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=AQ= PaleSkull Champion Set Contest Suggestions

 
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9/1/2022 12:25:33   
  The Hollow
AQ Lead


With this being the final day of the 2022 Summer Season of Gifting contest, we'd love to start getting input from the winners on what they'd like to see from their prizes! We will also include shop access with the next Ballyhoo update so players can purchase extra copies for their other characters.


The contest ends September 1st 11:59PM EST!
AQ  Post #: 1
9/1/2022 13:05:18   
Dreiko Shadrack
Member

This is a suggestion for what the paleskull items could be, made by Lv 1000 and with feedback from a couple of high tier token whales

quote:

Armor:
Skill 1: Mount/Dismount toggle. Attacks are locked to [Element] and get EleComp in Dismounted Mode.

Skill 2: Mounted Mode. [Element] weapon-based skill.  If possible, removes up to 200% Choke and applies an equivalent Omni EleEmpower effect.

Skill 3: Dismounted Mode. [Element] weapon-based skill. EleComp goes to Damage. Deals -50% damage and attempts to inflict a Choke effect.

Flavor Effect: Enemy attacks gain +7.5 BtH and player normal attacks, specials and spells/skills deal +10% damage.


Shield:
Flavor Effect: Pays +(15*1.1/1.4)% damage taken to apply an Omni EleEmpower effect based on how many hits you take. Buff applies to your next turn. 

Toggle: Pay (15*1.1)% melee in SP to double the potency of the flavor effect. 


Weapon:
Skill*: [Element] efficient weapon-skill. Deals full damage. If possible, removes up to 150% melee worth of Omni EleEmpower and attempts to inflict a Choke effect.

*Uses whatever special animation Hollow has already made.


Pet:
Toggles between two modes:
- Choke Eater Mode: Deals full damage. If possible, removes up to 120% Choke to heal SP. 

- Choke Mode: Pays all damage + MC and attempts to inflict a Choke effect*.

*This is applied in a way that is similar to Mogdin, but obviously for Choke.


Misc:
20% Damage
50 CHA/LUK
*0.5 [Element] Resist
MC: -20 Choke potency


Set Explanation:

Armor:
Armor Lean:
Would be Fully Offensive.

EleComp:
Ideally the Resistance/MRM spread would allow us to get at least 1.7xx to 1.8xx EleComp

Skill 2:
Now that I'm thinking about it, 238% melee worth of Choke would be more fitting as this is equipvalent to 2 turns of -100% damage dealt Choke effect. So we'd be starting with 238% melee for the EleEmpower, I think it best to split this over a few turns, let's say 3 turns so that would be 79.3% melee for 3 turns. It would appear as x1.793 in the status panel.

Skill 3:
There's some debate as to how weapon-based skills with statuses should be treated. For the time being I'll just treat this as a spell-type skill for the status, but the numbers could be adjusted to fit whatever works. I'll also re-work this to make a bit more sense, so instead it's gunna be -0.52955% damage

So it deals -0.52955% damage, for a spell this is worth 105.91% melee, so we have 105.91/0.5/0.85/1.4 = 178% Choke, we could split this over 3 turns so it would be 59.33% Choke for 3 turns. The save for this would be +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

Flavor Effect:
I should clarify that this is +10% damage for normal attacks/specials and then +5% damage for spells/skills.


Shield:
Flavor Effect:
Pays +(15*1/1.4)% damage taken to apply a 15/0.85/2 = +8.82% damage EleEmpower per hit taken, capped at 4 hits. So with 4 hits taken, this is +35.29% damage EleEmpower.

Toggle:
Pay 15% melee in SP to double the potency of the flavor effect, so the per hit amount would be +17.65% and the max would be +70.58%.


Weapon:
Skill:
For some general details, this is a 0-proc weapon-skill and it's efficient. This means that it doesn't get the balance engine /1.1 or the 1.08 0-proc bonus, but it does get multiplied by armor lean, and it deals -37.5% damage, but has -60% cost due to being efficient.

