Effect: Comes with a skill that lets you toggle between two modes: “Gatekeeper’s Lament,”* and “Gatekeeper’s Might.”** The former option switches your lean to fully-defensive (referred to elsewhere as ‘defensive mode’), while the latter switches your lean to fully-offensive (referred to elsewhere as ‘offensive mode’).

Mastercraft Bonus: In defensive mode, you take -(5/1.4)% damage from all attacks. In offensive mode, all of your weapon attacks, specials, and weapon-based skills have a chance to inflict Burn (Power 1 * [Hits/Attempts], Equipped Weapon Element, 1 Turn).

Mini-Full Set Bonus: While wielding the Twilight’s Regalia shield and a Twilight's Dread/Horror/Foreboding weapon, you have a 3.57% chance of evading any attack not marked as auto-hit.^ While wielding the Overlord’s Legend shield and an Overlord's Conquest/Supremacy/Ascendancy weapon, you have a 5% chance of automatically granting yourself Gatekeeper’s Privilege, a renamed Celerity, without giving your opponent a save.^^

Note that the pets from the Overlord and Twilight sets do not count the Gatekeeper Armor as part of their own Full Set Bonuses.

*Call upon the lament of the Forgotten to switch your armor to a defensive lean, taking less damage from attacks.
**Call upon the might of forgotten kings to switch your armor to an offensive lean, leaving your foe burning with every attack.
^Your weapon and shield resonate with your armor, pulling you into the shadows!
^^You invoke the Gatekeeper’s Privilege!




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/7/2020 18:20:42)

An original Mastercraft Set this time, themed around the Greek pantheon. While powerful, these items have a theme of punishing hubris and will sometimes inflict you harmful statuses for daring to claim their power.

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Olympian Chiton

Variable-lean Wind/Energy armor (40% to both at Level 15, 86% to all other elements) that can swap between fully offensive and fully defensive modes. Comes with a toggle skill whose effect varies depending on lean. Mastercraft; decreases the penalty for using the toggle.

Average overall MRM, focusing slightly on Magic defense.

3-hit attack at a +0 BTH lean.

Appearance: A Greek-style chiton tunic, seemingly woven from the clouds, alongside a simple pair of sandals. Each of the sandals have a pair of feathered wings attached to the ankles. In offensive mode the tunic crackles with sparks of blue electricity; in defensive mode it is surrounded by translucent swirling gusts of wind.

Description: The mighty tunic of the lost Olympian civilization! It has high wind and energy resistance, can swap between offensive and defensive leans, and can grant celerity or increase your damage! But beware, for the Olympians were known to punish hubris...

Effect: Click the tunic to swap between full-offensive and full-defensive leans. The skill changes depending on what mode you're in.

Skill:

Olympia’s Pride — Infuse yourself with the might of Olympians! In defensive mode, you’ll sometimes gain Celerity, and in offensive mode you’ll deal extra damage! However, your opponent has a chance of gaining Celerity in defensive mode, and in offensive mode you have a chance of taking extra damage.

Toggle skill, costs nothing to use. Has different effects depending on the mode. Mastercraft bonus is used to decrease the “cost” of the toggle.

In defensive mode, you have a 15% chance to gain Celerity for yourself only at the end of every turn*. This only happens if you did not gain Celerity by any means during your last turn; essentially, you do not get a chance of an extra turn if you’re already in an extra turn. However, if you gain Celerity this way, you make a save at a -18 penalty (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you fail**, your opponent gains Celerity also.

PlayerMainStat is the higher of your STR, INT, or DEX, while VStat is the expected value of your MainStat at that level, and VLuck is your expected LUK.

Calc: [100 - 5] / 1.4 = 67.857, or a 67% chance of enemy celerity, rounded to 68.

In offensive mode, all weapon attacks, specials, and skills deal +20% damage, and your spells deal +10% damage. However, at the end of every turn you make a save at a -10 penalty (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you succeed at the roll, nothing happens. If you fail^, you gain the EleVuln status (121% damage taken from all elements, 1 turn.)

PlayerMainStat is the higher of your STR, INT, or DEX, while VStat is the expected value of your MainStat at that level, and VLuck is your expected LUK.

Calc: (20 - 5)% for ‘cost’ of status / 0.6 chance of infliction / 1.4 / 0.85

*The divine winds of the Olympians allow you to act again!
**The divine winds of Olympia grant both you and your foe an extra turn!
^Your armor smites you for your hubris, making you more vulnerable!


Full Set Bonus: If used with the Olympian Set’s weapon and shield, you get the Divine Favor intrinsic, which grants you +10 to any saves against statuses inflicted by the weapon, armor, and shield of the Olympian Set. (This only counts status inflicted by the set items, similar statuses from monsters are not counted.)


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Olympian Aegis
Mastercraft Wind/Energy shield (-26% at level 150). Reduces damage taken, but has a chance to inflict Burn.

