Dreiko's Niche Suggestions (Full Version)

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Dreiko Shadrack -> Dreiko's Niche Suggestions (10/3/2021 21:49:08)

Index

Weapons
- Staff of the Polymorph
- Hateful Scimitar
- Flagellant's Gift
- [REWORK] Dagger of Awe/Guardian Dagger
- Gatecrasher Ballista

Spells
- Guard's Gambit
- Gorgonic Mirror of the Elements
- Ancient Pox
- Sublime Ignition

Armors

Shields
- Fractal of Torment
- Heavy Terropain Shell

Miscs
- Procedure Override
- Alchemical Exchanger
- Fortune Negator

Pets/Guests
- [OUTDATED] Zealot Castigator

Sets
- [REWORK] Shadow/Umbralwalker of Time
Monsters

Statuses
- [REWORK] Freedom

Estate Features/Buildings
- Armory


--Change Log--


19/02/2024 - Added Gatecrasher Ballista, tagged Zealot Castigator as outdated (will rework at a later date).
26/05/2023 - Added Dagger of Awe/Guardian Dagger.
07/05/2023 - Added Shadow/Umbralwalker of Time as a rework to possibly better fits its seeming intended purposes.
01/04/2023 - Altered Staff of the Polymorph to add Plant to its list of possible race tags, altered Guard's Gambit to add auto-hit to its list of effects granted to the monster.
05/03/2023 - Altered Gorgonic Mirror of the Elements to be less restrictive and to take into account the newest freeze types.
13/1/2023 - Added Armory suggestion, added Back to Index option on each suggestion for extra navigability if necessary.
3/12/2022 - Added Sublime Ignition suggestion.
2/3/2022 - Added Zealot Castigator suggestion, added descriptions and rough appearance details to all previous item suggestions. Extra formatting on posts for improved readability (hopefully).




Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/4/2021 6:52:02)

Type: Misc
Name: Procedure Override
Bonuses: None
Effect: When clicked you pay X amount in SP (I'll leave that up to staff) to cause your equipped weapon's special (or special special for 100% proc weapons should they have it) to occur, this also has the effect of reducing player damage for that turn by *0.2, furthermore any specials that use a % of monster HP in their damage formulas cannot occur* and finally the effect will not work on no-drop weapons.

*This would effectively exclude PWD, UltraGuardian Dragon, UltraGuardian Dragon Jr, Guardian Dragon, Guardian Dragon Jr., etc...


Description: This is some form of magitech, clicking on it lets you re-write fate and cause your weapons to activate their specials! The strain this puts on localized reality leaves you quite weakened in the process however, making you deal much less damage.

Appearance: A blackened monitor with "A:\Override.ctrl" written on it in bright Green. [Example]


Core Concept: A niche misc to use with weapons that have statuses built into their specials which don't scale on damage dealt.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/4/2021 7:33:21)

Type: Weapon
Name: Staff of the Polymorph
Effect: The weapon has no normal attack, functioning like a tome and contains two spells and one MP regen option.

Spell #1: Chaotic Polymorphing, costs X MP, deals no damage and applies one of a list of random races* to the target, this does not have an infliction/save roll. Repeated uses will always replace the previous race result with a new one.

Spell #2: Bane of Normalcy, costs X MP, deals no damage and applies a strong prismatic burn for 2 turns to any target that is not any race listed in Spell #1's effects, the target can resist this. Repeated uses will update the power of the burn but not the turn duration.

*Werewolf, Undead, Demon, Dragon, Half-Dragon, Plant or Golem.


Description: This magical staff belonged to some malcontent wizard, maybe a disgruntled contemporary of Gnuvain. It is capable of forcibly changing the race of your opponent in an unpredictable manner or lashing out in a burning fury against those whose race it deems as being too normal.

