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=AQ= Nightmare Queen Gown & New Fungibushi Gear!

 
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9/29/2024 8:07:35   
CarrionSpike
Member

COMING THIS WEEK!

The 2024 Summer Season of Gifting Community Prizes - Fungibushi
The 2024 Summer Season of Gifting has drawn to a close, and what a spectacular season it was! To all our esteemed Giftmasters, we extend our heartfelt congratulations. Your boundless generosity and community spirit have truly set a new standard in AdventureQuest. This summer, your legendary gifting skills didn't just impress - they shattered records! Your kindness rippled through the realm, touching the lives of countless fellow adventurers. Such remarkable deeds deserve an equally remarkable reward. For your outstanding achievements, we are thrilled to bestow upon you the mighty, and now fully color-customizable, Fungibushi set. This powerful gear is a testament to your giving nature and a symbol of your status as true champions of generosity!

This week we're expanding our Fungibushi collection! Get ready to enhance your arsenal with the highly anticipated Fungibushi Armor, a powerful spell, and Misc. But that's not all - the Fungibushi homes are also on the horizon. Mark your calendars for early 2025 when these unique dwellings will become available!

6K Z-Token Package - Gown of the Nightmare Queen
This hauntingly beautiful armor transforms you into the sovereign of shadows, the empress of eerie, the monarch of macabre! Dripping with dark elegance and pulsing with otherworldly power, the Nightmare Queen Gown is the perfect attire for those who wish to command both fear and respect.

Current Limited-Time Shops/Events:
  • Limited-Time Shop: Thursday the 12th
  • Limited-Time Shop: Zfinity Gauntlets
  • Limited-Time Shop: Back-To-School
  • Limited-Time Shop: Fall Season
  • Rare Monster Hunt: Uncle Krenos

    Reminders:
  • Back-To-School Daily Prize Giveaway - Ends Thursday, October 3rd - FINAL WEEK

    Newsletter Link: https://mailchi.mp/artix.com/2024-fungibushi-fall-season-13388782

    Ooo what an elegant gown, certainly not one to sleep on. Tag you're it. ~Anim

    < Message edited by AnimalKing -- 9/29/2024 9:54:11 >
  • Post #: 1
    10/4/2024 13:11:59   
      The Hollow
    AQ Lead


    UPDATE: We're on track to release the Nightmare Queen's Armor on Friday. As for Fungibushi, we don’t have a confirmed release date yet, as we’re still optimizing and reworking the spore mechanics.

    Today is the last day of our Back-To-School Daily Prize Giveaway! If you’ve logged in 25 days or more during the event, congratulations! Delivering all of the prizes together must be manually processed, and your rewards will be distributed by Friday, October 4th.



    UPDATE II:
  • The Gown of the Nightmare Queen Z-Token Package is now live!
  • The Lore Academy rewards from our Back-To-School Daily Prize Giveaway have now been distributed to all qualifying participants. Log in and check your inventory to discover your prizes. Congratulations to all our dedicated scholars!
  • Due to performance issues with the Spore mechanics causing significant frame rate drops, we’re postponing the release of the remaining Fungibushi gear set. We appreciate your understanding as we work to resolve these critical issues. We’ll provide an updated release timeline once these technical challenges are resolved!

    < Message edited by The Hollow -- 10/4/2024 13:11:59 >
  • AQ  Revisions: 1 | Post #: 2
    10/4/2024 15:50:24   
    battlesiege15
    Member

    Meh. All these items are so SP heavy that it's taking the appeal away from them. Interesting gimmick and an ice spell caster armor is always nice at least.
    AQ AQW  Post #: 3
    10/4/2024 17:31:48   
    Sapphire
    Member

    Nightmare Queen Armor is a game changer. Elevuln based on weapon element held? WHAT? IDC what else it does from there, what lean it has, etc. That alone for $20? Yes, and yes, and yes.



    Regarding Spores. Is the line item a la panic even necessary? This might be forcing the game engine to calculate all of those line items and individually add them and figure out the damage and heal. Not to mention what other aspects are there (like lean changes a la PCo, elevulns, etc)

    I kind of thought even in the beginning that making it list out like panic wasn't necessary, and it should simply be listed by individual element (wind, harm in these cases) and just stack on itself into the single perm line. It sure would clog up the info scroll a lot less, too.