Average MRM, evenly spread across all three.

Appearance: A perfectly circular, brightly-polished silver shield, engraved with an image that resembles the head of a Gorgon.

Description: The mighty shield of the lost Olympian civilization! It can swap between wind and energy resistance, and is even more resistant to damage than most shields! But beware, for its divine power will sometimes burn mortals who dare to touch it.

Mastercraft Bonus: Click the shield to switch between Wind and Energy resistance.

Effect: You take -3.57% damage from all monster attacks. However, at the end of the monster’s turn you make a save at a -10 penalty (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you succeed at the roll, nothing happens. If you fail*, you gain the Burn status (Power 0.83, Harm Element, 1 Turn.)

Calc is 5% melee value, /0.6 for 60% chance of infliction

*Your divine shield punishes you for wielding it with mortal hands!


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Olympian Xiphos/Xyston/Harpe

0-proc weapon with an accurate lean. Deals increased damage, but has a chance to inflict Choke. Mastercraft; can swap between Wind and Energy.

Xiphos is a Melee sword with a +3 BTH lean, Xyston is a Ranged spear with a +5 BTH lean, and Harpe is a Magic sword with a +0 BTH lean.

Appearance: The Xiphos is short sword with a leaf-shaped blade. The Xyston is a very long spear with a varnished wooden shaft, a diamond-shaped spearhead at the end, and a smaller version of the spearhead at the opposite end. The Harpe is a medium-sized sword with a sickle-like protrusion on one end of the blade. In Wind mode, the weapon is surrounded by swirling gales, in Energy mode it crackles with blue lightning.

Description: The divine weapon of the Olympians! It can swap between Wind and Energy, and deals increased damage! But beware, for its overwhelming power can leave you choked, dealing less damage than normal instead.

Mastercraft Bonus: Click the weapon to swap between Wind and Energy modes.

Effect: You deal +10% damage with all weapon attacks. However, at the beginning of your turn you make a save at a +0 bonus (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you succeed at the roll, nothing happens. If you fail*, you gain the Choke status (81.81% effectiveness, 1 turn.) Mainstat is STR for Xiphos, DEX for Xyston, and INT for Harpe, VStat is the expected player main stat for that level, and VLuck is the expected player LUK for that level.

*Your mortal body is weakened by your weapon’s divine power!

Calc: the Choke effect should reduce the damage of your weapon from 110% normal to 90% normal, so it multiplies your damage by *(90/110).


quote:

Olympian Mirror
Mastercraft Wind/Energy misc. Reflects a portion of damage dealt, but has a chance to reflect it to you instead of the opponent.

Appearance: A round, circular mirror made out of extremely well-polished bronze.

Description: A treasure of the lost Olympian civilization! It can defend against Wind and Energy, increases your LUK and Magic Defense, and can even reflect some of the damage dealt to you back to your opponent! But its power is hard to control, and can sometimes reflect damage to you instead!

Mastercraft Bonus: Click the misc to toggle between Wind and Energy resistance.

Effect: Increases your LUK, Magic blocking, and elemental resistance by the standard amount.

Secondary Effect: At the end of the monster’s turn, the misc deals Harm damage to the opponent equal to 10% of the damage it dealt to you that turn*. However, there is a 20% chance of it dealing that damage to you instead**, if that happens it deals 40% of the damage the monster dealt as Harm damage. This is not affected by the Olympian Set’s full set bonus.

*The mirror reflects your opponent’s attack!
**The mirror reflects your opponent’s attack, but hits you instead!


Calc: An 80% chance of reflecting 10% damage dealt to the monster over ten turns is equivalent to reflecting 8% damage over ten turns. This is paid for by an equivalent damage to you over two turns, or 8% * 10 turns / 2, for 40%.


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Olympian Nephele
Magic pet. Mastercraft; can swap between Wind and Energy damage. Deals more damage, but also damages the player.

Appearance: A small, androgynous fairy-like being wearing nothing but a loose cloth robe, and flying by your side on a pair of golden wings. Its hair is composed entirely of long, flowing clouds, in Wind mode it’s a fluffy whie cumulus cloud, and in energy mode its a stormy grey cumulonimbus.

Description: This cloud spirit was one of the companions of the now-extinct Olympian race. It can swap between Wind and Energy damage, and deals much more damage than normal pets! But be wary, for its attacks are difficult to control and will harm you as well.

Deals three hits of Magic damage at a +0 BTH lean. The attack deals +25% damage compared to normal pets. However, the pet then deals an additional hit of damage to you, with base power equal to 10% of a standard melee attack. This hit cannot be dodged.

Mastercraft Bonus: Click the pet to swap between Wind and Energy damage for all of its attacks.

Full Set Bonus: If you have the Olympian Chiton and Olympian Aegis equipped, the base damage the pet deals to you is equal to 8% of a melee attack instead.


