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=AQ= Fungibushi Community Set Vote

 
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=AQ= Fungibushi Community Set Vote


KhaJJ's Regenerative Set
  17% (12)
RobynJoanne's Sporin' Set
  69% (48)
Telcontar Arvedui I's Poison Synergy Set
  13% (9)


Total Votes : 69


(last vote on : 8/25/2024 12:54:54)
(Poll ended: 8/26/2024 15:00:00)
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8/5/2024 23:41:05   
  The Hollow
AQ Lead


We regret to announce that due to an unusually high number of suspected alt accounts in the Warwolf Prime poll, votes from forum accounts less than 1 month old will no longer be counted. As a result, we will need to wait to finalize the poll results until we can thoroughly investigate and remove any fraudulent votes.

Thank you for your understanding as we work to address this issue. We'll provide an update as soon as the verified results are available!


Vote now for the ultimate abilities for the community's Fungibushi set! We've narrowed your suggestions down to three fantastic options, and now we need your help to crown a champion that will shape the upcoming Fungibushi set. Be sure to review our dev notes for details with links to your three voting options.

Cast your single vote, but feel free to share your full rankings in the comments. Every vote counts in this battle to choose your favorite fun-gi fighter!

There were a lot of great ideas from the community, making it very hard to narrow them down! We saw a lot of interesting spins on how we handle status effects, but unfortunately had to pass on some of them due to the outdated nature of specific effects. However, we may still find a place for parts of this flood of well-thought-out ideas elsewhere (With due credit, of course!). Our top picks and your 3 options are:

quote:

KhaJJ's Regenerative Set 1:
An adaptable idea in both senses, being easy to implement and providing a good deal of survivability to traditionally glassier styles. Aside from wariness about propagating triple modes as a standard, the only note we have on this set is that we would not implement an SP-healing status eater, and would have to use an alternative for that.


quote:

RobynJoanne's Sporin' Set:
A set that should be completely accessible thanks to being designed to not be resource-intensive, this proposes a new effect that differs from how we've handled status builds in the past. Items that empower active status effects on attacks pose an interesting way to swerve from excessively SP-intensive status items without sacrificing output.


quote:

Telcontar Arvedui I's Poison Synergy Set:
A very solid set with some interesting status synergy that could flesh out both status builds in general and and spellcaster coverage. Poison has needed some love beyond just loose individual items that inflict a lot of it, and a set with synergies based on the status is just the ticket.

We would only need a bit of clarification on the downtrigger clause on the misc: Is this meant to be a lesser alternative behavior when not triggered?


Please note that you are not able to change your vote once it is cast. This poll will remain open until 3PM EST on Monday, August 26th.

Lorekeeper Note: Added requested clarification that the first set is KhaJJ's #1 set.

< Message edited by The Hollow -- 8/8/2024 12:54:43 >
AQ  Post #: 1
8/5/2024 23:52:11   
Dreiko Shadrack
Member

Note on the dev notes in the suggestion thread: the notes for telcontar's set are currently copy pasted into robynjoanne's set but are correctly attributed here in this poll thread.

EDIT: It's been fixed.

< Message edited by Dreiko Shadrack -- 8/6/2024 9:02:10 >
AQ DF MQ AQW Epic  Post #: 2
8/6/2024 0:15:05   
RobynJoanne
Member
 

Just to clarify since it's been brought to my attention:
quote:

Element Neutral Armor with 42% Allied Element secondaries.

I meant that the Armor Lean is (starts off as) Neutral. The Armor has a base Element and 42% to Allied Element secondaries at power level 153.

