Armours - Read the first post! (Full Version)

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Ward_Point -> Armours - Read the first post! (9/13/2020 6:10:00)

Please check previous entries to prevent bogging down the thread with old information. After checking and making sure that the information is new and relevant, please include whether it is for a new entry or an edit/addition to an old entry. Remember to check previous threads and Guides first. Remember, no sigs. For pictures, please refer to the Guide to Pedia Screenshots.

These threads are not meant for discussion in regards to any item. If you feel an item is imbalanced please make a thread about it in Game Balance Issues.

These threads are not meant for asking questions. Please use Questions/Answers for that. Only questions pertaining to crucial information that is missing or hasn't been posted by the AQ staff by accident are allowed. For example missing SP costs for a misc or missing BtH numbers regarding a weapon etc.

These threads are not meant for bug reporting. Please report any bugs you find in AQ Bugs.

Any posts that deviate from the AQ Encyclopedia Rules will be deleted and warnings given out as deemed necessary.


Armour Index: https://docs.google.com/spreadsheets/d/17gzDAJdVUZdPeb7YdNRZ9VSP8jS4tJCDgHN74n9rmx0/edit?usp=sharing




Veral77 -> RE: Armours - Read the first post! (10/1/2020 12:04:20)

Did anyone submit an entry for Hyperalphean Barbarian yet?




joac1144 -> RE: Armours - Read the first post! (10/1/2020 13:47:43)

quote:

Did anyone submit an entry for Hyperalphean Barbarian yet?

http://forums2.battleon.com/f/fb.asp?m=22381783




Veral77 -> RE: Armours - Read the first post! (10/7/2020 16:46:15)

Does that include images?




Ianthe -> RE: Armours - Read the first post! (10/13/2020 18:00:00)

quote:

Paladin Class

Scales linearly between the below values. 70->72->75->77->80->etc.
PLvl	70	95	120	135	150G
					
BR%	310	385	460	505	559
Stat	562	727	892	991	1109.8
BtH Mod	8	11	15	16	19
					
Fire	70	64	60	54	51
Water	70	64	60	54	51
Ice	86	82	80	79	78
Wind	93	94	92	91	89
Earth 	93	94	92	91	89
Energy	86	82	80	79	78
Light 	62	54	47	42	39
Dark	102	100	100	100	100
					
Fire	-30	-36	-40	-46	-49
Earth 	-7	-6	-8	-9	-11
Water	-30	-36	-40	-46	-49
Energy	-14	-18	-20	-21	-22
Ice	-14	-18	-20	-21	-22
Light 	-38	-46	-53	-58	-61
Wind	-7	-6	-8	-9	-11
Dark	2	0	0	0	0
					
Melee	40	44	48	50	53
Ranged	35	39	43	45	48
Magic	37	41	45	47	50
TITLE ABILITY: Resonant Interference: Your spiritual power applies a destructive interference to the anima of undead, improving your defenses against their attacks while increasing your damage against them!

+5% weapon/spell damage and +3 blocking vs undead
+3.33% weapon/spell damage and +2 blocking vs demons. Like, non-undead demons. For the sake of brevity I'm just saying "demons" when I mean "non-undead demons".

LEVEL 1: Paladin Armaments: Summon your personal radiant armory, a weapon and shield bound to your Light powers!

Equips you with the Radiant Edge weapon and Resonant Bulwark shield.

Radiant Edge: Melee sword / Ranged spear / Magic sword. Gains +10% damage against undead, +6.67% damage against demons, and -5% damage against anything else.

Resonant Bulwark: Light shield. Gains +6 blocking against undead, +4 against demons, and -3 against anything else.
PowLvl	70	95	120	135	150G

Melee	11	13	15	16	17
Ranged	2	8	10	10	10
Magic	8	10	13	13	13

Light	-21	-23	-25	-25	-26

LEVEL 2: Resplendent Surge: Focus a concentrated surge of magical light into a blinding attack!

