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Equipment of and Armor of Awe!!! Refresh

 
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5/14/2021 18:32:30   
Sapphire
Member

These items are one of the option we have that are no drop. We are forced to use these until we go and find temps.
As the game has evolved, new ideas have come out (thank you staff for all the cool ideas) this series has become bland. I do think the ultraguardian stuff needs a refresh also, but this is just my idea for Awe.


I wanted to start off by first saying the *idea* behind this set is to create a "Sense of Awe" by the monster. This armor idea will be a one and only unique set of things for the Awe series. It takes other ideas, new ideas, and rolls them into this but with an attempt at balance. I will not have drilled down numbers, mathematical examples, and formulaic evidence to back up the balance. This is an idea and if someone wants to tackle the math side and attempt to drill down and fine tune, then fine. That's not what I will do.

This armor will be ultra-versatile, and this is why the Mob is "in Awe"

Armor of Awe (All Variants)

Clicking the armor Toggles between FO, FD, and "Awe Lean"

~The Awe Lean. This means FD for Offense and FO for Defense. (Opposite of the norm)
So it only does 80% offense but takes 125% defense.

So here is the attempt at balance:

~Lucky Strike Rate and Damage 150%
~Will receive a General Potence that makes all status on Mob inflict at 2x normal rates
~Will be able to have Status Potence Resist that makes it TWICE as difficult to inflict on you if your'e in the armor
~ All DoT, or other "damage" from anything like bleed/burn/control/ etc etc etc gets increased 150%
~All Pet and Guest Damage increases 125%


These are an attempt at offsetting the "Lean" to come closer to FO, but by taking advantage of Effects and Status. This lean would want weapons and items that inflict a variety of statuses.

And this is because the "Awe" lean causes the Monster to just be in Awe of what they see. The Awe Lean is synergystic with DoT playstyles, beastmasters, and non "pure" variants, but is playable with anyone.

Armor Variants:


Mighty- Two Skills (Toggles) -Standard Melee and Ranged weapons
Skill 1- Reduce Damage by 30%, but gain 30% more SP per round.
Skill 2- Spend 30% Melee in SP to give 30% more damage per round
(Cannot use both at same time)

Deft- Two Skills (Toggles) Standard Ranged and 100% Proc Bows Only
Skill 1- Reduce Damage by 30%, but gain 30% more SP per round
Skill 2- Spend 30% Melee in SP, but gain 30% more SP per round
(Cannot use both at same time)

Insightful- Two Skills (Toggles)
Skill 1- Reduce Damage by 45%, but gain Damage Dealt in MP per turn. Spell damage is -45% DMG for 45% less MP cost
Skill 2- Spend 30% more MP to Overcharge the spell for 30% more damage
(Cannot use both at same time)


Weapons:
Sword-Toggle for +5 Accurate Lean, or -5 accurate lean
Dagger-Toggle for +5% damage, or -5% damage but attempts to bleed
Spear- Toggle for +2.5% damage and +2.5% BTH, or becomes a 100% proc "throwable" but the spear is -2.5% damage/BTH
Staff- Toggle for +5% for all spells w/ -5% damage, or it changes to a "Wand" and is 100% Proc


Shield- Siphons 50 Monster SP onto the player with every blocked attempt


Defense- Resistance should be focus, but give max blocking allowable in the one MRM for the variants..
Mighty-Blocks Melee much better
Deft-Blocks Ranged much better
Insightful- Blocks Magic much better



Full Set Bonus

Unlocks a 3rd Skill (automatically applied), and *can* be used with one of the other skills.

The skill is "Prismatic Imbue" with the Reduced standard EleComp...If the norm is approx 170something % for same-element, this one does a reduced amount (150%?) but attempts an opposite element (from your weapon) Burn.

So if youre alignment element is Earth, in this FSB you'd be fighting Earth monsters and your weapon would be doing Earth, so it gains 150% damage and attempts a WIND burn. The strength is to offset the imbue reduction from 170%..whatever they use.


So thats it. Yeah its a LOT of stuff, but thats the point. Its not boring. Its versatile, all builds can use it and its modern.

Post #: 1
5/15/2021 0:55:53   
Primate Murder
Member

It kind of feels like you're trying to stuff too much into the armor, leaving the weapons rather underwhelming.

I think the suggestion would work better as something like this:

- Move the attack toggle to weapons, so they get +20% bonus damage via sp cost (damage capped based on bloodblades) or sacrifice 20% damage to regain sp.

- Armor is FD (as it's meant to be a counterpart to FO UltraGuardian no-drops), but has 2 toggles similar to Neko armors. One gives +10 Status Potence and +10 Status Resistance, but increases damage taken by 20%. The other boosts your pet+guest damage by 20%, and also increses damage taken by 20%. So that's *1 damage taken if one toggle is active and *1.2 if both are.
AQ DF  Post #: 2
5/15/2021 11:35:58   
Sapphire
Member

Open to ideas.