    Regardless, thank you staff for trying to make this a worthy status so no worries from me as long as it's worthwhile once fixed. Also, I think in the future it would be best if new mechanics not be allowed for future donation contests, as it seems likely this has taken up the lion's share of this year's sets.
    Post #: 4
    10/5/2024 10:45:08   
    KhalJJ
    Member
     

    Thanks Staff for an awesome armor. Art on the toggle is particularly good, and thank especially for another typhon-shard style toggle!

    This highlights the need for some bubble-wrapping of specific spells - ancestral forbiddance and Underworld tome's fear have no hits and so don't work with this kind of toggle. Maybe that is intended for Underworld tome? But seems not so for AF given similar to Abominable frostbite which had hits added.

    Thanks also for a quick fix to the initial initiative stacking bug. It seems now however that the initiative doesn't work upon switching into the armor via "ready inventory before battle".

    Oh also - conditional HP healing from the eater spell doesn't seem to be working!

    < Message edited by KhalJJ -- 10/5/2024 11:19:28 >
    Post #: 5
    10/5/2024 11:26:36   
    Sapphire
    Member

    quote:

    Thanks also for a quick fix to the initial initiative stacking bug. It seems now however that the initiative doesn't work upon switching into the armor via "ready inventory before battle".

    Oh also - conditional HP healing from the eater spell doesn't seem to be working!


    Correct on both!


    Well, all of it. I second the bubblewrap for those two spells. As well as the comments on the armor. I really like this armor.
    Post #: 6
    10/5/2024 17:24:02   
    SilverSoul
    Member

    There seem to have been an error with the back-to-school academy item distribution.


    I logged in for maybe a single digit amount of days during the event, yet it seems three of my characters were rewarded the full set.


    From the discord, it seems like a few others have also ended up getting all of them despite not logging in for the 25 days.
    AQ DF MQ AQW Epic  Post #: 7
    10/5/2024 17:50:10   
    CarrionSpike
    Member

    Yeah I've seen reports of this happening to other people as well. Very strange.
    Post #: 8
    10/6/2024 10:45:00   
    Dreiko Shadrack
    Member

    Queen's regalia has no shop in ballyhoo yet it seems.
    AQ DF MQ AQW Epic  Post #: 9
    10/6/2024 13:08:39   
    Aura Knight
    Member

    Definitely didn't log in 25 days and got all items. It's possible they were individually won too. Not like I bothered to check. I think it's fine to leave things be. These are recycled rewards not really offering much but free sets are welcome.
    AQ DF AQW  Post #: 10
    10/7/2024 6:48:26   
    KhalJJ
    Member
     

    Hopping back to say quickly here, as well as having done so in the mechanical clones thread, but this armor has really highlighted the lack of use-able fear spells in game.

    Understand that this is likely because fear isn't all that popular now? But daze is mechanically the same and yet appears to have had many more recent spells (Fear: 3 ; Daze: 9, using Ward's sheets)

    This kind of armor is great because it encourages loadout variety, combos, and breathes life into older less-used spells (like Typhon shard combo-ing with Jaania's orb/Seeing red). Whereas there aren't really any fear spells out there to use in this case. The old conflagration cube is much weaker than necro for example, so even with the fear toggle it doesn't quite incentivise you to use this spell over necro's fear - with the toggle, it ends up 66.3% fear chance, which is better, but more useable fear spells make this much more attractive, like the perma-rare undead reindeer stampede (with toggle giving 83.3% fear chance)

    TLDR; No standalone spells are as good as necro's compression fear (50% fear chance) and the closest one is z-token locked seasonal (locomotive spell). It would be good to have some options for this.

    NB- weird that there's no darkness fear standalone spell out there?
    Post #: 11
    10/8/2024 14:08:52   
    Kwiss
    Member
     

    ^ Agreed. Very surprising there isn't a lot of fear spells. It would be nice to see more fear spells in general. Though would be better to see some this month with Mogloween.
    Post #: 12
    10/9/2024 6:50:09   
    Sapphire
    Member

    quote:

    Queen's regalia has no shop in ballyhoo yet it seems.


    Yeah been waiting days on this. I want to try this on several of my other chars (I don't feel like moving it around)
    Post #: 13
    10/23/2024 10:10:01   
    KhalJJ
    Member
     

    Quick notes/feedback on updates:

    - good to see some documentation of the updates/fixes to Nightmare Gown, but weird to put the spellcastMult on and then take it off. Did this kind of effect not have any precedence with SC (it did, with necro, but maybe that's not a good example?). Regardless, it is a bad idea to trial this experimentation with a premium item, for obvious reasons.

