RE: SapphireCatalyst2021's Suggestions (Full Version)

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Sapphire -> RE: SapphireCatalyst2021's Suggestions (10/2/2022 10:17:01)

O'MEANY and O'GREENY

Quick Cast Spell, SP and MP variants

100% Melee SP, 3 rounds

+50 Luck

All Player attacks, spells, skills, and pets (anything that gets lucky strikes) gains +10 added to your base lucky strike rate, making it 20%.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (10/9/2022 13:12:35)

Posted this already, but deleted, so reposting with some changes


New STATUS FOR BOSSES:

THE VEIL

The intent here is to move away from FREEDOM as a main boss status going forward but keeping freedom if staff feels like they need to have it.

THE VEIL will by default work like this:

By default, all statuses are allowed to be inflicted. Boss boost stays as something of a boss helper. But staff then can decide which statuses do not work against this specific boss, and can code any number of them or just 1 or they can code them to last the entire battle or can implement turn-based stuff. Like freeze-like stuff may can only work on turn 5, or choke can only work on the first turn...but the JOB of THE VEIL is you don't know anything as the player. It conceals what works, what doesn't work, when it works if it works, etc. This means all stun status too which is why I think it should replace freedom as the main boss status. This means that for each boss moving forward there is a "finding out what works and doesn't work" in real-time. Every boss then can be unique using this one singular mechanic and this vastly opens up design space for staff using a singular status/mechanic. This also makes the game more fun for the players in that there's always the "finding out" aspect to bossing. This also brings back potential "stun" mechanics to bossing and no longer simply deletes paralyze, freeze (and its cousins), control, fear, daze etc simply because 99% of bosses have freedom. This may mean only 1 stun type works on a boss, and we have to figure out which one, but maybe that 1 only works from turns 1-4, or 5&6, or 7+, or whatever staff implements for that particular boss.

This gets rid of cookie-cutter bossing of sorts and makes the challenge a bit more fun. I just hate how entire swaths of items are essentially made null and void simply based on a single status, and it's making the creation of these items pointless to have in your active inventory for questing.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (10/15/2022 23:50:09)

Change the guest system completely during the stat revamp of CHA.

Get rid of Summons and Call variants. Just make 1 version and call them all summons or calls, idc... and Either add something on the gameplay menu somewhere or in the menu system down below to change guest upkeep back and forth from either MP or SP. This means no more making 2 variants.

I also think locking out the change until either log out or until after a battle starts to prevent switching upkeeps mid battle or deemed necessary, mid quest.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (10/24/2022 1:56:28)

VOID AWAKENING DESTROYER

The weapon shown in the void awakening form

Element: Fire
Toggles between MRM
20% Proc, no BTH lean.

When the special Procs, instead of the normal damage a 20 proc would do, it does the following:

~Suave to the player, +50 CHA, 2 rounds (this one, and next)
~200% Fire elevuln to the monster, 2 rounds (this one, and next)
~*2 (+2 shown) Pet Hypercrit 2 rounds (this one, and next)

Not sure if this is OP or UP to match the 20% proc in melee power, but willing to adjust or change to match. More concerned about the overall idea.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (10/29/2022 10:51:30)

SMOKE BOMBS

Spell, MP/SP Variants

Fire Element

Animation is 3 hits of smoke bombs where all 3 are shot and laid at the feet of the monster, then 2 seconds later 3 flash bangs occur damaging the monster.

Essentially a clone of Mandate in the damage that's paid, and also has 2 effects.

1. Choke, same amount as mandate. Scales based on fire element. 2 rounds per landed hit, 6 max.
2. Panic, scales based on fire element. Increases potency based on landed hits.