For similar reasons outlined in the Skill 2 from the armor, I'd adjust the cap to be this instead at 105.91% melee worth of Omni EleEmpower consumed. This would be 105.91/0.5/0.85/1.4 = 178% Choke. As before we could split this over 3 turns so it would be 59.33% Choke for 3 turns. The save for this would be +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.


Pet:
Choke Eater Mode:
Again, for consistency reasons, I'd adjust the cap to be 119% melee worth of Choke, this would simply translate to a maximum of 119% melee in SP each time it consumes Choke effect. For reference 119% melee in SP is ~466 SP.

Choke Mode:
In this mode we pay all damage + MC and don't rely on a hit for the status, we have a 42/0.5/0.85/1.4*0.85 = 60% Choke. As before, we could split this over 3 turns so it would be 20% Choke for 3 turns. The save for this would be +0 Save Bonus, player CHA/LUK vs. monster END/LUK.



quote:

The set will definitely not be Darkness since we have so many other options for that element.


As per the normal thread, seeing as you have stated the set will definitely not be darkness I've simply left the element of the suggestion be open instead, it has no real bearing on the mechanical effects we came up with. Personally I'd like to see the set be Wind main with Energy and Water secondaries on the armor (PALE so wind; It's a he-man parody and he's got the power so energy; Water because...there's a lot of blue grey on it haha).

< Message edited by Dreiko Shadrack -- 9/1/2022 14:11:40 >
AQ DF MQ AQW Epic  Post #: 2
9/1/2022 13:05:34   
battlesiege15
Member

Armor: Mount armors tend to have 2 leans right?
- FO Mount: Each attack has a chance to inflict Fear (a giant saber tooth tiger lunging at you is scary!) or Bleed (giant tiger go NOM) depending on what the animation style is. (Fear if it lunges and player does some sword slashing, Bleed if the tiger itself chomps at the monster). Or maybe have 1 hit from the tiger that inflicts Bleed chance where as the player does 2 swings of the sword!
- FD Mount: You have a [PlayerCHA/ExpCHA]% chance of reducing monster BTH by X amount. This effect is similar to Ramleoness Cub. I personally think that Rider armors should have the ability to incorporate CHA somehow because you are riding on top of a companion and this would be a great way to do it. Also, with the recent stat changes, Beastmasters don't have the best dodging skills and this would be a great way to at least add some dodging for them.

Shield:
- Built in skill to inflict Fear. I assume PaleSkull is supposed to be an intimidating title so this would be a nice thing for the set. Also, we could use some more shield with skills and effects. Maybe throw in some -MRM to give a boost to Fear infliction too!

Weapon:
- Artwise, nothing really stands out for the weapon in terms of effects. But, it would be nice if we could have it attack monster SP as well since that's unique in terms of effects but also much needed.

Pet:
- 50% chance of doing a "Howl" attack that boosts the next hit by *2.01*85/90 and has a +5 bth lean. This can happen consecutively and the boost would just keep on stacking.
- Toggle between Bleed and Fear. I know, we have lots of those, but the giant fangs on the tiger look like it's meant to shred things! Fear is less exciting but could be synergistic with the armor if the above armor skills are implemented.

Misc:
- Is it the helm? It gives me berserker vibes so maybe +END and +X*[BasePlayerHealth/CurrentPlayerHealth]% damage and +Y*[BasePlayerHealth/CurrentPlayerHealth]% fear chance. The more damage you take, the harder you hit and the more terrifying you become. We have not had many (% HP left) items in a while :o

Thank you for considering our input Hollow and the AQ staff!
AQ AQW  Post #: 3
9/1/2022 14:14:36   
Lv 1000
Member


To clarify (again) ...

quote:

Flavor Effect:
Enemy attacks gain +7.5 BtH and player normal attacks, specials and spells/skills deal +10% damage

...