And, while not part of the set, there is another item which you can obtain while questing for it:

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Cloudborn Caduceus

20-proc Magic staff. Increases spell power, but will occasionally paralyze you. Mastercraft; can switch between Wind and Energy modes.

Appearance: A bright bronze staff with a pair of long, snake-like clouds coiled around its length. On its tip are a pair of white, feathery wings. In Wind mode the coiling clouds are white and fluffy, in Energy mode the clouds are grey and stormy.

Description: A legendary staff of an ancient civilization, this weapon can swap between the Wind and Energy elements, and will strengthen spells of whatever element it’s using. But beware, for its uncontrollable power can rarely leave you paralyzed!

Has a +0 BTH lean. Special is two hits of Magic damage at a +0 BTH lean, Wind element in Wind mode and Energy element in Energy mode. In Wind mode it spews out a barrage of clouds, and in Energy mode it summons a cumulonimbus cloud to zap your foe.

Mastercraft Bonus: Click the weapon to switch between dealing Wind damage and dealing Energy damage.

Effect: In Wind mode, your Wind spells deal +4.687% damage. In Energy mode, your Energy spells deal +4.687% damage.

However, at the end of every turn, the weapon has a 10% chance of backlash. When this happens, you make a save at a +0 bonus (VStat/VLuck vs. INT/LUK). If you succeed, nothing happens. If you fail, you are Paralyzed for one turn.*

VStat and VLuck are your expected INT and LUK for the weapon’s level.

*The Caduceus’s divine energy paralyzes you!




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (3/8/2020 1:57:47)

Olympian Chiton.

The armor has free elemental compression. You probably want to remove that 5% from the toggle and shift it here.

Passive damage bonuses generally cap at +15%. Even ignoring that, there's also /0.85 to the effect, since monster only gains bonus damage on hit.

FSB generally exists to compensate for the fact that you're using same element weapon + armor and shield, meaning you generally deal subpar damage or take vastly more damage from monster attacks. Since the MC set toggles between two elements, the FSB, if applicable, should probably be limited to 5%, not 15%.


Olympian weapon.

You're overcomplicating the effect. I'd suggest making it a simple save - on success, gain +10% damage, on fail loose 10% damage.


Olympian Nephele.

Same thing with the FSB.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/8/2020 9:55:47)

quote:

The armor has free elemental compression. You probably want to remove that 5% from the toggle and shift it here.


The "free compression" doesn't really offer much of anything that the armor doesn't already have, since the primary and secondary resists are already so close together.

I'm not going to move the 5% from the toggle, but I can give the armor equal elemental resistances to Wind and Energy, if that works.

quote:

FSB generally exists to compensate for the fact that you're using same element weapon + armor and shield, meaning you generally deal subpar damage or take vastly more damage from monster attacks. Since the MC set toggles between two elements, the FSB, if applicable, should probably be limited to 5%, not 15%.


The FSB is worth 10%, not 15%. I'm not sure how much you're arguing I should reduce it by.

quote:

Passive damage bonuses generally cap at +15%.


This isn't a passive damage bonus, it's a toggled damage bonus similar to Subrace, which does not generally have the same cap. The only real difference is that it's paid for with status effects being inflicted on the player, rather than directly with SP.

quote:

You're overcomplicating the effect. I'd suggest making it a simple save - on success, gain +10% damage, on fail loose 10% damage.


That would be simpler, but it would also fit less with the overall theme and flavor of the set.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (3/8/2020 10:58:53)

Armor.

- From what I saw, the FSB gives you +20 resistance to set effects and a 10% celerity reduction. My bad, if I was mistaken.

- I was arguing that since the set has two elements (allowing you to use energy weapon against a wind mob, for example), the FSB should be, at most, 5%.

- The elecomp should still be +49% (40/0.6/1.4/0.85), since elecomp numbers include monster accuracy.

- Edit: Also, "40% to both at Level 15" - you probably mean level 150.

Weapon.

In that case, where do you get 115% in your calculations? You get +10% as a passive effect, then pay for that 10% with a 50/50 save to loose 20% (10/0.5) damage. Where did 115% and 85% come from?




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/8/2020 11:34:46)

quote:

In that case, where do you get 115% in your calculations? You get +10% as a passive effect, then pay for that 10% with a 50/50 save to loose 20% (10/0.5) damage. Where did 115% and 85% come from?


Ah, oops. That was a mistake on my part, probably left over from a previous draft. Fixed

quote:

From what I saw, the FSB gives you +20 resistance to set effects and a 10% celerity reduction. My bad, if I was mistaken.


That's the way it should be — the FSB should reduce the chance of all penalties inflicted by the armor, weapon, and shield. A +20 to save against one status is worth a single MC bonus, so a +20 to save against multiple related statuses would be roughly worth a full set bonus, and since this extends to the chance of granting an enemy Celerity that means it's also reduced by equivalent 10%.