Two-hit Light spell-like skill. Follows your weapon type. Gets eleComp to damage. Instead of the attack costing more SP for Magic attacks, the SP cost stays the same and it gains a small MP cost.

Deals -50% damage and makes the monster go Blind (3*[hits connected] turns, -20*[eleComp]*[monster Light res] BTH). The monster can resist with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with END/LUK).

LEVEL 3: Searing Radiance: Infuse the Light of your spirit into your body, giving weapon attacks a chance to cause Light-element burns! Costs X SP per turn.

Toggle. Costs [25% of a Melee skill] SP per turn. Causes the monster to Burn (2 rounds, 2.5*[hits connected]/[hits attempted] power, Light-element). The monster can resist with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with DEX/LUK).

Unlocks a new option at Level 7, where you can now cause Panic. Costs the same SP, and causes the monster to take -(20/1.4)% damage. The status is inflicted automatically, but the monster can recover with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with CHA/LUK). You can also inflict both Burn and Panic at the same time by paying both costs.

LEVEL 4: Redeemer's Conviction: Your vigilance has increased your blocking, and your spiritual resonance further increases this effect against Undead!

Passive. Lowers BTH on incoming attacks based on your DEX against undead and demons. Against undead it's +9*[(1 + YourDEX/ExpectedDEX)/2], and against demons it's +6*[(1 + YourDEX/ExpectedDEX)/2], with the part in [] to a max of 1.1.

LEVEL 5: Resonant Smite: Resonate with the power of your allies and your heroic legacy, channeling its overwhelming Light into your weapon! This compounds with your other powers to do extra damage to Blinded or Burning foes.

Weapon-based skill. Starts off doing -20% damage. Deals +25% damage if the monster is Burning, and +25% damage if the monster is Blind (for a grand total of +30% damage if the monster has both statuses.)

LEVEL 6: Paladin Reinforcements: Call for help from your allies in the new Paladin Order! More allies are unlocked as you level up!

Summon Daimyo (Lv6), a Celestial Manifestation (Lv11), or a Paladin Recruit (Lv16) as a guest. You can toggle between spending SP or MP as upkeep.

LEVEL 7: Harmonic Might: You have achieved a greater harmony with the will of the spirits you have brought peace to. You can concentrate on this bond to further empower your mind and body.

Toggle to gain a bonus to STR and INT. Costs SP as upkeep.

LEVEL 8: Lay on Hands: Receive healing power from your spirit allies, gaining multiple charges of a swift mending ability!

Spend one turn casting the spell to get three charges. This costs SP equal to 1.5 times a standard skill.

After, you can cast Lay on Hands by paying a charge. This heals you equal to a standard spell with -50% additive damage mod, and *0.85 autohit penalty (no "always useful" penalty because it's tied to the armour).

LEVEL 9: Unwavering: While using your Paladin powers, your spirit's resilience now overlaps your body. Your armor and flesh will use their best resistance against all Undead attacks, and weather Demonic forces better!

This modifies your elemental resists against undead and demons.

Against undead, you basically use your armour's Light resist for all eight elements. This doesn't modify your shield and misc resists, except for the shield from the Level 1 ability.

Against demons, you use [armour Light Res]*2/3 + [armour element res]*1/3. Again, it doesn't modify shields/miscs other than the Lv1 shield.

LEVEL 10: Defiance: Your Paladin abilities imbue your body and soul with a reserve of power to unleash at critical times! If you would die with this skill prepared, you will resist death with the aid of luminous spirits, and use your choice of effect instead!

Each turn, you gain one charge. You can gain +2 additional charges by paying SP equal to 10% of a Melee skill. You don't gain any charges at all against monsters that are 20 levels or lower beneath the armour's Power Level. You can hold up to 50 charges.

Once you have 10 charges, you can recover from death once. This locks your HP at 1 until the start of your next turn, and disables all turn-skipping effects for one turn.

You also get a benefit for each charge beyond the 10 needed to activate this.