Pet:
Choke Eater Mode:
Again, for consistency reasons, I'd adjust the cap to be 119% melee worth of Choke, this would simply translate to a maximum of 119% melee in SP each time it consumes Choke effect. For reference 119% melee in SP is ~466 SP.

Choke Mode:
In this mode we pay all damage + MC and don't rely on a hit for the status, we have a 42/0.5/0.85/1.4*0.85 = 60% Choke effect. As before, we could split this over 3 turns so it would be 20% Choke for 3 turns. The save for this would be +0 Save Bonus, player CHA/LUK vs. monster END/LUK.


Armor Flavor Effect:
Small error, it should be: Monsters gain +(8.5/1.4) BtH and player normal attacks/specials deal +10% damage, and spells/skills deal +5% damage.

Pet:
Choke Eater Mode:
You'd be consuming up to 119% melee worth of Choke and converting it into (119 x [Hits/Attempts])% melee worth of SP.
Was also missing an MC: Deals +5% damage in this mode.

Choke Mode:
Pays the above listed damage and attempts to inflict a (20 x [MonsterAttackElementResist] x [CHA Mod] x [Outlevel Formula])% Choke for 3 turns, where [CHA Mod] = (0.5 + (0.5 x [CHA/ExpCHA])), to a maximum of x1.1


< Message edited by Lv 1000 -- 9/1/2022 14:51:49 >
Post #: 4
9/1/2022 14:26:45   
Sapphire
Member

Not going to get into the specifics of the math side on balance, although that may eliminate any suggestions from me but I guess it is what it is.

Armor:
Toggles: Regular FO Mode-> (Sp or MP toggle)->For every landed hit, you inflict All ele vuln. Idea a little bit akin to shadow raiments ele vuln system, but here it's universal.
Beastmaster Mode-> (The old-Mid-Offensive)-> Takes on +% more damage, but provides your pet with +50 hypercrit like the new optico misc. This is tied to the armor similar to if an armor comes with some status potency. MP or SP toggle-> This mode gets a feature that is like safiria's kneeboard, in that it replaces luck with charisma while in the armor. This includes all lucky strikes from weapons, spells, and pets.

-Both modes have choke inflict toggles for a per turn cost, which you can choose if it's SP or MP for the cost. Increases choke based on element, similar to fae's weapons

I feel like the pet should be a large part of the "set"


Weapon-
Inflict choke per hit, increased based on element similar to fae's weapons. 0 Proc. Click the weapon to cast a skill. The skill eats choke, to inflict an All Ele Empowerment for 3 turns *and* MP regen (if magic) or SP regen (if ranged/melee). The higher the choke eaten, the stronger the effects.
Toggles between 4 modes-> Melee, ranged, magic, and charisma (charisma takes further 20% penalty, but gets increased choke)

Shield-
2 modes like frost titan shield. Mode 1- Upon a block, you gain +% all elevuln. Mode 2- Upon a landed hit on yourself, you gain a % choke.

Pet-
3 Modes- No pure damage mode. All pay 50% damage. Base damage may need lowered to pay for 3 toggles.
Mode 1- Eat choke and get 3 turns of pet hypercrit. More choke eaten = higher % hypercrit
Mode 2- Eat choke and get 3 turns MP regen (if magic weapon held) or SP Regen (if ranged/melee)
Mode 3- Inflict All ele vuln

Misc-
+50 END, +50 Luck Inflicts choke on all turns, based on element (like the daw misc) Can choose MP or SP upkeep

Can click for an effect- Quick Cast- Remove all chokes and adds +100 stat for 3 turns
+100 Str if melee weapon held
+100 Int if magic weapon held
+100 Dex if ranged weapon held
+100 Cha if Cha weapon held

< Message edited by SapphireCatalyst2021 -- 9/1/2022 14:46:02 >
Post #: 5
9/1/2022 15:03:07   
Dardiel
Member

I imagine that my own suggestion might not mesh with what other people would like, but I've at least gotta put my own ideas out there rather than just hoping that someone will suggest something I'd like.

