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

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Lv 1000 -> RE: Armours - Read the first post! (2/4/2023 17:18:35)

Location: SnuggleFest 2023: Love or Thunder?
Unofficial Info-Subs: Just basic info.
quote:

Thunder Bride/Groom
MC Spellcaster Lean Energy armour. No secondary resists. Melee > Magic > Ranged focused blocking.

MC: Compresses an Energy spell-type skill. Has 2 hits. EleComp increases skill damage. Deals Magic damage and costs 125% melee in MP.




Ianthe -> RE: Armours - Read the first post! (2/7/2023 1:44:12)

Snugglefest '23: Love or Thunder? reward: Thunder Bride/Thunder Groom. Kam says:

Spellcaster Energy armour, compresses a standard Energy spell. Also has token tiers at Lv 85/125/143 for 2409/4620/5940 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	100	100	99	93	92	91	90	90	90
Water	110	110	110	110	110	110	101	100	100
Ice	97	94	90	78	74	72	68	63	60
Wind	97	94	90	78	74	72	68	63	60
Earth 	100	100	99	93	92	91	90	90	90
Energy	95	86	78	68	61	54	48	42	39
Light 	98	97	93	88	85	83	82	78	77
Dark	98	97	93	88	85	83	82	78	77

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

MPLvl	5	15	35	55	75	95	115	135	152
MPCost	50	76	134	201	277	362	456	559	653

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! (2/11/2023 18:30:08)

Illustrious Saviour of Battleon Garments

FO Water armour, similar to the weapon/shield, you use the MC and deal -5% damage to pay for a trigger vs >= 200% power foes. In the armour, you can use the skill menu to toggle between dealing +20% damage with armour attacks/spells (modified as per usual for Magic weapons/spells), or gaining +12 blocking vs enemy attacks. If you're in the full set, then vs foes with >= 200% power you get BOTH +20% damage and +12 blocking.

PLvl	55	75	95	115	135	150G
									
BR%	265	325	385	445	505	559
Stat	463	595	727	859	991	1109.8
BtH Mod	6	9	11	14	16	19
									
Fire	78	74	72	68	63	60
Water	68	61	54	48	42	39
Ice	93	92	91	90	90	90
Wind	88	85	83	82	78	77
Earth 	88	85	83	82	78	77
Energy	93	92	91	90	90	90
Light 	78	74	72	68	63	60
Dark	110	110	110	101	100	100

Melee	39	42	46	49	52	55
Ranged	37	40	44	47	50	53
Magic	34	37	41	44	47	50




Lorekeeper -> RE: Armours - Read the first post! (2/15/2023 0:58:17)

Updated Angelic Robes:

quote:

Angelic Robes

Spellcaster Lean Light armour
MC: +12.5% incoming healing.

Level	5	15	25	35	45	55	65	75	85	95	105	115	125	135	145G
PowLvl	5	15	25	35	45	55	65	75	85	95	105	115	125	135	148
															
BR%	92	116	140	164	188	212	236	260	284	308	332	356	380	404	435.2
Stat%	106.4	159.2	212	264.8	317.6	370.4	423.2	476	528.8	581.6	634.4	687.2	740	792.8	861.44
BTH	0	1	3	4	5	6	8	9	10	11	13	14	15	16	18
															
Fire	99	94	90	87	83	78	78	77	76	76	75	74	73	71	71
Water	100	94	94	90	87	84	83	83	83	83	83	82	81	81	81
Ice	99	94	90	87	83	78	78	77	76	76	75	74	73	71	71
Wind	98	93	87	84	79	75	74	69	66	63	60	58	56	52	50
Earth 	100	94	94	90	87	84	83	83	83	83	83	82	81	81	81
Energy	98	93	87	84	79	75	74	69	66	63	60	58	56	52	50
Light 	97	91	85	80	75	71	65	61	58	54	51	48	45	42	40
Dark	101	100	95	92	92	90	90	90	88	88	88	88	88	88	88
															
Melee	25	26	26	27	27	29	31	32	34	36	37	39	41	42	45
Ranged	25	26	26	27	27	29	31	32	34	36	37	39	41	42	45
Magic	30	31	31	32	32	34	36	37	39	41	42	44	46	47	50
															
Price	70	95	163	356	902	2453	6857	19364	54879	155718	442039	1255027	3563446	10118016	28729199
Sell	35	47	81	178	451	1226	3428	9682	27439	77859	221019	627513	1781723	5059008	14364599




Ianthe -> RE: Armours - Read the first post! (2/15/2023 14:57:21)

Apparently we never posted info subs for this. GGB item: Grenwog Rider. Kam says:

FO Earth/Wind toggle armour. Has two spell-type skills, same animation, just one does Earth damage and the other does Wind damage. Earth mode has Water/Light secondary resists, neutral Fire/Ice, Energy/Dark secondary weakness, and Wind primary weakness. When you click on the Grenwog's head during your turn, it swaps to Wind mode, this swaps its Earth and Wind resists, Water and Energy resists, and Light and Dark resists. Fire/Ice are unchanged. The spell-type skills are standard, you get a choice of dealing Earth or Wind damage with the skill no matter the armour's element. Scales, sample numbers below.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Level		5	28	51	72	92	112	132	150
Type		G	G	G	G	G	G	G	G
PowLvl		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	97	94	88	82	79	76	73	69	68
Water	96	93	84	75	71	65	61	56	54
Ice	97	94	88	82	79	76	73	69	68
Wind	100	97	97	95	95	95	95	95	95
Earth	95	91	80	71	61	54	48	42	39
Energy	99	95	92	88	87	86	85	83	83
Light	96	93	84	75	71	65	61	56	54
Dark	99	95	92	88	87	86	85	83	83
									
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




Ianthe -> RE: Armours - Read the first post! (2/21/2023 1:09:22)

Missing Info Subs:

April 2022 GGBs: Prometheus [Ultra Rare]

FD* MC Energy armour. Normal attack is three hits.

Comes with a skill that's cast in two parts:
- Prepare Orbital Strike: Quick-cast, pay SP to set up the following
- Launch Orbital Strike: Spell-like Energy skill, Melee converts to Ranged, 3 hits, +10 BTH lean. It deals -47.5% damage and if at least one hit connects it can leave the monster Hypersalinated ([elecomp] rounds, rounded randomly). They can resist with a save at a +0 bonus (1 hit connects), -10 penalty (2 hits connect), or -20 penalty (3 hits connect).

*Bonus: When hit, you gain a bonus to your INT and DEX per hit connected (max 4/turn). In exchange, you take x0.88 incoming damage instead of x0.8
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 Mod	7	9	12	14	17	19
						
Fire	75	69	65	63	59	55
Water	96	92	92	90	90	89
Ice 	92	89	86	84	82	80
Wind	83	82	81	78	76	74
Earth	83	82	81	78	76	74
Energy	66	60	53	47	42	39
Light	75	69	65	63	59	55
Dark	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

Boost	8.903	9.809	10.693	11.284	11.521	11.693




bszoke88 -> RE: Armours - Read the first post! (3/10/2023 15:14:49)

Missing ?? info on Frostval 2018 armor Festive Leprechaun. Thanks.

-----

Necro class armor
LEVEL 8 - NECROMANCER'S PRESENCE
Stat drive, gives +35 INT and CHA at lv150.

gives me only +30 INT and CHA.
I used the Level 70 version Necromancer Cloak.

Spellslinger's Obsidian Cloak gives +50 INT at Level 150
Turning into Deathwalker does give +35 INT and CHA at lv150.

-----
Paladin class armor
Level 13: Summon Steed - Active
Summon Steed: Chase!
"Deals -35% damage & Inflicts Element Vulnerable (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun)"
This is nearly the same sentence as for the Summon Steed: Trample! skill and so it may be wrong. Inflict stats may be wrong too.




Lv 1000 -> RE: Armours - Read the first post! (3/22/2023 22:32:54)

quote:

Missing ?? info on Frostval 2018 armor Festive Leprechaun.

Basic info until the devs post something more complete:
quote:

Festive Leprechaun
FO Ice armor. Normal attacks have 2 hits.

MC: Player normal attacks, specials, and spells have x1.5 Luck Strike rate.


quote:

LEVEL 8 - NECROMANCER'S PRESENCE
Stat drive, gives +35 INT and CHA at lv150.

gives me only +30 INT and CHA.
I used the Level 70 version Necromancer Cloak.

Spellslinger's Obsidian Cloak gives +50 INT at Level 150
Turning into Deathwalker does give +35 INT and CHA at lv150.

When it says "at lv150" it means using the Class Rank 21 versions necromancer. Using the lv 150 Obsidian Cloak does indeed provide +35 INT and CHA. The values for Spellslinger and Deathwalker are also correct. I don't think the devs have released official info for the necromancer variants so this is probably the cause of the confusion.


quote:

Level 13: Summon Steed - Active
Summon Steed: Chase!
"Deals -35% damage & Inflicts Element Vulnerable (2 rounds, 50*[hits connected]/[hits attempted] *[mon Light resist]% chance of stun)"
This is nearly the same sentence as for the Summon Steed: Trample! skill and so it may be wrong. Inflict stats may be wrong too.

There aren't any issues with the with the Summon Steed: Chase! and Summon Steed: Trample! skills. Daze and EleVuln have the same status formula so naturally they would have the same status value if an equal amount power is being paid. Additionally, I noticed that you're using the Pedia entry for Paladin, which does have several typos, instead of the Info-Subs entry which is much more complete and accurate, this is probably the source of your confusion/concerns. You can find that post: Here




Kamui -> RE: Armours - Read the first post! (4/6/2023 13:33:01)

Fall Dryad

Spellcaster lean Water armour. Has a built-in standard MP Cost spell, seeks between Water/Earth and auto-hits, so deals x0.8 damage.