But the point was to make the equipment extremely versatile, especially the armor. The weapon changes to get all builds involved...I felt like it was enough but again,open to ideas. I am open to throwing on a bleed onto them since the Awe lean trying to take advantage of stuff like that. And I didn't want to simply just go "hey more damage here and more damage there" because I feel as though that's all anyone cares about. I mostly wanted to avoid that, but the SP damage boost skill is there on the armor so you can take advantage in any weapon.




I left the FO and FD versions alone to give as options. I feel as though the toggle alone is enough, but wanted to create something unique with the Awe Lean by taking some existing ideas and new ideas and rolling everything in.

I feel like because its no drop, and your'e stuck with a no drop (can only change to a few no drop options) I wanted to make it fun....ie desirable.

If the Awe lean has so much going on, I feel like the FO and FD shouldnt. Just standard, but gets access to the new skills.

But again,open to ideas

< Message edited by SapphireCatalyst2021 -- 5/15/2021 11:45:16 >
Post #: 3
5/18/2021 19:10:57   
Mr. Roguish
Banned


Have you seen Mr. Uber's thread?

You pointed out that you weren't really focusing on the math so I will just go off of what I assume your intent to be. I feel like a somewhat combination of both your ideas would bring it to that balanced level. Where I completely agree with your sentiment of be essentially stuck with this armor and being completely limited on what you can do with it regardless of it matches the theme, build, or aesthetic of what you're trying to accomplish. While his is more along the lines of more toned down but extremely useful where you can get a distinct and real feel and confidence in the armor, especially if using the full set.

You also have to keep in mind that you
1. You can't give the det of AWE too much because it would severely outdo and break the intent of it being equal with the UltraGuardian set (which lore wise, it would actually be stronger)
2. Ultimately, with the subraces we are essentially getting a whole extra element covered for free (assuming that you're using the armor for more than just skill utility), 2 elements if you're neko. While not a complete fix, this is treated as at least somewhat of a compensation for the incapability to swap it with a much better set of equipment.

The only things I think it should have is bare minimum the ability to change leans (at most once per fight, at least once per day), paralyze instead of fear, and full set will always trigger 3 hit animation. Additional neat ideas thag I thought of from your suggestions would be:
• chance for a pet/guest extra damage of their Awe in you
• full set inflicts guaranteed panic status
• full set has a chance for celerity like sneak garb
• shield have a +50 stat drive for each of the stats (can only activate one drive at a time)

I think the armor and shield should have as much ability as the weapon. Problem is, we gotta buff the UltraGuardian set as well, which again, id go back to Mr. Uber's thread, and build from there.
Post #: 4
5/26/2021 4:57:14   
Sapphire
Member

I wrote my Awe idea with the idea that the ultra guardian stuff would need changed, too. And I have some beginnings of some things for it, as well as some other ideas that I feel the game needs to implement and implement them along with the ultra guardian idea. I also want to see a "Twisted" ultra guardian variant.

But here's some beginnings that I havn't thought too much through.

I think the ultraguardian!!! stuff needs buffed to just be the offensive no drop...maybe even slightly boosted numbers offensively for each variant at the cost of defense.

Just some standard stuff like maybe decreased MRM for 10% more offense than normal FO armors, with something for the mage variant that works out mathematically balanced since we'd consider spells. I dont want to see MP regen, and all that useless stuff. Just powerhouse stuff, with a Full set bonus.

The twisted variant works like this:
If you select your element with the normal variant, let's say you choose Ice.
In Ultra, your ice is 39% and your fire is 92%. And then the other elements follows the normal element "tree"
In Twisted Ultra, if you choose Ice, I think your Ice should be 41%, AND your Fire should be 41%. And then the rest of your elements would follow the "compression" element tree from there.
The weapon- Same as today for ultra, but there has to be 100% proc magic and ranged options, whether a completely different weapon or clickable toggles. Same random element thing.
On the twisted, it is random but only for the two compression elements, but the RNG is set to maybe -> Element chosen -> 60%, opposite element->40% of the time. This will give the weapon a compression buff, but not as strong as the ultra. This is fine because the twisted set is more defensive by nature, so the weapon compression should be less since it's choosing between two element rather than 8. So now you can choose between the normal element system for the ultra no drop, or the new compression system for the twisted variant. I think perhaps the twisted variant ha a slight offensive decrease in comparison. But there's your options now.

Now for the other implementation, that also needs to roll out in other existing armors (in some cases) and new ones going forward...

Statuses built-in..

The game's going to continue to grow, and there will be more and more and more items (armors) created. At what point is Armor A which is FO basically JUST LIKE FO Armor B? Or close enough...? So maybe just like some monsters, maybe some armors now have the status system built in? A FO fire armor could be made to have burn potence 20. A random water armor could have "magic resistance at 20%" similar to mana trap's .45, but the armor has it at .80..so it takes 20% less damage against magic attacks. And all this is at the expense of other aspects... just like everyting.. You could mastercraft an armor to have blind potence 20. Or you could take a FO offense armor, reduce it's offense by 5% or 10% to pay for paralyze resist 20. This creates new armors and differentiates them from others.

Now throw this onto the ultraguardian, and twisted variants that I have mentioned, and you have something worth using.

Just my 2 cents.

< Message edited by SapphireCatalyst2021 -- 5/26/2021 5:00:48 >
Post #: 5
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