I can see what you mean by reducing the FSB to 5% value, though.

quote:

The elecomp should still be +49% (40/0.6/1.4/0.85), since elecomp numbers include monster accuracy.


There's no elecomp anywhere in this set. This is treated as an effect where you deal more damage, but take an equivalent amount of damage in return. (Similar to weapons which deal +[x]% damage and cause you to take +[x/1.4]% damage.) Those don't factor in monster accuracy into the penalty. The main difference is that since you only have a chance to take more damage, the penalty is increased by an amount corresponding to that chance.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (3/8/2020 12:07:53)

That was a misprint on my part, I meant EleVuln - since the player is inflicted with EleVuln, it should probably apply the usual EleVuln numbers.

Similarly, I meant 35, not 40 - my bad, I was distracted.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/8/2020 12:09:33)

Alright, that's fair. I've made the change to to the Elevuln, as well as reduce the FSB to account for using two different elements.

I've also gone ahead and reworked the Celerity effect granted to the opponent so that it also uses a save, which should make this a bit simpler.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/9/2020 19:38:39)

<Moved>




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (3/10/2020 0:37:50)

Three minor imbalances I can find:

Lvl 0. Euthanize.

Overpowered. Bonebreaker Berserker and Moonchaser Rider already have a formula for an MC boosting damage based on status effects.


Lvl 7. Kairaku Senshi.

50% melee is used to inflict -50 End for 1 round. As such, a passive 5% would also be used to reduce End for one round only. Otherwise, you'd need to make it a toggle worth 5% * 10 rounds = 50% melee.


Lvl 10. Sokushi.

Underpowered, actually. 50% melee from skill damage + 50% from 1/battle would be 100/0.4/5 = 50% chance to attempt PWD.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/10/2020 1:30:37)

quote:

Overpowered. Bonebreaker Berserker and Moonchaser Rider already have a formula for an MC boosting damage based on status effects.


I recall seeing a similar effect in your own thread, which is what I based this on. (The Hexlord set, I believe.) Wouldn't that be overpowered by the same metric? Perhaps a comment best left there, but I think you might want to change that too.

In any case, fixed.

quote:

50% melee is used to inflict -50 End for 1 round. As such, a passive 5% would also be used to reduce End for one round only. Otherwise, you'd need to make it a toggle worth 5% * 10 rounds = 50% melee.


That's fair, actually. 50% melee per turn seems really oppressive, so I reduced it to a 30% melee toggle for a -3 END reduction per successful attack.

quote:

Underpowered, actually. 50% melee from skill damage + 50% from 1/battle would be 100/0.4/5 = 50% chance to attempt PWD.


That's not how the skill works though. The skill does not take a reduction to damage, the once/battle value is used to directly power the weapon attack option as a fallback. The one/battle value does not actually factor into the instant-kill chance.

Also, I'm confused how 100% melee/0.4/5 would grant a value exactly equal to a monster's maximum HP, and I honestly have no clue where you're getting "/5" from.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (3/10/2020 2:34:03)

Huh, you're right. I really have to go through my old suggestions and check them in regards to modern standards.

quote:

Also, I'm confused how 100% melee/0.4/5 would grant a value exactly equal to a monster's maximum HP, and I honestly have no clue where you're getting "/5" from.

quote:

Mastercraft; Power Word Die!
- directly from the Blade of Awe entry in the encyclopedia.

So you have 100% melee paid via sp, /0.4 for the save to get 250% melee. 5% melee = 1% chance of PWD, so 250/5 = 50% chance to attempt the save.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/10/2020 8:15:41)

To be fair, I'm actually completely unsure if PowerWord die fits current mastercraft standards. It feels like something that just got left in because it predates the mastercraft designation and is the single most famous weapon special in the game.

I can see your point though: I reworked Sokushi a bit. It now has a 40% chance of inflicting instant death with a +0 save.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/10/2020 21:03:27)

While I'm still finishing my Archmage concept (Coming Soon!), here's a Tier-2 class with a very unique Gimmick: copying monster abilities. I've always loved the concept of the Blue Mage class in the Final Fantasy series, so I did my best to try to recreate that faithfully here.

Granted, I think this would be extremely difficult to implement in AQ, but it's a nice idea.

quote:

Mimic Costume

Class armor. You must be a 4 Scholar, a Level 3 Mage, and a Level 3 Rogue to train as a Mimic.

Neutral-lean armor. Primarily resistant to Light, (39% at Level 150), secondarily resistant to Water and Darkness (42% at Level 150). Flat resistances otherwise, total resistances are a bit higher than normal.

Equal Ranged and Magic defense but slightly lower Melee defense.

Attack is one hit at a neutral BtH lean. Lower than normal base damage to pay for resists.