I'll just build on above ideas as well because I'm only top 100 so I don't want to even pretend dictate what the overall set does:

It seems the suggested set themes are two from among Choke/Fear, EleEmpower/EleVuln, and Bleed. I most support Choke with EleEmpower or maybe EleVuln, but my humble request is that at least one item from among the Misc, Shield, and Weapon can apply one or both of the statuses permanently. My suggestions for how to do that would be:

Misc: Has a toggle to reduce player damage or drain extra SP to attempt the permanent status(es) at the end of the turn.

Shield Idea A: When hit, the Shield attempts to apply one of permanent Choke/EleVuln/SelfEleEmpower.

Shield Idea B: When blocking, the Shield attempts to apply one of permanent EleVulnSelfEleEmpower (If you're building to block a lot you probably don't care for choke).

Weapon Idea: Click the weapon for the "I HAVE THE POWER" moment (weapon special, so that the armor holds it up), costs your turn to give you "the power" in the form of permanent EleEmpower.

Summary: I just like permanent effects, if there's a way to fit at least one in these items then I'd love it even if it spends minimal resources on it or requires me to reduce my damage to pay for it. I like my long battles of slowly turning the tides.
Post #: 6
9/1/2022 15:11:34   
GwenMay
Member

I 100% support @Dreiko Shadrack's and @Lv 1000's suggestions for the Paleskull Set. I was one of the "high tier token whales" involved in its design. We spent a lot of time and thought over the last few months refining ideas into that suggestion, and I think the end product is interesting, powerful, thematic, and synergistic for all tiers of winners. Further, just about all of the items are designs that have already been made in other elements and with other statuses, so it shouldn't be unbalanced or too difficult to make. Honestly, I think it's the best suggestion we've ever come up with for this summer donation contest.


Also, since the set has been confirmed not to be darkness, I think the best element would be wind. We have had water (beachmancer), fire/water (steamraider), energy (thunderbird), light (desert raider), earth (veywild), and ice (frostywrm) as summer donation armors. That leaves wind and darkness as elements, and since it's not darkness I think it should be wind. Further, besides darkness, I think wind thematically fits the "pale" skull theme, and it's also an element we need more support in imo. I don't really care much what the secondaries are, although energy and light make the most sense to me thematically.

< Message edited by GwenMay -- 9/1/2022 15:12:58 >
AQ DF AQW Epic  Post #: 7
9/1/2022 15:57:09   
dr jo
Member

On the pale skull set I do really like lv1000 ideas for choke effect and wind for the set element as badly needed element the most.
The pet doing 0 damage for 100% choke strongly agree with eg cringer, then another form pure damage battle cat

< Message edited by dr jo -- 9/2/2022 1:10:13 >
AQ  Post #: 8
9/1/2022 16:16:50   
Branl
Member

With regards to element, if dark is ruled out due to an overabundance, that rules out the donation armors having to cover all elements as a rule, in which case, I'd say we could probably look at the elements of some of the older donation sets (as many of them are definitely out of date).
Unless the older donation sets are due for a rework of some sort, I'd say Water/Wind are pretty good suggestions. Wind isn't covered by donation sets and there's not a bunch of Wind armors. However, the previous donation contest Water armor, is horrifically out of date, so there wouldn't really be the issue of overlap if the armors are being left as is. Water is also doing even worse than Wind in terms of relevant armors.