Level 10: Glorious Renewal: heals your HP and MP.
- HP Healing: Standard healing spell, uses END for healing. It deals -100+(10 * Extra Charges)% damage.
- MP Healing: 4% of a standard MP spell cost.

Level 13: Heroic Blaze: inflicts Burn (2 rounds, power: [Extra Charges]/0.7, Light). On demons it seeks Light/Harm, and on undead it seeks the standard 8 elements+Harm. The monster can resist with a save at a -20 penalty (inflict with [weapon MainStat]/LUK, resist with DEX/LUK).

Level 17: Heroic Burst: launches an attack. This is a spell-like attack, gets EleComp to damage, and follows your weapon type. On standard enemies it does +(3.75*[Extra Charges]-100)% damage, on demons it does +(20/3 *[Extra Charges] -100)% damage and seeks Light+Harm, and on undead it does +(7.5*[Extra Charges] -100)% damage and seeks the standard 8 elements+Harm.

Level 20: Luminous Abjuation: The first 21 extra charges give you statuses: an Element Shield (-[Extra Charges]/21 *13.5/14 damage, 2 rounds), and Empowerment (+[Extra Charges]/21 *75% damage, 1 additional round). Any charges beyond those go into healing, the same as the first option.

LEVEL 11: Overwhelming Aura: Having achieved a greater harmony with the many souls you've positively influenced, your very presence increases the potency of your status attacks versus Undead and Demons!
Gain Status Potence against demons and undead. Against undead it's +10 +10*[Your CHA]/[Expected CHA], to a max of +22. Against demons it's *2/3 of that.

LEVEL 12: Mantra of Alignment: Once per battle, you can prime the enchantments on your armor to resonate with your powers in an offensive, defensive or balanced combination!
You can change your armour lean once per battle, betwen neutral and full defensive. At Lv17 you can also choose full offensive.

LEVEL 13: Summon Steed: Summon your trusty steed and charge through enemy lines! Deal additional damage or effects depending on your riding skills (CHA). Options unlock as you level.
Weapon-like skill, 2 hits, gets eleComp to reduce its SP cost, locked to Light.

Lv13: Charge!: Uses CHA/4 (maybe +LUK*3/8) for stat damage, CHA*3/40 + DEX*3/40 + LUK/40 for BTH.

Lv16: Trample!: As Charge!, but deals -35% damage and Dazes the monster (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).

Lv19: Chase!: As Charge!, but deals -35% damage and leaves them Element Vulnerable (2 rounds, +50*[hits connected]/[hits attempted] *[mon Light resist]% damage). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).

LEVEL 14: Righteous Surge: A Paladin must always strike true, especially when pushed to the brink. Draw from your deepest reserves, then strike with a bonus to hit!
Weapon-like skill, gets eleComp to reduce its SP cost, locked to Light. For all these effects, it records your HP when you use the skill and calculates things based on that.

Lv14: Righteous Inspiration: Half the attack goes into healing you. This is a spell-like attack (or will be, once I fix it [mumble angrily at Imbues]), deals x0.85x0.5 Healing damage; there's also an additive damage bonus which starts at -100% at full health and scales up to +150% at 0% health. After that, you deal one hit of a weapon-like skill, x0.5 damage, +10 BTH lean. Usable once every 3 turns.

Lv17: Righteous Renewal: Half the attack goes into healing your MP. This is a spell-like attack (or will be, see above), deals [80% of a Magic spell] in MP Healing damage; there's also an additive damage bonus which starts at -100% at full health and scales up to +150% at 0% health. After that, you deal one hit of a weapon-like skill, x0.5 damage, +10 BTH lean. Usable once every 3 turns.

Lv20: Righteous Retribution: Weapon-like skill, +10 BTH lean; there's also an additive damage bonus which starts at -50% at full health and scales up to +75% at 0% health.

