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

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Lv 1000 -> RE: Armours - Read the first post! (1/4/2022 14:36:56)

Unofficial Info-Subs for the Delivery Armor (The King of Rats and Tatters)

quote:

Fae-Touched Knight's Regalia
FO Water Armor. No notable secondary resists.

Flavor Effects:
  • Pays -3 MRM to grant a +105 Initiative bonus.
  • Deals -10% damage to heal 25% melee in SP while the monster is affected by the Panic status.

    Pays MC and increased gold cost to compresses 3 skills.
  • Dealga Ocrach (Active): Standard Water weapon-based skill. Skill is locked to Ranged and deals -10% damage. If the monster is affected by the Panic status, the skill deals +20% damage instead.

  • Mind & Matter (Toggle): Grants spell damage that scales with STR equal to +37.5*(0.5 + 0.5*[STR/ExpSTR])% Spell Damage, where the underlined bit caps at 1.1. This costs 50% melee in SP per turn.

  • Whim & Malice (Toggle): Grants status potence that scales with DEX equal to +7.5*(0.5 + 0.5*[DEX/ExpDEX]) Status Potence, where the underlined bit caps at 1.1. This costs 5% melee in SP per turn.




  • Kamui -> RE: Armours - Read the first post! (1/8/2022 16:58:48)

    quote:

    Jack Claws

    MC FO Energy armour. Can toggle between Spooky mode and Festive mode.

    Spooky mode:
    - Normal attack is two hits.
    - Skill: Spooky Skewer. Weapon-like skill, 3 hits. This skill eats your opponent's active Fear and increases its damage.

    Festive mode:
    - Normal attack is two hits and locked to Energy.
    - Skill: Slaying Sleight. Weapon-like skill, 3 hits. The skill eats your opponent's active Fear and gives Elemental Empowerment (Energy, [hits connected] hits, +[Fear power]/1.4/0.85/3 damage).

    Scales like a Guardian item.
    PLvl	5	15	35	55	75	95
    						
    BR%	310	334	394	454	514	559
    Stat	562	614.8	746.8	878.8	1010.8	1109.8
    BtH Mod	8	9	12	14	17	19
    						
    Fire	81	77	76	73	71	65
    Water	92	89	88	87	86	86
    Ice 	89	86	82	81	79	78
    Wind	85	82	79	78	74	73
    Earth	89	86	82	81	79	78
    Energy	66	60	53	47	42	39
    Light	85	82	79	78	74	73
    Dark	81	77	76	73	71	65
    						
    Melee	30	33	36	40	43	45
    Ranged	34	37	40	44	47	49
    Magic	37	40	43	47	50	52
    




    Lv 1000 -> RE: Armours - Read the first post! (1/9/2022 1:09:44)

    quote:

    Spooky mode:
    - Normal attack is two hits.
    - Skill: Spooky Skewer. Weapon-like skill, 3 hits. This skill eats your opponent's active Fear and increases its damage.

    Festive mode:
    - Normal attack is two hits and locked to Energy.
    - Skill: Slaying Sleight. Weapon-like skill, 3 hits. The skill eats your opponent's active Fear and gives Elemental Empowerment (Energy, [hits connected] hits, +[Fear power]/1.4/0.85/3 damage).

    For clarification, [Fear Power] = (1.4*[FearDuration]*[FearChance/1000]), where the underlined bit has a minimum of 1 and a maximum of 10.

    Then for Spooky Skewer, the damage boost from eating fear is +([Fear Power]*100/2)% damage.

    And for Slaying Sleight. It is more accurately, +([Fear Power]*1000/1.4/0.85/3)% Energy Elemental Empowerment for [Hits Connected] turns. Keep in mind that it will show up as x1.[BuffValue] in your status panel (e.g. a +20% Elemental Empowerment will show as x1.2).

    (Please correct me if I made a mistake anywhere Kam/Imry >.<)




    lordkale -> RE: Armours - Read the first post! (1/11/2022 0:38:57)

    https://forums2.battleon.com/f/tm.asp?m=953
    Permanent version of pumpkin armor is listed as being neutral element, it is in fact water element
    Page is also missing picture which I can provide if needed

    [image]https://photos.google.com/search/_tra_/photo/AF1QipMqnv2hjazTyhkm2225i2FqAZUZfSNSmVF0gLYT[/image]




    roobee -> RE: Armours - Read the first post! (1/16/2022 12:18:30)

    Also, both Spooky Skewer and Slaying Sleight ele-lock to energy.




    Kamui -> RE: Armours - Read the first post! (2/12/2022 15:56:57)

    Seraphim of Ver

    FD Light armour. Normal attack is two hits.

    All normal attacks (so armour attacks and bow attacks) take -12.5% Melee damage. The first time you hit with one during a turn, you gain Immobility Resistance (+10 bonus, 2 turns).

