RE: Sapphire's Suggestions (Full Version)

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Sapphire -> RE: Sapphire's Suggestions (10/26/2023 15:01:00)

INFINITA STAFF REWORK

Firstly, it should be given a Melee mode.

So this weapon will toggle between all 3 MRM's. Additional art provided for Melee mode.

The following is the Nickelclad info subs:

Nickelclad Stormblade/Stormfall/Stormheart

quote:

Energy Sword/Glaive/Sword, neutral damage and accuracy leans. No special, but sacrifices the normal no-proc bonus and potentially some weapon damage to instead have one of two effects it toggles between. By default it sacrifices 10% Melee (so -10% Dmg for Melee/Ranged, -13.33...% Melee for Magic) to heal your HP and SP for 2.5% Melee each after each hit you attempt, max of 4 hits per turn. The no-proc bonus gives a 37.5% chance for Melee/Ranged and 20% chance for Magic that this gains a 30% Melee boost, quadrupling it to heal 10% Melee after each hit in that turn. If HP or SP is > 80%, then the healing for that value will be ignored and the other value gets doubled, with it defaulting to just healing SP if both are over 80%. Alternatively, the weapon can use the no-proc bonus (no damage is paid in this mode, just the no-proc bonus) to cause the foe to have +20% HealRes for the Melee/Ranged and +15% HealRes for Magic versions, this passively happens so long as you attempted an attack with the weapon


Infinita will use this as a bit of a guide, but with a few minor changes.

1. Infinita will not heal 2 resources at once. It will have a toggle on all three MRM modes to toggle between MP and SP modes. So the formula given to nickelclad that doubles the heal is always there. It will either heal only SP or only MP. The reason for MP mode on the melee/ranged versions is for hybrid builds.

2. Infinita will also sacrifice the 0 proc bonus also.

3. Instead of the weapon sacrificing 10% melee for Melee/ranged and 13.33% melee for magic like nickelclad, Infinita will sacrifice 15% melee for Melee/Ranged and 20% for magic. This will increase the heal compared to Nickelclad.

4. The proc bonuses of 37.5 for Melee/Ranged and 20% for magic remain the same.

5. The result is , in comparison, is that Infinita is a single resource toggle (MP/SP) compared to the dual for nickelclad with the resource check (HP/SP) and it does less damage than nickelclad but heal more.

6. Then, in additional to these, Infinita will receive it's MC bonus in the form of the 5% of damage heal on top of the effect, like other weapons that heal resources based on 5% of damage, with sp getting the 1.125 and MP getting the 1.5 multipliers.

7. The end result is Infinita gets the 4 hit cap MP or SP heal, gets a melee version, and then on top it's MC gets a 5% damage heal. This should lower the overall "abuse" but make it the best resource heal weapon still.




Sapphire -> RE: Sapphire's Suggestions (11/4/2023 23:04:57)

BLOOD SHIELD

Darkness Element

Standard blocking

Effect-Anytime the monster takes damage from bleeding, the player heals 25% of the bleed damage dealt.




Sapphire -> RE: Sapphire's Suggestions (11/20/2023 10:32:44)

EVERFROZEN SHARD TOME

Ice Tome

Icy Razors- Ice shards rain down.
4 hits. Standard spell that pays 75% damage to inflict Bleed. -20 save. Int/luck vs end/luck

Torpefying WinterStorm- A small white ball builds quickly, then a massive white engulfing avalanche of snow manifests and blankets the monster (Quick animation)
6 hits. Standard spell. Pays same damage as Mandate. Same blind as mandate (30 for rounds(hits) at 30 blind. The rest of this is , instead of choke, is Panic with power amount depending on landed hits. -20 to the panic save.

Blizzard Bomb- Standard spell, but takes a -25% damage penalty to be able to eat any (or all) Bleed, Panic, or Blind statuses. Yes, can eat multiple at the same time.
So 150% Melee damage w/o a status inflicted. However , each status eater can eat up to 300% worth of melee each.




Sapphire -> RE: Sapphire's Suggestions (11/22/2023 7:19:53)

Gold-Hilted 4-Leaf Clover Shield

Compression shield
-21 to Earth and Light

Click to toggle on a +50 Luck Stat Drive

________________________________________

Mana Anima Bulwark

-26 to Water (water shield)

Click the shield for quick cast MP heal.

__________________________________________

Mana Anima Forge

-26 to light (light shield)

Click the shield to heal MP. This is a copy of Wishweaver shield , but for light, and for MP heal instead of HP heal.




Sapphire -> RE: Sapphire's Suggestions (11/22/2023 8:28:04)

BEASTMASTER LEAN IDEA

Ok so we start at nuetral lean which is 100% across the board.

