Panic Inflicting Equipment (Full Version)

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GoldenLion -> Panic Inflicting Equipment (12/28/2022 17:02:11)

I've got a fae wanderer but can't fully utilize her since I don't have anything that can induce panic.
Please share any/all notable panic inflicting equipment in the game. Thanks!


On another note, why are effects like Panic and Fear different? Why aren't they the same?

ID: 4542621




Legendary Ash -> RE: Panic Inflicting Equipment (12/28/2022 20:24:52)

=Dev, Balance, Bugfix= [PANIC INTENSIFIES]

Status System - Saving Throws for reference, full explanation below:
Statuses inflicted on a target normally involve rolling a value between 1 to 100, base Save Difficulty is 50 a +0 save bonus to the target's save, which is a 50% chance for the target to roll a value below SD+1 (In a roll of 1 to 100, 50% splits it into 1 to 50 the lower half, 51 to 100 the upper half) given the level and stats of both player and target are at expected stat values, if the targets fails the save rolling below 51, the status is applied.
Other regularly used but not limited to, save bonus values used in equipment are -20, -10, +10, +20, these each are 30%, 40%, 60%, 70% base chance, the target needs to roll lower than each of those base chance+1 to fail.
The player and/or target may have Save Difficulty modifiers, using the above example, Potence from the inflictor (player) reduces target's SD by -X, Weakness from the defender (target) reduces defender's SD by -X, Resistance from the defender (target) increases defender's SD by +X.

Immobility is an action delay type status, has two standard variables, X% chance applied to infliction and when inflicted target does not act, additionally may have those two previous variables divided by X turns of status, Paralysis has a X% chance to inflict, if successful the target does not act at 100% rate, while Afraid/ Daze reverses those variables 100% chance to inflict, if successful target has X% chance to not act.
Choke is a damage reduction type status, its variables are identical to Afraid/Daze, 100% chance to inflict, if successful target's damage is reduced by -X% damage.
Blind is an action avoidance type status, its variables are identical to Afraid/Daze, 100% chance to inflict, if successful target's bonus to hit (accuracy) is reduced by -X.
Defence Loss is an anti- action avoidance status the inverse of Blind.
Burn/ Poison have two standard variables Power*Turns, additionally may have X% chance of infliction to increase the previous two variables.

Element Shield is a variant of Choke that does not involve a save and is applied to the inflictor
BtH Boost is a variant of Defence Loss that does not involve a save and is applied to the inflictor.

A modification to the above statuses is the addition of the mechanic of the target makes saves per turn starting after the status' initial successful infliction turn.
This mechanic's mathematical formula is known as Exponential Growth and Decay.
With the above mechanic utilized for the above statuses, The Cold is a variant of a combination of Defence Loss and Blind, Sleep is a variant of Paralysis, Panic is a variant of Choke, Dazzle is a variant of Blind, Bleed is a variant of Burn/Poison.




Sapphire -> RE: Panic Inflicting Equipment (12/28/2022 22:11:38)

Panic reduces a monster's damage. There is a save from the monster upon the initial infliction, and every turn *after* the monster's turn the save decreases by 2 (making the save easier). Each infliction makes a new line item in the status box, and multiplies on old lines. It is best used having multiple lines inflicted for 3 reasons:
1. The monster's offense will continue to decrease as each line item is listed.
2. Each line item listed has a separate save. The Random Number Generator then is in your favor. It might thwart 2 of 8 lines and it's offense will still be very bad.
3. For panic eating like Fae's (amongst others), this multiplicative effect of multiple line items stacks extremely powerful in terms of "Melee Power". This means you can actually eat panic and leave a metric ton behind, not only enhancing the effect the eat is enhancing, but this new system will leave your defense essentially in tact provided you inflicted enough beforehand.


Fear is a stun. It's % listed is simply the chance the monster skips it's turn completely.



While skipping a turn completely on paper sounds like the better effect, it cannot be inflicted on most boss monsters as they have an ability called "freedom" and no stun effect (fear, paralysis, control, daze, etc) works on freedom. Panic works quite well.


Panic Armors
Werepyre-quick cast
Lost Talon
Just a GUESS-> The armor that will be a reward after the current war, but we will see
Paladin- Has a toggle to make it's weapon attacks panic

Guests
Creature 72 (UR GGB)

Pets
Creature 72 (UR GGB)

Weapons
Fae's weapons
The new Knight weapons from This year's frostval quests
Fright Thorn Bow
Katar of Undeath

Spells
Seeing Red (Spell scroll quest)
Jania's Orb of Power (Common GGB)


The others IMO aren't worth your time





GoldenLion -> RE: Panic Inflicting Equipment (12/29/2022 2:03:40)

Information appreciated. Thanks!




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