Speaking of Element, I would like to ask if there are any top choices for the potential Elements for Fungibushi. Every suggestion here has a spellcaster lean toggle. Fungibushi nominally looks like an Earth Armor, but Earth is the Element least in need of another spellcaster lean Armor. It has both Eternal Champion and Tribal Shaman for base Earth Armors and Fall Dryad and Brilhado Necromancer (worse than optimal Earth secondary but still decent) for Compression Earth Armors. The T3 Class Necromancer is also somewhat often used with its mediocre Earth secondary resist. Since Fungibushi would be a permanent addition to the game, I believe it'd be best if its Element(s) were to be used as a gap filler.
Post #: 3
8/6/2024 0:45:42   
Rastaban
Member
 

quote:

There were a lot of great ideas from the community, making it very hard to narrow them down! We saw a lot of interesting spins on how we handle status effects, but unfortunately had to pass on some of them due to the outdated nature of specific effects.


Is this what happened to the Grace Xisthrith set?
Post #: 4
8/6/2024 0:55:05   
ming shuen
Member

Well, since Earth has plenty of options, and water already has Archmage apprentice and fall dryad, I would suggest wind. The items associated with wind are premium - an UR and a $100 respectively, so we have no free options. Also, I would think that wind can probably fit thematically. The set reminds me of a mushroom monster from DF - that hits with wind.

Either that, we can also do Ice. Mushrooms thrives in wet and cold environments, and well, ice is cold. That's the thematic justification. Also, we only have 1 Ice SC armour - and it is an UR. Ice needs more love. Or it can be a secondary. Since Wind is allied to Ice.

AQ DF MQ  Post #: 5
8/6/2024 1:31:41   
Sapphire
Member

A major way fungi spores spread is in the wind. Wind makes sense.



Just to ask, but Spore is a renamed Poison, but will also be a new sister status to poison in that it's A. Perm and B. Is akin to Panic in that it's line item inflictoins that is ever growing?



Also, I was told that blind potence works with the remade dazzle status. Here, would poison potence work with Spore? Would poison eating work with Spore? These are questions I need answered before deciding for myself. Thanks
Post #: 6
8/6/2024 2:13:23   
NightofLight
Member
 

Wishing Good Luck to everyone all 3 sets look great and would be happy with anyone winning.
AQ  Post #: 7
8/6/2024 2:30:05   
KhalJJ
Member
 

Thanks again to staff for their work in providing this feedback!

* edited to remove clarification query. Thanks to LK for clarifying

+1 to Jeanne's element point, and also very cool that all suggestions incorporate a SC lean!


My suggestion TLDR for anyone interested:

Armor: initiative, SC/F(O or D?) toggle, typhon shard poison inflict, poison eat for damage or regen (initiative spellcaster ftw!)

Weapon: as written, 2 options, either varied recovery/poison effects, OR infernal champion style SP heal trigger with compressed poison skill/spell.

Shield: as written, 2 minor variations: F2P Poison imbue + EITHER poison dodgelash or poison potence

Pet: poison eater for SP heal removed, so as written, poison inflict pet with regen eat to boost poison power. (Maybe replace SP with HP heal? Or a gluttony-like overcharged/hangry mode to eat more poison.)

Misc: lovestruck style omni-defensive poison misc with QC poison eat for HP regen.



General thoughts on the suggestions:

My own: Mixed - very happy to be on the poll! My process was very iterative and I was most happy with my set 3 suggestion, and that meant I didn't tidy my earlier suggestions, and this suggestion suffers from that. However, some shared mechanics mean I think this would still be an excellent set. I wanted to move away from Regen to differentiate more from Mermazon, but I think lack of cohesion really brought that set down so maybe this is fine. Biggest thing I'm missing is the passive HP heal on from poison damage. Highlight for me personally is a f2p initiative SC option (!!) if this goes through as-is.

Telcontar: some of this is excellent imo. (Shield particularly and well-needed imo, and the misc would be fantastic). However, the weapons don’t inspire me, as we have equivalents. (though maybe not for earth specifically?) Additionally, the daze effect, whilst thematically appropriate, puts me off.

Jeanne:
Ace suggestion, all components are excellent, particularly the armor. Personally I think this gets my vote, (although I did vote for mine because the poor guy needed help) especially given possible confusion over my own suggestion (there are some aspects of mine that still have 2 options, for example). Some interesting questions Sapphire raises: can we confirm that spore would be treated as a poison? (can poison eaters eat spore? could spore-eaters eat poison?). I'd love to see this in game!