1. Leave Defense alone at 1x damage incoming
2. Decrease all weapon based offense by 50%. Include bows and wands. Bows will then be 50% Melee and wands 37.5% Melee in beastmaster lean armors. Again, all weapon damage is halved.

If a Nuetral armor is 100% Melee normally, and pets are 40% melee (assuming CHA) and guests are 60% Melee (assuming CHA) we now have 150% Melee, and need to add back in 50% melee to Pet/guest damage.

So make pets and guests do +50% damage each. Pets go from 40% to 60% Melee and Guests go from 60% to 90% Melee. 60+90=150. You get 50% Melee weapon damage and 150% from pets/guests.

This is your Beastmaster Lean.




Sapphire -> RE: Sapphire's Suggestions (11/26/2023 9:29:55)

ARCANE CUTLASS OF OWIES

Magic Weapon

Harm Element

Takes -15% damage to boost *all* spells by +18% damage. (+30%*.6 for omni penalty)




Sapphire -> RE: Sapphire's Suggestions (1/1/2024 12:40:55)

Change All freeze type statuses to work on bosses with freedom, in this way:

1. The paralyze part and the element alteration are 2 seperate inflictions, not 1
2. The paralyze part then wont work vs freedom
3. The resistance change aspect will still work vs bosses
4. Freezelike effects coded as form shifts so form shift immune monsters, the resistance part wont work on them (but the paralyze part could if no freedom)




Sapphire -> RE: Sapphire's Suggestions (1/5/2024 14:02:53)

ELLE the VULN DOLL

Pet. Looks like a small girl just standing there

Earth/Energy Seeker

Pet has 1 mode

Pays 50% damage to inflict a dual element Earth/Energy Elevuln. 2 turns.

Special feature: If an elevuln is present of any kind, the pet eats up to 80% melee elevuln and then the elevuln it already inflicts gets a +80% (max) bump in it's elevuln power.

So it works like this. Lets say there's 80%+ melee darkness elevuln (or any element) already on the monster. This pet's elevuln eater eats and removes the darkness elevuln, then takes it's normal earth/energy elevuln power and that new elevuln is increased by up to +80%. So the feature essentially changes existing elemental elevulns into it's own, but adds it on top of it's normal capability.




Sapphire -> RE: Sapphire's Suggestions (2/1/2024 15:18:40)

Alright change to Booster guest/pet standards, and a valid reason to keep making CHA weapons:


First, the guest slot is supposed to be used by those with CHA trained. However, it's coded such that it's boost scales with 75% from main stat, and this has an outleveler formula such that it doesn't take much to cover the missing 25% from a lack of CHA for non Beast builds. The result is booster guests are essentially being used as a CHA replacement. The 25% scaling from CHA is of little consequence.

So if a guest slot can be used to replace CHA and boost main-stats damage, then CHA weapons can exist because for all intents and purposes, the booster guest is a "reverse CHA weapon"


But I fully understand the concerns with CHA. CHA isnt a mainstat, so I get it. BUT IMO their should simply be a way to creatively keep them, in the name of fairness and design space.

So, first, new standard:

1. The new standard is that when a normal stat is replaced , the item automatically takes a penalty right off the top. I think a healthy amount is 25%, and I'll explain why in a bit.
~ This means that booster guests should take a 25% potency penalty. +60 boost valuation is then reduced to +45%.
~ A magic CHA weapon at .75 valuation (because it's magic) is reduced to 56.25%

2. Create Ranged and Melee CHA weapons

3. The new CHA weapon model, on top of the damage penalty will be as follows:

A. Stat damage is pure CHA stats
B. 100% of the BTH comes from main-stat. So a CHA magic weapon's BTH comes from INT, a Ranged CHA weapon's BTH comes from DEX, and a Melee CHA weapon comes from STR.
C. Wielding a CHA weapon automatically creates a Beastmaster Lean, regardless of armor. The -25% reduced damage is transferred to the Guest. (Not pet) And you must swing the weapon to get the lean change as swinging the weapon has decreased damage built-in, so then and only then does it boost the guests's damage. This doesnt effect boosters.


This system leverages the CHA stat without really making it a mainstat because it requires main-stat to be accurate *and* the post stat revamp is already leveraging main stat for half the pet and guest BTH. So 0 main-stat build will not really be able to leverage them. They'd literally have no BTH for the weapon and half for the pet/guest.


If we can say it's ok that a guest slot can be used to boost Melee/Ranged/MAgic damage then it's ok to make a CHA weapon. If it's ok to allow pets and guests to need a main stat to make them accurate, then it's ok to make CHA weapons that need that, too.

Common sense approach or hard line nope?




Sapphire -> RE: Sapphire's Suggestions (2/11/2024 13:38:59)

HEKATE DEMON

Monster


This is similar to Forest Demon, except where Forest Demon's blocking travels back and forth from -whatever to high defense so hitting him with timing is required, the Hekate Demon's blocking is static.