    Comes with two skills:
  • Retribution: Skip your turn. The monster gains autohit this turn. During the next turn, you autoattack with a spell-like skill, 3 hits, locked to Light, deals *1.5 multiplicative damage, x2/1.5 Lucky Strike damage, and +24.7% additive damage.
  • Blessed Strike: Quick-cast skill. Player, Pet & Guest +8.57 BTH for 5 turns. The boost is multiplied by (0.5 + 0.5*[weapon mainstat]/ExpStat). Basically a milder version of New Year's Surprise.

    Lvl	55B	75B	95B	115B	135B	150B
    PLvl	59	78	98	118	138	153
    
    BR%	310	334	394	454	514	559
    Stat	562	614.8	746.8	878.8	1010.8	1109.8
    BtH Mod	8	9	12	14	17	19
    						
    Fire	91	88	87	86	85	80
    Water	100	100	98	97	92	89
    Ice 	91	88	87	86	85	80
    Wind	76	71	66	63	59	56
    Earth	100	100	98	97	92	89
    Energy	76	71	66	63	59	56
    Light	66	59	53	47	42	39
    Dark	105	101	101	100	100	100
    												
    Melee	37	40	43	47	50	52
    Ranged	27	30	33	37	40	42
    Magic	37	40	43	47	50	52
    




  • Ianthe -> RE: Armours - Read the first post! (3/5/2022 20:08:51)

    From the Jr. Squires of Order quest: Apprentice Archmage

    MC Water spellcaster armour. Comes with two skills:
  • Mana Flow: Quickcast skill, pay some SP to decrease how much MP you'll spend on your next Water spell* cast. Usable once per turn. You need to remain in the armour to get the effect.
  • Mana Shield: NOT quickcast, sets up a mana shield like Gandolphin does. Takes -45% damage and gives you Status Resistance (+10) and Defence Boost (+12) for 3 turns.

    *Like with its shop element as Water. It needs to show up as Water in the spell bar.

    Undertone version is colour-custom.
    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 Mod	8	1	4	6	9	11	14	16	19
    									
    Fire	99	96	95	89	86	85	84	82	80
    Water	93	88	78	68	59	54	48	42	39
    Ice 	96	91	85	76	72	67	63	58	55
    Wind	97	94	90	83	82	80	78	75	74
    Earth	97	94	90	83	82	80	78	75	74
    Energy	102	101	100	100	96	95	92	90	90
    Light	99	96	95	89	86	85	84	82	80
    Dark	96	91	85	76	72	67	63	58	55
    									
    Fire	-1	-4	-5	-11	-14	-15	-16	-18	-20
    Earth	-3	-6	-10	-17	-18	-20	-22	-25	-26
    Water	-7	-12	-22	-32	-41	-46	-52	-58	-61
    Energy	2	1	0	0	-4	-5	-8	-10	-10
    Ice 	-4	-9	-15	-24	-28	-33	-37	-42	-45
    Light	-1	-4	-5	-11	-14	-15	-16	-18	-20
    Wind	-3	-6	-10	-17	-18	-20	-22	-25	-26
    Dark	-4	-9	-15	-24	-28	-33	-37	-42	-45
    									
    Melee	23	24	28	31	34	38	41	44	47
    Ranged	23	24	28	31	34	38	41	44	47
    Magic	28	30	36	39	42	46	49	52	55
    
    Price	141	190	713	4906	38729	311437	2510055	20236032	96820667
    Sell	70	95	356	2453	19364	155718	1255027	10118016	48410333
    
    
    Level	10Z	35Z	60Z	85Z	110Z	135Z	143Z
    PowLvl	44	57	73	95	120	145	153
    
    BR%	310	271	319	385	460	535	559
    Stat	562	476.2	581.8	727	892	1057	1109.8
    BtH Mod	8	7	9	11	15	18	19
    							
    Fire	94	89	87	85	84	82	80
    Water	73	67	62	54	47	41	39
    Ice 	81	76	72	67	63	57	55
    Wind	87	83	82	80	78	75	74
    Earth	87	83	82	80	78	75	74
    Energy	100	97	96	95	90	90	90
    Light	94	89	87	85	84	82	80
    Dark	81	76	72	67	63	57	55
    							
    Fire	-6	-11	-13	-15	-16	-18	-20
    Earth	-13	-17	-18	-20	-22	-25	-26
    Water	-27	-33	-38	-46	-53	-59	-61
    Energy	0	-3	-4	-5	-10	-10	-10
    Ice 	-19	-24	-28	-33	-37	-43	-45
    Light	-6	-11	-13	-15	-16	-18	-20
    Wind	-13	-17	-18	-20	-22	-25	-26
    Dark	-19	-24	-28	-33	-37	-43	-45
    							
    Melee	29	31	34	38	42	46	47
    Ranged	29	31	34	38	42	46	47
    Magic	37	39	42	46	50	54	55
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
    





  • Lv 1000 -> RE: Armours - Read the first post! (4/13/2022 18:53:11)

    Location: Blarney 2022 War Reward Shop

    From Cray:
    quote:

    Fortune Thief

    FO Earth armour, Melee > Ranged > Magic blocking.