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	92	89	78	68	60	53	48	42	39
Ice 	98	91	88	82	80	79	75	72	70
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	95	92	82	73	70	69	67	63	60
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

A+2SP	141	190	713	4906	38729	311437	2510055	20236032	96820667
A+2SS	70	95	356	2453	19364	155718	1255027	10118016	48410333



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	68	53	41
Ice 	82	79	72
Wind	91	89	85
Earth	70	55	43
Energy	91	89	85
Light	73	69	62
Dark	82	79	72
			
Melee	32	39	47
Ranged	32	39	47
Magic	32	39	47

MCPrice	737	2409	5324
MCSell	Z	Z	Z




Kamui -> RE: Armours - Read the first post! (4/20/2023 14:31:51)

Doomlight Skyshattered Armour

FO Wind armour. Scales, and the table below shows what its primary/ally/etc elements will be. Main:Wind, Ally:Light/Ice, Neutral:Energy/Water, Weak:Fire/Darkness, Opposed:Earth. MC on this 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
						
Melee	31	34	37	40	43	45
Ranged	31	34	37	40	43	45
Magic	31	34	37	40	43	45




Kamui -> RE: Armours - Read the first post! (4/30/2023 1:46:30)

Mark of Wrath

FO Wind armour, Melee > Magic > Ranged defenses, Fire/Energy secondaries, neutral Light/Dark, weak to Water/Ice, opposed to Earth. Normal attack is 2 hits with neutral accuracy lean. Comes with 3 skills compressed as MC effect, which work as follows.

Consuming Wrath: Locks armour attacks to Wind element, and armour attack changes to 3 hits. Each hit attempts to inflict Overwhelming Wrath, a renamed Cold status that applies -3 BtH and -3 blocking per hit that landed (so if all 3 hits connect you'll get -9 BtH and -9 blocking), this has a -20 penalty to the save, so on average it lasts 0.7/0.3 = 2.33... turns. Baseline the effect is worth 30% Melee, so it becomes worth 70% with the duration factored in. Mob attempts to cleanse status with the 30% save, inflicted with player's weapon mainstat (so STR or DEX or INT) and LUK vs the mob's END/LUK. As said, this is worth 70% Melee, so it charges 40% Melee in SP per turn and 30% Melee in the armour's damage (factors in lean and the EleLock bonus here, so the penalty is actually smaller than 30%, baseline damage cost paid is 40% damage if using a Magic weapon) to maintain the toggle.

Rising Wrath: Weapon-based skill, locked to Wind and follows weapon type, -17 BtH lean, 4 hits, ele comp lowers SP cost, by default is 100% Melee SP cost for Melee/Ranged, 75% Melee for Magic. Converts 25% of its base damage to random damage*, and gives the monster a stack of Rising Wrath, capped at 8 stacks. Stack of Rising Wrath is paid for via the skill paying 25% Melee out of its damage (baseline is 250% Melee considering lean, so it lowers damage by 10%, 13.33...% for Magic weapons).

Reckoning: Spell-based Wind skill, charges 100% Melee for Melee/Ranged, 125% for Magic, follows weapon type, 4 hits. Baseline damage is 200% Melee, 50% Melee in HP cost boosts damage to 250% Melee, and each stack of Rising Wrath on the mob further boosts the damage by 25% Melee, so basically it's a standard Wind spell-like skill, +25% damage paid by HP cost, further +12.5% damage per stack of Rising Wrath on the mob. This should be obvious, but it eats each stack of Rising Wrath on the mob when this is used. This skill also does +15% damage if Consuming Wrath (or any status that emulates The Cold) is active on the enemy, -10% damage otherwise. After use, this skill also inflicts a 2-turn, -10 BtH lean Berserk status on the player.

*Rand damage is increased by Base*0.25*2; Base is multiplied by 0.75.

Also has Z versions at Lv 31/85/125/143, costing 737/2409/4620/5940 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	8	1	4	6	9	11	14	16	19
									
CostLv	5	15	35	55	75	95	115	135	152
SP20	6	9	16	24	33	43	55	67	78
SP75	23	34	60	90	125	163	205	251	294
SP100	30	45	80	120	166	217	273	335	392
SP125	38	57	100	151	208	271	342	419	490
HP50	13	20	36	54	74	96	122	149	174
									
Fire	97	94	90	78	74	72	68	63	60
Water	100	100	99	93	92	91	90	90	90
Ice	100	100	99	93	92	91	90	90	90
Wind	95	86	78	68	61	54	48	42	39
Earth	110	110	110	110	110	110	101	100	100
Energy	97	94	90	78	74	72	68	63	60
Light	98	97	93	88	85	83	82	78	77
Dark	98	97	93	88	85	83	82	78	77
									
Melee	29	31	36	39	42	46	49	52	55
Ranged	26	27	31	34	37	41	44	47	50
Magic	27	29	34	37	40	44	47	50	53
									
A3SP	176	237	891	6133	48411	389296	3137569	25295039	121025834
A3SS	88	118	445	3066	24205	194648	1568784	12647519	60512917




Kamui -> RE: Armours - Read the first post! (5/11/2023 17:48:21)

Daimyo Rider

FO Light armour, has a 2-hit attack with neutral accuracy lean. MC effect on this is that your pet/guest attacks will gain 8-element seeking when vs Undead mobs. In addition, if all of the following conditions are true, your pet/guest attacks will gain eleComp as though they were a Light element spell-like skill.

  • The trigger is active (so the mob is an Undead).
  • The mob's base element is Darkness.
  • The seeking has shifted your pet/guest attacks to Light element.