Instead, his elemental resists travel between 0 and 200. Back and forth, constantly.


But he has backlash.

So you hit him at low resists and do low damage, and get backlashed for low damage. Or you hit him at high resists, do huge damage, but the backlash is deadly. Or you target the middle range resists, so that you do middling damage and the backlash doesnt overcome you.




Sapphire -> RE: Sapphire's Suggestions (2/24/2024 11:21:25)

New suggestion:

All comms from players indicating something isn't balanced must be put in the GBI forums and DM's on other platforms be deemed not Ok in terms of changes to be applied. In other words, you can say but the direction from staff should be "put it in a GBI"

Transparency needs to happen


Update: IMo this sort of excludes new release windows where bugs and OP interactions get found right away and attempts to address and correct as soon as possible IMo shouldn't warrant a post.




Sapphire -> RE: Sapphire's Suggestions (3/1/2024 19:58:45)

April Fools Quest idea

This is supposed to be a Light-hearted thing, and no ill will intended.

But a new power invades Battleon and this "monster" is destroying everything in it's path. There is a quest to find this destroyer of towns, but it remains elusive. Eventually, the quest reveals the monster goes by the name of "Derpmaster"

And further investigation reveals the monster can cast ultra powerful spells.

Finally, the player stumbles upon Derpmaster, just before an attempt to attack BAttleon. Low and behold, it's an evil clone of Kamui, with much of the same spellcasting prowess.

Fighting this boss is difficult, but occasionally it opens the door for some strong counters (It derped).

Rewards:

A: A Evil Clone Kamui Guest
Features:
Summon Derpmaster- Mode 1--> Has 3 random attacks. Attack 1 and 2 each happen 45% of the time. Attack 1 averages 30% Melee. Attack 2 averages 90% Melee. Both heal MP based on damage dealt. Attack 3 is 10% rate. It's the "Derp" attack. This attack costs zero upkeep, but it steals x amount of your MP and gives it to the monster and does 0 damage. Because this attack steals your MP and gives it to the monster, and does 0 damage, it lowers overall baseline average 60% melee, so the other 2 attacks are boosted as a result. If the player doesnt have enough MP to steal, it records the amount needed and deducts it from future MP heals

Call Derpmaster- Mode 1--> Same as above, but attack 3 is stealing SP. All the same features apply.

Summon Derpmaster-Mode 2--> Heal Booster that scales with INT, 90% of the time. However, 10% of the time it will actually "derp" and cause you to have reduced healing. **You wont know the result until you heal...

Call Derpmaster Mode 2--> Heal booster that scales with highest of Strength or Dexterity. However, 10% of the time it will actually "derp" and cause you to have reduced healing. **You wont know the result until you heal.

The heal boost side is buffed to accommodate for the "derp"




Sapphire -> RE: Sapphire's Suggestions (3/17/2024 19:47:24)

New Suggestion:

The GBI forums shouldn't be locked because the issue in question was "intended by staff" as some reflexive reason to lock it. Maybe what's being presented are reasons to change the intent. Furthermore, when the GBI has more than one, yet connected issue, it also shouldn't be locked until BOTH (or all) issues are reviewed and either said will change or remain as-is.





Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:19:37)

PLASMA DOME SHIELD

Energy Element

Has two modes, defaults to mode 1. Toggles between. Mode 1 has some small lighting bolts surrounding the shield. Mode 2 the bolts become a little more intense.

Mode 1- Pays a cap of 196 SP, but the cost scales from 0. Cost based on END. 0 END=0 cost=0 effect. 250 END = 196 SP = 50% Melee barrier anytime the player skips it's turn. This will include drinking any potion.

This will happen when the player drinks a potion, or is forced to skip a turn due to a stun, or other mechanic that forces a turn skip (such as menu locking a la PCo, or other turn skipping reasons)

Mode 2- Pays a cap of 392 SP, but cost scales from 0. based on END. 0 END=0 cost=0 effect. 250 END= 392 SP = 100% Melee barrier anytime the player skips it's turn. This will include drinking a potion .




Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:23:54)

SILVER INLAID ALOE INFUSED SHIELD

Earth Element

Due to the healing properties of ALoe VEra and Silver, this shield can toggle to remove -1 resist to Earth (-26 to -25) and if necessary, have the remainder of the cost paid in SP which is only paid when a DoT is active on the player.

Effect starts at -25% to all DoT damage at 0 END, but scales to -50% damage reduction to all DoT's at 250 END.




Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:28:11)

MISFORTUNE'S CURSE

Misc

Effect- +50 END

At 0 END (you'll have 50) it does nothing. At 250 END, the misc will reduce the damage from lucky strikes by 50% from the monster. So the 50 END the misc gives will reduce it by 10%. Charges SP when the monster lucky strikes based on damage reduction. (depends on END). If the monster has negative luck and does an unlucky strike, then the further reduced damage backlashes the monster instead.







Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:33:40)

LIFE"S SPIRIT IMBUE (HP)

MANA'S SPIRIT IMBUE (MP)

THE SPIRIT OF WHOLENESS IMBUE (SP)


These are all quick cast imbues. These charge 50% damage to heal 50% Melee in the resource listed at 0 END. However, the damage paid in is reduced to 25% at 250 END (scales 0->250) such that 250 END reduces the cost to 25% damage but the 50% melee resource heal (hits/misses) is retained.




Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:36:35)

DOC MOGLIN BOOSTER PET AND GUEST

UR GGB's

These heal HP after each attack (1/2 for spells) and these scale 75% with END and 25% with CHA.

So we have +45% melee HP for the guest (there's an additional outleveler) and +40% melee HP for the pet. (there's an additional outleveler)

These are both hits/misses to receive the full bonus.




Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:46:34)

VENOM DECRYPT FUNNELER


Misc

+50 END

Effect scales with END. 0 END does nothing (you'll have 50) and 250 END for full effect. Misc is +1% more damage for every 10 END. +25% at 250 END to all poison damage.

The idea here is to use with Poison Siphons, so END enhances the damage, and thus, the heal.




Sapphire -> RE: Sapphire's Suggestions (4/8/2024 18:57:09)

ENVENOMATE

Quick Cast Imbue

Adds Poison Siphon to your weapon attack. Element of your weapon. Alters your stat damage come from END instead of main stat. Scales with damage.




Sapphire -> RE: Sapphire's Suggestions (4/8/2024 20:52:33)

INSIDIOUS

Armor

Darkness Element

Two skills

Skill 1-> Reduces damage by 25%, heals HP by 25% of damage done. In addition, takes an additional -25% damage to inflict darkness (elecomp) poison siphon for 2 turns. Pays an additional 25% Melee sp/turn to add 1/4 max stat damage from END.
Skill 2-> Pays 20% HP/turn to heal 20% Melee SP after all weapon attacks/spells, etc.





Sapphire -> RE: Sapphire's Suggestions (4/9/2024 15:30:57)

BLOOD SIPHON RUNE

Misc
+50 END, with appropriate SP upkeep for this

Toggle between 2 modes, both modes pay END-Scaling SP cost. 0 END= Nothing happens. (You'll have 50 at least) 25% cost/turn is at 250 END. Cost scales with END, as well as overall power.

Mode 1- Heals HP 25% of Bleed Damage

Mode 2- Heals MP 25% of Bleed Damage





Sapphire -> RE: Sapphire's Suggestions (4/18/2024 20:52:34)

SUMAC AND IVY

Spell/Skill

standard costs

Animation- 2 little mogliny looking characters (SUMAC and IVY) dressed in battlegear and spears appear and charge the monster, each hitting it twice for a total of 4 hits.

Element-Earth

MC pays for 2 options
Effect-When casted, a menu pops up and gives you two options. Both options pays 80% damage (160% Melee) to inflict Poison

Option 1-Sumac- Pure damage Poison, 4 hits, 4 power poison for 4 rounds

Option 2-Ivy- Poison Siphon Option, same as above except damage is halved to include the heal = to damage. 4 power for 4 rounds




Sapphire -> RE: Sapphire's Suggestions (4/20/2024 6:22:18)

NEW BUILDING FOR ESTATES

"MECH-TECH CLONE RESEARCH FACILITY" It's a L150 item only.

Purpose: You go inside the building, and your equipment menus pop up. You pay 6000 tokens to Clone any item you choose in your inventory.

The cost is the same as any current token costs, based on level. L150 player cloning an item costs 5940 (or w/e it is) to clone something. This goes for everything. A token item, a package item (although this would be dumb), a GGB item (might be worth it to clone an UR if you don't wish to gamble) as well as Permarares.

The item will be automatically placed in the vault.

The main function here for most players would be to clone permarares so you can have copies for alts.





Sapphire -> RE: Sapphire's Suggestions (5/4/2024 12:05:46)

ESSENCE ORB REMAKE

1. Cap Essence Orb to 2 clicks/turn
2. Each click will be 392 SP for 348 HP (So you get 786 SP for 696 HP max per turn) at base
3. Add an additional +25% HP per click (348 becomes 435) To Pay for the below Effect
4. Give each click a 25% Chance to add "END-Stat Investment" onto the click. SO if you have 250 END, there's a 25% chance to add in 250 SP on that click, for 392+250=642.

This makes EO much better for those that train END, while limiting clicks. I feel this is a good middle ground. A draconian nerf IMO won't be taken well.




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