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

All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> [AQ Encyclopedia] >> Info Submission



Message


Ianthe -> RE: Armours - Read the first post! (9/9/2022 17:06:17)

Lazer Blazer

"FD" Energy armour. You deal x0.8 damage, take x1 damage, and gain +15 blocking* (already factored in).

Comes with a skill, Blazer Laser (skill). This is a standard Energy SPell. Uses CHA for stat damage. If you want, you have 5 seconds to align the mirrors to point at your foe, with the following outcomes:
- Points at the sky: nothing
- Points at you: take damage equal to 25% of the skill
- Points at your foe: attack becomes autohit

Bonus: Weapon attacks take -25% Melee damage and give you a CHA buff (see table, 1 turn). Bow attacks get *1.25 the buff (because they're a higher baseline).

Level    55      75      95      115     135     150
Type     B       B       B       B       B       B
PowLvl   59      78      98      118     138     153
BR%	277	334	394	454	514	559
Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
BtH	7	9	12	14	17	19
						
Fire	74	69	65	63	58	53
Water	102	100	100	100	100	100
Ice 	99	97	97	97	97	95
Wind	89	89	88	85	85	85
Earth	89	89	88	85	85	85
Energy	68	60	53	47	42	39
Light	74	69	65	63	58	53
Dark	99	97	97	97	97	95
						
Fire	-26	-31	-35	-37	-42	-47
Earth	-11	-11	-12	-15	-15	-15
Water	2	0	0	0	0	0
Energy	-32	-40	-47	-53	-58	-61
Ice 	-1	-3	-3	-3	-3	-5
Light	-26	-31	-35	-37	-42	-47
Wind	-11	-11	-12	-15	-15	-15
Dark	-1	-3	-3	-3	-3	-5
						
Melee	53	56	59	63	66	68
Ranged	53	56	59	63	66	68
Magic	50	53	56	60	63	65

+CHA	39.044	42.965	46.800	49.369	50.403	51.150
*pls don't mention Ghost Costume, it's probably in for a nerf.




Lv 1000 -> RE: Armours - Read the first post! (9/9/2022 17:56:11)

Level/Power Level (w/ type) tiers for Lazer Blazer (missing from above).

Level    55      75      95      115     135     150
Type     B       B       B       B       B       B
PowLvl   59      78      98      118     138     153




Lv 1000 -> RE: Armours - Read the first post! (9/11/2022 0:14:13)

Unofficial Info-Subs for the PaleSkull Champion armor.
Location: Top 25 in the 2022 Summer Donation Contest (Shop located at Ballyhoo).

quote:

PaleSkull Champion

General Notes:
  • Some values in-game will not match these values (as of Sept 10 2022), this is because the armor is not scaling to power level 153 correctly at the moment.
  • The -3 MRM and the power from the MC are interchangeable in what they pay for, as indicated below.
  • The numbers listed as EleCompMRM are used for MRM part of the EleComp calculation. This allows the armor to ignore the -3 MRM paid for the bonus effect (This has been a common bug on many armors for a while, glad to see that a fix was found).
  • The Choke from Battle Claw should be 42% instead of 35.7%.

    FO Water Armor. Can mount/dismount. While dismounted normal attacks (not specials or skills) are locked to Water and get EleComp to damage.

    Pays -3 MRM or MC to deal +7.5% damage against Choked enemies.

    Pays -3 MRM or MC to compress two skills:
  • Rainbow Scream: Only usable while mounted. Water weapon-based skill. Has 1 hit. EleComp reduces SP cost. If possible converts up to 400% melee worth of Choke into Omni Elemental Empower. At maximum, applies a x1.8 EleEmpower for 5 turns.

  • Battle Claw: Only usable while dismounted. Water weapon-based skill. Has 2 hits. EleComp reduces SP cost. Deals -50% damage and attempts to inflict a 35.7% Choke for [2xHits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster CHA/LUK.

    Level          55       75       95       115      135      150
    Type           B        B        B        B        B        B
    PowLvl         59       78       98       118      138      153 
    
    Fire           90       89       88       85       83       80
    Water          66       60       53       47       42       39
    Wind           76       73       69       65       62       60
    Ice            72       65       61       58       54       50
    Earth          76       73       69       65       62       60
    Energy         93       93       93       93       91       91
    Light          90       89       88       85       83       80
    Dark           72       65       61       58       54       50
    
    Melee          28       30       33       37       40       42
    Ranged         28       30       33       37       40       42
    Magic          28       30       33       37       40       42
    
    EleCompDmg     1.65117  1.81110  1.90306  1.90306  1.90306  1.90306
    
    EleCompCost    53       49       48       60       74       84
    EleCompCostMa  86       92       104      131      160      182
    
    EleCompMRM     30       33       36       40       43       45
    




  • Dreiko Shadrack -> RE: Armours - Read the first post! (9/11/2022 2:21:17)

    ^Battle Claw is only usable while dismounted, not while mounted. [;)]




    Lv 1000 -> RE: Armours - Read the first post! (9/11/2022 11:20:56)

    Typos should be fixed.