Appearance: A coiled silver staff with a crowned top that features a prismatic collection of orbs inset into the mouths of creatures. [Weapon Example]

-Chaotic Polymorphing: causes a brief flash of a graphic comprised of the heads of all possible race options from the spell to appear over the monster.
-Bane of Normalcy: causes an eruption of prismatic fire (it changes quickly between all 8 colors of the standard elements) to occur over the monster.

Note: the Example provided is an edited version of a staff taken from a cartoon series known as "Overlord".

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/4/2021 20:13:27)

Type: Spell
Name: Guard's Gambit
Effect: Imbue spell, costs X SP, attempts to turn all non-DoT monster damage to light, giving the monster auto-hit and increasing damage by 35% for 1 turn.


Description: Bet your survival on your knowledge of combat by imbuing your opponent's attacks with might and light!

Appearance: A yellow flame ball flies out of the player position and explodes on the monster, tinting them in yellow (much like what happens with spirit rend but without the transparency). [Example]


Core Concept: A counter to multi-element monsters, their SP skills and Spells, gambling on being able to mitigate the incoming boosted damage better than if it had been more than one element.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/4/2021 20:42:56)

Type: Spell
Name: Gorgonic Mirror of the Elements
Effect: Overcharged cost, split between HP and MP. Causes a sequence of effects.

1) Scrambles the monster's elemental resistances.
2) Attempts to use a freeze type status* most closely related to the monster's db element* (or random if it's ? rather than a standard one).

*Freeze, Petrify, Thermal Shock, Hypersalinated (Rubified also fills this slot but I prefer the former), Spirit Rend, Windswept and Eclipsed are the existing types, this item would necessitate another 1 to be created: Drenched (Increases Energy damage based on Water resistance).
*An example of this would be if a monster's db element is fire then the item would use Freeze, water would use Hypersalinated, energy would use Drenched, etc...


Description: A powerful artifact from ancient times, the power contained within this mirror will scramble your foe and freeze them in place by the reflection of their element.

Appearance: A mirror appears in the middle of the battlefield, facing the monster. It will briefly flash a series of colors before fading in a medusa head on its surface. The head screams and shoots two eye beams, the color of which is dependent on which element the spell has selected, the mirror will then fade out in its entirety. [Mirror Example]

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/5/2021 8:21:15)

Type: Misc
Name: Alchemical Exchanger
Bonuses: None
Effect: Clicking the misc allows the player to choose one of three options (HP, MP or SP), choosing any of them will cause all resource costs for that turn to use the selected resource option at the appropriate amounts instead*, this effect is free but costs used this way cannot be given back through effects like Purple Rain or the Father Time type shields.

*Once a resource option has been selected you cannot select another for the duration that turn.


Description: This stone is of a deep vermilion and is a powerful product of alchemy, with it you can convert all your resource costs during your turn to be of a singular type! Your choice of your health, mana or spirit!

Appearance: A rich red crystal-like stone, a shine runs down it periodically. [Example]


Core Concept: An item that is really only useful if you're heavily invested in the recuperation of a single resource type.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/6/2021 8:43:10)

Type: Weapon
Name: Hateful Scimitar
Effect: Melee Earth Sword, 0 proc, standard bth lean. Comes with a clickable skill (Hate Cascade), costs X SP, performs 6 double damage melee hits, *10 LS chance, 50% increased LS damage. Causes the player to take 50% of the damage of each hit as auto-hit negative heal damage (this portion of the skill isn't hypercritical and does not have increased LS damage).


Description: This cursed blade exudes an immense amount of enmity towards all around it, even you! If you click on it you will unleash its full rancor, it may hate you but thankfully it hates your opponent a bit more.

Appearance: A barbed wicked looking blade, black handle. [Weapon Example]

-Hate Cascade: causes a barrage of dark green spectral skulls to fly out of the weapon and go across the screen.


Core Concept: An extremely potent weapon with an extremely high and likely lethal drawback under normal circumstances, modern status elemental shields do not protect against heal damage.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/7/2021 9:41:11)

Type: Weapon
Name: Flagellant's Gift
Effect: Tome like weapon, 3 skills, 2 spells and one MP regen option.