LEVEL 15: Inner Light: A signature Light spell of Paladins, your power gives you a particular advantage for learning it.
Spell-like skill, locked to Light, gets eleComp to damage. You can toggle between MP and SP.

Lv15: Harmonic Light: Standard skill.

Lv15: Focused Light: Efficient skill, -60% cost and -37.5% damage.

Lv20: Overwhelming Light: Overcharged skill, +25% damage and +40% cost.

LEVEL 16: Resilient Aura: Your bond with the spirits who lend their power to you has become so clear that your spirit permeates your armor, fortifying its protective enchantments against status effects.
Gain Status Resistance against demons and undead. Against undead it's +10 +10*[Your END]/[Expected END], to a max of +22. Against demons it's *2/3 of that.

LEVEL 17: Inspiring Radiance: Concentrate on projecting your protective powers, reducing your offensive abilities to cover for your allies! Pets and guests will be able to deal greater damage under your inspiring leadership!
Toggle, costs SP per round equal to 1/8 of a standard Melee skill. Weapon attacks and spells that target the monster deal *0.75 damage, all pet/guest attacks deal *1.25 damage, and incoming attacks do *7/8 damage.

LEVEL 18: Redeemer's Might: Your body and armor have become uniquely attuned to channeling the power of spirits - enough that you can briefly embody it instead. Grow into a physical vessel of their faith in you and overwhelm your foe with staggering might!
Overcharged weapon skill. Locked to Light and gets eleComp to SP cost. Gets +25.625% damage. Uses hybrid stats (STR/INT/LUK). Deals +25% damage to undead, +16.7% damage to demons, and -12.5% damage to everything else.

If it connects, the monster is Dazed (5 turns, 25*[mon Light res]% chance of stun). The monster can resist with a save; the save is at a -20 penalty (undead), or a -13.3 penalty (demons), or a +10 bonus (anything else) (inflcit with [weapon Mainstat]/LUK, resist with CHA/LUK).

LEVEL 19: Sunscale's Legacy: Once upon a time, the Paladin Order could call on the protection of the Great Dragon Sunscale. During your efforts to rebuild its legacy, you've gained the ability to call on the radiant, burning breath of his last descendant!
Overcharged spell-like skill. 5 hits, seeks between Light and Fire, and gets eleComp to damage (whichever is higher between Light and Fire). Against undead it deals +25% damage and also seeks Harm/Void, against demons it deals +16.7% damage and also seeks between Harm, and against anything else it deals -12.5% damage.

Leaves the monster Burnt ([hits connected] rounds, same element as the skill). The monster can resist with a save (inflict with [weapon Mainstat]/LUK, resist with DEX/LUK). Against undead the Burn power is 7.5*eleComp and the save is at a -20 penalty, against demon it's power:7*eleComp and a -13.3 penalty, and against anything else it's power:5.25*eleComp and a +10 bonus.

LEVEL 20: Righteous Judgement:
Requires you to charge it up for 4 turns before use. You pay [15% of a standard Magic skill] = [18.75% of a Melee skill] per turn.

Attack is an overcharged weapon-like skill, +100% damage. There's also a trigger if the monster is Burnt, Blinded, Panicked, and/or Dazed. If so, the attack does +(20*[# of statuses]/3)% damage. If not, the attack takes -10% damage.
~ Ward




joac1144 -> RE: Armours - Read the first post! (10/14/2020 20:23:46)

When you reach class rank 12, the Paladin Armaments will upgrade and become MC. MC is no downtrigger.

Defiance - Heroic Blaze does not seek standard+Harm, it only seeks standard elements.

Will we get infosubs for the variants and the Reinforcements guests?




Lord Markov -> RE: Armours - Read the first post! (10/15/2020 18:43:42)

Hurricane Predatory Vampire Form: Sharpen your teeth and watch out for garlic, because when you wear this, you're going to be a Vampire! You'll be able to channel a Blood Fury that boosts your outgoing damage at the cost of some HP!