    Ianthe -> RE: Armours - Read the first post! (9/17/2022 1:15:03)

    Tibbles Summer '22 Reward: Paleskull Champion. Given to the top 25 donors.

    FO Water armour. Toggle between mounted and dismounted.

    Normal attack:
  • Mounted: 2 hits
  • Dismounted: 1 hit, locked to Water, gets eleComp as a Water skill. (1.903 eleComp damage mod at lv150)

    Dismounted, it comes with a skill, Battle Claw. Weapon-based Water skill, 2 hits. Gets eleComp to SP cost. It takes -50% damage and leaves the monster Choked (4 rounds, -42% damage). The monster can resist with a save at a +0 bonus (inflict with mainstat/LUK, resist with CHA/LUK).

    Mounted, it comes with a skill, Rainbow Scream. Weapon-based Water skill, 2 hits. Gets eleComp to SP cost. Converts Choke into Empowerment (starts off as 1 turn, 10% Choke = 14% Empow, if it goes over 80% then it gets split over multiple turns).

    Bonus: Takes -3 MRM and you deal +7.5% damage with weapons and skills while the monster is Choking.
    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	90	89	88	85	83	80
    Water	66	60	53	47	42	39
    Ice 	72	65	61	58	54	50
    Wind	76	73	69	65	62	60
    Earth	76	73	69	65	62	60
    Energy	93	92	92	92	91	91
    Light	90	89	88	85	83	80
    Dark	72	65	61	58	54	50
    						
    Melee	30	33	36	40	43	45
    Ranged	30	33	36	40	43	45
    Magic	30	33	36	40	43	45
    

    Prismatic Paleskull Champion

    As above, but CC. Given to the top 10 donors.

    GGB UR armour: Landlubbin' Hydrocampus. Kam says:

    MC FO Earth armour. MC bonus is +105 Initiative, Initiative Boost causes you to deal +50% damage if you get the jump in combat.

    Normal attack is 2 hits, -3 BTH lean ~Imry
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	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	29	32	36	39	42	46	49	52	55
    Magic	21	22	26	29	32	36	39	42	45
    

    In the TLaPD Scholar shop: Landlubbin' Charming Swashbuckler. Kam says:

    FD Earth armour. Attack is two hits.

    Effect: At the end of your turn, the monster becomes Dazed (3/28 chance of daze, 1 round). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with CHA/LUK).
    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	92	78	69	64	57	51	44	42
    Ice	95	91	89	89	88	88	83	80
    Wind	120	105	105	105	105	105	105	100
    Earth 	88	74	66	61	54	47	41	39
    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
    								
    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
    




  • Kamui -> RE: Armours - Read the first post! (9/29/2022 20:36:07)

    Warmaster Dragon Rider

    FD Fire armour, MC is +10 Burn Potence, deals -5% damage normally, +10% vs Burning foes (this applies to spells and weapon attacks/specials). Normal attack is 2 hits. Pays -3 MRM (already factored into below numbers) for skill compression, skills are as follows:

    • Breath of War: Charges 100% Melee in SP (125% if using a Magic weapon) to do a 4-hit spell-based skill that deals 200% Melee in <weapon type> Fire damage baseline, uses EleComp to boost damage. This skill pays 75% of its total damage (so 150% Melee x EleComp) to attempt a (50 x EleComp x Hits / 4)% Melee Fire Burn on the foe for 6 turns, 50% save, inflicts with <weapon mainstat>/LUK vs mob's END/LUK.
    • Attrition: Toggles the Breath of War skill between Burning/Exhausting/Agonizing flames, defaulting to Burning. This toggles whether the Burn from Breath of War targets enemy HP/MP/SP, respectively.
    • Warmaster: Toggles your outgoing armour attack damage to x1.25 instead of the normal x0.8 for a Fully Defensive armour, doesnt change your incoming damage or affect spells/bows/wands. The cost for this was 45% Melee in SP per turn on the Communicant armour, but here it starts at 50% Melee in SP per turn. For each of HP/MP/SP Burns on the foe, the cost for this toggle decreases by 7.5% Melee, with a maximum discount of 15% Melee. So an HP-damaging Burn lowers it to 42.5%, an HP- and MP-damage Burn lowers the cost to 35%, and if you have all three of HP/MP/SP-damage Burns on the foe, the cost is still 35%. You can only get a cost reduction once per category of HP/MP/SP Burn, so having 3 different HP Burns applied to the enemy still only gives one 7.5% Melee cost reduction.