Sapphire -> RE: SapphireCatalyst2021's Suggestions (11/5/2022 13:37:11)

SHIELD OF DIVERSIONS

Element: Energy

Normal even blocking across, -26 element @ L150


Effect: For every blocked attack, the monster gains -2 status weakness that stacks with itself and caps at -20.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (11/5/2022 14:27:02)

SOULLESS VOID SET

Element: Ice

Armor:
Nuetral Lean, Blocking Lean. (Looks similar to Lazer Blazer here on it's blocking stats) Normal elemental wheel resistances
Skill 1- Toggle- Charges 20% Melee SP per turn, to have an effect: For every blocked hit, the monster gains appropriate Choke status renamed to "Frostbitten". Multiple blocks results in stacked effect. Caps at 4/turn.
Skill 2- Toggle - Charges 20% Melee SP per turn, to enable a Ice element*elecomp Dodgelash "as ice shards" hitting the monster.


Shield:
-26 Ice, flat MRM
Flavor effect- For every dodged attack, the shield dodgelashes "The Cold" of -4. Stacks to max 4/turn, no max per battle. Monster save +0.
if there needs to be a small sp upkeep for this, then ok..

Weapon:
Toggles between MRM, has a clickable skill. New age proc, 8% chance to do TheCold of appropriate power based on proc. The skill costs normal MRM costs and eats all choke-like effects and TheCold-like effects and gives the player Ice Ele-empower via the choke, and the monster ice elevuln via thecold. Both effects power is determined by the power of the eaten effects. The effect does some damage as the Ele-empower and Elevuln fire prior to skill being sent to the monster. (kind of like how Manifest Pride does)

FSB: The weapon's skill transforms the armor lean to FO, changes it's art slightly, and the armor gains an additional + offensive lean on top and takes more equivalent damage (shadowfall-like), but only if there was either choke or either thecold eaten. If those statuses are not present, the armor doesn't change leans and the weapon fires the skill just for damage. Damage is greater here w/o eating statuses. Damage is lowered if statuses are eaten.


Spell:

Pay's 60% damage for 2 separate effects. 30% Melee Choke (scales w/ ice), 4 rounds. 30% Melee "Caltrops" 4 rounds (but modernized?) like Samukematsuri spell, and it also Eats TheCold for enhanced damage.

Pet:
MRM Booster on one mode. (Creates Ice barrier) Similar to Bun-barret, but not as high as it has reduced MRM boost slightly to pay for an effect that gives the player TheCold Potence 10
The other toggle, pays 70% damage for a strong 70% Melee blind for 1 turn


Trying to do something where you can play damage reduction and blocking all in 1.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (11/7/2022 9:19:18)

CHANGE TO WEAPON BASED ELECOMP, but MAYBE ALL ELECOMP SKILLS

Instead of a power enhancement tied to the skill, slap on an ele-empower of the said element of equal element to the skill, if it's locked to an element. The ele-empower fires before the skill hits, similar to manifest envy/pride spells so the casted skill gets the boost.

This, then means elemental imbues can no longer benefit from the enhanced damage, making the imbue OP.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (11/11/2022 11:33:30)

CONFLAGRATION INCARNATE

Armor, FO Lean

Dual Fire/Ice at 40% resistance

Armor Takes -8 MRM

~Immune to all burns
~+25% Burn damage on the monster

Toggle 1-SP per turn when activated to give itself a "Siphon Burn" Status that heals HP at 30% of all burn damage from the monster.
Toggle 2- SP per turn to gain Elecomp every turn the monster gets burned. The melee % value of the burn (not counting the # of turns) is the same Melee% value of the elecomp. The elecomp is the same element of the burn. This isn't eating the burn, it's taking the burn to buff itself while still doing burn damage.

So if a monster is burned with a Light burn that's 50% Melee, the armor gains 50% light elecomp on it's next turn.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (12/20/2022 10:05:07)

MANIFEST LETHARGY

Energy Spell, MP and SP variants
+10 BTH lean, 5 hits

Pays 70% damage for 2 effects

Half the 70% is to inflict an appropriate Re-Named Panic called Lethargic (35% melee panic). Scales based on energy element
The other half is to inflict universal defloss for (hits) rounds and this doesn't scale, so appropriate defloss that's equivalent to 35% Melee







Sapphire -> RE: SapphireCatalyst2021's Suggestions (12/31/2022 17:21:12)

Upgraded Functionality to the Museum


1. Everyone with a museum should be allowed, if so desired, to display inside it (staff would have to make a room or rooms inside) that a player can display all void and other monster paintings. This allows the owner to visit them whenever they choose for free.

