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Dreiko's niche suggestions

 
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10/3/2021 21:49:08   
Dreiko Shadrack
Member

Index

Weapons
- Staff of the Polymorph
- Hateful Scimitar
- Flagellant's Gift

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

Armors

Shields
- Fractal of Torment

Miscs
- Procedure Override
- Alchemical Exchanger
- Fortune Negator

Pets/Guests

Monsters

< Message edited by Dreiko Shadrack -- 11/5/2021 11:47:45 >
AQ DF MQ AQW Epic  Post #: 1
10/4/2021 6:52:02   
Dreiko Shadrack
Member

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...

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

< Message edited by Dreiko Shadrack -- 10/7/2021 9:43:17 >
AQ DF MQ AQW Epic  Post #: 2
10/4/2021 7:33:21   
Dreiko Shadrack
Member

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.

*Werewolf, Undead, Demon, Dragon or Golem.


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.

< Message edited by Dreiko Shadrack -- 10/7/2021 9:43:01 >
AQ DF MQ AQW Epic  Post #: 3
10/4/2021 20:13:27   
Dreiko Shadrack
Member

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

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.

< Message edited by Dreiko Shadrack -- 10/7/2021 9:42:37 >
AQ DF MQ AQW Epic  Post #: 4
10/4/2021 20:42:56   
Dreiko Shadrack
Member

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 if it's the first time used in battle, if not then it skips this step.
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).
3) Causes the monster to become immune to further changes to its resistances for the remainder of the battle.


*Freeze, Petrify, Thermal Shock, Hypersalinated (Rubified also fills this slot but I prefer the former) and Soul Rend are the existing types, this item would necessitate another 3 to be created: Drenched (Increases Energy damage based on Water resistance), Brittle (Increases Earth damage based on Wind resistance) and Baleful Radiance (Increases Light damage based on Dark 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, Light would use Baleful Radiance, etc...

< Message edited by Dreiko Shadrack -- 10/7/2021 9:42:18 >
AQ DF MQ AQW Epic  Post #: 5
10/5/2021 8:21:15   
Dreiko Shadrack
Member

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.

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

< Message edited by Dreiko Shadrack -- 10/6/2021 8:58:38 >
AQ DF MQ AQW Epic  Post #: 6
10/6/2021 8:43:10   
Dreiko Shadrack
Member

Type: Weapon
Name: Hateful Scimitar
Effect: Melee Earth Sword, 0 proc, standard bth lean. Comes with a clickable skill, costs X SP, performs 10 double damage melee hits, 100% hypercritical, 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).

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.

< Message edited by Dreiko Shadrack -- 10/7/2021 9:41:45 >
AQ DF MQ AQW Epic  Post #: 7
10/7/2021 9:41:11   
Dreiko Shadrack
Member

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 potent Bleed on the player, quickcast, repeatable, add +1 to an internal charge counter* whenever used.


Skill #2: Envenom, attempts to inflict 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 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.
AQ DF MQ AQW Epic  Post #: 8
10/8/2021 15:12:01   
Dreiko Shadrack
Member

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.
AQ DF MQ AQW Epic  Post #: 9
10/16/2021 1:16:06   
Dreiko Shadrack
Member

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.

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.
AQ DF MQ AQW Epic  Post #: 10
11/5/2021 11:46:46   
Dreiko Shadrack
Member

Type: Misc
Name: Fortune Negator
Bonuses: 35 STR, DEX and INT. *1.2 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.

< Message edited by Dreiko Shadrack -- 11/5/2021 11:47:07 >
AQ DF MQ AQW Epic  Post #: 11
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