    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
    						
    CostLv	58	77	97	117	137	152
    MeRaSkl	127	171	222	279	342	392
    MaSkl	159	214	278	349	427	490
    TglSP	63	85	111	140	171	196
    TglDisc	10	13	17	21	26	29
    						
    Fire	67	59	53	47	42	39
    Water	88	87	85	84	82	79
    Ice 	96	95	94	93	91	90
    Wind	88	87	85	84	82	79
    Earth	81	78	77	76	74	70
    Energy	81	78	77	76	74	70
    Light	96	95	94	93	91	90
    Dark	70	62	55	50	45	42
    						
    Melee	34	37	40	44	47	49
    Ranged	30	33	33	40	43	45
    Magic	32	35	38	42	45	47




    Lorekeeper -> RE: Armours - Read the first post! (11/17/2022 22:16:09)

    Harvest 2022 - Bark and Bite reward, via Ianthe:

    quote:

    Winter Dryad Bark

    MC FO Ice armour. Normal attack is 2 hits.

    MC: Comes with a skill, Rending Chill. This is a weapon-based attack, 4 Ice Melee hits. You deal -50% damage and inflict EleVuln ([hits connected] turns, +42% damage, Ice+Harm). The monster can resist with a save at a +0 bonus (inflict with STR/LUK, resist with END/LUK).

    Bonus: All weapon attack and spells take -8.5 BTH. You gain Backlash (Harm, (30/1.4)% damage returned; +0 save; inflict with STR/LUK; resist with END/LUK). The damage returned scales off STR; it's that value at [expected STR] and half that at 0 STR, to a max of that*1.1.
    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	105	98	96	95	95	93	92	90	89
    Water	95	92	82	73	70	69	67	63	60
    Ice 	92	89	78	68	60	53	48	42	39
    Wind	100	95	95	91	91	89	88	86	85
    Earth	93	90	80	70	62	55	50	44	41
    Energy	100	95	95	91	91	89	88	86	85
    Light	98	91	88	82	80	79	75	72	70
    Dark	98	91	88	82	80	79	75	72	70
    									
    								
    Melee	24	25	29	32	35	39	42	45	48
    Ranged	24	25	29	32	35	39	42	45	48
    Magic	24	25	29	32	35	39	42	45	48
    
    Price	106	142	535	3680	29047	233577	1882541	15177023	72615500
    Sell	53	71	267	1840	14523	116788	941270	7588511	36307750
    
    ~
    
    Lvl	31Z	85Z	135Z
    Powlvl	55	95	145
    
    BR%	265	385	535
    Stat	463	727	1057
    BtH	6	11	18
    			
    Fire	95	93	89
    Water	73	69	62
    Ice 	68	53	41
    Wind	91	89	85
    Earth	70	55	43
    Energy	91	89	85
    Light	82	79	72
    Dark	82	79	72
    			
    Melee	32	39	47
    Ranged	32	39	47
    Magic	32	39	47
    
    MCPrice	737	2409	5324
    MCSell	Z	Z	Z




    Ianthe -> RE: Armours - Read the first post! (11/18/2022 1:55:00)

    Fighter Armour

    Neutral Ice armour. Normal attack is two hits.

    TITLE - CLOSE QUARTERS (passive)
    +4.25 BTH to weapon attacks while wielding a Melee weapon

    LEVEL 1 - HEAVY BLOW (active)
    Weapon-based skill, 225% Melee baseline, locked to Melee, follows weapon element, 2 hits. Takes -29.15% damage to Paralyse your foe (1 turn) at a -20 save penalty (inflict with STR/LUK, resist with END/LUK).

    LEVEL 2 - MOMENTUM (toggle, title)
    Pay 20% Melee per turn to inflict EleVuln (all elements, +16.8% damage) at a +0 save penalty (inflict with STR/LUK, resist with DEX/LUK).

    LEVEL 3 - NOT LEFT FOOTED (passive)
    +5% damage to Melee weapon attacks.