Skill #1: Puncture, attempts to inflict a potent Bleed on the player, quickcast, repeatable, add +1 to an internal charge counter* whenever used.


Skill #2: Envenom, attempts to inflict a potent Poison (Darkness) for 1 turn on the player, quickcast, repeatable, add +1 to an internal charge counter whenever used.


Skill #3: Combust, attempts to inflict a potent Burn (Fire) for 1 turn on the player, quickcast, repeatable, add +1 to an internal charge counter whenever used.


Spell #1: Boon of Suffering, deals no damage, costs X MP, attempts to inflict Bleed, Poison, and Burn on the monster with power and duration equal to double of those currently present on the player, if the player has none of those types of statuses then the spell does nothing.

Spell #2: Cleanse, costs X MP, removes all Bleed, Poison and Burn from the player and heal HP according to the power and duration of the statuses removed. Cannot be used if you've used any of the 3 skills in the same turn, if the player has none of those types of statuses then the spell does nothing.

*Whenever the internal counter reaches 5 the player's turn ends.


Appearance: A three headed flail made of dark iron. [Weapon Example]

-Puncture: causes a red and white arrow shaped slash to quickly go across the player's position.
-Envenom: causes a green and grey cloud of noxious fumes to rise up from the ground beneath the player which dissipates when it reaches their head.
-Combust: causes a small explosion centered on the player to occur.
-Boon of Suffering: causes all three graphics of the previous abilities to play out on the monster's side in quick succession.
-Cleanse: causes a pillar of blue light to radiate outwards from the player's position briefly before disappearing.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/8/2021 15:12:01)

Type: Spell
Name: Ancient Pox
Effect: Attempts to inflict both the monster and the player with a large amount of Disease, deals no damage and costs X MP.
If there is disease present on the field, either on the monster or the player (or both), then it deals earth damage modified by half of the total amount of disease added as base and random (split evenly), costs X MP, this effect does not remove the disease status.


Description: Summon a pox from an unknown past and cover the earth in pestilence or strike down your opponent with empowered wrath if the pestilence has already taken root.

Appearance: A pale green, winged vase appears in the middle of the battlefield, it features a large skull on it. It will quickly emanate a large quantity of dark grey smoke before exploding into shards that fly out and a skull shaped, dark green smoke cloud that rapidly dissipates. This animation plays for both states of the spell. [Vase Example]

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (10/16/2021 1:16:06)

Type: Shield
Name: Fractal of Torment
Resistances: Neutral MRM and elemental resistances
Effect: Once per turn the shield can be clicked to activate the following; Damage over time statuses present on the monster have their damage reduced by *0.25, however their damage is repeated an extra 3 times, this does not affect the turn duration of the statuses.


Description: Try as you might you can't seem to see the end of the patterns on this thing, you can however feel the palpable sense of repeating malice within it. Click on this shield to make your damaging statuses spread out their damage over multiple hits.

Appearance: A rainbow like chunk of fractal bismuth. [Example]


Core Concept: Soft/Hard caps on monsters negatively impact characters that focus on damage over time statuses to the point of becoming completely non-viable, an effect such as this would help such builds in these situations. I'm not sure such an effect would even be able to be implemented in the current game engine though, still, food for thought.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (11/5/2021 11:46:46)

Type: Misc
Name: Fortune Negator
Bonuses: 50 STR, DEX and INT. *1.3 outgoing damage multiplier (*0.75 for magic weapons and /2 for spells).
Effect: While the misc is equipped weapon procs* and lucky strikes are disabled, if the player has the hypercritical status on them then the percentage of extra lucky strike chance is instead converted to an outgoing damage multiplier at a quarter of the value (this would stack ontop of the base damage multiplier the misc already provides).

*Except 100% proc weapons that have no true specials and tome weapons.


Description: Within this small cauldron there exists an hungering void, one which negates the very existence of luck and chance from yourself and your weapons. In return you are given terrible power, it's especially potent if you've got the hypercritical status on you!