    PLvl	55	75	95	115	135	150B
    						
    BR%	265	325	385	445	505	559
    Stat	463	595	727	859	991	1109.8
    BtH	6	9	11	14	16	19
    						
    Fire	84	82	81	79	76	75
    Water	76	73	70	67	62	60
    Ice 	84	82	81	79	76	75
    Wind	94	93	92	89	87	84
    Earth	76	73	70	67	62	60
    Energ	94	93	92	89	87	84
    Light	71	61	54	48	42	39
    Dark	100	100	100	100	100	100
    						
    Melee	36	39	43	46	49	52
    Range	36	39	43	46	49	52
    Magic	36	39	43	46	49	52




  • Ianthe -> RE: Armours - Read the first post! (5/11/2023 18:39:15)

    UR GGB: Infinite Dark Caster

    MC Energy spellcaster armour.

    Comes with
    - A built-in MP spell, Chrono Siege. 4 hits, Energy Magic. It deals -50% damage and inflicts your foe with Poison (5 turns, power:2, Harm, heals MP equal to damage dealt) (inflict with INT/LUK, resist with INT/LUK, +0 save).
    - A toggle, Chrono Drain, that lets you pay [20% Melee] in SP per spell cast to inflict you foe with Poison (4 turns, power:0.5, Harm, heals MP equal to damage dealt) (inflict with INT/LUK, resist with INT/LUK, +0 save)

    Bonus: Takes -3 blocking. Poisons and Burns deal +25% damage.
    PLvl	55	75	95	115	135	150B 
    						
    BR%	265	325	385	445	505	559
    Stat	463	595	727	859	991	1109.8
    BtH	6	9	11	14	16	19
    						
    Fire	76	73	70	67	62	60
    Water	100	100	100	100	100	100
    Ice 	94	93	92	89	87	84
    Wind	84	82	81	79	76	75
    Earth	84	82	81	79	76	75
    Energy	71	61	54	48	42	39
    Light	76	73	70	67	62	60
    Dark	94	93	92	89	87	84
    						
    Fire	-24	-27	-30	-33	-38	-40
    Earth	-16	-18	-19	-21	-24	-25
    Water	0	0	0	0	0	0
    Energy	-29	-39	-46	-52	-58	-61
    Ice 	-6	-7	-8	-11	-13	-16
    Light	-24	-27	-30	-33	-38	-40
    Wind	-16	-18	-19	-21	-24	-25
    Dark	-6	-7	-8	-11	-13	-16
    						
    Melee	36	39	43	46	49	52
    Ranged	36	39	43	46	49	52
    Magic	36	39	43	46	49	52
    




    Lv 1000 -> RE: Armours - Read the first post! (5/11/2023 18:43:44)

    quote:

    A built-in MP spell, Chrono Siege. 4 hits, Darkness Magic.

    Surely this should be Energy (:
    Fixed, ty! ~Ia




    Kamui -> RE: Armours - Read the first post! (5/18/2023 16:12:14)

    Retro Flower Armour

    FO Earth armour, secondary resistance to Water/Light, neutral to Wind/Energy, weak to Ice/Darkness, opposed to Fire. MC effect lets you deal +10% damage to any Plant mobs with weapon attacks/specials/spells.

    Also has Z versions at Lv 31/85/125/143, costing 737/2409/4620/5940 tokens, respectively.

    Is colour custom, and you can use the accent colour to change the middle of the flowers, and accessory colour to change the petals.

    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	110	110	110	110	110	110	101	100	100
    Water	97	94	90	78	74	72	68	63	60
    Ice	100	100	99	93	92	91	90	90	90
    Wind	98	97	93	88	85	83	82	78	77
    Earth	95	86	78	68	61	54	48	42	39
    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
    									
    Melee	26	27	31	34	37	41	44	47	50
    Ranged	27	29	34	37	40	44	47	50	53
    Magic	29	31	36	39	42	46	49	52	55
    									
    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! (5/23/2023 21:40:41)

    Summary of changes to Eternal Champion

    Weapon: Can now click to toggle on a mode that charges 21% Melee in SP/turn to have weapon attacks attempt to inflict a (21/0.5/1.4/0.85x[85/80]/2x[Hits/Attempts])% = (18.75x[Hits/Attempts])% Choke effect for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    The chance for the Void Burn has been doubled to 10%, but the potency has been halved as well.

    Armour: Both skills now follow your weapon's damage type, and Mech-Warp costs MP if using a Magic weapon. You can now once/battle change the armour to an FO/FD/Caster lean. It will retain the lean from the previous battle, but you can still manually swap lean once/battle.

    FSB: Doubles the potency of the 10% Melee SP regen the armour gives.