2. Engine Update to differentiate "monster access paintings" from all others via some sort of "tag", if necessary to allow this to occur.

3. Other players should be able to access other's museums and view the owner's monster paintings.

4. Other players should be allowed to PAY z tokens to the owner to access the monster. This means non-owners of void monsters can find ways to access void monsters outside of void rotations by paying z tokens to painting owners.

5. They say art can increase in value. Paying 500 tokens or w/e is deemed ok to access the fight will eventually pay for the painting for many.

6. Museums free GGB remains.






Sapphire -> RE: SapphireCatalyst2021's Suggestions (1/14/2023 19:25:28)

FIRE CRYSTAL BEAST FORM

Elemental Variants..ie Water Crystal Beast Form, etc


Three skills
1. Toggle to increase pet/guest damage by +20%, can choose SP or MP upkeep.
2. Toggle to select FO or FD at the beginning of the battle, must select
3. Toggle to pay SP per turn to lock all pets and guests to Fire element (as well as respective elemental variants), and these get elecomp to damage. (Crystal Activation)
On pet/guest effect mode, any elemental scaling also changes with the ele-lock. So a water daze pet that gets increased daze based on higher water, now gets increased daze based on fire element when the toggle is on.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (1/14/2023 19:32:32)

INDUCE HEMOPHILIA

Spell, MP/SP variants

Element- Harm

Pays 80% damage for 2 effects

1. Half of the 80% is for appropriate fragile, 4 turns This fires first, and implemented.
2. Half of the 80% is for inflicting bleed. This fires second, making the END-loss help the bleed effect.






Sapphire -> RE: SapphireCatalyst2021's Suggestions (1/28/2023 16:53:32)

VOID'SPLOSION

Multi Elemental Spell

Overcharged, pays HP like the package spells

Does 8 hits of each element

If all hits land, and do positive damage , does a 9th hit of Void damage.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (1/30/2023 12:40:06)

MECHA MOAB

Melee/Ranged/Magic Fire [Weapon Type] . No BTH lean or BR lean. Has a 10 proc special (see MC effects)

Flavor Effect: Pays +(10/1/4)% damage taken and the weapon's special deals +([10/ProcRate]+[SpecialbaseDamage]/[SpecialBaseDamage])% damage

Special is 6 hits


MC: Compresses 2 Toggles.

-Toggle 1: Changes Proc rate of the special from 10% to 20% while still dealing 10-proc damage (200% melee base damage). When the special procs, charges 50% melee for Melee/Ranged and 37.5% melee for Magic in SP.

-Toggle 2: Weapon Special deals +12.5 damage. When the special procs, charges 25% melee for Melee/Ranged and 18.75% melee for magic in SP.


Visuals: Robotic Mecha Weapon



Thank you to Lv1000 for helping with figuring numbers for the idea.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/4/2023 15:04:21)

BloodMage Redesign

1. Change FO lean to Spellcaster Lean
2. Keep the HP-loss but change the spell damage add-on to +25% to spells as flavor
3. Keep the built in elecomped spell
4. Adds new toggle- Turning on this toggle pays HP to push weapon attacks from neutral (1X damage) to offensive (1.25X damage)
5. MC pays for the built in skill + additional toggle


This redesign does the following:

1. Keeps the niche
2. Moves the spellcaster playstyle to modern spellcaster lean standards, and yes this buffs both the built-in spell and all other spells casted
3. Doesn't require any art changes, other than a toggle add-on.But spell/attack animation is unchanged
4. This helps differentiate a bit more versus say, a standard gold spellcaster lean with built in elecomped spells, since it's a premium item. (and can be balanced still)