    LEVEL 4 - SECOND WIND (active)
    Quick-cast skill, costs [100% Melee]. After two turns in which you attack while in Fighter class armour, you heal HP equal to [110% * Melee hits connected / attempts]. Melee spell, uses STR/LUK for stat bonuses

    LEVEL 5 - OVERWHELM (active)
    Weapon-based skill, 225% Melee baseline, locked to Melee, follows weapon element, 4 hits. Deals +20% damage against bosses (monster power >1.5), or -10% damage against everything else.
    PLvl	10	30	50
    			
    BR%	130	190	250
    Stat	166	298	430
    BtH Mod	1	3	6
    			
    Fire	100	100	100
    Water	96	91	84
    Ice 	92	80	70
    Wind	95	86	80
    Earth	98	95	95
    Energy	98	95	95
    Light	95	86	80
    Dark	96	91	84
    			
    Melee	27	30	33
    Ranged	30	33	36
    Magic	25	28	31

    Master Fighter

    FO Ice armour. NOT a class armour.

    Comes with two skills: Second Wind and Overwhelm (as class armour)
    PLvl	105	135	135	153
    				
    BR%	415	460	505	559
    Stat	793	892	991	1109.8
    BtH Mod	13	15	16	19
    				
    Fire	100	100	100	100
    Water	88	87	84	83
    Ice 	51	47	42	39
    Wind	81	79	75	74
    Earth	63	62	58	55
    Energy	63	62	58	55
    Light	81	79	75	74
    Dark	88	87	84	83
    				
    Fire	0	0	0	0
    Earth	-12	-13	-16	-17
    Water	-19	-21	-25	-26
    Energy	-12	-13	-16	-17
    Ice 	-49	-53	-58	-61
    Light	-37	-38	-42	-45
    Wind	-37	-38	-42	-45
    Dark	-19	-21	-25	-26
    				
    Melee	42	45	47	50
    Ranged	45	48	50	53
    Magic	40	43	45	48
    
    
    Level	95	110	125	143
    Type	Z	Z	Z	Z
    
    Price	2871	3674	4620	5940
    Sell	Z	Z	Z	Z
    
    
    Level	105	120	135	150
    Type	-	-	-	G
    
    Price	884079	4229509	20236032	96820667
    Sell	442039	2114754	10118016	48410333
    




    Korriban Gaming -> RE: Armours - Read the first post! (11/18/2022 9:26:26)

    can we get subs for master archer and archer class too? Thanks!




    Kamui -> RE: Armours - Read the first post! (11/23/2022 5:14:46)

    Infernal Champion

    FD Fire armour. Main resist is Fire, secondary is Darkness, weaknesses are Ice/Light, neutral for the other 4 elements. Pays -3 MRM for the once/battle Celerity effect from the Bun-Barian and Academy armours. Pays another -3 MRM to have a passive Poison Potence, since the item itself is able to inflict Poison on one of its toggles, this is only +10 Potence. This -6 MRM total is already factored into the below numbers. MC pays for 3 skills/toggles that function as follows.

    Hekate's Insight: Toggle on to lose 20% Melee in damage from any weapon/special/spell attacks attempted vs foes with any Poison status on them, you then replenish SP worth (20 x (Hits/Attempts) x 1.075 / 0.85)% Melee at end of turn when attacking Poisoned foes. So Melee/Ranged weapons deal -20% damage, Magic weapons deal -(20 / 0.75 = 26.66...)% damage, and spells/skills deal -10% damage. The healing value is listed below in the HekIns Regen section.

    Hekate's Grasp: Activates a CHA drive effect and simultaneously causes your pet/guest attacks to attempt a 2-turn (12.5 EleComp x Hits / Attempts)% Melee Fire Poiosn to your foe that heals you = to damage done. If you do not currently have a guest out, then the Poison damage is doubled, but you pay the same cost. The CHA value and SP cost are listed under the HekGra section below, as is the cost for the Poison effect (50% Melee per turn for the Poison).

    Hekate's Command: Charges 40%, 60%, or 100% Melee in SP per turn to toggle between applying Celerity to your pet, guest, or both. These values are listed under the HekCom section below.