    - MC pays for a 4-hit weapon-based skill that locks attacks to Ranged Earth dealing 200% Melee, and pays 50% Melee (25% of skill damage), to attempt to inflict Unlucky on the foe, 50% Melee is worth a total of -324 LUK for 1 turn, so this will be <Hits> turns of -(81xMobEarthRes) LUK. Inflicts with DEX/LUK vs mob's DEX/LUK, 50% save. If the mob already has Unlucky from any source, the skill does normal damage and does not attempt Unlucky.
    - Loses 3 MRM to gain +105 Initiative.
    - Loses another 3 MRM to get one of two effects until the monster gets their first turn, depending on player LUK vs mob LUK. If monster LUK > player LUK, then player will take x1-(0.5/1.4) damage until end of first monster turn. If player LUK >= monster LUK, then the player's Ranged attacks deal +50% damage until the monster takes their first turn.




    Lv 1000 -> RE: Armours - Read the first post! (4/15/2022 20:16:40)

    Location: UltraRare Golden Giftbox Shop

    Unofficial Info-Subs:
    quote:

    Prometheus

    FD MC Energy Armour. Has no secondaries, Ranged = Magic > Melee Blocking

    Flavor Effect: Applies a +(STAT*[Hits]) DEX and INT boost at the start of your turn, where [Hits] is the number of times the monster has successfully hit you to a maximum of 4. To pay for this, incoming damage is increased by *1.1 and player attacks/specials/spells take a -8.5 BtH penalty.

    MC: Comes with a skill. Skill has 2 parts, when you first use it you spend 100% melee in SP to "Charge" the skill (this is quickcast). On your next turn after the skill has "Charged" you can use the skill again to activate an orbital strike that costs 100% melee for Ranged and 125% melee for Magic.

    Energy spell-type skill, receives EleComp to damage. Has 3 hits. Locked to Ranged/Magic damage based on your weapon. Pays 23.75% damage + 100% melee from the "Charge" to attempt to inflict Hypersalinate for 1 turn. This has a -[VALUE] Save Bonus, player (DEX or INT)/LUK vs. monster END/LUK, Where [VALUE] is -20 if all three hits connect, -10 if two hits connect, and 0 if only one hit connects.
    Lvl        55     75     95     115    135    150
    Type       B      B      B      B      B      B 
    PowLvl     59     78     98     118    138    153
                                                  
    Fire       75     69     65     63     59     55
    Water      96     92     92     90     90     89
    Wind       83     82     81     78     76     74
    Ice        92     89     86     84     82     80
    Earth      83     82     81     78     76     74
    Energy     66     66     53     47     42     39
    Light      75     69     65     63     59     55
    Darkness   92     89     86     84     82     80
                                                        
    Melee      27     30     33     37     40     42
    Ranged     34     37     40     44     47     49
    Magic      34     37     40     44     47     49
    
    STAT       8.903  9.809  10.69  11.28  11.52  11.69
    
    EleComp    1.362  1.544  1.594  1.572  1.615  1.627




    RobynJoanne -> RE: Armours - Read the first post! (4/16/2022 5:09:46)

    Courtesy of Anim from Discord:
    From TLaPD 15th Anniversary (Perma-Rare):
    Crystal Swashbuckler

    FD Water armour. Attack is two hits.

    MC Effect is at the end of your turn you passively attempt to inflict a -6.07 BtH Blind on the foe for 1 turn with your brilliant crystal. Inflict with CHA/LUK, mob resists with DEX/LUK, 50% save.
    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	100	98	98	98	96	96	96	94
    Water	88	74	66	61	54	47	41	39
    Ice	95	91	89	89	88	88	83	80
    Wind	92	78	69	64	57	51	44	42
    Earth	120	105	105	105	105	105	105	100
    Energy	120	105	105	105	105	105	105	100
    Light	100	98	98	98	96	96	96	94
    Dark	95	91	89	89	88	88	83	80
    								
    Fire	0	-2	-2	-2	-4	-4	-4	-6
    Earth	20	5	5	5	5	5	5	0
    Water	-12	-26	-34	-39	-46	-53	-59	-61
    Energy	20	5	5	5	5	5	5	0
    Ice	-5	-9	-11	-11	-12	-12	-17	-20
    Light	0	-2	-2	-2	-4	-4	-4	-6
    Wind	-8	-22	-31	-36	-43	-49	-56	-58
    Dark	-5	-9	-11	-11	-12	-12	-17	-20
    								
    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
    



    Quick Info-Subs from Cray on Discord:
    From April Fools' 2022: Fool Me Twice:
    Bun-Barian
    MC FO Ice armour.

    Normal attack is two hits, +0 BTH lean.

