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RE: BS15's Idea bank + The Corrupter set!

 
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6/26/2014 12:43:57   
battlesiege15
Member

I finally got unlazy and decided to make my suggestion for a FIFA winning team reward.
Jr. Footballer (... Yeah we can change the name later xD)

Level: 150
Power Level: 153
Price: X Gold or tokens
Sellback: X Gold or tokens
Location: LTS

Element: Fire
Damage: 50-93
Stats: 832%
BTH: 38
Training Difficulty: -66

ATTACK 1: Football Kick attack (A soccerball magically appears in front of the 'pet' and it kicks it towards the monster)
Hits:
Element: Fire
Attack Type: Ranged
Damage: 94.118% Base, Random, and Stat
BTH: +5 plus Stats each
Rate: 25%

ATTACK 2: Headbutt attack (The 'pet' runs and jumps headfirst into the enemy)
Hits: 1
Element: Fire
Attack Type: Melee
Damage: 52.841% Base, Random, and Stat
BTH: -5 plus Stats each
Rate: 25%
Effect: There is a 37.5% chance of Dazing the monster. The monster can resist with a save:

Level: 153 vs MonsterLevel
Major: YourCHA vs MonsterEND
Minor: YourLUK vs MonsterLUK

If the monster fails the save roll, it becomes Dazed* (1 round, [PetElement Resistance]*30% chance of not acting). Only monsters immune to Dazing are immune to this effect.

ATTACK 3: Sliding kick attack (The 'pet' slide kicks the monster)
Hits: 1
Element: Fire
Attack Type: Melee
Damage: 52.841% Base, Random, and Stat
BTH: -5 plus Stats each
Rate: 25%
Effect: There is a 62.5% chance of Crippling the monster. The monster can resist with a save:

Level: 153 vs MonsterLevel
Major: YourCHA vs MonsterDEX
Minor: YourLUK vs MonsterLUK

If the monster fails the save roll, it becomes Crippled* (1 round, -[PetElement Resistance]*125 DEX). Only monsters immune to Crippling are immune to this effect.

ATTACK 4: Trophy attack [The 'pet' conjures up a trophy in his hands and lifts it up and the pop up message: GOOOOOAAAAAALLLLLLL)
Hits: 1
Element: Fire
Attack Type: Magic
Damage: 0% Base, Random, and Stat
BTH: +300 BTH (Auto hit)
Rate: 25%
Effect: The pet deals 0 damage but boosts player, guest, and pet damage next turn by *[1+(.1+ 0.125*YourCHA/ExpCHA)*(24-Delta)/24] (Same as Dunami but it doesn't get as large of a boost since it boosts guest and pet attack as well)

Description: Eukara taught her kids a peculiar Terran sport and little Timmy here agreed to join you on your travels so he can practice his moves. Sometimes his energetic spirit can lift up everyone on your sides' spirits too!

Pet appearance: Looks like the Jr. Archmage (or any of the boys from Eukara's School). There's no hat and the kid is wearing a jersey and shorts of the FIFA winning team's color [So Red and Black.
Analysis:

Attack 1 is a regular attack with a +5 bth lean.

Attack 2 deals 50% damage to account for the 37.5% chance of Daze.

Attack 3 deals 50% damage to account for the 62.5% chance of Crippling the foe.

Attack 4 deals 0 auto-hit damage and can boost player, guest, and pet attack for the next turn by 1.1* to 1.225* damage. I used the Duanmi formula and I'll assume the auto hit penalty is already incorporated into this.

I am not good with balance so these are just up here for general idea! Feed back is great appreciated!

< Message edited by battlesiege15 -- 9/13/2014 17:55:47 >
AQ AQW  Post #: 151
7/2/2014 11:01:52   
battlesiege15
Member

Decaying Defender

«MC Earth Shield. Can make monster Bleed and then Poison/Partially Paralyze them.»

Level: 150
Power Level: 153
Price: X Gold or Z Tokens
Sellback: .5 X Gold or .5 Z Tokens
Location: Treasure Hunter Shop (when the class is released)/Valencia's Shop/Anywhere appropriate
Element: Earth

COMBAT DEFENCE
Melee: +14
Ranged: +14
Magic: +14

ELEMENT MODIFIERS

Earth: -25%

MC EFFECT
  • When you block an attack, there is a 32.5*[hits blocked]/[hits attempted]% chance of inflicting Bleeding status on the monster*. Monster categories "undead", "golem", "robot", "ooze", and "xyfrag" are immune** to this effect. The monster can resist with a +0 save bonus***:

    Level: 153 vs MonsterLevel
    Major: 200/VStat vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    The level of the bleeding is 153, dealing 22-134 damage every turn, until the monster succeeds on a save identical to the one above.