With Helmet:
[image]https://imgur.com/nkJhKAC.jpeg[/image]

Without Helmet:
[image]https://imgur.com/C66kW5U.jpeg[/image]




Kamui -> RE: Armours - Read the first post! (10/29/2020 15:42:21)

Silk-Screamer Rider

MC FO Darkness armour, Magic blocking focus, Earth/Fire secondary resists (pumpkins and tormenting souls). MC effect is a spell-based skill that costs 100% (Melee/Ranged) or 125% (Magic) Melee in SP. Skill is locked to Darkness, and similar to the Sugar Rush armour, if you have enough candy you will automatically consume the candy to power up the skill's damage. Sugar Rush establishes that 100 candy is worth 20% Melee, so this skill consumes 500 candy to do +50% damage (spell-type, so its baseline is 200% Melee, so the 500 candy is worth 100% Melee. The armour will also consume 250 candy (if you have it) to do +50% damage on weapon/special/spell attacks, with halved bonus for spells and /0.75 for Magic weapons.

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	96	93	84	75	71	65	61	56	54
Water	99	95	92	88	87	86	85	83	83
Ice	99	95	92	88	87	86	85	83	83
Wind	97	94	88	82	79	76	73	69	68
Earth	96	93	84	75	71	65	61	56	54
Energy	97	94	88	82	79	76	73	69	68
Light	100	97	97	95	95	95	95	95	95
Dark	95	91	80	71	61	54	48	42	39
									
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
									
MPLvl	5	15	35	55	75	95	115	135	152
SPMeRa	30	45	80	120	166	217	273	335	392
SPMa	38	57	100	151	208	271	342	419	490
									
A+SMCP	106	142	535	3680	29047	233577	1882541	15177023	72615500
A+SMCS	53	71	267	1840	14523	116788	941270	7588511	36307750




Zennistrad -> RE: Armours - Read the first post! (10/29/2020 16:43:41)

quote:

Sugar Rush establishes that 100 candy is worth 20% Melee


I'm confused; doesn't the Sugar Gobbler guest pay 200 candy for a +100% damage boost? Wouldn't that seem to imply that 100 candy is actually worth +30% melee?

The Sugar Rush armor seems to have been made before current standards were implemented, while the Sugar Gobbler guest is much more recent, so I feel more inclined to think that the latter would be more accurate. Your call, though




Zork Knight -> RE: Armours - Read the first post! (10/30/2020 18:55:36)

Silk-Screamer Rider isn't showing an armor lean in the status effects.




Kamui -> RE: Armours - Read the first post! (11/7/2020 1:12:14)

Haunted Dragonlord Armour

Location: Warlic's Shop -> Mastercraft Sets -> Dragonlord Set (Part 2: Inner Keep)

FO Wind armour. Has a Magic focus for blocking, similar to the shield. Also has Dark/Energy secondary resists.

MC effect is two skills compressed into the armour (so it's got double the price of a normal armour). One skill is a toggle that charges 25% Melee in SP per turn (listed below as SPTgl), this changes the normal armour attack animation from its usual 2 hits to 4 hits, and causes you to passively attempt Daze on the foe at the end of your turn based on the % of your hits that connected. Base Daze rate for an 85% hit rate attack valued at 25% Melee is 49.44% stun rate, halve that for it lasting 2 turns so 24.72, so the Daze is inflicted as a 2-turn (24.72 x MobEleRes x Hits / Attempts)% stun rate Daze, inflicts with (STR, DEX, or INT, depending on if using a Melee, Ranged, or Magic weapon for weapon attacks, or checking damage type for spell/skill attacks)/LUK, mob resists with END/LUK with a 50% save.

The second skill is a spell-like attack that is locked to Wind, and does Melee/Ranged/Magic damage depending on your equipped weapon, the Melee/Ranged version costs 100% Melee in SP, Magic version costs 125% Melee in SP, listed below as SPSMeRa and SPSMa, respectively. This skill also charges 60% in Melee worth of HP cost to add on an additional +8.5 BtH (paid for via 20% Melee of the cost) and another +40% Melee in damage (this bonus damage is unaffected by the bonus the attack gets for being locked to Wind).