Appearance: An outfit resembling the classic Arlecchino outfit from Italian commedia dell'arte theater: a diamond-checkered costume with many different bright colors. Your character's normal head doesn't appear on the armor, instead they wear a black domino mask and a bright purple beret adorned with a fox's tail.

Description: Become a Mimic, a magical performer who can copy the abilities of monsters!

Mimicry - Passive

The Mimic class has a large variety of different active skills available, but only a few can be learned at a time. At class level 1, 3, and 5 (plus Level 7 and 9 for Guardians), you get an empty active skill slot. Upon defeating certain types of enemies*, you will learn a skill that fills one of those slots. You must be in the Mimic class armor when the battle ends for this effect to apply. You can only learn abilities this way if your enemy is (CharLevel-10) or higher.

If you have no usable or empty slots, the learned skill will be made available through a special "shop" in the class trainer**, which works similarly to elementalizing Guardian no-drops. The class trainer will ask you which spell you want to forget and which of your unlocked spells you want to learn. Once a monster that grants an ability is defeated, that ability will be permanently unlocked in this pseudo-shop. Changing abilities this way costs gold equivalent to a standard spell for your level.

To help with finding new skills, about half of the eligible enemies can be fought during the Mimic class quests, but others must be sought out for yourself.

*You learn [ability] from your fallen foe!
**You unlock the [ability] ability! Visit your class trainer to change skills.


Level 0: Artful Performance - Toggle

To become a true performer requires both unflinching grace and magical prowess. While active, you can use your INT and DEX to determine dodge chance, as well as damage with magic attacks.

Available only if your class title is Mimic. While toggled, stat bonus to block chance is calculated as INT/16 + DEX/16 + LUK/40, core stat damage from magic attacks is calculated as INT*3/64 + DEX*3/64, and core stat damage to spells is calculated as INT/8 + DEX/8.

Level 1: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 2: Method Acting - Passive

Before you can get into a role, you have to REALLY understand who you’re playing. When you’re facing an enemy with a skill you can learn, you’ll receive a notification, even if you’re not in the Mimic armor. If you are in the Mimic armor, you’ll get a defense boost against any enemy whose skill you can copy.

At the beginning of battle, if your class title is Mimic, a message pops up alerting you if they have a learnable skill.* This happens even if you're not in the armor.

Also, if you are in the Mimic class armor, and your foe has a learnable skill, you gain +6 MRM.

*[Enemy name] has a skill! You must be in the Mimic armor when the battle ends to learn it.

Level 3: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 4: Juggler’s Trick - Passive

When you perform, you become so “in the zone” that you can catch a flaming sword between the tip of your teeth in a fraction of a second. Whenever you use a mimicked ability, you gain extra accuracy with all attacks.

Whenever you use an active class skill, you get +2.5 BTH for the rest of the battle, /2 that bonus for spells. This does not count quick-cast class skills.

Calc: +42.5 BTH bonus, divided over ten turns. With an assumed two abilities used per fight, that gives one turn with no abilities used, one turn with one ability used, and eight turns with two abilities used. So 0x + x + 2(8)x = 42.5, or 17x = 42.5. 42.5 / 17 = 2.5.

Level 5: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 6: Improvisation - Passive

Sometimes, a stage performer has to make the best of mistakes. Whenever you miss an attack, your next attack will get a massive accuracy bonus.

Whenever you miss an attempted hit, the next hit you attempt gets +28.333 BTH, or +14.167 BTH if the next hit is from a spell.

Level 7: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 8: Sleight of Hand -Toggle

Your stage performances have given you knack for motor skills and magic. For a small MP and SP upkeep, you can boost your INT and DEX.

INT/DEX drive. Costs MP and SP.

Level 9: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 10: Encore! - Active

The show must go on! With this skill you can repeat the last spell or monster ability you used, provided that spell dealt damage to your opponent. Usable once per battle.

Costs 75% melee in SP, usable once per battle. Only usable if the last spell you cast this battle dealt damage (including healing “damage.”) You use that spell again this turn for no additional cost.

This even works with quick-cast spells, but only if it’s one that dealt damage. Spells like Summon/Call spells, Purple Rain, and Moonwalker’s Grace cannot be repeated. If the last spell you cast is ineligible for repeating this way, the Encore skill is disabled.


Available abilities:

All skills below are spell-based and receive appropriate elecomp to damage, with the exception of Zard Punch, Sneak Attack, and the two healing spells.

quote:

Zard Punch

Channel the strength of a Frogzard into your fists and punch your foe. While this weapon-based skill deals only slightly more damage than a normal attack, it has a chance to hit extra hard!

...Wait, do Frogzards even HAVE fists?


Spell-based skill, costs 15% melee in SP. Deals one hit of damage according to your element and weapon type, at a +5 BTH lean. Base damage is equal to a normal attack, but gets +5% damage, or +6.667% damage for magic weapons.

However, there is also a 10% chance of the attack dealing an extra +100% damage (+133.333% for magic weapons.)*

*"Frogzard PAWNCH!"