    *Your shield's sharp edges tears your foe's skin!
    ***This creature has no skin or blood!
    ***Your foe's skin was not torn enough to begin bleeding!

    If the monster is already affected by the above Bleed or any other source of Bleed:

  • When you block an attack, there is a 50*[hits blocked]/[hits attempted]% chance of inflicting Blood Poisoning(Renamed Poisoned) (1 round, Harm damage, (1/0.15)*[hits blocked]/[hits attempted] power). The monster can resist with a +0 save bonus:

    Level: 153 vs MonsterLvl
    Major: 200/VStat vs MonsterEND
    Minor: YourLUK vs MonsterLUK

  • When you block an attack, there is a 25*[hits blocked]/[hits attempted]% chance of inflicting Tetanus! (Renamed Partial Paralysis/Choked) (1 round, Monster effectiveness reduced to 25*[hits blocked]/[hits attempted]%). The monster can resist with a +0 save bonus:

    Level: 153 vs MonsterLvl
    Major: 200/VStat vs MonsterEND
    Minor: YourLUK vs MonsterLUK


Description
A very old shield that [Zephyros/Valencia/battlesiege15/Some NPC] found in the ruins of an old civilization. Despite its old age, this shield is still sharp enough to gash your enemies. The rust on the shield can also sometimes infect and debilitate bleeding foes!

Appearance: Its appearance is similar to the Glave Shield except the color is completely dark metallic gray and the edges of the shield are straight out rather than at an angle. The shield is also a bit larger in size. The shield is also covered in rust in random places similar to the Troposhield's rust (just rustier).
Analysis:

Since there are multiple effects, each effect has a lower chance of infliction so that the MC bonus can cover having all the various effects on the shield. Furthermore, the shield relies on your blocking so that it is not too OP either. Just to be sure though, I took away some MRM from the shield to pay for the effect as well. With all this, I don't even know if the MC bonus is being used since there are other appropriate penalties already attached to it.

The Bleeding lasts for however many turns the monster fails to succeed the save roll so it can last as long as 0 turns and deal no damage (if the monster succeeds in the beginning of its turn) or last the entire battle.

Furthermore, the Blood Poisoning and Tetanus! effect are both independent of one another and can both occur on the same turn as they are separate saves.

< Message edited by battlesiege15 -- 7/2/2014 11:06:26 >
AQ AQW  Post #: 152
8/6/2014 12:38:01   
battlesiege15
Member

Snare Shooter

«MC Water Shield. Has a quick cast skill that can Ensnare (renamed Entangle) the foe.»

Level: 150
Power Level: 153
Price: X Gold or Z Tokens
Sellback: .5 X Gold or .5 Z Tokens
Location: Deren Docks or some shop in Lolosia
Element: Water

Level	150
Type	G
PLvl	153
MPLvl	152

MCPrice	X gold
MCSell	.5X gold

Melee	+16
Ranged	+12
Magic	+16
								
Water	-25

Skill

Damage  0
Stats   0
BTH     51

SPCost	392
MC EFFECT
  • Click on the shield to use a skill that costs .9 turns (Quick cast skill) and deals 0 damage but attempts to Ensnare (renamed Entangled) the monster* [-225 DEX until the monster makes a successful save]. Monster categories "Ghost" are immune** to this effect. The monster can resist with a +10 save bonus*** but monster categories "Fish" and "Flaying" can resist with a -20 save bonus***:

    Level: 153 vs MonsterLevel
    Major: VStat (200) vs MonsterSTR
    Minor: YourLUK vs MonsterLUK

    *Your net traps your foe!
    **The net passes through the ephemeral foe!
    ***Your foe wasn't bound down by the trap!

Note: The Entangling effect can be used multiple times in one turn but does not stack in any way nor is it affected by monster resistance.

Description
This water shield is used by fisherman because of its built in snare mechanism to capture fishes and the occasional aquatic birds. Simply click on it to shoot a net to reduce your enemy's mobility.