This change might actually make it worth a recommendation over the aforementioned gold spellcaster armor with built in elecomped spell.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/5/2023 14:24:21)

SINISTER SIPHON ARMOR

MC Wind Armor

This armor will be taking a few cues from Winter Dryad, and some from Warmaster Dragon Rider


Lean-> Full Offensive


MC pays for 1 Skill and 2 toggles


• Sinister Recoil: On/Off Toggle-> All weapon attacks and spells take -8.5 BTH. You gain Backlash (Harm, (30/1.4)% damage returned; +0 save; inflict with MainStat/LUK; resist with END/LUK). The damage returned scales off MainStat; it's that value at [expected MainStat] and half that at 0 MainStat, to a max of that*1.1. MainStat=Weapon type held.
• Sinister War: Toggles the backlash effect *AND* the below poison siphon effect between 3 modes and it toggles whether the backlash and the Poison Siphon targets enemy HP/MP/SP, respectively. Defaults to HP. Targets to MP/SP get the 1.5 and 9/8 mods respectively.
• Sinister Siphon: On/Off -> Weapon attacks take 50% damage reduction to inflict a 50% Melee Siphon Poison Effect spread out over 2 Turns. MainStat/Luk vs END/Luk. This Siphon Mode means further 50% damage reduction to Heal (Siphon) 1x damage dealt to the Target (HP/MP/SP) indicated in the Sinister War toggle.







Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/6/2023 9:58:20)

TENEBRUHPHAGE


Tenebrophage clone, but with some pizzazz. Any element, idc.

Toggles MRM

Same exact effect, eats panic but this one is max +58.5 CHA/LUK for 6 rounds instead.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/8/2023 15:58:31)

Change to accessing the Void Element

The VOid element is no doubt very strong. It's so strong that it almost never gets implemented and the recent void burn item's rate is so low it's not worth using and the shadowstalker fsb already got changed.

It makes the Void element existing by in large a waste. Gwen mentioned she wanted it implemented more, and I think everyone does, but I don't foresee that happening w/o some sort of change.


So here's my suggestion:

Make accessing the void element both dependent on a trigger *and* a save roll. It would sort of hybridize the trigger with something on the status system side. That way, monsters can resist and it wouldn't absolutely trivialize the trigger category and boss monsters still have boss boost to help.

But I imagine the save by default on normal monsters being -20, so void trigger gives 70% success rate by default. All status potency helps. Mainstat (weapon held) is main. Boss boost versus boss's that have the trigger then can bring down the rate. Maybe void landing on boss damage caps gets relaxed some since boss boost is reducing infliction.

This check and balance could pave the way for more implementation.






Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/9/2023 16:18:24)

New Protocol for Future Token Donation Contests

I base this on brief feedback inside 2 different discord servers, and it came off fairly favorable. Not a huge sampling of people, but I think this is worth a test next time and at least we'd know.

1. Change the system to guarantee items, not based on placement, but based on amount donated.

Tiers

A. 10k-24,999
B. 25k-49,999
C. 50k+

These tiers guarantee access to the items therein.

Top Tier Posturing

Top 25 get incentivized items, and some mentioned color custom versions of all items. This may still incentivize additional donations above the top tier.


I have a hunch, based on feedback, that while those donating 75k+ and 100+ will likely come down, the number of players donating 25k and 50k will more than make up for that. I think the end result would be three-fold:

1. Higher total donations for the entire event
2. More revenue for AQ, as many many many more $10-$50 packages would be sold
3. More than 150 players would win items, which would be a good thing for the game's player base




That's the major suggestion, but I think in addition to this, another could be considered:

Items developed and info subs released before event begins. People may want to know beforehand to remove the "gamble", this might work both ways..good and bad. But ensuring great items could steer this in AQ's favor





Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/10/2023 16:03:34)

ARCANE SKILLCASTER ARMOR

Earth Armor

Spellcaster Armor Lean

Reduces spellcaster damage from 1.375 to 1.275 to pay for 1 skill and 2 toggles.