    Kamui -> RE: Armours - Read the first post! (5/23/2023 21:56:24)

    Eternal Champion's Spirit

    Neutral lean Earth armour, MC covers it having two skills baked in to the armour. The first is "Champion's Advance", a weapon-based 4-hit Earth skill that charges 100% Melee in SP for damage, and then a further cost = to ~83.33...% Melee to have the skill attempt 4 turns of -(25 x MobEarthRes x Hits / 4)% DmgDlt Choke effect, inflicts with Mainstat/LUK vs mob END/LUK, -20 penalty on the save so it's harder to resist. Ele-comp for this skill lowers its cost. Second skill is "Mech-Warp Barrage", an overcharged 3-hit spell-like Earth skill that uses ele-comp to boost damage, follows weapon type. The armour also loses -6 MRM to passively use a healing effect to regen 10% Melee worth of SP each turn, this is already factored into the below numbers.

    Third skill lets you swap lean to either Fully Offensive, Fully Defensive, or Caster (Deal x1 damage with weapon attacks, take x1.25 damage, deal x1.375 damage with spell attacks) lean once per battle. Lean from previous battle carries over.

    If using the weapon & shield of the set, set bonus doubles potency of the SP regen effect.

    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	97	94	90	78	74	72	68	63	60
    Water	98	97	93	88	85	83	82	78	77
    Ice	100	100	99	93	92	91	90	90	90
    Wind	100	100	99	93	92	91	90	90	90
    Earth 	95	86	78	68	61	54	48	42	39
    Energy	98	97	93	88	85	83	82	78	77
    Light 	97	94	90	78	74	72	68	63	60
    Dark	110	110	110	110	110	110	101	100	100
    
    Melee	23	25	30	33	36	40	43	46	49
    Ranged	21	23	28	31	34	38	41	44	47
    Magic	20	21	25	28	31	35	38	41	44
    
    A+2SP	141	190	713	4906	38729	311437	2510055	20236032	96820667
    A+2SS	70	95	356	2453	19364	155718	1255027	10118016	48410333


    Lorekeeper edit: Clarified that the full set bonus requires the full set and not strictly the armor plus weapon OR shield.




    Ianthe -> RE: Armours - Read the first post! (6/1/2023 2:30:45)

    New package item, Entropy Scourge Form. Official info.

    FO Energy armour. Normal attack is 2 hits.
    Comes with 3 skills:
    - Breath Weapon: Weapon-like skill, 4 hits, Energy. Deals -28% damage. Afterwards, it inflicts your foe with The Cold (-6 BTH and blocking) with a special save DC of 999 so that it lasts for the rest of battle. The save mod is +20 (0 hits connect) / +10 (1 hit) / +0 / -5 / -10 (4 hits); inflict with [Mainstat]/LUK, resist with CHA/LUK. This skill can only successfully apply The Cold 5 times, to a max of a -30 penalty; after this, the skill does Void damage.
    - Meteor Strike: Overcharged weapon-like skill (250% baseline), 2 Energy hits. If the monster is Cold, then the skill totals up the BTH and blocking penalties across all Colds and gains that% bonus damage. (So if there's just one Cold for -6 BTH and -6 blocking then it's +12% damage). If the monster isn't Cold, then the skill takes -10% damage.
    - Unbridled Wrath: Toggle, pay [25% Melee] per turn to gain +6 blocking; deal damage when you block attacks ([15/21]*0.85*blocks/attempts of an expected Melee attack; Harm, Magic); and gain Berserk (-15 BTH lean).

    Full set bonus: when used with the weapon and shield, the 15 in Unbridled Wrath becomes 25.
    PLvl	55	75	95	115	135	150B
    						
    BR%	277	334	385	454	514	559
    Stat	489.4	614.8	727	878.8	1010.8	1109.8
    BtH	7	9	11	14	17	19
    						
    Fire	78	75	72	70	66	63
    Water	100	100	93	91	89	89
    Ice 	92	89	88	86	84	82
    Wind	84	81	79	78	77	73
    Earth	84	81	79	78	77	73
    Energy	68	60	53	47	42	39
    Light	78	75	72	70	66	63
    Dark	92	89	88	86	84	82
    						
    Melee	37	40	43	47	50	52
    Ranged	37	40	43	47	50	52
    Magic	37	40	43	47	50	52
    




    Kamui -> RE: Armours - Read the first post! (7/13/2023 22:53:10)

    Anemomancer Bloodmage

    FO Wind armour.

    Effect: Whenever you cast a spell, you pay HP equal to [HPCost] and the spell deals +50% damage. This doesn't affect Heal-element spells.

    MC: Comes with a Wind spell, Blood Whirlwind. Costs MP. Two hits, Magic Wind. This is treated as a spell. Yes, it gets the above effect.

    Level	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	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	95	92	88	87	86	85	83	83
    Water	94	88	82	79	76	73	69	68
    Ice	93	84	75	71	65	61	56	54
    Wind	91	80	71	61	54	48	42	39
    Earth	97	97	95	95	95	95	95	95
    Energy	94	88	82	79	76	73	69	68
    Light	93	84	75	71	65	61	56	54
    Dark	95	92	88	87	86	85	83	83
    
    Melee	23	26	30	33	36	39	42	46
    Ranged	23	26	30	33	36	39	42	46
    Magic	32	35	39	42	45	48	51	55
    
    HPCost	40	71	107	148	193	243	298	348
    
    SPELL
    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
    EleComp	1.26451	1.42856	1.56359	1.82082	1.86326	1.86326	1.86326	1.84977
    MPCost	76	134	201	277	362	456	559	653




    Kamui -> RE: Armours - Read the first post! (7/13/2023 22:53:36)

    Galeforce Bloodzerker

    FO Wind armour

    Effect: Whenever you use a weapon attack or special, you pay HP equal to [HPCost] on the first attempted hit, all weapon/special attacks for the turn then deal +20% damage, this boost is /0.75 if you're wielding a Magic weapon.