Learned from: Any Earth-element monster tagged as a Zard

Draining Geyser

Watch out! This thing can drain your magic points! And by "thing" I mean "water spell," and by "your" I mean "your foe's."

Costs the MP of a standard spell. Deals one hit of Magic water damage at a +5 BTH lean. Deals -50% damage, but reduces your foe's MP by 1.5x the damage dealt.

Learned from: Braken, Shadow Braken, Undead Braken, Shower Monster

Sneak Attack

Infuse your weapon with a bit of poison and attack! When used on your first turn, the poison is especially potent!

Spell-based skill. Costs 55% melee in SP.

Deals two hits of damage at a +0 BTH lean, according to your weapon's element and type. The skill then attempts to inflict Poison (Power 2.5*Hits, 2 Turns.)* Opponent can resist at a +0 Bonus (INT/DEX vs. END/LUK).** If used on your first turn in a battle, the power of the poison is doubled.

*The sneak venom poisons your opponent!
**Your opponent resists the poison.


Learned from: Sneak, Sneak on a Plain, Undead Sneak

Shifting Shield

It's nifty to be shifty. Call upon the power of a Forest Demon to summon a shield, increasing your blocking by a random amount for one turn! Doesn't take a turn to use.

Quick-cast, once per turn. Costs 55% melee in SP. You gain the Defence Boost status (+[X] Blocking, 1 Turn). X is a random integer between 1 and 60, inclusive.

Learned from: Forest Demon, Dull Forest Demon

Sea Shield

She shells she sealds by the— wait, no. Darnit.

...Um, anyway. This skill will let you create a Chi Shield, letting you redirect damage to your SP instead of your HP.


Costs nothing to use. Not quick-cast.

Generates a Chi Shield. Deals one hit of Magic Heal damage, *0.85*0.9 damage. Uses INT for stats. Damage is reduced to 0 immediately before it gets inflicted, and instead you get a Chi Shield (absorbs [damage dealt] damage, efficiency is [damage dealt] / [SPCost]), where SPCost is 125% Melee in SP.

Learned From: Sea Squirt, Sea Fiend

Bonesplosion

Summon an explosion of bones, dealing massive Darkness damage, but damaging you as well. This spell has all the young mages telling their parents: "Buy me Bonesplosion or go to Heck!"

Costs the MP of a standard spell. Deals two hits of Magic darkness damage at a +0 BTH lean. Starts out as a standard spell, but deals +25% damage.

Afterward, you take Darkness damage equal to 20% of the damage dealt. The self-damage is fixed and ignores elemental resistance.

Learned from: Death Knight

Supwise Wabbit

Shh. Be vewwy vewwy quiet. Ambush youw foe with ghostwy wabbits, deawing wind damage without taking a tuwn.

Costs the MP of a standard spell. Quick-cast, usable once per turn.

Deals three hits of Wind damage at a +5 BTH lean. Deals the damage of a standard spell, -37.5% damage for being quick-cast.

Learned from: Am-Bush, Am-Boss

Five-Leaf Clover

Dang. This spell must be seriously lucky. So lucky, in fact, that using it will practically guarantee a lucky strike this turn! Does not take a turn to use.

Quick-cast, once per turn. Costs 90% melee in SP. You gain the Hypercritical (+90% Lucky Strike chance) status for one turn.

*The clover grants you luck, then disappears in a puff of smoke.

Learned from: O'Meany, O'Greeny, O'Teeny

Healing Light

Cast this spell to regain some HP. It's the perfect thing to light up your world toni-i-ight, after fighting monsters that didn't give up the bark and the bi-i-te.

A copy of the temporary Healing Light spell gained by making a Sunray explode, except it scales with your level. You do not have to make the Sunray explode from Light damage to learn it as a Mimic skill.

Obtained from: Sunray, Queen Raychel the Sunray

Restful Night

"Lullaby, and goodnight, your HP'll be alright / and your foe, no more screams, since it's enjoying sweet dreams."

A copy of the temporary Restful Night spell gained by making a Moonray explode, except it scales with your level. You do not have to make the Moonray explode from Darkness damage to learn it as a Mimic skill.

Learned from: Moonray, King Raymoond the Moonray

Galloping Gogg

“Gogg” is such an inherently funny word, isn’t it? With this technique, you can attempt to grant yourself Celerity. If you succeed, you’ll deal more damage during this turn and the extra turn.

Quick-cast, once per turn, and usable only if you aren't already in an extra turn granted by Celerity. Costs 50% melee in SP. You attempt to gain Celerity. Monster can save at a +10 bonus (INT/DEX vs. INT/LUK.)

If you succeed, you’ll not only gain Celerity*, but deal +12.5% damage during this turn and the extra turn that follows. /2 for spells, *4/3 for magic weapons.