    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	0	1	4	6	9	11	14	16	19
    									
    Main	97	88	77	68	60	54	48	42	39
    Ally	98	90	81	70	62	56	50	44	42
    Ntrl*4 	99	96	96	87	87	87	86	83	81
    Weak*2	101	101	99	99	97	97	97	94	91
    									
    Melee	22	23	27	30	30	37	40	43	46
    Ranged	22	23	27	30	30	37	40	43	46
    Magic	22	23	27	30	30	37	40	43	46
    
    HekIns
    Regen	8	11	20	30	42	55	69	85	99
    
    HekGra
    CHA	5	15	25	30	35	40	45	45	50
    CHASP	2	9	16	20	23	27	30	30	34
    PoiSP	15	23	40	60	83	109	137	168	196
    
    HekCom
    PCelSP	12	18	32	48	66	87	109	134	157
    GCelSP	18	27	48	72	100	130	164	201	235
    PGCelSP	30	45	80	120	166	217	273	335	392
    
    




    Kamui -> RE: Armours - Read the first post! (11/23/2022 5:15:12)

    Abyssal Champion

    FO Darkness armour. Main resist is Darkness, secondary is Earth, weaknesses are Wind/Light, neutral for the other 4 elements. Pays -3 MRM for a +105 InitBoost, already factored into the below numbers. MC pays for 3 skills/toggles that function as follows.

    Hekate's Will: Efficient (25% Melee for Melee/Ranged, 50% for Magic) Darkness-locked weapon-based skill that pays a further 10% Melee in SP to gain +8.5 BtH, so deals 125% Melee in damage as a normal weapon attack. EleComp reduces cost.

    Hekate's Word: MP cost overcharged (175% Melee) 4-hit Darkness spell, EleComp boosts damage.

    Hekate's Might: When toggled on, after attempting a weapon/special/spell attack, you'll pay 25% Melee in SP and apply 2 turns of (25 x EleCop x Hits / Attempts)% Darkness EleVuln. Inflicts with (STR or DEX or INT depending on damage type)/LUK vs mob's END/LUK, 50% save.

    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	0	1	4	6	9	11	14	16	19
    									
    Main	97	88	77	68	60	54	48	42	39
    Ally	98	90	81	70	62	56	50	44	42
    Ntrl*4 	99	96	96	87	87	87	86	83	81
    Weak*2	101	101	99	99	97	97	97	94	91
    									
    Melee	25	26	30	33	33	40	43	46	49
    Ranged	25	26	30	33	33	40	43	46	49
    Magic	25	26	30	33	33	40	43	46	49
    
    HekWil
    SPMeRa	11	16	28	42	58	76	96	117	137
    SPMa	18	27	48	72	100	130	164	201	235
    
    HekWrd
    MPCost	70	106	187	281	387	506	638	782	915
    
    HekMht
    SPCost	15	23	40	60	83	109	137	168	196
    




    Lorekeeper -> RE: Armours - Read the first post! (12/1/2022 22:34:43)

    Requested missing info sub for the armor from Grenwog 2022 - Overgrowth:

    quote:

    Summer Dryad Raiment

    Neutral Fire armour, secondary resistance to Earth. MC is picking one of two modes for the armour that can't be changed once battle begins and resets to neutral upon starting a new battle. Fire Ward changes the armour to FD lean and grants a barrier = to (5/0.85)% Melee each time you strike a Burning foe with a weapon attack/special. Wildfire meanwhile changes the armour to FO lean and locks attacks to Ranged Fire (with appropriate ele-comp to damage),this also causes weapon attacks/specials to deal +20% damage vs Burning foes, -5% damage otherwise. Also has Lv 85/143 Z versions for 2409/5940 tokens respectively.

    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	95	86	78	68	61	54	48	42	39
    Water	98	97	93	88	85	83	82	78	77
    Ice	110	110	110	110	110	110	101	100	100
    Wind	100	100	99	93	92	91	90	90	90
    Earth 	97	94	90	78	74	72	68	63	60
    Energy	98	97	93	88	85	83	82	78	77
    Light 	97	94	90	78	74	72	68	63	60
    Dark	100	100	99	93	92	91	90	90	90
    
    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! (12/8/2022 17:35:52)

    Prestissimo Bard of War

    Energy Clone of Bard of War
    Fully Defensive Energy armour. Mastercraft, 3 Built-in Skills

    Inspire Pet: Take +20% damage. attempt Pet Celerity
    Inspire Guest: Take +20% damage, attempt Guest Celerity.

    Ukulele Hero. This is treated as a spell, so it doesn't respect your weapon special and you don't apply weapon effects. Three hits, Magic Energy. Uses CHA for stat damage/BTH.
    Level	15	35	55	75	95	115	135	150G
    PowLv	15	35	55	75	95	115	135	153
    								
    BR%	145	205	265	325	385	445	505	559
    Stat%	199	331	463	595	727	859	991	1109.8
    BTH	1	4	6	9	11	14	16	19
    								
    Fire	93	88	76	72	69	65	63	60
    Water	100	100	100	100	99	99	99	93
    Ice	96	91	90	90	88	88	80	80
    Wind	93	88	76	72	69	65	63	60
    Earth 	96	91	90	90	88	88	80	80
    Energy	91	80	71	61	54	48	42	39
    Light 	93	88	76	72	69	65	63	60
    Dark	96	91	90	90	88	88	80	80
    								