    - Not good to see no documentation of the more significant change/fix to the fear toggle - previously (from my above numbers) I believe it was incorrectly doing 4 turns of fear (2x the intended output?). Correct that it should be bugfixed/match the infosubs but would appreciate documentation of this. If I'm mistaken in the numbers/what happened please let me know.

    - With these updates, it highlights a minor issue of the -20 save on the fear toggle - this makes the resultant fear feel quite underwhelming, and severely cuts the synergy with the armor's own eater skill. I understand thematically there might be a desire to make it a high-inflict chance fear but it is not ideal.


    So main conclusions:

    - Please be more careful with premium items, in not releasing and pare-ing back - in this specific case (spellcastMult), it seems easy to have avoided this.

    - Please better document any changes - eg this other fear decrease/bugfix form 2x duration? - players are left checking their own records/feeling crazy!

    - This all further highlights the lack of fear spells in game, a point from my previous post
    Post #: 14
    10/23/2024 19:26:29   
    CarrionSpike
    Member

    quote:

    Original: Kamui
  • Fixed the EleVuln values on the Nightmare Queen's Regalia, it didn't have the /1.4 for it affecting all of the stuff on player's side. Passive version gives a +14.29% EleVuln, while the toggle gives a (25 x Hits / Attempts / 1.4 / 0.85)% EleVuln.
  • Neither the Fear or Vuln on the toggle are affected by Spellcaster Lean anymore if triggered via a spell, that isn't really viable since you're not really paying damage (which would be boosted) to get the effect.
  • Also fixed a couple instances where the values for one toggle were set at 60% Melee instead of the correct 80% Melee.

  • quote:

    good to see some documentation of the updates/fixes to Nightmare Gown, but weird to put the spellcastMult on and then take it off. Did this kind of effect not have any precedence with SC (it did, with necro, but maybe that's not a good example?). Regardless, it is a bad idea to trial this experimentation with a premium item, for obvious reasons.

    Please be more careful with premium items, in not releasing and pare-ing back - in this specific case (spellcastMult), it seems easy to have avoided this.

    I'd definitely say that Necromancer is a bad example because that situation was entirely different (and mainly had to do with the old version of Spellcaster Lean being a complete mess).

    I'll try to explain why this change was made using EleComp as an example. Let's consider spells/skills that both pay damage for effects AND receive EleComp to damage. More specifically, in damage calculations, EleComp is multiplicative with damage penalties. This results in a situation where the damage penalty becomes larger than it otherwise would be. Depending on how an item has been designed, the larger-than-intended damage penalty can be compensated for in two ways, 1) the power of the effect is multiplied by the EleComp, 2) the damage penalty is divided by EleComp (this negates the increase to the damage penalty).

    In the bugfix post, Kamui is referring to 1), but in the context of the Spellcaster lean. For the case of the Horrifying/Haunting Presence, spells cast while the toggle is active aren't paying damage for the effects that the toggle provides, but rather the player is being charged an additional SP cost. This means that there isn't a "larger penalty" (resulting from the spell's damage being multiplied by the SC Lean) to compensate for which is why the multiplier was removed. In other words, it was free power without valid justification.

    As for "being more careful with premium items", I think this should be the case for all items. Even though there is a monetary exchange with premium items, I don't think they deserve any more consideration on this front compared to other items. This instance just reiterates the ongoing issue of not having adequate testing for ALL items before they are released.

    quote:

    Not good to see no documentation of the more significant change/fix to the fear toggle - previously (from my above numbers) I believe it was incorrectly doing 4 turns of fear (2x the intended output?). Correct that it should be bugfixed/match the infosubs but would appreciate documentation of this. If I'm mistaken in the numbers/what happened please let me know.

    I'm going to assume that Kamui forgot to include this change in the bugfix post, but yeah, it would have been nice if it was included. Not everyone understands status calculations enough to check for themselves so it can be jarring to see the power of an effect halved (even if it's a valid bugfix).

    quote:

    With these updates, it highlights a minor issue of the -20 save on the fear toggle - this makes the resultant fear feel quite underwhelming, and severely cuts the synergy with the armor's own eater skill. I understand thematically there might be a desire to make it a high-inflict chance fear but it is not ideal.