    MC: Regenerate [5% Melee] SP per round.

    Bonus: Once per battle when you're hit below 50% HP, you gain Celerity (player+item, 1 round, +1 action). To pay for this, all incoming attacks do +(5/1.4)% damage.

    Bonus: All outgoing spells and weapon attacks take -8.5 BTH. At the start of your turn, you gain one turn each of Strength Boost and Suave (+STR and +CHA, see table) per hit your foe landed.




    Warren. -> RE: Armours - Read the first post! (4/27/2022 18:01:10)

    Summer Dryad Raiments

    Unofficial: From Lv1000

    Location: Grenwog 2022

    quote:

    Neutral Fire Armour. Relatively neutral blocking. No notable secondary resistances.

    Normal attack is 2 hits. Comes with two skills.

    Fire Ward: Changes armour lean to Fully Defensive and applies a Barrier worth (X*[HITS]/0.85)% melee, where [HITS] caps at 8, if the monster is affected by a Burn status.

    Wildfire: Changes armour lean to Fully Offensive, the armor attack to 3 hits, and locks normal attack to Ranged Fire. Normal attacks gain EleComp to compensate (1.79928 at lv 150). If the monster is affected by a Burn status, attacks deal +20% damage, otherwise attacks take a -5% damage downtrigger.

    Note: Don't know what X (in the above formula) is supposed to be, armor is currently bugged to apply a smaller barrier than intended.





    Warren. -> RE: Armours - Read the first post! (4/27/2022 19:14:00)

    Necromancer Class Skills 16 to 20
    Unofficial
    From Joac1144

    LEVEL 16 - TWIN SUMMONING (active)
    Summon one of the three different Raise Skeleton guests as your pet. They have the normal power of a pet.
    • Deathless Knight: Same as the guest version, except that this one does not have a -15 Bth lean in Beserk mode, and instead of paying *2.1 SP upkeep cost, it pays 44% Melee in MP in Beserk mode.
    • Undead Beast: Same as the guest version, except that instead of paying *1.5 SP upkeep cost, it pays 20% Melee in MP in Bleed mode.
    • Deathless Dracolich: Same as the guest version, except that the Burn power is 3.33 instead of 5.

    LEVEL 17 - MANA QUICKENING (active)
    Pay 100% Melee in HP and 125% Melee in SP to heal your MP. You heal MP equal to 250% Melee. In addition to this, you also get a 3-turn Elemental Shield that makes you take *0.928571 damage from all elements. This skill can only be used once per battle.

    LEVEL 18 - AGGRESSIVE ANIMA WARD (passive)
    Passive skill. After casting a spell that deals damage to the monster, you gain a Barrier. Functions as a standard healing spell, *0.125 damage, uses INT/END/CHA for damage. Cannot LS.

    LEVEL 19 - DEATHLESS ABOMINATION (toggle)
    Toggle the skill to pay 25% Melee in SP and gain 1 charge per turn. Once you have 3 charges, you can use the skill below.
    Spell-based skill, 3 hits, follows weapon type and weapon element. Costs 150% Melee in SP to use.
    Like Undead Giant, it gets +10% damage for each of these statuses inflicted on the monster: Bleed, Fear, Paralyze. If the monster is not inflicted with one of the mentioned statuses, the skill deals -10% damage.
    The skill deals another -25% damage to attempt to inflict Fragile (-16.67*[hits connected] END, 5 turns) on the monster. The save is INT/CHA vs. END/LUK. Save bonus is +5 for each inflicted status, -5 if no status.
    The skill uses INT/CHA/END for damage and Bth, and it cannot LS.

    LEVEL 20 - DEATHLESS LEGION (active)
    You need to "charge" the skill for one turn. This costs standard spell cost in MP. You can use the actual skill the turn after charging.
    Spell-based skill, 6 hits, Magic Darkness. Gets elecomp to damage. Costs 100% Melee in MP to use.
    The first 5 hits each deal 100/5.5 damage, with the last hit dealing half of that.
    The skill gets +10% damage for each of these statuses inflicted on the monster: Bleed, Fear, Paralyze. If the monster is not inflicted with one of the mentioned statuses, the skill deals -10% damage.
    In addition to this, the skill gets +50% damage and another +(0.5 - 0.8333 * (HP/[max HP]) * 100)% damage.

    Update:

    -- [core] starts at 1.
    -- If the monster is afflicted with Burn, Poison, or Fear, then [core] gets +0.1 per status. Otherwise, -0.1.
    -- Modify [core] based on your HP: at full HP, it's -1/3; at 0 HP, it's +0.5. It scales linearly between these.