    Fire	-7	-12	-24	-28	-31	-35	-37	-40
    Water	0	0	0	0	-1	-1	-1	-7
    Ice	-4	-9	-10	-10	-12	-12	-20	-20
    Wind	-7	-12	-24	-28	-31	-35	-37	-40
    Earth 	-4	-9	-10	-10	-12	-12	-20	-20
    Energy	-9	-20	-29	-39	-46	-52	-58	-61
    Light 	-7	-12	-24	-28	-31	-35	-37	-40
    Dark	-4	-9	-10	-10	-12	-12	-20	-20
    								
    Melee	22	26	29	32	36	39	42	45
    Ranged	32	36	39	42	46	49	52	55
    Magic	27	31	34	37	41	44	47	50
    
    SKILL
    Base	15	30	48	69	93	120	150	179
    Rand	28	58	94	136	184	238	298	358
    Stat	199	331	463	595	727	859	991	1110
    BtH	3	8	13	18	23	28	33	38
    SPCost	57	100	151	208	271	342	419	490
    




    Lv 1000 -> RE: Armours - Read the first post! (12/8/2022 18:16:08)

    Aren't those the effects for the old Bard of War?




    Sapphire -> RE: Armours - Read the first post! (12/8/2022 20:31:50)

    yes, can confirm the new bard is the celerity version




    Lorekeeper -> RE: Armours - Read the first post! (12/12/2022 22:08:57)

    Requested missing subs: Archer Class and Master Archer armor, via Ianthe.

    quote:

    Archer

    Neutral Earth armour. Normal attack is two hits.

    Scales 10->14->18->22->26->30
    PLvl	10	30	50
    			
    BR%	130	190	250
    Stat	166	298	430
    BtH Mod	1	3	6
    			
    Fire	95	86	80
    Water	96	91	84
    Ice 	98	95	95
    Wind	100	100	100
    Earth	92	80	70
    Energy	96	91	84
    Light	98	95	95
    Dark	95	86	80
    			
    Melee	30	33	36
    Ranged	27	30	33
    Magic	25	28	31
    
    NOTE: When I say "bows" I mean 100 proc weapons.

    TITLE - PRODIGY'S BOW (active)
    Equip a Ranged bow. It follows the element of your previously equipped weapon. No proper special, so *1.1 damage. Attack is two hits.

    LEVEL 1 - READ TARGET (active)
    Gain +10 Status Potence while wielding a bow; also, bow attacks deal +30% damage with +8.5 BTH. This is multiplied by *(0.5 + 0.5*DEX/ExpectedDEX) and the Poelala outlevelling formula. The bonus only applies while you're in the armour and doesn't carry over between battles although it does return if you unequip+reequip the armour.

    LEVEL 2 - TIMING (toggle)
    Attacking with a bow inflicts Choke (1 turn, -42%*[hits]/[attempts] damage) and charges [25% Melee] SP.. The monster can resist with a save at a +0 bonus (inflict iwth DEX/LUK, resist with DEX/LUK).

    LEVEL 3 - WEAKENING SHOTS (passive)
    Take -(6.67/1.4)% damage from your foe per Archer status active on them (Choke, Poison, Bleed).
    [NOTE: I updated Necro class to be -(3.33/1.4)% per status. It used to be -3.33%.]

    LEVEL 4 - SPECIAL ARROWS (active)
    Only usable with a bow. Two options. Either way you spend [100% Melee] in SP and attack with your bow; afterwards the mob gets inflicted with a status depending on your choice:
    - Poison Arrows: power:5, 4 turns, folllows weapon element.
    - Bleed Arrows: power:1
    Regardless, the mob can resist with a save at a +0 bonus (inflict with DEX/LUK, resist with END/LUK).

    LEVEL 5 - PER MY LAST ARROW (active)
    Attack with your bow. Afterwards, if the monster is still alive, you spend [100% Melee] SP and attack again.


    quote:

    Master Archer

    FD Earth armour. NOT a class armour.