Appearance: A darkened cauldron with a broken four leaf clover embossed on it. [Example]

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (1/9/2022 2:06:01)

Type: Shield
Name: Heavy Terropain Shell
Bonuses: Mastercraft item, Melee/Ranged lean with lower Magic defense, defends against earth element and nothing else.
Effect: Gives a passive -105 initiative penalty (it's a large turtle shell, it makes you slow just by holding it), MC funneled into taking % less damage when hit and the initiative penalty pays for extra Melee/Ranged defenses (in addition to the M/R lean).


Description: This shell belonged to a terropain, it is both large and heavy. You're considerably slower while holding it so it's hard to get the drop on foes but it will defend very well against melee and ranged attacks, it's so sturdy it will reduce the damage of any incoming hits as well.

Appearance: A large spiked shield largely matching the colors of a terropain, the inside has a turtle shell pattern to it (it should be about 3/4ths the size of the default player height). [Example]

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (1/9/2022 2:29:44)

Type: Status
Name: Freedom
Bonuses: N/A
Effect: Makes the monster unaffected by any statuses that would restrict movement.


Core Concept: Currently the Freedom status provides outright immunity to movement restricting statuses, however there's many items that rely on eating statuses for varying effects *cough*likebasicallytheentirenewgiftboxenset*cough*. My proposed change would make the monster still able to have such statuses applied to them but they would just not actually affect them, making status eating still partway viable in such encounters.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (2/3/2022 15:50:53)

[OUTDATED]
Type: Guest
Name: Zealot Castigator
Bonuses: Has Ferocious Strikes enabled
Effect: Overcharged SP Fire guest, 3 hits of inaccurate bth lean, these hits are dealt both to the monster and to the player (the hits dealt to the player can be blocked and also have Ferocious Strikes enabled on them), the ability to hit the player pays for Ferocious Strikes.


Description: A tormentor of the wicked, this man has gone far beyond what they set out to do and can no longer see the distinction between friend and foe. Their might however remains both ferocious and undeniable.

Appearance: A hooded man holding a long whip, their torso is exposed and they wear a torn tunic on their legs. While attacking they will swing their whip above their head making it go in a spiral pattern across the battlefield. [Example]

Note: this example is a slightly edited version of The Flagellant character from the game Darkest Dungeon.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (3/12/2022 3:54:18)

Type: Spell
Name: Sublime Ignition
Bonuses: N/A
Effect: Neutral spell, 8 hits of random elements, each hit is weighted towards picking one of the standard elements but can still pick one of three non-standard elements (harm, void and heal) and hits can pick the same element that a previous hit has. If a hit isn't blocked then regardless of whether it dealt positive, negative or zero damage it will inflict a burn of the element the hit was, the spell gives up 180% melee damage and a Mastercraft bonus to both boost the power of and auto-apply the burns.


Description: This spell is the work of an obsessed pyromancer, it unleashes a pillar of flames from the combined forces of all of creation to burn your foes! Unfortunately it's also very volatile, use at your own risk!

Appearance: A jagged fissure appears above the monster's part of the field and shoots out a pillar of white flames downwards, the edges of the flame cycle between the 11 colors associated with the 8 standard elements and the 3 non-standard elements mentioned above.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (1/13/2023 7:58:03)

Type: Estate Building
Name: Armory
Bonuses: N/A
Effect: Offers the ability to select one weapon, armor and shield from an inventory slot situated beyond the normal 8 slots to temporarily, per login when activated at the estate building, replace the no-drop slot equipment for a gold cost. Initial cost is set at x% of the gold cost for each item category combined (assuming standard MC pricing). Remembers selections between logins but must be activated per login at the building interface.

Maximum building level is 10, leveling it up offers category selections (0 to 3 - Weapon, 4 to 6 - Shield, 7 - 9 - Armor), level 10 halves the gold cost. Upgrades with Stone and Wood, has Food and Energy drain.


Description: Your very own massive pile of equipment, neatly arranged for your selection!