Assuming Jeanne wins, this leaves these effects that I think really should be in game:
1. a poison eater weapon skill like The End
2. A typhon shard like poison effect
3. A poison trigger defence misc.
4. A passive "heal x% of poison damage" effect!

The first two of these fit nicely for Chimeran set, and the latter 3 work nicely for something assassin-adjacent, so consider this a suggestion for both of those!

< Message edited by KhalJJ -- 8/6/2024 11:55:33 >
Post #: 8
8/6/2024 8:21:50   
CH4OT1C!
Member

I oppose the current voting system. However, I don't want that to detract from the suggestions made by @KhalJJ, @RobynJoanne, and @Telcontar Arvedui I. Each of them is great, and regardless of who wins, I hope to see some of the mechanics from the two 'losers' implemented in the game sometime in the future.
AQ  Post #: 9
8/6/2024 12:55:52   
Telcontar Arvedui I
Member

Well @Chaotic, with the release of 4-turn status-inflict items in the past couple of weeks, my tinfoil hat is already quite happy that a core aspect of my set suggestion has been granted some individual item support

* * * * * * *


To answer devs' question, yes.
quote:

- Down-trigger Effect: If the opponent is not Poisoned, gain BtH and reduced incoming Earth damage. This is still a down-trigger effect, so the effects add up to be worth 20 %Melee in total (so assuming the reduced Earth damage is worth 15 %Melee, that's 5 %Melee worth of BtH gains).
When not triggered, the quote above is the only set of effects the misc can provide. And yes it is intentionally worth less than the per-turn-upkeep of the misc, if that is what the devnotes were referring to via the word "lesser".

It is only when triggered (opponent being Poisoned), that the misc can be toggled between 2 modes below (slightly summarised from my suggestion post in hopes that the re-write would provide better clarity:
  • Up-Trigger Effect 1 - incoming-damage reduction against all (8?) elements. This emulates Element Shield. With the up-trigger bonus, it should result in 0.7403x reduction to incoming damage.
  • Up-Trigger Effect 2) - increase BtH (should be +8.5 BtH), plus an additive boost in outgoing player damage (affects weapon-based, spell-based, and proc-based stuff) worth 16.5 %Melee, plus approximately +50 to STR, DEX, and INT.

    < Message edited by Telcontar Arvedui I -- 8/6/2024 13:02:00 >
  • AQ  Post #: 10
    8/6/2024 13:31:59   
      Lorekeeper
    And Pun-isher

     

    Thank you for clarifying! Very thoroughly thought out concept.
    Post #: 11
    8/6/2024 17:37:38   
    Weeum
    Member

    quote:

    Speaking of Element, I would like to ask if there are any top choices for the potential Elements for Fungibushi. Every suggestion here has a spellcaster lean toggle. Fungibushi nominally looks like an Earth Armor, but Earth is the Element least in need of another spellcaster lean Armor. It has both Eternal Champion and Tribal Shaman for base Earth Armors and Fall Dryad and Brilhado Necromancer (worse than optimal Earth secondary but still decent) for Compression Earth Armors. The T3 Class Necromancer is also somewhat often used with its mediocre Earth secondary resist. Since Fungibushi would be a permanent addition to the game, I believe it'd be best if its Element(s) were to be used as a gap filler.


    As a custosilva chad anything but earth please :v

    < Message edited by Weeum -- 8/9/2024 7:15:06 >


    _____________________________

    AQ AQW  Post #: 12
    8/7/2024 23:04:11   
    ming shuen
    Member

    I too, am in agreement with CH4OT1C! and legendd. I am not a fan of the current voting system. However, @Dardiel, @GwenMay, @RobynJoanne, @KhalJJ, @Telcontar Arvedui all have great ideas, though with varying levels of popularity. Regardless of who win this contest, I hope their suggestions are implemented in the game sometime in the future.