    -- Everything gets eleComp.
    -- The spell itself does [core]% Melee damage.
    --- Uses CHA/DEX/LUK for beast variant
    --- Uses INT/DEX/LUK for mage variant
    --- Uses nonstandard stat bonuses otherwise (INT/8 + CHA/8 + END/8 for damage; INT*3/40 + DEX*3/40 + END*3/40 for BTH; no LUKy strikes)
    -- The spell is split up into six hits: 5 hits of *2/11 damage, and one hit of *1/11 damage (tiny bird at the end is tiny)
    -- When I say *[hits], I mean *[hits connected]/[hits attempted] where the big hits counts as 2 and the little bird hit counts as 1. 11 "hits" total.
    -- Afterwards, it inflicts Poison, Burn, Bleed, and Fear.
    --- Poison: Darkness damage, 4 rounds of power: [core]*[hits]*1.25. Heal HP equal to damage dealt.
    --- Burn: Darkness damage, 4 rounds of power: [core]*[hits]*2.5
    --- Bleed: power: [core]*[accuracy]/2
    --- Fear: 4 turns of a [core]*[hits]*[mob Dark%]*21% stun chance.
    -- Each status can be resisted with a save at a +0 bonus. Resist with END/DEX/END/CHA (repsectively) and LUK; inflict with:
    --- Beast: CHA/LUK
    --- Mage: INT/LUK
    --- otherwise: INT/CHA





    Ianthe -> RE: Armours - Read the first post! (5/7/2022 19:40:20)

    Now properly balanced and bugfixed: Dark Invader

    FO Energy+Fire armour. Normal attack is two hits.

    Comes with a skill, Force Slow. Costs 110% Melee in SP. This doesn't require a hit or inflict damage, but inflicts your foe with:
    - Defence Loss (-10.2 blocking)
    - Element Vulnerable (+54.6% damage)
    - Blind (-15.3 BTH)
    - Choke (-18.21% damage)
    - Status Weakness (-8.5 penalty)

    All last two turns and get multiplied by eleComp. The DefLoss+EleVuln only affect Energy and Fire attacks, and the Blind+Choke are multiplied by the mob's Energy or Fire resist (whatever's higher). They can resist each with a save at a +0 bonus (inflict with CHA/LUK, resist with CHA/LUK).

    Bonus: Take -20 Burn Weakness but +5 Status Resistance to all other statuses.
    Level	5	15	35	55	75	95	115	135	150
    PowLvl	5	15	35	55	75	95	115	135	153
    									
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	0	1	4	6	9	11	14	16	19
    									
    Fire	93	89	79	70	62	55	49	43	40
    Water	106	101	101	100	98	98	98	98	97
    Ice 	106	101	101	100	98	98	98	98	97
    Wind	97	92	90	83	82	82	81	79	78
    Earth	97	92	90	83	82	82	81	79	78
    Energy	93	89	79	70	62	55	49	43	40
    Light	99	97	96	90	90	89	87	86	86
    Dark	96	91	85	75	73	72	70	64	60
    									
    Fire	-7	-11	-21	-30	-38	-45	-51	-57	-60
    Earth	-3	-8	-10	-17	-18	-18	-19	-21	-22
    Water	6	1	1	0	-2	-2	-2	-2	-3
    Energy	-7	-11	-21	-30	-38	-45	-51	-57	-60
    Ice 	6	1	1	0	-2	-2	-2	-2	-3
    Light	-1	-3	-4	-10	-10	-11	-13	-14	-14
    Wind	-3	-8	-10	-17	-18	-18	-19	-21	-22
    Dark	-4	-9	-15	-25	-27	-28	-30	-36	-40
    									
    Melee	26	27	31	34	37	41	44	47	50
    Ranged	26	27	31	34	37	41	44	47	50
    Magic	26	27	31	34	37	41	44	47	50
    
    Price	106	142	535	3680	29047	233577	1882541	15177023	72615500
    Sell	53	71	267	1840	14523	116788	941270	7588511	36307750
    




    Ianthe -> RE: Armours - Read the first post! (5/13/2022 13:39:40)

    New GGB UR:Beachgoer Mason Form. Kam says:

    FO Energy 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, Beach Terror Infusion. Imbue, locks your attacks to Energy, 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 Energy 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 way 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 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	110	100	97	97	97	95
    Ice	88	87	87	87	86	81
    Wind	88	87	87	87	86	81
    Earth 	88	87	87	87	86	81
    Energy	66	59	53	47	42	39
    Light 	110	100	97	97	97	95
    Dark	72	64	56	51	44	41
    						
    Fire	-12	-13	-13	-13	-14	-19
    Earth	-12	-13	-13	-13	-14	-19
    Water	10	0	-3	-3	-3	-5
    Energy	-34	-41	-47	-53	-58	-61
    Ice	-12	-13	-13	-13	-14	-19
    Light	10	0	-3	-3	-3	-5
    Wind	-12	-13	-13	-13	-14	-19
    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
    




    Lorekeeper -> RE: Armours - Read the first post! (5/21/2022 9:52:21)

    Missing info sub request:

    Spark of Serenity

    Source: Harvest 2018, Teeming Mutant Vegetables

    quote:

    Spark of Serenity

    MC Earth armour, flat MRM, resists Earth primary with Light/Dark secondaries. MC effect is that you take -(10/1.4)% damage from Plant monsters and those monsters also have the element of their attacks converted to Earth.