Lv 11Z and 80Z versions cost 407 and 2200 tokens and are equal to the Lv 45 and 90 versions in power level, respectively.

Lvl	45	60	75	90	105	120	135	150
Type	-	-	-	-	-	-	-	G
PLvl	45	60	75	90	105	120	135	153
								
MPLvl	45	60	75	90	105	120	135	152
SPTgl	25	33	42	51	61	72	84	98
SPSMeRa	100	131	166	204	245	288	335	392
SPSMa	125	164	208	255	306	360	419	490
HPCost	53	70	89	109	130	154	179	209
								
Fire	87	84	83	80	78	76	73	71
Water	95	95	95	94	93	92	91	90
Ice	87	84	83	80	78	76	73	71
Wind	75	67	61	56	51	47	42	39
Earth	95	95	95	94	93	92	91	90
Energy	79	71	66	62	58	54	49	46
Light	95	95	95	94	93	92	91	90
Dark	79	71	66	62	58	54	49	46
								
Melee	30	32	34	36	38	40	42	45
Ranged	30	32	34	36	38	40	42	45
Magic	37	39	41	43	45	47	49	52
								
Ax2MCP	1804	8188	38729	184870	884079	4229509	20236031	96820667
Ax2MCS	902	4094	19364	92435	442039	2114754	10118015	48410333




Primate Murder -> RE: Armours - Read the first post! (11/7/2020 2:46:00)

quote:

this bonus damage is unaffected by the bonus the attack gets for being locked to Wind.


If I may ask... why? It's still locked locked to wind. Silk-Screamer, Torontosaurus, Bloodmages and various overcharged skills still apply elecomp.

Oh, and would it be possible to post elecomp numbers?




Lv 1000 -> RE: Armours - Read the first post! (11/7/2020 16:32:15)

Haunted Dragonlord Armour -

Dragon's Vengeance Elecomp (top level version): ~1.75908




Kamui -> RE: Armours - Read the first post! (11/11/2020 17:38:10)

Harvest Reaper Mason Form

FO Earth 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, Harvest Terror Infusion. Imbue, locks your attacks to Earth, 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 Earth 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	88	87	87	87	86	81
Ice	88	87	87	87	86	81
Wind	110	100	97	97	97	95
Earth 	66	59	53	47	42	39
Energy	88	87	87	87	86	81
Light 	110	100	97	97	97	95
Dark	72	64	56	51	44	41
						
Fire	-12	-13	-13	-13	-14	-19
Earth	-34	-41	-47	-53	-58	-61
Water	-12	-13	-13	-13	-14	-19
Energy	-12	-13	-13	-13	-14	-19
Ice	-12	-13	-13	-13	-14	-19
Light	10	0	-3	-3	-3	-5
Wind	10	0	-3	-3	-3	-5
Dark	-28	-36	-44	-49	-56	-59
						
Melee	40	43	46	50	53	55
Ranged	40	43	46	50	53	55
Magic	30	33	36	40	43	45




Joseph M -> RE: Armours - Read the first post! (11/11/2020 20:42:32)

What's Silk Screamer's elecomp?




Lv 1000 -> RE: Armours - Read the first post! (11/11/2020 21:14:24)

Silk-Screamer Rider -

Skill Elecomp: ~1.84977




JaneMark -> RE: Armours - Read the first post! (11/12/2020 13:47:52)

would it be possible for new item posts to include some context on where that item is from? I've seen that on some posts and it really helps. I assume the new Mason Form is in GGB?




joac1144 -> RE: Armours - Read the first post! (11/12/2020 13:51:27)

quote:

I assume the new Mason Form is in GGB?