    I 100% agree with you here. We have enough Fear/Generic potence items in the game so there really isn't a need for a -20 save on Fear effects these days.
    Post #: 15
    10/23/2024 19:52:35   
    Sapphire
    Member

    The monster save matters. As for this specific fear, it's vs monster CHA/LUK as with most fears. Since most monsters do not have CHA, this is a -20 save built-in vs the vast majority of mobs. Then to throw on top an additional -20 penalty makes this 40 points in your favor, and this is without potence or mainstat boosting. Essentially, the monster has a 10% chance to not have the fear inflict w/o potency in the vast majority of cases.

    They could boost the potency of the fear by making this be a 50% save and you'd still inflict 70% of the time vs most mobs w/o potency or mainstat boosting.


    Secondly, we want the math to be accurate. We want it balanced, so all is well and good. However, when it comes to things like this and there needs to be a post release adjustment, I think sometimes it would be better if staff would put themselves in the players shoes for once and consider alternatives. Keeping these at 4 turns with this adjustment does make it a bit less appealing. Perhaps removing a turn, which increases the fear/elevuln power back up some might actually be much less "feels bad". I think ultimately the design of the armor remains very cool and I'm glad it was made. But please, adhering to the specifics of design decisions at all costs is not always the best route.
    Post #: 16
    10/24/2024 5:14:23   
    KhalJJ
    Member
     

    @CarrionSpike thanks for the response.

    I'm not at all arguing that the SpecllcastMult should have remained, and I understand the reasoning behind the removal as you've explained there - my point was that it was not a good look to initially include this and then remove it, on a premium item, when this is something that should have been considered beforehand.

    I loosely agree with you on being more careful/better testing for all items - just from my personal viewpoint/experience these mistakes on premium items are more damaging to player trust. I was very vocal re: Nightmare Gown being 10/10 early on and I have to walk that back a bit now, and will be much less likely to do similar in future for fear of misleading other players (I do still think it's a very good item, conceptually and in execution, and am glad it was made!).

    I recognise also that this is not just the SpellMult change, it is very unfortunate that this suffered from 2 separate mistakes that impacted the fear.

    Good that we now have confirmation/documentation of this change (*2 fear duration accidentally) - this further highlights some anti-synergy with the armor, as normal play without specific other fear sources means the fear-eater skill would eat 1turn*30%chance after 1 cast (2 turn inflict, 1 turn ticked down, ie you "lose" half of the input value when Eating the next turn).

    There's a (semi) interesting discussion to be had on fear infliction turn count; for Eating, I think higher turn count is better, because you lose "less" value in a passing turn, but for actually getting the stun to proc, you'd want to focus on fewer turns.

    I'd argue in this case, longer would be preferable given the obvious synergy with the in-built eater skill, but I'm not sure everyone would agree?

    Doubling the duration and keeping the same valuation would mean 4turns, 15% fear chance - so 3turns, 15% fear to Eat after 1 turn ticks down - a 50% increase on the shorter duration, current, example (3turnsx15%chance vs 1turnx30%chance).

    I'm not 100% on this however as I think you'd need to look more deeply at multi-turn scenarios, stacking and such. But this change + save roll change would make the fear much more usable imo.

    (Nb save roll change from -20 to 0 would make this 4 turns of 21%, or 2 turns of 42%, if I've calc'd correctly)

    Of course, also maybe other players would still prefer a higher stun chance to actually get that going off.
    Post #: 17
    10/24/2024 6:03:40   
    Sapphire
    Member

    It would depend on what players would prefer. Eating it for damage, or allowing a higher fear chance to trigger the middle skill?

    You do highlight the fact we don't really have any fear spells. Reindeer stampede and the compressed one inside mother's sceptre or w/e that weapon is called is about it for worthy fears. However, SC lean armors can be used as a beastmage and many do quite well. Elevuln helps your entire side of the field, for example. And we do have some fear pet/guest options that can help stack a bit, as well as the Terror Imbue. I think for now if one wants to eat fear, this may be your best route. The sceptre + the armor's fear is now 4 turns for 40% when combined at 100% resist. Dual Cr72 on fear mode bumps this to 60.8, but light+dark is usually a bad combo. But I think a light fear pet exists (forget it's name)

    You can always also just use Necromancer's fear then swap, as well.


    I think my personal preference with the fear is 3 turns and 50% save since it's vs CHA. But I wont be using fear with the armor. It's better to use paralyze, 100% control rate, and especially freeze mechanics IMO. For example, I like to hold a wind weapon but cast a earth petrify spell. So now monster wind goes to 200% and I get a wind elevuln to boot. Since the monster won't be acting, it will trigger a wind poison that will be hitting these.
    Post #: 18
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