    MC: Comes with a toggle, Whirlwind Fury. Costs [SPCost] SP per turn. This causes your weapon attacks to be upped to skill level (*2 BR, Magic weapons gain a further *4/3 BR multiplier, stat damage is upped to STR/4 (etc)) and locks them to Wind damage.

    Scales according to level; below are sample numbers:
    Level	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	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
    
    Melee	32	35	39	42	45	48	51	55
    Ranged	23	26	30	33	36	39	42	46
    Magic	23	26	30	33	36	39	42	46
    
    Fire	95	92	88	87	86	85	83	83
    Water	94	88	82	79	76	73	69	68
    Ice	93	84	75	71	65	61	56	54
    Wind	91	80	71	61	54	48	42	39
    Earth	97	97	95	95	95	95	95	95
    Energy	94	88	82	79	76	73	69	68
    Light	93	84	75	71	65	61	56	54
    Dark	95	92	88	87	86	85	83	83
    
    HPCost	8	14	21	30	39	49	60	70




    Kamui -> RE: Armours - Read the first post! (7/22/2023 16:35:56)

    Retro Nightmare Plate

    FO Ice armour, MC compresses 3 skills that function as such:

  • Avenging Heart: Toggle, swaps armour between Punisher and Paragon modes, with Paragon being the default.

    In Paragon mode you deal -20% Dmg with all attacks/spells/etc (with appropriate tweaks for Magic weapons/spells), gain +3 MRM, and deal (7.5 / 2 / 0.18)% Melee in both Harm and Ice damage when you block attacks. The Ice damage is given EleComp as though it were coming from a spell.

    In Punisher mode, you pay 20% Melee in HP per turn to gain a hybrid of Ice/Harm Backlash, each dealing (20/1.4)% of the damage the player takes. Save roll +0. Player END/LUK vs Foe END/LUK

  • Intensity: Another toggle, charges 20% Melee in SP per turn to enhance the Punisher and Paragon effects, as well as add a new effect.

    Paragon mode deals x5/3 damage of its normal output (so change the 7.5 to 12.5), and does an additional Harm hit worth (10 / 2 / 0.82)% Melee to the enemy's SP when you block attacks.

    Punisher applies a x1.5 multiplier to the Backlash on the armour (so becomes (30/1.4)% of damage taken), and will also apply a stat boost status to the player based on their weapon's mainstat (So STR/DEX/INT) and the # of times they were hit in the previous turn, capped at 4 hits. At Lv 150 this is ~23.39 per hit taken as the boost.

  • Nightmare: Quick-cast, usable once per battle, applies Celerity for 2 turns to player, their misc item, and the enemy, disparity between player/mob misc means this gives 80% Melee to put into the other effects. It also applies 4 turns of +25% DmgDlt universal EleEmpower to the player, and applies 4 turns of a 25% Melee Ice Poison on the mob that heals player = to damage dealt. This has no save, but it does respect immunity to Poison effects. So the Celerity gives an 80% Melee credit, EleEmpow is worth 100% Melee, so you're now paying 20% Melee, and finally the Poison in total is worth 200% Melee since it's 4 x 25% Melee, and healing = to damage dealt, so in total the skill costs 220% Melee in SP. This charges based on player level, so you don't get to cheese it and use the lower level version.

    If you're not a Guardian then you take -5% Melee to outgoing spell+weapon damage. ~Ianthe
    Lvl	45	60	75	90	105	120	135	150
    Type	-	-	-	-	-	-	-	G
    PLvl	45	60	75	90	105	120	135	153
    
    CostLv	45	60	75	90	105	120	135	152
    20%HP	18	23	30	36	43	51	60	70
    20%SP	20	26	33	41	49	58	67	78
    220%SP	219	289	365	448	538	634	737	847
    								
    Fire	95	95	95	94	93	92	91	90
    Water	87	84	83	80	78	76	73	71
    Ice	75	67	61	56	51	47	42	39
    Wind	79	71	66	62	58	54	49	46
    Earth	95	95	95	94	93	92	91	90
    Energy	87	84	83	80	78	76	73	71
    Light	95	95	95	94	93	92	91	90
    Dark	79	71	66	62	58	54	49	46
    								
    Melee	37	39	41	43	45	47	49	52
    Ranged	30	32	34	36	38	40	42	45
    Magic	30	32	34	36	38	40	42	45
    								
    Ax2MCP	1804	8188	38729	184870	884079	4229509	20236031	96820667
    Ax2MCS	902	4094	19364	92435	442039	2114754	10118015	48410333




  • Ianthe -> RE: Armours - Read the first post! (7/30/2023 14:36:18)