Yes, Mason is in UR GGB.

quote:

would it be possible for new item posts to include some context on where that item is from? I've seen that on some posts and it really helps

If a new item comes out and you don't know where to find it, you can use my blogposts.




Kamui -> RE: Armours - Read the first post! (11/20/2020 15:34:25)

Doomlight Eternal/Shadowspark Armour

FO Darkness/Energy armours. These scale, and the table below shows what their primary/ally/etc elements will be. For Eternal, the elements are Main:Darkness, Ally:Water/Earth, Neutral:Ice/Fire, Weak:Energy/Wind, Opposed:Light. For Shadowspark, the elements are Main:Energy, Ally:Fire/Light, Neutral:Earth/Wnd, Weak:Dark/Ice, Opposed:Water. MC on these is two toggle effects. The first one charges 20% Melee in SP cost (TglSP1 in the table below) and activates a Backlash effect on the player that strikes back for (40/1.4)% of the damage the player takes. The second toggle charges 5% Melee in SP (TglSP2 in the table below) and causes the monster to take +25% damage from all Backlash effects.

Level	-	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153
						
MPLvl	58	77	97	117	137	152
TglSP1	25	34	44	56	68	78
TglSP2	6	9	11	14	17	20
						
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
						
Main	68	60	53	47	42	39
Ally*2	73	65	58	51	45	42
Ntrl*2	76	76	76	75	75	70
Weak*2	86	86	86	85	85	84
Opp	95	95	95	95	95	95
						
Main	-32	-40	-47	-53	-58	-61
Ally*2	-27	-35	-42	-49	-55	-58
Ntrl*2	-24	-24	-24	-25	-25	-30
Weak*2	-14	-14	-14	-15	-15	-16
Opp	-5	-5	-5	-5	-5	-5
						
Melee	31	34	37	40	43	45
Ranged	31	34	37	40	43	45
Magic	31	34	37	40	43	45




Ianthe -> RE: Armours - Read the first post! (12/12/2020 22:34:59)

Apparently we never had official info subs for the Thunderbird set from 2018?

Thunderbird Joust

FO Energy armour.

Choose between attacking while mounted or dismounted. Dismounted attacks are locked to Energy and get eleComp to damage. Mounted attacks are normal.

Has a skill, Voice of Thunder. Spell-like Energy attack, three hits, gets eleComp to damage. Takes -25% damage and inflicts Defence Loss (-17 blocking, [hits connected] turns). The monster can resist with a save at a -10 penalty* (inflcit with [weapon mainstat]/LUK, resist with END/LUK).

Scaling armour. Follows Guardian Plate resists. Energy > Wind/Fire > Light/Dark > Earth/Ice > Water

*Was bugged and giving a +10 bonus, up until I fixed it like five minutes ago.




Ianthe -> RE: Armours - Read the first post! (1/9/2021 22:29:58)

Scathing Dreamweaver
Frostval 2020

MC FD Fire armour. Normal attack is two hits.

MC: Regen SP each turn.

Also, it has -3 blocking (already factored in) to come with a skill. You pay the listed SP per turn to turn the armour into a spellcasting armour that boosts Fire damage from spells. This also boosts all spell damage by +25% and changes your default attack into a spell-like draw mana ability. You lose all menu abilities other than attack/cast/flee. This lasts for 4 turns or until you run out of SP.

The draw mana ability is a standard spell, Fire damage, -62.5% additive and *0.5 multiplicative damage. You heal MP equal to [damage dealt]*[60% of standard MP cost] / [expected damage dealt], with a Essence of Carnage-like clawback if the damage dealt is higher than expected*.

PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	310	145	205	265	325	385	445	505	559
Stat	562	199	331	463	595	727	859	991	1109.8
BtH	8	1	4	6	9	11	14	16	19
									
Fire	95	88	78	69	60	54	48	42	39
Water	100	99	97	90	89	89	89	88	86
Ice	113	106	102	102	102	101	98	96	96
Wind	98	94	89	80	79	78	76	73	71
Earth 	98	94	89	80	79	78	76	73	71
Energy	98	94	89	80	79	78	76	73	71
Light 	97	92	82	75	66	58	52	45	42
Dark	100	99	97	90	89	89	89	88	86

Melee	20	21	25	28	31	35	38	41	44
Ranged	20	21	25	28	31	35	38	41	44
Magic	27	29	33	36	39	43	46	49	52

SPCost	15	23	40	60	83	109	137	168	196
SPCost	2	2	4	6	8	11	14	17	20

Price	106	142	535	3680	29047	233577	1882541	15177023	72615500
Sell	53	71	267	1840	14523	116788	941270	7588511	36307750
*I don't know how much detail you want, but:
mult = [damage dealt] / [expected damage based on CostLvl]
if mult > 1, then use (mult)^0.75; otherwise, just use mult
You heal MP equal to [mult]*[60% of a standard spell's cost, based on PowLvl], rounded randomly




Shiba -> RE: Armours - Read the first post! (1/10/2021 1:22:32)

How big is the boost to fire damage? What is the EleComp of the spell-like ability?




Mike Dragonblade -> RE: Armours - Read the first post! (1/10/2021 12:38:50)

quote:

Your armor has a spellcaster lean. Monsters attacks deal x1. 25 damage and Armour attacks do x0.8 damage. However, all spells gains +25% damage and Fire damage from spells gains a further +60.46%. Blind, 4 round(s).
Cannot see - 19 to hit.


According to the Armor lean tool tip in game it's +60.46% to fire spell damage. (In the 75 lvl version of the Armor atleast.




lolerster -> RE: Armours - Read the first post! (1/11/2021 10:19:10)

According the the description on the level 150 armour, it gives +65.2% fire spell damage. It also has a spellcaster lean, which will boost all spells by x1.25.




Kamui -> RE: Armours - Read the first post! (1/13/2021 17:50:30)

Zardshi Rider

FO Fire armour, Melee blocking focus, Water/Light secondaries (plumbing and stars, makes sense, right? >.>), neutral to Earth/Wind, weak to Ice/Energy, opposed to Darkness. MC effect is skill compression, and it gets three of them. All three of them are spell-type skills and follow player's weapon element/damage type, each one firing off a barrage of turtle shells at the foe for two hits of damage, green, red, or blue.

  • The green shell skill is overcharged, so has x4/3 SP cost, and does x29/24 damage (so does a base of 241.66..% Melee instead of 200% Melee).
  • The red shell skill has normal SP cost, and pays 12.5% of the skill's damage (so pays 25% Melee) to give the player a +10.625 BtH Boost status for 2 turns, including the turn when the skill itself is cast (every 5% Melee is worth +4.25 BtH, 25% Melee makes it worth 21.25, halved since it lasts 2 turns).
  • The blue shell skill has normal SP cost, and pays 25% of the skill's damage (so pays 50% Melee) to give the player a +17.65 MRM (stochastically rounded) Def Boost status for <Hits> turns (50% Melee being worth +30 MRM, needing a hit means it gets a /0.85 boost, and split over two turns).

    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	96	93	84	75	71	65	61	56	54
    Ice	99	95	92	88	87	86	85	83	83
    Wind	97	94	88	82	79	76	73	69	68
    Earth	97	94	88	82	79	76	73	69	68
    Energy	99	95	92	88	87	86	85	83	83
    Light	96	93	84	75	71	65	61	56	54
    Dark	100	97	97	95	95	95	95	95	95
    									
    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
    									
    Green Shells
    MPLvl	5	15	35	55	75	95	115	135	152
    SPMeRa	40	61	107	161	221	289	365	447	523
    SPMa	50	76	134	201	277	362	456	559	653
    									
    Red/Blue Shells
    MPLvl	5	15	35	55	75	95	115	135	152
    SPMeRa	30	45	80	120	166	217	273	335	392
    SPMa	38	57	100	151	208	271	342	419	490




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