*You rush your foe like a hungry Gogg!
**You attempt to rush your foe like a Gogg, but trip over yourself.


Calc: 50% melee value /0.4 chance of save = 125% melee. 100% of that goes towards the Celerity, the rest goes toward the damage boost.

Learned from: Little Gogg, Gogg, MeGogg, ArMeGoggon, Shadow Gogg, Mighty Shadow Gogg

Ice Eruption

This spell will summon a massive crystal of ice from beneath your opponent, potentially dazing them.

...Huh. You’re pretty sure the Frost Giants couldn’t do that before.


Costs the MP of a standard spell. Deals one hit of Magic Ice damage at a +0 BTH lean.

Deals -25% damage. If it hits, it attempts to inflict Daze (42*[IceResist]% chance of inaction, 2 Turns). Opponent can resist at a +0 bonus (INT/DEX vs. END/LUK).

Calc: 25*2, /0.5 for save, /0.85 for requirement to hit, /1.4 monster turn value, then /2 for two turns.

Learned from: Frost Giant, Frost Giantess, Frost Giant Commander, Frostval Giant

Vorpal Carrot

Death awaits your foe – with nasty, big, pointy carrots! Summon the carrots of the Vorpalzard to tear through your foe's armor and resistances!

Costs the MP of a standard spell. Deals two hits of Harm damage and autohits. Starts out as a standard spell, but deals *0.765 damage.

Learned from: VorpalZard

Thunder Fang!

Evoke the lightning of Krenos, the mightiest energy dragon in Lore! It can leave your foe paralyzed and bleeding!

Costs the MP of a standard spell, plus 60.7% melee in SP.

Deals one hit of Magic energy damage at a +0 BTH lean. Deals the damage of a standard spell, and attempts to inflict Paralysis (1 Turn), and Bleed (Power 0.25) on hit. The opponent can resist the Paralysis at a +20 bonus and the Bleeding at a +0 bonus. Both statuses are (INT/DEX vs. END/LUK).

*The apparition of Krenos paralyzes and wounds your foe!
**The apparition of Krenos paralyzes your foe!
***The apparition of Krenos inflicts a bleeding wound!
****Your opponent resists the apparition's bleeding and paralysis.


Calc: 30% chance to inflict Paralysis is worth 119*0.3% melee, or 35.7% melee. Power 0.25 bleed at 50/50 save is worth 25% melee.

Learned from: Krenos, Uncle Krenos

Soul Rend!

Tear out your foe's soul with fiendish light, freezing them in place and massively increasing the Darkness damage they take!

Costs the MP of a standard spell, plus 91.6% melee in SP. Deals 1 hit of Magic Light damage at a +0 BTH lean. Deals the damage of a standard spell.

If the hit connects, your opponent is inflicted with Spirit Rend. Opponent can save at a +0 bonus (INT/DEX vs. END/LUK).

*Your attack tears through your foe's soul!
**Your foe's soul resists being ruptured.


Learned from: Ryn the Undying




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/13/2020 0:47:42)

[Edit: moved]




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/18/2020 17:47:55)

<Moved>




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/28/2020 23:19:36)

EDIT: Moved




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/31/2020 18:50:52)

Since there's little reason not to have a subrace these days, I figured it would be neat to have an item that gives a bonus to characters without one. Here's what I came up with:

quote:

Darkovian Gear

Mastercraft fully-offensive armor. Resists Earth and Darkness. (40% to each at Level 150).

Standard attack is two hits at a +0 BTH lean.

MRM focuses heavily on melee and magic, with a significant ranged weakness.

Appearance: A grey set of plate armor, similar in color to the Darkovian Bulwark, with fur taken from various native monsters insulating the interior. This is demonstrated by a tuft of fur sticking out the collar, which matches a fur cape slung across the shoulders. Two slender dragons adorn the chest in a symmetrical pattern, similar to the dragons on the Darkovian Bulwark: one red and one yellow. When fighting a monster in one of the trigger categories, the dragons' colors change to green and black, respectively.

Description: It takes a great deal of strength to survive in Darkovia without losing one's humanity. In addition to providing excellent Earth and Darkness resistance, this armor is oiled with an infusion of sacred herbs that poisons vampires and werewolves! If you have no subrace, its attacks are even stronger!

Mastercraft Bonus: When fighting an enemy tagged as a Vamp or a Were, your weapon attacks and specials will inflict Poison (Power 2.5*[Hits/Attempts], 1 Turn).* Opponent can resist the status at a +0 bonus (Mainstat/LUK vs. END/LUK).**

*Your attack inflicts a deadly poison on your unholy opponent!
**Your opponent resists the poison.

Effect (subrace): If you have no subrace, your weapon attacks and specials deal +10% damage. If you have a subrace, your weapon attacks and specials will instead deal -5% damage.





Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (4/1/2020 2:44:21)

Darkovian Gear

Seems pretty balanced, though you might want to add in the stats used for the save.