    Tibbles donation item: Mermazon Champion

    FD Water armour. Comes with three skills:
  • Deadly Catch: Spell-like skill, costs SP, follows weapon type, Water, 2 hits, gets eleComp to damage. Deals -(55/eleComp)% damage and leaves the mob Drowning (Water-Freeze, 1 turn). The mob can resist with a save at a -10 penalty (inflict with MainStat/LUK, resist with END/LUK).
  • Deep Healing: You can consume 50% Melee worth of Regen on you to remove one random affliction. Alternately disable your Regenerative Spritzer potion for 5 turns.
  • Ocean's Curse: Consume 108% Melee worth of Poison on your foe to inflict them with Drowning (Water-Freeze, 1 turn). The monster can resist with a save at a +0 bonus (inflict with END/LUK, resist with END/LUK).
    Both the eating skills are quickcast and lock you into your armour until the end of your turn.

    We're planning on updating the Mermazon Crest misc to boost Regen and Poison statuses instead of healing; if you have it equipped then the quickcast skills take this effect into account.
    PLvl	5	15	35	55	75	95	115	135	150B
    									
    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	99	99	97	96	95	93	91	89
    Water	93	87	78	69	61	54	48	42	39
    Ice 	98	93	87	76	73	70	66	61	59
    Wind	99	97	92	85	81	80	79	76	74
    Earth	99	97	92	85	81	80	79	76	74
    Energy	110	110	105	105	105	105	105	105	105
    Light	100	99	99	97	96	95	93	91	89
    Dark	98	93	87	76	73	70	66	61	59
    									
    Melee	28	30	34	37	40	44	47	50	53
    Ranged	28	30	34	37	40	44	47	50	53
    Magic	25	27	31	34	37	41	44	47	50
    
    Price	176	237	891	6133	48411	389296	3137569	25295039	121025834
    Sell	88	118	445	3066	24205	194648	1568784	12647519	60512917
    




  • Ianthe -> RE: Armours - Read the first post! (8/19/2023 17:55:57)

    From the newly updated Nemesis MC quest: Nemesis Plate. Kam says:

    FO Ice armour, MC compresses 3 skills that function as such:

  • Avenging Heart: Toggle, swaps armour between Punisher and Paragon modes, with Paragon being the default.

    In Paragon mode you deal -20% Dmg with all attacks/spells/etc (with appropriate tweaks for Magic weapons/spells), gain +3 MRM, and deal (7.5 / 2 / 0.18)% Melee in both Harm and Ice damage when you block attacks. The Ice damage is given EleComp as though it were coming from a spell.

    In Punisher mode, you pay 20% Melee in HP per turn to gain a hybrid of Ice/Harm Backlash, each dealing (20/1.4)% of the damage the player takes. Save roll is +0, Player END/LUK vs Foe END/LUK

  • Intensity: Another toggle, charges 20% Melee in SP per turn to enhance the Punisher and Paragon effects, as well as add a new effect.

    Paragon mode deals x5/3 damage of its normal output (so change the 7.5 to 12.5), and does an additional Harm hit worth (10 / 2 / 0.82)% Melee to the enemy's SP when you block attacks.

    Punisher applies a x1.5 multiplier to the Backlash on the armour (so becomes (30/1.4)% of damage taken), and will also apply a stat boost status to the player based on their weapon's mainstat (So STR/DEX/INT) and the # of times they were hit in the previous turn, capped at 4 hits. At Lv 150 this is ~23.39 per hit taken as the boost.

  • Nemesis: Quick-cast, usable once per battle, applies Celerity for 2 turns to player, their misc item, and the enemy, disparity between player/mob misc means this gives 80% Melee to put into the other effects. It also applies 4 turns of +25% DmgDlt universal EleEmpower to the player, and applies 4 turns of a 25% Melee Ice Poison on the mob that heals player = to damage dealt. This has no save, but it does respect immunity to Poison effects. So the Celerity gives an 80% Melee credit, EleEmpow is worth 100% Melee, so you're now paying 20% Melee, and finally the Poison in total is worth 200% Melee since it's 4 x 25% Melee, and healing = to damage dealt, so in total the skill costs 220% Melee in SP. This charges based on player level, so you don't get to cheese it and use the lower level version.

    Full Set Bonus:
    dodgelash is increased to base (12.5 / 2 / 0.18)% melee each
    backlash is increased to (25/1.4)% melee each

    Lvl	45	60	75	90	105	120	135	150
    Type	-	-	-	-	-	-	-	G
    PLvl	45	60	75	90	105	120	135	153
    
    CostLv	45	60	75	90	105	120	135	152
    20%HP	18	23	30	36	43	51	60	70
    20%SP	20	26	33	41	49	58	67	78
    220%SP	219	289	365	448	538	634	737	847
    								
    Fire	95	95	95	94	93	92	91	90
    Water	87	84	83	80	78	76	73	71
    Ice	75	67	61	56	51	47	42	39
    Wind	79	71	66	62	58	54	49	46
    Earth	95	95	95	94	93	92	91	90
    Energy	87	84	83	80	78	76	73	71
    Light	95	95	95	94	93	92	91	90
    Dark	79	71	66	62	58	54	49	46
    								