Appearance: The shield has a general shape similar to the Chimeran Shield except it's larger in size and width. Its trim is a light blue shade and the inner color is a deep sea blue. In the middle of the shield, there's a cross going from the top of the shield to the bottom and from the left and right corners (same color as the trim). On the very bottom of the shield, there's an opening with a harpoon sitting in there.

When clicked on: the shield turns sideways with the harpoon pointing towards the monster. The harpoon releases and releases a giant net that falls on the monster.
Analysis:

The MC of this goes into having an Entangling skill built in to the shield. I also added a penalty to Ranged defenses just in case the 'trigger' effect is not paid by the MC.

The quick cast skill entangles the monster for a large amount because of its hefty SP cost and dealing no damage. Furthermore, the skill is easier to inflict against "fishes" and "flying" creatures because that makes sense logically. I felt this might be treated as a trigger so for a down trigger that may not be covered by the MC bonus, I went ahead and added a downtrigger so its harder to inflict against non 'fishes' and 'flying' monsters.

The skill is supposed to be build neutral so I just went ahead and gave it a weapon special accuracy (slightly inaccurate though since it's a heavy net that could be dodged more easily)

I'm hesitant on this though since I want to make it so that the Entangling effect persists until a save is made but that might make the effect too underpowered for its SP cost. Furthermore, the effect lasts even when changing shields so I don't know if I should attach a penalty for that...

I'd love some feedback still. Thanks and sorry for the large amount of text D:

< Message edited by battlesiege15 -- 11/16/2015 14:03:13 >
AQ AQW  Post #: 153
8/7/2014 1:04:29   
  Rorshach

The Question
(AdventureQuest)


Decaying would be a difficult shield to implement. Although I would really love having a shield that has more than 1 status infliction (what's more, they are all passives!), the % chance of activating would probably be lower. Take Moglord for example. The shield would be a triple-MC in this case, which is not likely (or never) going to happen. So, I'd rather keep it to just Poison & Bleed. Since both are similar in statuses.

In hindsight, the shield could do with a rename because of what I've just mentioned. The idea itself could be a good Frostval GB release IMO... double MCs are usually its thing.
AQ DF MQ  Post #: 154
8/7/2014 13:01:49   
battlesiege15
Member

Double MCs don't exist though (the items pay the price in some way in addition to its MC bonus as explained by Kam way back), but I understand where you're coming from.

I purposefully lowered the Bleed infliction rate and based it off of %HitsBlocked since it's not supposed to be a very common passive. After the Bleeding effect is in place, the bleed would last until the monster makes a save which isn't too bad and instead of increasing the Bleed, it has different effects with either more damage dealing (Poison) or monster damage reduction (partial paralysis) that are also %HitsBlocked based.

The MC itself goes into having the status effects on the shield, but I also lowered the MRM because I knew a simple MC would not cover the price of the effects. Hmmm I guess I could further reduce the MRM or maybe make the Earth resistance -24% instead.

I guess I could edit out the Partial Paralysis or Poison effects later as a second option. I'll have to think about that though.

Thanks for your insight!
AQ AQW  Post #: 155
8/7/2014 14:09:38   
Luster Bladewarrior
Member

battlesiege:

The expected summary value per turn of all the effects should be worth 0,05 turns if it is purely paid with MC while being usual shield, though if it is using blacklash standards to pay for more powerful expected bonus per turn then it can have the effects be more powerful(I think that's what you did there?). Having backslash doesn't exactly need to have a MC by itself, though.

Though alternatively, instead of MC(for something) you can pay 4 MRM for additional 4,7% damage(as you take that much more damage).

It'd be a difficult to implement mainly because it does so many different things, kind of like the Loco misc, even if the chained effects are worth only 0,05 turns. No matter how many penalties you add, coding difficulty remains the same.

< Message edited by Luster Bladewarrior -- 8/7/2014 14:12:27 >
AQ  Post #: 156
8/7/2014 14:26:37   
battlesiege15
Member

Hmm I see. I just used the %HitsBlocked idea from the Chimeran Shield series.