    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	100	97	95	95	95	95	95	95	95
    Water	97	93	85	78	77	76	76	75	70
    Ice	99	95	89	86	86	86	86	85	84
    Wind	99	95	89	86	86	86	86	85	84
    Earth	92	88	80	70	61	54	48	42	39
    Energy	97	93	85	78	77	76	76	75	70
    Light	95	90	82	74	67	59	53	46	42
    Dark	95	90	82	74	67	59	53	46	42
    									
    Fire	0	-3	-5	-5	-5	-5	-5	-5	-5
    Water	-3	-7	-15	-22	-23	-24	-24	-25	-30
    Ice	-1	-5	-11	-14	-14	-14	-14	-15	-16
    Wind	-1	-5	-11	-14	-14	-14	-14	-15	-16
    Earth	-8	-12	-20	-30	-39	-46	-52	-58	-61
    Energy	-3	-7	-15	-22	-23	-24	-24	-25	-30
    Light	-5	-10	-18	-26	-33	-41	-47	-54	-58
    Dark	-5	-10	-18	-26	-33	-41	-47	-54	-58
    									
    Melee	24	25	26	31	34	37	40	43	45
    Ranged	24	25	26	31	34	37	40	43	45
    Magic	24	25	26	31	34	37	40	43	45
    
    A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166




    Kamui -> RE: Armours - Read the first post! (5/27/2022 22:48:37)

    Lord of the Skies
    Normal attack: 2 Hits
    Wind armour, resists are in order of Wind < Earth/Light < Water/Fire < Energy/Darkness < Ice. Has two Weapon-Based Skills.
    Whirlwind Strike is Wind EleLock Toggle, EleComp to Damage (131.2%)
    Cyclone Strike is overcharged (costs 150/175% Melee for MeRa/Mag weapons, respectively, deals +25% damage). Both have 200% Melee base (so efficient does 125% Melee and overcharged does 250%).
    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
    MeRaSP	127	171	222	279	342	392
    MaSP	159	214	278	349	427	490
    OCSP	63	85	111	140	171	196
    						
    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
    
    EleComp    1.25571    1.30837    1.34161    1.33741    1.37617    1.42941




    Ianthe -> RE: Armours - Read the first post! (6/14/2022 13:20:43)

    In the Pride LTS: She-Nyaa Form

    FD Light armour. Normal attack is two hits.

    MC: Comes with a skill, Swift Wind. Spell-like, 5 hits, Light, follows weapon type. It deals -50% damage and inflicts a permanent Prismatic Burn (power:0.3028*[hits]/[attempts]) (inflict with [mainstat]/LUK, resist with CHA/LUK).

    Bonus: All weapon and spell attacks take -4.25 BTH and the above save is at a -20 penalty.
    Level	10	35	60	85	110	135	143
    Type	-	Z	G	Z	G	Z	Z
    PowLvl	10	57	64	95	113	145	153
    
    BR%	130	190	205	265	325	385	445
    Stat	166	298	331	463	595	727	859
    BtH Mod	1	3	4	6	9	11	14
    							
    Fire	99	90	89	87	87	82	80
    Water	99	90	89	87	87	82	80
    Ice 	99	90	89	87	87	82	80
    Wind	99	90	89	87	87	82	80
    Earth	99	90	89	87	87	82	80
    Energy	99	90	89	87	87	82	80
    Light	92	68	65	54	48	41	39
    Dark	99	90	89	87	87	82	80
    							
    Melee	29	39	40	46	49	54	55
    Ranged	29	39	40	46	49	54	55
    Magic	29	39	40	46	49	54	55
    
    Price	119	814	6141	2409	1117232	5324	5940
    Sell	59	Z	3070	Z	558616	Z	Z
    
    
    
    Level	150
    Type	G
    PowLvl	153
    	
    BR%	445
    Stat	859
    BtH	14
    	
    Fire	80
    Water	80
    Ice 	80
    Wind	80
    Earth	80
    Energy	80
    Light	39
    Dark	80
    	
    Melee	55
    Ranged	55
    Magic	55
    	
    Price	72615500
    Sell	36307750
    




    Ianthe -> RE: Armours - Read the first post! (6/14/2022 22:43:33)

    Missing info sub:
    From Robina's Monster Hunt: Sneak Garb. Kam says:

    Neutral Earth armour, Melee/Magic focus, Ranged weakness. Earth > Water > Ice/Dark > Fire/Light > Energy > Wind. MC effect is that at the end of your turn, you have a 10% chance to attempt to give yourself 1 turn of Celerity. This has a 50% save, inflicts with DEX/LUK vs mob's DEX/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	100	100	96	95	94	94	94	93	91
    Water	99	94	84	72	63	57	51	45	42
    Ice	99	98	94	84	84	83	81	76	74
    Wind	110	110	105	105	105	105	105	105	100
    Earth 	96	91	80	67	60	54	48	42	39
    Energy	102	102	100	100	97	97	97	95	95
    Light 	100	100	96	95	94	94	94	93	91
    Dark	99	98	94	84	84	83	81	76	74
    									
    Melee	29	32	36	39	42	46	49	52	55
    Ranged	21	22	26	29	32	36	39	42	45
    Magic	29	32	36	39	42	46	49	52	55
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Ianthe -> RE: Armours - Read the first post! (6/20/2022 20:48:53)

    Custom Holy Armour/Avenger/Arcanist

    They're just reskins of the base armour.
    Level	125	143
    Type	Z	Z
    PowLvl	135	153
    
    MCPrice	4620	5940
    MCSell	Z	Z




    Kamui -> RE: Armours - Read the first post! (6/23/2022 23:11:55)

    Retro Golden Plate
    2 Hits
    FD Light armour, MC causes all spells and skills to deal +12.5% damage (so a boost of +25% Melee, should happen twice/battle assuming normal spells/skills, so 50% Melee per fight). Pays 3 MRM to compress a toggle that causes all your armour attacks (so doesn't worth with bows and the like) to switch to x1.25 outgoing damage instead of the normal x0.8 for an FD lean, your incoming damage is unchanged. This toggle costs SP worth 45% Melee per turn (honestly probably could be more, but trying to be nice here), and gets reduced to 35% Melee if using the weapon/shield from this set. The cost is only paid/checked at the start of your armour's attack animation for a normal attack, so no worry about paying on turns when a special fires or such.

    If the character equipping this is NOT a Guardian, the armour makes you take +(5/1.4)% damage, it is MC'd only for Guardians. There are also Z token versions at Lv 11/80/125/143 that cost 407/2200/4620/5940 tokens, respectively, these are also MC'd.

    Level	45	60	75	90	105	120	135	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	45	60	75	90	105	120	135	153
    
    MPLvl	45	60	75	90	105	120	135	152
    SP45%	45	59	75	92	110	130	151	176
    SP35%	35	46	58	71	86	101	117	137
    
    Fire	87	84	83	80	78	76	73	71
    Water	87	84	83	80	78	76	73	71
    Ice	95	95	95	94	93	92	91	90
    Wind	79	71	66	62	58	54	49	46
    Earth	95	95	95	94	93	92	91	90
    Energy	79	71	66	62	58	54	49	46
    Light	75	67	61	56	51	47	42	39
    Dark	95	95	95	94	93	92	91	90
    								
    Melee	27	29	31	33	35	37	39	42
    Ranged	27	29	31	33	35	37	39	42
    Magic	34	36	38	40	42	44	46	49
    								
    A+SP	1230	5583	26406	126048	602781	2883756	13797294	66014091
    A+SS	615	2791	13203	63024	301390	1441878	6898647	33007045




    Kamui -> RE: Armours - Read the first post! (7/1/2022 14:40:19)

    The Akriloth's Hatred/Wrath items got updated. No stats actually got tweaked, but the changes are as follows.

    A) Weapon now has a Ranged toggle option.
    B) Armour now has similar skills to the revamped Lord of the Skies armour from Airenal's Lance, so one efficient skill that uses ele-comp to lower SP cost, and one overcharged skill that uses ele-comp to boost damage dealt. Both of these are weapon-based skills, to better fit with the FO lean of the armour.
    C) Both items scale.

    Normal Attack: 2 Hits
    Fire EleLock: 4 Hits
    OC Skill: 4 Hits

    Kam says:

    Akriloth's Wrath

    Fire armour, has Earth secondary and Energy tertiary, neutral to Light/Dark, weak to Ice/Wind/Water. Has a spell-type Fire skill.

    [Fully offensive. Skill is like Airenal's.]
    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    MPLvl	53	72	92	112	132	152
    SPCost	116	159	209	265	326	392
    						
    B/R	262	319	379	439	499	559
    Stat	456	582	714	846	978	1110
    BtH	6	9	11	14	16	19
    						
    Fire	71	62	55	48	43	39
    Water	93	92	91	91	90	90
    Ice	93	92	91	91	90	90
    Wind	93	92	91	91	90	90
    Earth	76	68	62	57	50	44
    Energy	80	77	71	67	60	55
    Light	84	83	81	81	80	80
    Dark	84	83	81	81	80	80
    						
    Melee	36	38	41	44	47	50
    Ranged	36	38	41	44	47	50
    Magic	36	38	41	44	47	50
    EleComp	1.49758	1.71842	1.81284	1.83616	1.83616	1.83616




    Kamui -> RE: Armours - Read the first post! (7/27/2022 17:24:17)

    The Sinmaw Maul weapon/armour got updated. As with the Akriloth's Wrath weapon, no stats got changed. But now the weapon/armour scales, the weapon has a Ranged version (-5 BtH lean, same 0.25 damage lean the hammer/Melee version has), and the armour has skills similar to the Airenal armour.