    Perhaps in the form of a frostval set - I.E., Instead of the devs brainstorming and coming up with a set of their own - they can take inspiration from current suggestions and base the mechanics of our annual frostval set on player suggestions. Or maybe a $100 package. Or maybe an isolated piece, like a shield or weapon, as a reward for a storyline quest.

    < Message edited by ming shuen -- 8/8/2024 2:03:34 >
    AQ DF MQ  Post #: 13
    8/8/2024 13:32:43   
    Telcontar Arvedui I
    Member

    Well, after reading Hollow's most recent announcement:
    quote:

    We regret to announce that due to an unusually high number of suspected alt accounts in the Warwolf Prime poll, votes from forum accounts less than 1 month old will no longer be counted. As a result, we will need to wait to finalize the poll results until we can thoroughly investigate and remove any fraudulent votes.

    Thank you for your understanding as we work to address this issue. We'll provide an update as soon as the verified results are available!

    No matter who it was - even if you voted for my set, or the set I like in Giftmaster poll - shame on you if you cheated the polls, whether by bots, by alts, etc etc.
    AQ  Post #: 14
    8/27/2024 17:20:05   
      The Hollow Roaming
    AQ Lead


    Congratulations RobynJoanne! Your suggestion garnered the most votes and will be the basis for developing the Fungibushi Set. Do you have a preferred element for this set to be based on? Tibbles is scheduled to make a special fungi delivery to Ballyhoo in September. After that, he'll be heading back to Frostval, where he and Kibbles will begin preparations for the upcoming Frostval Season of Gifting!

    < Message edited by The Hollow Roaming -- 8/29/2024 18:26:54 >
    AQ  Post #: 15
    8/28/2024 20:53:06   
    RobynJoanne
    Member
     

    @The Hollow Roaming
    After some personal deliberation and some discussion with other members of the community, I've decided to make the Element Wind, with the Armor having 42% as its secondaries for the Allied Elements Ice and Light.

    Since Fungibushi will be permanently available to all players for Gold, it can serve as a valuable gap filler for the roles it has: FD Warrior Lean and Spellcaster Lean.
    There are very few FD Armors that are designed with Warriors in mind. The ones that come to mind are Chronocroaker, Typhon Shard, Mirror Vordred, and Paladin. These respectively cover Water, Darkness/Water, Ice/Light, and Light. Wind/Ice/Light does overlap with the mentioned Elements, but three of the four Armors are Seasonal, and Adventurers are neglected by the fourth.
    For non-Warrior FD Armors, Wind is arguably the best Element. Lost Talon is fantastic for Rangers, and Cherub is one of the most versatile Armors in the game. Ice has Regal Reigndragon for Beastmasters and Knightmare for Rangers. Light has Paladin and She-Nyaa.
    There are no Gold Spellcaster Lean Armors that are Wind, Ice, or Light.

    My second choice for Fungibushi was Energy, with Fire and Light as secondaries. Energy and Fire FD Armors are substantially weaker than the ones available for Wind and Ice. Scathing Dreamweaver is barely a Spellcaster Lean Armor for Fire, but Thunder Bride/Groom is a good Energy option albeit Seasonal.

    Thus, I debated between providing greater FD support vs providing greater Spellcaster Lean support. Ultimately, the decision came down to aesthetics. Many told me that Fungibushi does not seem to fit Energy, and I agree. Besides, spores are often carried by the wind.

    As a side note, I went over the numbers of my suggestion again and found out that the Magic Weapon's effect is half what it should be for the Melee % paid. I used the same idea as Heroic Titan but forgot at the time that Spells deal 200% Melee damage, so the damage boost of Heroic Titan is half of its Melee % value. Since doubling the numbers would be too much and would potentially break the 120% Melee cap on a single Spore, I'd recommend changing the effect slightly.
    Magic: Take +(7/1.4)% damage and -3 MRM. At the end of a turn you cast a Spell of the Weapon's Element, apply a [Damage Dealt]/[Expected Damage]x60% Melee Weapon Element Spore. This effect is capped at 120% Melee.