Yeah the coding would probably be a nightmare for this, but it's a suggestion only. I remember some staff member posted a while ago that they would love to try to implement more chained effects but wasn't too feasible at the time so I was just going for something like that.
AQ AQW  Post #: 157
9/13/2014 17:56:22   
battlesiege15
Member

I totally forgot to update the Jr. Footballer. It now does Fire damage and supports Germany! :D
AQ AQW  Post #: 158
11/7/2014 7:45:51   
battlesiege15
Member

Blood Ritual: The Summoning

Level: 150
Power Level: 153
MP Level: 152
Price: 22,004,697 Gold
Sellback: 11,002,348 Gold
Location: Either in Warlic's Shop or a quest involving the Heck quest chain through Zorbak

Element: Fire
Cost: 653 MP AND X HP (5% of base 0 END HP for a level 150 player)

Hits: 2
Type: Magic
Element: Seeks Between Fire and Darkness; Defaults to Fire damage if both resistances are equal
Damage: 52.5-240.45, 582.75% Stats Each
BTH: +38

DESCRIPTION
Use this ancient spell scroll to call forth an Ancient Demon from the deepest layer of Heck to assault your foe. Beware though because this Demon draws from your life force too!

APPEARANCE:
For either element, a giant circular rune appears between you and the monster. The rune color is red if the hit is fire and is black if the hit is darkness. For the fire hit, a red Ancient Imp appears out of the rune and attacks the enemy by shooting it with magical fire twice for damage. For the darkness hit, a black Ancient Imp appears out of the rune and attacks the enemy using its normal attack animation except its 2 hits (Not sure how many hits it is in game.)
This spell is sorta like a standard spell but it costs 100% MP along with 5% base 0 END HP cost of a spell in order to seek between Fire and Darkness. The HP pays for the seeking rather than a MC bonus.


< Message edited by battlesiege15 -- 5/20/2015 11:18:35 >
AQ AQW  Post #: 159
12/12/2014 11:05:24   
battlesiege15
Member

The Seven Deadliest Sins: Part 1


«In Eukara Vox's library. The scene zooms onto a shelf of books. A thicker, black book begins glowing really brightly. Eukara Vox notices and approaches the shelf.»

Eukara: What is this?

«Eukara picks up the book from the shelf. The scene then zooms to the cover page of the book. It reads The Seven Deadliest Sins. The scene then zooms out to Eukara's face.»

Eukara: Oh no, this cannot be good.
Eukara: I must warn «You» and the others. Portal, let's go to Battleon.

«The Portal comes and then the scene shifts to in front of Yulgar's Inn. «You», Warlic, and Robina are just talking when Eukara and Portal suddenly appear in front of you guys.»

Eukara: Sorry, I don't mean to interrupt your conversation, but I fear we may have a really big problem on our hands.
«You»: I hate it whenever someone starts a conversation with that…
Warlic: What seems to be the problem Eukara?
Eukara: I’m afraid that the Seven Deadliest Sins may have been released.
Warlic: What? That can’t be. Are you positive?
Eukara: I don’t know for certain, but Master Archanius told me that some of the books in this library were enchanted to warn us of certain evils.
Eukara: This book about the legends of the Seven Deadliest Sins began to glow brightly, and I fear this is a premonition that the Seven Sins are going to be released.
Eukara: … Or worse that they have already been unleashed on Lore.
Robina: Wait, as in the Seven Sins that I grew up hearing about as a child? I thought they were only legends that the elders told us.
Eukara: Legends are not just stories to be told. They can also be pieces of history passed down over time to remind us of ancient times, a time when the world was much different.
«You»: I’m sorry, but I have never heard the legend of the Seven Deadly Sins.
«You»: What are they and why are they so deadly? I assume it’s not a story full of rainbows and sunshine.
Eukara: It is not.

«The scene turns to a barren field with seven shadowy figures with glowing eyes. Eukara is still narrating so the speech bubbles are coming from the top of the screen like Eukara is speaking. Each of the figures has a different color for eyes: Red (Anger), Orange (Gluttony), Yellow (Greed), Green (Envy), Blue (Sloth), Indigo (Pride), and Violet (Lust).»

Eukara: A long time ago, seven ancient and powerful demons used to roam Lore.
Eukara: They each represent a different primal and evil emotion that most beings try to suppress: Anger. Gluttony. Greed. Envy. Sloth. Pride. Lust
Eukara: These demons amplified these emotions wherever they went and caused havoc wherever they went.
Eukara: However, one day a hero with the purest of heart and intentions managed to defeat each of these seven evils.
Eukara: The hero trapped these entities into statues and put them in a cave hidden away by very ancient and powerful magic.
Eukara: However, it seems as if someone managed to find and get into this cave to free these entities.
Warlic: I think I know where this cave is. Hold on everyone.