Aside from that, Dreiko's base suggestion is perfectly fine.
AQ DF  Post #: 9
9/1/2022 16:28:16   
college
Member
 

I support Dreiko's choke/elevuln item suggestions. Looks like it could be a lot of fun :D
Post #: 10
9/1/2022 16:28:59   
dizzle
Member
 

I’m getting behind the suggestion Dreiko posted. I threw my opinions in on this set when we were working on the suggestions and I think it came out pretty good. Everything is capped so it’s not insanely abusable, yet still strong. And it seems like a lot of fun to play around with. I’m also very very happy to see the confirmation that the element will *not* be dark. I wasn’t looking forward to having an overlap with necro. If we do get a say in the element I’d love to see either wind or water. Can’t wait to see how the set turns out! I’m hype for my first full dono set!
AQ  Post #: 11
9/1/2022 16:35:49   
Sapphire
Member

I personally wouldnt mind seeing new ideas rather than old ones where we simply substitute choke for other status eaters. I don't mind choke eat per say, but focusing on damage or just SP heals has already been done. I think also giving the set more options such that all builds can take advantage..and not in a generic way, but specific to the build... This is why I suggested on the armor both a FO mode that non BM's can take advantage of and a BM mode that BM's can utilize..that should sort of cover it. Its also why I suggested some MP heals based on the "eat", which changes based on the weapon type held. And the pet's abilities both enhance FO styles as well as BM styles. My suggestions allow for both a defensive playstyle through choke, but also beefing up offense for those styles. And my idea of a misc having a quick cast "eat" as well as the armor's BM mode replacing luck with charisma hasn't been done, so both here are new ideas. My suggestions can cater to warriors/rangers, mages, and BM's all the same. I'd rather have all options available to help me, if needed. Also, ele power only effects player attacks and is therefore, inferior to ele vuln as ele vuln the player, guest, and pet can take advantage of. This change away from ele power also helps all builds.
Helping all builds IMO is far better than only SP heals, and only ele power. Something for everyone enhances the set, easily.

So I'm not wholly against LV's/Dreiko's ideas, but I do think some of all that's all been done before and I suppose I would personally like to see some new ideas implemented that haven't been done before.

I also find it odd to have 1 item in the set eat ele power and inflict choke, and another item in the set eat choke and inflict ele power. If you wish to inflict choke to play defense, you essentially in real life gameplay just decided to remove the other's ability as an option, and vice versa. I feel like it's extremely anti-synergistic in real life gameplay. It's like purposefully deciding to remove another item's skill as an option based on battle conditions.

I would also like, for the record, say I likely won't be eligible for the armor as spending 100k+ tokens seems crazy. (especially when you don't know the difference between #1 and #32.... I hope some changes to the system for token tracking can be looked at

< Message edited by SapphireCatalyst2021 -- 9/1/2022 16:52:29 >
Post #: 12
9/1/2022 17:07:32   
Savan
Member
 

Hiya I’m Savan (previously Annatar) in game, I don’t have any further suggestions to add. However, I’m making a post here to upvote the ideas put forward by Dreiko Shadrack and Lv 1000. I’d be completely satisfied with an armour packaged with the stated synergy and effects. Being able to both inflict and convert choke gives you options depending on the battle which I really enjoy. Obviously it doesn’t need to be meta, but given the context, it should be relevant, and it should be fun to use. Thanks:)
Post #: 13
9/1/2022 18:17:46   
Nightmare Siegfried
Member

More support for Dreiko and Lv 1000's ideas.
AQ DF MQ AQW  Post #: 14
9/1/2022 18:27:13   
Jue Viole Grace
Member

I love @Dreiko Shadrack's and @Lv 1000's suggestions for the Paleskull Set.I know Im going to be killed for this suggestion but its only for the bow as my main is a ranger would love if the bow is in a way a sniper bow where in normal mode it inflicts choke and in charge mode (every sniper needs to focus) 392sp for charge mode that spends a turn and hits hard whatever the math is and applies a big choke effect (dont kill me to hard guys) just would be nice if rangers got a hard hitting bow or sniper bow thx for reading team

< Message edited by Jue Viole Grace -- 9/1/2022 18:33:07 >
AQ DF  Post #: 15
9/1/2022 21:22:49   
PropainChan
Member
 

I agree and like Dreiko Shadrack's suggestion.
AQ  Post #: 16
9/1/2022 22:40:25   
Liquor
Member

I like and support both Dreiko and lv 1000's posts.