Flavor- -6 MRM to give itself a +50 Luck boost per turn when casting spell based skills.


Arcane Skill- Costs 490 SP, the element is of the element of weapon held. Standard damage, BR, and lean.

Arcane Boost- This is a Toggle 3 Options
1. Off, defaults to this
2. Half Boost- Spends 50% Melee in MP to boost it's built-in SP skill and any other outside skills from miscs, shields, and weapons by 1.5X damage.
3. Full Boost - Spends 100% Melee in MP to boost it's built-in SP skill and any other outside skills from miscs, shields, and weapons by 2x damage.

Arcane Efficiency - On/off Toggle
1. Pays 50% Melee in MP to Reduce the cost of the built-in skill and all outside misc/shield/weapon SP based skills by 50%.






Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/17/2023 20:42:40)

CHANGE TO ALL FREEZE-LIKE STATUSES


Since freedom is a thing, and there are waaaaaaaaaaaaaaaay too many turn-loss statuses, IMO there's an opportunity to change freeze statuses. On monsters that it works, its FAR more powerful than other stuns.

So here's the proposal:

1. Remove the stun. This status should work versus bosses, and boss boost should work to prevent this.

2. Keep the damage mod for the player. The "by 1.5x"thing.

3. Instead of the stun, have it reduce the damage of the *element* that's being modified, from the monster by .5 for 1 turn.

So, once you sit and think about a few assumptions...it looks like this>

Ice element sits at 130%, and fire element sits at 70%. This is an assumed average. Fighting a monster with these resists, most likely you're fighting a *fire* monster. The new status change then means when you Freeze this monster, you hit it with Ice. If it inflicts, it will increase fire by 1.5x ice. This doesn't change. Then that monster's fire attack will be reduced for 1 turn by 50% (.5) .

This means if you are fighting a water monster, you might increase it's fire resist by 1.5x Ice, but the defense gain isn't there as it's attacking with water, not fire.

This removes the pointless stun, and provides more ideas vs bosses while maintaining the boss's "help" from boss boost and damage caps.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/17/2023 21:09:04)

CHANGE TO CONTROL STATUS


1. It's *not* a stun, so freedom no longer affects it. If the monster is hitting itself instead, it didn't lose a turn, it used it to hit itself. Logic

2. Element is the same as what the monster is attacking with.

3. However, damage amount comes from the monster, not the status.

4. Damage amount based literally comes from the monster's coded damage stats. It's hitting itself. Logic.

5. This means generally, the mitigating factor of #2 and #4 is that it's hitting itself vs the element its likely best defending against.

5. Keep the % chance thing.

6. Elevulns inflicted on the monster increase it's self damage.

7. Monsters with ele empowers that hit itself, hit itself harder.

8. If the SP attack was supposed to be next, then it uses it on itself.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/17/2023 21:14:42)

KILL HYBRID STATS


1. No more need for this band aid

2. No more need for newer band aids/ideas (Like INT based damage add-ons)

3. Before werepyre was a thing, a Hybrid was a player who trained STR and INT and used melee weapons and magic spells. Magic weapons were undesireable as they were underpowered. So..

4. Go back to no more magic weapons -> to melee weapon power. Kill this





Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/20/2023 0:33:04)

KILL RANGER RAMP UP

Instead, make it somewhat similar to the booster pack misc.

There will be 5 tiers.

.8x damage

.9x damage

1x damage

1.1x damage

1.2x damage

Each hit of ranged damage is randomly adjusted using the RNG to hit at one of those 5 adjustments.


Separate idea on top of this:


All attacks get a Dex/25% chance to "auto-hit" , for no damage penalty . This is a per-hit roll.


The randomness combined with a chance to auto-hit chance might make for a unique idea.

Ramp up is horrible, and a per hit ramp up/down will prove to be problematic in that BTH boosting on the front side will create the issue, and there'd be no need to band-aid it by creating per turn maxes and all that nonsense.




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