    Comes with three skills: Poison Arrows, Bleed Arrows, and Per My Last Arrow (same as class)
    PLvl	105	135	135	153
    				
    BR%	415	460	505	559
    Stat	793	892	991	1109.8
    BtH Mod	13	15	16	19
    				
    Fire	63	62	58	55
    Water	81	79	75	74
    Ice 	88	87	84	83
    Wind	100	100	100	100
    Earth	51	47	42	39
    Energy	81	79	75	74
    Light	88	87	84	83
    Dark	63	62	58	55
    				
    Melee	45	48	50	53
    Ranged	42	45	47	50
    Magic	40	43	45	48
    
    
    Level	95	110	125	143	105	120	135	150
    Type	Z	Z	Z	Z	-	-	-	G
    
    Price	2871	3674	4620	5940	884079	4229509	20236032	96820667
    Sell	Z	Z	Z	Z	442039	2114754	10118016	48410333
    




    Kamui -> RE: Armours - Read the first post! (12/22/2022 15:41:08)

    Regal ReignDragon Rider

    FD Ice armour, Magic > Melee > Ranged for defenses, Ice > Light/Energy > Earth/Wind > Dark/Water > Fire. MC compresses two skills. The first charges 100% Melee in SP (125% if using a Magic weapon) to fire off a spell-like skill that does damage = to 200% Melee over 3 hits of same damage type as your weapon, and then loses 25% (50% Melee) of the total damage to attempt to inflict a <Hits> turn -(17.1 x MobIceRes x EleComp) BtH Blind. This has a -20 penalty to the save, and inflicts with weapon's mainstat/LUK vs mob's DEX/LUK. The second is a toggle that boosts pet and guest BtH by 8.5%, and boosts their damage by 20%. This charges 12% Melee in SP for the pet effect, and 18% Melee in SP for the guest effect. These effects are only charged on the first time in the pet's/guest's turn that they attempt a damaging effect. Also has Lv 63/105/143 Z versions that cost 1540/3388/5940 tokens.

    EleComp on this is ~1.55 for the Lv 150 version.

    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
    
    CostLvl	5	15	35	58	75	95	115	135	152
    100%SP	30	45	80	127	166	217	273	335	392
    125%SP	38	57	100	159	208	271	342	419	490
    12%SP	4	5	10	15	20	26	33	40	47
    18%SP	5	8	14	23	30	39	49	60	71
    									
    Fire	110	110	110	110	110	110	101	100	100
    Water	100	100	99	93	92	91	90	90	90
    Ice	95	86	78	68	61	54	48	42	39
    Wind	98	97	93	88	85	83	82	78	77
    Earth 	98	97	93	88	85	83	82	78	77
    Energy	97	94	90	78	74	72	68	63	60
    Light 	97	94	90	78	74	72	68	63	60
    Dark	100	100	99	93	92	91	90	90	90
    
    Melee	27	29	34	37	40	44	47	50	53
    Ranged	26	27	31	34	37	41	44	47	50
    Magic	29	31	36	39	42	46	49	52	55
    
    A+SMCP	106	142	535	3680	29047	233577	1882541	15177023	72615500
    A+SMCS	53	71	267	1840	14523	116788	941270	7588511	36307750




    Kamui -> RE: Armours - Read the first post! (1/9/2023 1:08:45)

    Santa Avenger

    FO Ice armour, Melee > Magic > Ranged blocking, Ice > Earth/Light (Coal and festive spirit) > Energy/Water > Wind/Dark > Fire resists. MC compresses three skills:

  • Sled-by Demolition: Overcharged MP(Magic weapon)/SP (Melee/Ranged weapon) spell-like skill, deals Ice damage and matches weapon for Melee/Ranged/Magic, charges +50% Melee (so 175% MP or 150% SP) to deal +25% damage (so total of 250%). Has a downtrigger of -5% DmgDlt normally, but deals +10% damage instead vs Fragile foes, gets ele-comp to damage.

  • Santarctic Fury: Weapon-based skill, charges 125% Melee in SP for Magic weapon and 100% Melee in SP for Melee/Ranged. Locked to Ice, has a +10 BtH lean, has the same -5% or +10% damage normally or vs Fragile foes as the first skill does, gets ele-comp to damage.

  • Break the Ice: Charges 100% Melee in SP and is quick-cast. Applies a one-turn Imbue to your weapon that locks your weapon strikes to Ice and attempts to inflict a -(16.66... x Hits / Attempts) END Fragile for 5 turns. Neutral save, inflicts with weapon mainstat/LUK vs mob END/LUK.

    Lvl	55	75	95	115	135	150G
    						
    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	92	89	88	87	86	86
    Water	85	82	79	78	74	73
    Ice 	66	60	53	47	42	39
    Wind	89	86	82	81	79	78
    Earth	81	77	76	73	71	65
    Energy	85	82	79	78	74	73
    Light	81	77	76	73	71	65
    Dark	89	86	82	81	79	78
    						
    Melee	37	40	43	47	50	52
    Ranged	30	33	36	40	43	45
    Magic	34	37	40	44	47	49


    Edited to reflect a bug fix, the imbue skill was giving a bonus without charging any SP for it.