    Melee	37	39	41	43	45	47	49	52
    Ranged	30	32	34	36	38	40	42	45
    Magic	30	32	34	36	38	40	42	45
    								
    Fire	-5	-5	-5	-6	-7	-8	-9	-10
    Earth	-5	-5	-5	-6	-7	-8	-9	-10
    Water	-13	-16	-17	-20	-22	-24	-27	-29
    Energy	-13	-16	-17	-20	-22	-24	-27	-29
    Ice	-25	-33	-39	-44	-49	-53	-58	-61
    Light	-5	-5	-5	-6	-7	-8	-9	-10
    Wind	-21	-29	-34	-38	-42	-46	-51	-54
    Dark	-21	-29	-34	-38	-42	-46	-51	-54
    								
    Ax2MCP	1804	8188	38729	184870	884079	4229509	20236031	96820667
    Ax2MCS	902	4094	19364	92435	442039	2114754	10118015	48410333




  • Kamui -> RE: Armours - Read the first post! (9/1/2023 12:39:33)

    Broomstrider

    Wind armour, spellcaster lean (take x1.25 damage, deal x1 damage with non bow/wand weapon attacks, spells deal x1.375 damage), has a 2-hit normal attack, MC compresses 2 built-in spells that do 3 hits of Magic Wind damage. This spell is Overcharged, charging an extra 50% Melee in MP (so total of 175% Melee in MP cost) to deal +25% damage (so spell does total of 250% damage at base), and comes in 2 variants. The first does raw damage, with no real frills. The second sacrifices 100% Melee in the spell's damage (taken out after the boosts from EleComp and such are applied) to attempt a 4 turn (25 x Hits / 3)% Melee Wind Poison that replenishes player MP = to 1.5x damage dealt. Edit: This has a neutral save, inflicts with INT/LUK vs mob END/LUK.

    For a bonus effect, sacrifices 9 blocking (already factored below) to replenish 7.5% Melee worth of MP after each weapon hit that lands, can activate up to 4 times per turn.

    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
    								
    CostLv	15	35	55	75	95	115	135	152
    MPCost	106	187	281	387	506	638	782	915
    
    Fire	96	91	90	90	88	88	80	80
    Water	96	91	90	90	88	88	80	80
    Ice	93	88	76	72	69	65	63	60
    Wind	91	80	71	61	54	48	42	39
    Earth 	100	100	100	100	99	99	99	93
    Energy	93	88	76	72	69	65	63	60
    Light 	93	88	76	72	69	65	63	60
    Dark	96	91	90	90	88	88	80	80
    								
    Melee	18	22	25	28	32	35	38	41
    Ranged	13	17	20	23	27	30	33	36
    Magic	23	27	30	33	37	40	43	46




    Kamui -> RE: Armours - Read the first post! (9/8/2023 14:58:33)

    Wingweaver Battlegear

    Wind armour. Can toggle between Mounted and Dismounted modes.

    Mounted
    FD. Normal attack is two hits.

    Comes with a skill, Invigorating Winds. Overcharged Spell-like skill, gets EleComp to damage, two hits, 300% Melee at base. If you have at least 100% Melee worth of Barrier then the skill consumes that much and is instead normal SP cost. The skill does +50% damage. The first time you cast this skill per battle, it pays 150% Melee (taken out after EleComp boosted the damage), grants you -12.5% Heal Resistance, and applies +12.5% Heal Resistance to the mob for the rest of battle.

    Dismounted
    FO. Normal attack is 4 hits for a total of 80% damage or 3 hits for a total of 120% damage. Equal chance of each.

    Normal and bow/wand attacks are locked to Wind and get EleComp to damage like a spell. While in this mode, you take -9 blocking and at the end of your turn, if you attacked with a weapon then you gain Barrier equal to 15% *0.85 *[hits connected] / [hits attempted] Melee.

    Comes with a toggle, Deflecting Winds. Normal and bow attacks do NOT gain the bonus to EleComp, but the Barrier hit is [eleComp-85]% (for Melee/Ranged) or [0.75*eleComp -85]% (for Magic) instead of 15%.

    Gains an FSB when in the full set (weapon/shield/armour): Mounted skill can be used a second time. For the second application to remain, you need to stay in the full set.

    Level	55B	75B	95B	115B	135B	150B
    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	88	88	86	84	83	82
    Water	70	62	56	51	46	42
    Ice	79	79	78	76	74	71
    Wind	66	58	52	47	42	39
    Earth	100	100	100	96	96	96
    Energy	70	62	56	51	46	42
    Light	79	79	78	76	74	71
    Dark	88	88	86	84	83	82
    						
    Fire	-12	-12	-14	-16	-17	-18
    Earth	0	0	0	-4	-4	-4
    Water	-30	-38	-44	-49	-54	-58
    Energy	-30	-38	-44	-49	-54	-58
    Ice	-21	-21	-22	-24	-26	-29
    Light	-21	-21	-22	-24	-26	-29
    Wind	-34	-42	-48	-53	-58	-61
    Dark	-12	-12	-14	-16	-17	-18
    						
    Melee	30	33	36	40	43	45
    Ranged	30	33	36	40	43	45
    Magic	30	33	36	40	43	45




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