    Finally, if we do reach the 30 million Z-Token threshold by the end of tomorrow, I will try to come up with a second Pet and a Spell for the set as soon as possible.
    Post #: 16
    8/29/2024 13:25:19   
      The Hollow Roaming
    AQ Lead


    That aligns perfectly with the theme. Thank you for providing extra notes and details!
    AQ  Post #: 17
    8/30/2024 17:28:28   
    RobynJoanne
    Member
     

    @The Hollow Roaming
    Here are the two final Fungibushi items I said I would make.
    Spell: Comes in SP (Melee/Ranged) and MP (Magic) variants and costs 50% Melee MP/SP and 50% Melee HP. Quickcast and usable once per turn. Deals x0 damage and auto-hits. Applies a 1-turn Spore Trap, a Status Effect that inflicts a Wind Spore on the Monster at the end of its turn based on the number of hits it connects on you, up to 4 times in a turn. 0.6 Power Spore Trap inflicts a 0.6 Power Spore per hit. This is a 100% Melee/2/200% Melee = 0.25x[Mainstat]/[Expected Stat] Power Spore Trap. Once per battle, if there is at least one Spore on the Monster when this Spell/SPell is used, reduce the power of Spore Trap by 25% Melee per Spore, up to 4 Spores, and increase the power of the Spores by 25x[Mainstat]/[Expected Stat]% Melee each. If there are more than 4 Spores, prioritize higher Power Spores over lower ones.
    Pet: Wind Pet with two modes. Toggle between modes by clicking the body.
    MC: Compresses a toggle that is usable in both modes. Click the head to toggle this effect.
    Toggle: After the Pet acts, the Monster gains Celerity for 1 turn (119% Melee). If the Monster already has Celerity, it gets 1 extra action for its Celerity. The Player gets a x0.615x[Wind Resist]% All EleShield for 1 turn. (Because the Monster has Celerity, this EleShield would block two turns of damage instead of one, so it costs double the standard amount for an EleShield. So, this is worth 38.5%x2x1.19 = 91.63% Melee.) The Monster gains +34.21x[Wind Resist]% Heal Resistance while this toggle is active (According to Wingweaver and Valentis/Storm Owl, Heal Resist on the Monster is 1.25xMelee %. This is 119%-91.63% = 27.37% Melee. 27.37%x1.25 = 34.2125). If the Monster is afflicted with a Spore or a DoT with >= 10 turns, pay HP equal to the total Melee % value of one turn of these DoTs. If the Player has Spore Trap and/or the Fungibushi Shield equipped, halve the Power of Spore Trap and halve the effect of Fungibushi Shield.
    Booster Mode: Apply a 20%x[Hits] Melee Wind Spore on the Monster at the end of its turn, with Hits being the number of hits it connects on you. This caps at 4 hits per turn. If the toggle is active, this effect is halved to 10%x[Hits] due to proccing an additional time. If Cha<Expected Cha, pay 20x[1-Cha/Expected Cha]% Melee HP when the Pet acts. If Cha>Expected Cha, this effect is boosted by x(0.5+0.5xCha/Expected Cha) up to x1.1.
    Drain Mode: Auto-hit. Deals x0.5x1.125x0.85 damage to SP to heal the same amount in SP. If the Player is holding a Magic Weapon, this instead heals MP, and the heal is multiplied by 1.5/1.125. If Cha<Expected Cha, pay 20x[1-Cha/Expected Cha]% Melee HP to gain +100x(1+Cha/Expected Cha)/(1-Cha/Expected Cha)% damage.