    Normal Attack: 2 Hits
    Energy EleLock: 4 Hits
    OC Skill: 4 Hits

    quote:

    Sinmaw Form
    
    FO Energy armour, has Water secondary and Dark tertiary, neutral to Wind/Earth, weak to Fire/Ice/Light.
    
    Level     50       70       90       110      130      150
    Type      B        B        B        B        B        B
    PowLvl    54       73       93       113      133      153
    
    Fire      93       92       91       91       90       90
    Water     76       68       62       57       50       44
    Ice       93       92       91       91       90       90
    Wind      84       83       81       81       80       80
    Earth     84       83       81       81       80       80
    Energy    71       62       55       48       43       39
    Light     93       92       91       91       90       90
    Dark      80       77       71       67       60       55
                            
    Melee     36       38       41       44       47       50
    Ranged    36       38       41       44       47       50
    Magic     36       38       41       44       47       50
    
    EleComp   1.24923  1.32465  1.39764  1.48192  1.54299  1.48337




    Lv 1000 -> RE: Armours - Read the first post! (7/27/2022 19:57:44)

    Unofficial Basic Sinmaw Form resist/MRM info.
    quote:

    Sinmaw Form
    
    FO Energy armour, has Water secondary and Dark tertiary, neutral to Wind/Earth, weak to Fire/Ice/Light.
    
    Level     50       70       90       110      130      150
    Type      B        B        B        B        B        B
    PowLvl    54       73       93       113      133      153
    
    Fire      93       92       91       91       90       90
    Water     76       68       62       57       50       44
    Ice       93       92       91       91       90       90
    Wind      84       83       81       81       80       80
    Earth     84       83       81       81       80       80
    Energy    71       62       55       48       43       39
    Light     93       92       91       91       90       90
    Dark      80       77       71       67       60       55
                            
    Melee     36       38       41       44       47       50
    Ranged    36       38       41       44       47       50
    Magic     36       38       41       44       47       50
    
    EleComp   1.24923  1.32465  1.39764  1.48192  1.54299  1.48337




    Ianthe -> RE: Armours - Read the first post! (8/15/2022 18:34:19)

    GGB UR item: Hexbound Solar Core

    MC FO Fire armour.

    Normal attack is three hits. It deals +30% damage and auto-Burns you (Fire, power:1, 3 rounds). This also affects bow attacks but doesn't affect skills.

    MC: comes with a skill, Prominence Lance. 2 Hits. It deals +50% damage, has its SP cost reduced by [75% Melee], and auto-Burns you (power:1.5, 5 rounds).

    Bonus: Burns and Bleeds on the enemy do +25% damage. The armour takes -3 MRM (already factored in) to pay for this.

    Scales as a GGB item.
    PLvl	55G	75G	95G	115G	135G	150G
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    Fire	67	59	53	47	42	39
    Water	96	95	94	93	91	90
    Ice 	88	87	85	84	82	79
    Wind	81	78	77	76	74	70
    Earth	88	87	85	84	82	79
    Energy	81	78	77	76	74	70
    Light	70	62	55	50	45	42
    Dark	96	95	94	93	91	90
    						
    Melee	34	37	40	44	47	49
    Ranged	32	35	38	42	45	47
    Magic	30	33	33	40	43	45
    




    Kamui -> RE: Armours - Read the first post! (9/7/2022 0:14:21)

    Academy Exuberance/Elegance

    FO Wind armours, Male/Female versions, respectively. MC effect on these is if you start turn <= 50% HP, you (and your misc item) gain 1 turn of Celerity (Edit: This effect can only occur once per battle). Also pays -3 MRM to gain a skill which charges 50% Melee in SP per turn (x1.5 for Magic weapons) to deal x1.5 damage with weapon attacks, this also changes attack animation when not using a 100-proc weapon.

    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 Mod	8	1	4	6	9	11	14	16	19
    									
    SPCost	15	23	40	60	83	109	137	168	196
    									
    Fire	98	97	93	88	85	83	82	78	77
    Water	97	94	90	78	74	72	68	63	60
    Ice	100	100	99	93	92	91	90	90	90
    Wind	95	86	78	68	61	54	48	42	39
    Earth 	100	100	99	93	92	91	90	90	90
    Energy	97	94	90	78	74	72	68	63	60
    Light 	110	110	110	110	110	110	101	100	100
    Dark	98	97	93	88	85	83	82	78	77
    
    Melee	26	28	33	36	39	43	46	49	52
    Ranged	24	26	31	34	37	41	44	47	50
    Magic	23	24	28	31	34	38	41	44	47




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