  • kreem -> RE: Armours - Read the first post! (1/9/2023 1:22:42)

    The imbue is imbalanced and Kamui said he will fix it. Currently it is getting +50% melee more than it should since it has both fragile and +50% damage on top of the imbue which is also worth 50% melee.

    Fixed




    Cupquake -> RE: Armours - Read the first post! (1/9/2023 1:37:13)

    Is there any chance the first skill can have its power funnelled into inflicting fragile status instead? It just can't compete in terms of damage with the second skill and will never be used since it costs 915MP. The MP is better spent on the spell to inflict Fragile to empower the second skill.

    Great armour but the first skill simply feels out of place and has no synergy with the other items from the set.




    Ianthe -> RE: Armours - Read the first post! (1/12/2023 16:56:25)

    Gift Delivery '22 reward: Knightmare Plate. Kam says:

    Neutral Ice armour, compresses 2 skills as MC, as well as allowing once/battle lean toggle to FD or FO, one skill you gain access to depends on if you picked FD or FO lean, the other is a toggle you always have access to. Lean resets to neutral at the start of each battle. So skills are as follows:

  • Facets of Fear: Lean toggle, can select Terror (FD) or Horror (FO) modes. This changes the armour's lean for the rest of the battle, and adjusts the 2nd skill depending on selected lean. 2nd skill can't be used while you're still in neutral lean.

  • Nightmare Rift: Offensive skill. In FD mode it is a spell-like Ranged Ice skill with EleComp going to a cost discount. In FO mode it's an efficient weapon-based Ice skill that is Melee damage if using a Melee weapon, Ranged otherwise, with EleComp once again going to a cost discount it becomes a toggle that lets you lock your normal attack to Ice and get +elecomp to damage (*1.67 damage); Magic converts to Ranged.

  • Relentless Nightmare: Toggle, if player has enough SP (CelSP below) then at end of turn they gain Celerity for a turn. Normally this cost has a +5% penalty compared to the listed value, but if the enemy has an active Panic status or an active Barrier is on the player, the cost instead gets a -10% discount.

    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	110	110	110	110	110	110	101	100	100
    Water	98	97	93	88	85	83	82	78	77
    Ice	95	86	78	68	61	54	48	42	39
    Wind	97	94	90	78	74	72	68	63	60
    Earth 	100	100	99	93	92	91	90	90	90
    Energy	98	97	93	88	85	83	82	78	77
    Light 	100	100	99	93	92	91	90	90	90
    Dark	97	94	90	78	74	72	68	63	60
    
    Melee	27	29	34	37	40	44	47	50	53
    Ranged	26	27	31	34	37	41	44	47	50
    Magic	29	31	36	39	42	46	49	52	55
    
    A+2SP	141	190	713	4906	38729	311437	2510055	20236032	96820667
    A+2SS	70	95	356	2453	19364	155718	1255027	10118016	48410333




  • Ianthe -> RE: Armours - Read the first post! (1/15/2023 2:48:58)

    quote:

    Fighter Armour

    LEVEL 5 - OVERWHELM (active)
    Weapon-based skill, 225% Melee baseline, locked to Melee, follows weapon element, 2 hits. Deals +20% damage against bosses (monster power >1.5), or -10% damage against everything else.
    Minor update, this is now 4 hits, for both the class and Master armours.




    Kamui -> RE: Armours - Read the first post! (1/19/2023 16:38:08)

    Bone-Chilling Mason Form

    FO Ice 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, Frigid Terror Infusion. Imbue, locks your attacks to Ice, 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 Ice 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	110	100	97	97	97	95
    Water	88	87	87	87	86	81
    Ice	66	59	53	47	42	39
    Wind	88	87	87	87	86	81
    Earth 	88	87	87	87	86	81
    Energy	88	87	87	87	86	81
    Light 	110	100	97	97	97	95
    Dark	72	64	56	51	44	41
    												
    Melee	40	43	46	50	53	55
    Ranged	40	43	46	50	53	55
    Magic	30	33	36	40	43	45
    




    Primate Murder -> RE: Armours - Read the first post! (1/26/2023 22:39:12)

    Not sure if this is the right place to ask, but -

    Can we have the info subs for Grenwog Rider?




    Page: <<   < prev  4 5 [6] 7 8   next >   >>

    Valid CSS!




    Forum Software © ASPPlayground.NET Advanced Edition
    0.28125