Would agree with the notion to have this armor as wind element.
AQ  Post #: 17
9/1/2022 23:22:21   
Korriban Gaming
Member

I support Dreiko and Lv1000's idea. I would like for the armor to be wind as well
AQ DF AQW  Post #: 18
9/1/2022 23:26:09   
Paladin_Hero
Member
 

Last minute reply, throwing my support in too for Dreiko & Lv1000's idea. Wind armour sounds good too.
AQ MQ  Post #: 19
9/1/2022 23:44:00   
Primate Murder
Member

@ Staff

May I ask what is the set's theme? Not in terms of effects, but rather - what inspired the design?
AQ DF  Post #: 20
9/1/2022 23:54:53   
Korriban Gaming
Member

quote:

May I ask what is the set's theme? Not in terms of effects, but rather - what inspired the design?

He-Man
AQ DF AQW  Post #: 21
9/2/2022 0:33:11   
GwenMay
Member

Since the contest just ended and positions are finalized, I thought it'd be helpful to do a roundup for staff of the top 25 that have expressed support for the Dreiko/Lv 1000 suggestion choke/ele empower suggestion:

@GwenMay (me), Gwen (#1)
@PropainChan, Propain Chan (#2)
@Paladin_Hero, The Paladin Hero (#3)
@Branl, Teryle (#5)
@Savan, Savan (#6)
@Liquor, BBFM (#7)
@Nightmare Siegfriend, Dark Ragnarok (#8)
@Jue Viole Grace, Jyu Viole Grace (#9)
@Korriban Gaming, Korriban Gaming (#13)
@college, College (#14)
@MetalKnight, Ironborn (#16)
@dizzle, Not Dizzle (#19)
@Dreiko Shadrack, Niala Shadrack (#20)
@dr jo, Jader (#24)

Additionally, Katsuichi Shikyuujuuni! the ShadowWalker (#11) and THegReATCAtacLYSmfaIthfUllYReCrEatED (#21) messaged me on discord and authorized me to say they approve this set suggestion too. Katsuichi also would like the set's element to be wind.

In total, that makes 16 of the top 25 who have expressed support for this suggestion. I will edit this post in the future with updates if necessary.

< Message edited by GwenMay -- 9/2/2022 0:55:30 >
AQ DF AQW Epic  Post #: 22
9/2/2022 0:35:33   
Lv 1000
Member


Nice.
Post #: 23
9/2/2022 0:44:37   
MetalKnight
Member
 

I support Dreiko and lv1000's ideas!
AQ AQW  Post #: 24
9/2/2022 1:16:43   
PD
Member
 

Not on Discord (at least on break for awhile), but I'll just post here to give a stamp of approval, although I'd also like to see more people come up with their own suggestions before we all agree to go in on the consensus suggestion.

Though I will admit I'm kind of intrigued by Dardiel's suggestions for permanent buffs/debuffs. We don't get a lot of permanent effects that aren't saved against every turn that often.

To give a spin on that one, perhaps we could take a spin on something like Light of Destiny where you are immune to effects, and every attempt the enemy tries to inflict on you, not only will you purge the infliction, but also get a specific bonus after the purge. Perhaps a damage boost, a heal, or even a chance at celerity after purging effects. Not sure if this is even feasible but like Dardiel I'll put something out there just for posterity's sake.

That being said the only thing I can really think of a suggestion for now is the weapon: Toggle a passive purge mode by paying SP (I HAVE THE POWER!). When you get inflicted with a status, it is automatically purged and you get a beneficial status. It could come in the form of a permanent EleEmpower as Dardiel suggests.
Post #: 25
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