Appearance: Three equipment floor racks, one for each item type, starting at a wooden rack for weapons and adding the shield and armor racks at the associated level thresholds with level 10 gilding all three of them.


Core Concept: Inspired by the current features of the Login Slots in the Guardian Tower and Lucretia's Apothecary in Granemor. A way to give more flexibility to players without running into the issues associated with replacing no-drops entirely given that it's just using the temp slot instead, which happens to occupy the no-drop slot for those three categories.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (5/7/2023 8:07:56)

Type: Set
Name: Shadow/Umbral Walker of Time


Item: Shield
Name: Shadow/Umbralwalker's Shield of Time
Bonuses: Takes -X MRM from the player in exchange for Y% chance of giving the player (only player, not pets or guests) and the monster Celerity, rolled at the end of the player's turn.
Effect: Darkness shield, Provides a toggle that when active pays X SP to boost the chance of Celerity proccing from the above effect by +Z%.


Item: Weapon
Name: Shadow/Umbralwalker's Staff/Dagger/Scythe of Time
Bonuses: Full Set Bonus further amplifies the damage of the Bleed status by V%.
Effect: Darkness weapon, pays W% melee damage and an MC bonus to give +X% damage to the Bleed status. Has a Y% chance per turn of passively attempting to inflict a Power Z Bleed on the monster when attacking with the weapon.


Item: Armor
Name: Shadow/Umbralwalker of Time
Bonuses: Takes -X% damage if the monster has the Fragile status applied to them, augmented to -Y% if the monster is also affected by the Bleed status.
Effect: Darkness armor with Ice secondary and compresses 2 skills.

Skill 1: Darkness element, spell-type and costs SP. Pays Half of its damage to attempt to inflict a power X bleed on the monster at a +10 penalty if only one hit connects or +20 if both connect. Elecomp is applied to Cost.

Skill 2: Remains unchanged from how it currently exists.


Core Concept: The seeming intent for the original set is to apply Fragile and Celerity on the monster so that Bleed can be both inflicted easier/for longer and for the monster to effectively take more damage from said status but its individual pieces do not appear to accomplish this to any satisfactory degree, probably due to the limitations of the time it was designed in.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (5/26/2023 9:19:54)

Type: Weapon (No-Drop)
Name: Dagger of Awe, Guardian Dagger
Bonuses: N/A
Effect: Toggleable Ranged/Magic 100% proc weapon(s), have true specials at the same rates as the rest of the no-drop weapons of their respective sets.


Core Concept: At the moment we've had a long standing issue of the no-drop weapons not providing 100% proc options, however touching those weapons tends to be risky in terms of updates. But we do have two extraneous weapons in the no-drop sets for Awe and regular Guardian, namely the daggers, these can probably be re-adjusted to become said 100% proc no-drops without too much danger of things blowing up (there's no ultraguardian dagger but oh well), we have had dagger and dagger-like 100 proc weapons before so this isn't too far off in terms of item design in-game either.

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Dreiko Shadrack -> RE: Dreiko's niche suggestions (2/19/2024 17:01:03)

Type: Weapon
Name: Gatecrasher Ballista
Bonuses: -10% BtH lean
Effect: 100% proc earth element bow, can toggle between Suppression and Siege modes, pays 15% melee in SP per turn to get +15% damage in both.

Suppression mode: 6 hits, pays 60% damage to attempt to inflict all elements DefLoss for [Hits Connected] turns, +20% BtH lean (so +10% overall).

Siege mode: 2 hits, if enough DefLoss is present on the monster consumes it and attempts to inflict all elements EleVuln for [Hits Connected] turns the first time you attempt an attack with the weapon that turn, -15% BtH lean (so -25% overall).

Description: This heavy ballista was made to take on entire fortresses, either with suppressing arrow fire that exposes their weaknesses or with concentrated bolt fire to blow them away and is capable of making them extra vulnerable if they're sufficiently exposed.

Appearance: TBD

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