Verdant Vesture

Multiple anti-stat triggers is actually a pretty interesting and unique mechanic, so kudos for that.

Elfshot (for weres): *10 for Disease is at a 50/50 save (according to other Disease items like Underwyrmling). Without a save that would be *5. Also, should be 18.18 / .8, not *.8.

Elfshot (zards): 20% melee = 0.2 power bleed only at a 50/50 save (since on-save effects count as lasting 2 turns). The *2 for save is extraneous.

Elfshot (shadowscythe): ...do I really need to say anything here?

Infuriating Taunt: on berserk, -15 bth is equivalent to *85/70 damage, not 85/75.


Armature Secutoris

Finish Him: rather overpowered. You basically gain +100% damage for two hits (200% melee damage for 50% melee cost) each battle.


Cosmic Mantle

One with the Weave: Do you mean that you loose 5% melee each turn? Othrwise, that seems rather unbalanced.

Critical Spell: Spells automatically get /2 LS damage, there's no need to add the penalty a second time.

Probablility Manipulation: Same as above.

Gravitational Collapse: Monsters have *1.4 hp of the player. Outside of PWD, everything uses 1400% melee as monster's expected hp. The skill should deal 400/1400 = 28.57% of monster's MaxHP.

Quantum Certainty: Since you do not need the additional /2 on the lvl 2 skill, you have a base LS chance of 25%. Bringing it up to 50% (well, 100% but with /2 damage) should then cost only 25% melee sp.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (4/1/2020 17:33:14)

quote:

Darkovian Gear

Seems pretty balanced, though you might want to add in the stats used for the save.


Yeah, that was an oversight on my part. Should be Mainstat/LUK vs. END/LUK. Fixed.

quote:


Verdant Vesture

Multiple anti-stat triggers is actually a pretty interesting and unique mechanic, so kudos for that.

Elfshot (for weres): *10 for Disease is at a 50/50 save (according to other Disease items like Underwyrmling). Without a save that would be *5. Also, should be 18.18 / .8, not *.8.

Elfshot (zards): 20% melee = 0.2 power bleed only at a 50/50 save (since on-save effects count as lasting 2 turns). The *2 for save is extraneous.

Infuriating Taunt: on berserk, -15 bth is equivalent to *85/70 damage, not 85/75.


Fixed. Thanks.

quote:


Elfshot (shadowscythe): ...do I really need to say anything here?


Not really, no. [:D]

This is a hyper-specific trigger that, apart from a few very old enemies in the Absolix saga that have appeared nowhere else since, will only trigger against the final boss of the Warden questline. (In my current draft, she has 10% resistance to the Eight Standard Elements + Harm and 130% resistance to Void, this ability is basically meant to force the use of the Warden class armor against her.)

quote:

Armature Secutoris

Finish Him: rather overpowered. You basically gain +100% damage for two hits (200% melee damage for 50% melee cost) each battle.


The idea was that it gives you +100% melee one-fourth of the time. I can see your point, but I'm unsure how else you would balance it. Is there a similar effect on another skill or armor that I've missed?

quote:


Cosmic Mantle

One with the Weave: Do you mean that you loose 5% melee each turn? Othrwise, that seems rather unbalanced.


That was a mistake, I meant to have it be 50% melee reduction in Max HP. (Calculated using the base cost of an equivalent spell converted to an equivalent HP cost, so that would be about 174 HP for 50% melee, unless I'm missing something.)

Fixed now.

quote:

Critical Spell: Spells automatically get /2 LS damage, there's no need to add the penalty a second time.

Probablility Manipulation: Same as above.

Gravitational Collapse: Monsters have *1.4 hp of the player. Outside of PWD, everything uses 1400% melee as monster's expected hp. The skill should deal 400/1400 = 28.57% of monster's MaxHP.

Quantum Certainty: Since you do not need the additional /2 on the lvl 2 skill, you have a base LS chance of 25%. Bringing it up to 50% (well, 100% but with /2 damage) should then cost only 25% melee sp.


Fixed, thanks.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (4/2/2020 0:00:30)

quote:

Is there a similar effect on another skill or armor that I've missed?

I can't think of one off the top of my head, unfortunately.

The problem here is that it's a toggle. You're trying to compress the damage bonus from the entire battle into a single quarter - but you don't pay for that bonus damage during the battle. As far as I can see, there are two possible solutions:

- Make the skill a passive. That way you pay for the bonus damage over the course of the entire battle and it unleashes when certain conditions (monster hp below 25%) are met.

- Make the skill chargable. Each round the skill is toggled you gain a charge, and when monster hp is below 25%, you can click to spend 4 charges and gain +100% damage bonus.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (4/2/2020 7:15:32)

Chargeable seems like a good way to go there, I think. Went ahead and made the change, and while it seems a bit awkward to have a single skill use two buttons instead of one, it works.




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