    (Thoughts: If there was one major regret I had with Sporin’ (one major regret and many, many, so many minor ones ), it’d be that the Shield feels tacked on. Spreading Spores when damaged is thematically appropriate for a mushroom, but the effect doesn’t have much to do with the rest of the set’s effects besides applying more Spores. These two items bring a bit more focus on that kind of effect.
    The Spell/SPell brings back Caltrops in a sense, though it’s not really Caltrops since the set doesn’t use Status Rolls and Caltrops just inflicts damage. I really like Caltrops as an idea, and while I’m worried that making another Status Effect after Spore will be overly time-consuming, I also didn’t want to pass up the opportunity when other items in the set do the same thing, so I’d hope that code could be shared. I chose a 0 damage Spell/SPell because I wanted to make sure that this item wouldn’t overly benefit Mages compared to Warriors/Rangers. The Magic Weapon already Compresses a Spell. Mages shouldn’t get an additional item on top of that. Any damage Spell would get a bonus from the Magic Weapon, so this deals no damage. The once-per-battle effect addresses a problem people may have with the way Spores work. Because Spores have different instances per application, existing Spores cannot be made stronger except through indirect means and their own effect. While that is intentional, I still want to give a minor option for those who do want big Spores, hence the once-per-battle restriction.
    For the Pet, I wanted something that is entirely different from the Pet I already made for Fungibushi. Thus, this one plays a primarily supportive role: it makes the other Fungibushi items better. The toggle was an idea I had to boost Spores without resorting to EleVuln. The EleShield and Heal Resist are there to mitigate some of the drawbacks of giving Celerity to the Monster. An effect that pays for a benefit and a drawback that are interrelated? Why yes, this is, in essence, a lean. In keeping with the theme of this being a lean, it weakens the Spores that the on-hit Fungibushi items provide and has to pay extra when permanent (& "permanent") DoTs are already on the Monster. The Drain Mode is here because the Heal Resist doesn’t fully mitigate a downside of giving the Monster Celerity that isn’t reflected in Melee % valuations. This also helps mitigate some of the resource costs I was forced to add to the set that I otherwise wished to avoid. It’s a drain instead of pure damage or a pure heal because I didn’t want to take the roles of Underwyrmling/Reindeerling or Plush Mort.
    This Pet is also an experiment. I have long had a concern that Pets have a distorted role in the Turn Model. Cha is not expected, and Pets are expected to have a 20% Melee value in the Turn Model based on that. Of course, with the reduction in accuracy from 0 Cha and the total loss of Major Roll in Status Rolls, Pets are substantially worse than 20% Melee for those with 0 Cha. This Pet basically flips the way Boosters work (and even has a Booster mode!). Boosters have half their output at base and then gain more with more stats. This Pet always has all of its output but pays for half of it, getting an increasing discount with more stats until there's no extra payment needed when Cha = Expected Cha. I’ll freely admit that I’m a bit concerned about the precedence for Pets that are as strong for non-Beastmasters as for Beastmasters, but Status Rolls are common and popular enough that I find a repeat of this exact circumstance unlikely. Ultimately, this is an opportunity for experimentation, and I can’t give that up.

    Also, if anyone points out that there was no need to flip the way Boosters work if the intent was solely to make Pets actually worth 20% Melee at 0 Cha, all I can say is that we all have selfish desires sometimes.)

    < Message edited by RobynJoanne -- 8/30/2024 23:39:40 >
    Post #: 18
    9/8/2024 23:43:04   
    Branl
    Member

    While knowing full well it could be me jumping the gun, I'd like to request the ranged weapon of the Fungibushi set have a 0 proc and 100 proc mode. Initially, it was floated that the ranged weapon could be either or, but if it's possible, I think it being both can help alleviate concerns about FO/FD rangers cannibalizing each other's weapon support, with the understanding that having all ranged weapons be toggles isn't desirable (due to art concerns of bonking with a throwing knife or heavy gattling gun). The floated flexibility of the ranged weapon has me confident, at least in this specific instance, that a toggle weapon could work in this instance.

    Further, I've seen people express the desire to see an additional FO toggle on the armor. On one hand, I do believe that not every item needs to appeal to every build, but on the other, I get the desire to make the attempt for a community reward.

    _____________________________

    IGN: Teryle

    There's a method to my madness.
    AQ DF  Post #: 19
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