«Everyone appears in front of a cave. The background is similar to the Ethereal Realm.»

Warlic: Just as I thought. I suspected that trapping such powerful entities in the mortal world would not have been a good idea.
Warlic: I also sensed a tremendous surge of magical energy from this part of the Ethereal Realm.
Warlic: I can still sense faint traces of ancient magic that hid this cave so well for millennia. However, there are also traces of extremely potent dark magic here.
Warlic: This is not good. The ley lines are more prominent in this realm and so I can pick up on any disruption of the ley lines.
Warlic: Whoever did this managed to not only trace the location of this cave, but also break this seal by altering a ley line.
«You»: Wait, I thought ley lines were supposed to be extremely powerful.
Eukara: They are. I’m afraid whoever is behind this is a force to be reckoned with.
Eukara: However, our first priority is to find the Seven Sins and trap them. Are you up for that «You»?
«You»: I am. Looks like it’s time to go searching for some sevens.

«The scene fades to black and TO BE CONTINUED… pops up. The Seven Deadliest Sins: Part 1 shop opens. Once you leave:»
  • Play again!
  • Play Part 2! (Once it is released of course)
  • Leave

The Seven Deadliest Sins: Part 1

Spells
Spell Bound/SPell Bound (Quick Cast spells)

Level: 150G
Power Level: 153
MP Level: 152
Price: 22,004,697 Gold
Sellback: 11,002,348 Gold
Location: The Seven Deadliest Sins: Part 1

Element: Light
Cost: 459 MP/392 SP (70.25% MP or SP cost)

Hits: 3
Type: Magic
Element: Light
Damage: 0, 0% Stats each
BTH: +38

EFFECT
If a spell hit connects, your opponent makes a save at a -20 penalty
Level: 153 vs MonsterLvl
Major: YourINT/YourCHA vs MonsterINT
Minor: YourLUK vs MonsterLUK

If the monster fails the save, then there is a [Number of hits connected/3]% chance to Spell Bind the enemy** (renamed Entangle) for -88*[Number of hits connected]*[Light resistance/100] DEX.

If the monster is categorized as "Sin," (One of the Seven Deadliest Sins), then the monster gets [Number of hits connected/3]% chance of Paralysis*** (70.25% chance not acting) for [Number of hits connected] turns instead of paralysis. They can still resist this effect.****

Pop-ups:
*Your opponent resists the curse!
**Your opponent is bound by the magic chains
***Your enchantment binds the Sin in place!
****Your enchantment isn't strong enough to bind the Sin!

DESCRIPTION
Warlic studied the ancient magic used to hold the Seven Deadly Sins to replicate a weaker binding spell to Entangle enemies. The magic might be even stronger against the Seven Deadly Sins.Analysis: The spell deals 0 damage and is a quick cast spell so it has a 70.25% MP or SP cost. Against non "Sin" trigger monsters, the spell can have a maximum entangle of -264 DEX at 100% Light modifiers. However against monsters triggered as "Sins," the spell attempts to inflict a 70.25% paralysis instead.
Appearance: 3 pieces of white, glowing chains appear in front of you and fly towards the monster one at a time. Each chain hits the monster once and then wraps around it. Once all three chains seemingly wrap around the monster, a lock appears on the front of the monster right where all three chains meet. Then the entire chain disappears and leaves a status if successful.
The Spell/SPell both are magic based but the SPell uses CHA instead of INT for its stats. Both spells also deal 86% damage to pay for the effects. There is no MC bonus or downtrigger on the spell though because the Sins are very narrow of a trigger and make sense in terms of the story line.
Part 2 will come out sometime next month. Please leave me some feed back!

< Message edited by battlesiege15 -- 12/12/2014 13:48:15 >
AQ AQW  Post #: 160
12/12/2014 11:15:06   
  Rorshach

The Question
(AdventureQuest)


Miss Vox might be interested in a suggested quest that involves her. Although I have a feeling that this was already in her mind...

As to the suggestion at hand, the spell doesn't seem to fit the quest theme. Nonetheless it does bring about a few questions I have in mind about it.

quote:

If the monster fails the save, then there is a [Number of hits connected/3]% chance to Spell Bind the enemy** (renamed Entangle) for -75*[Number of hits connected]*[Light resistance/100] DEX.

If the monster is categorized as "Sin," (One of the Seven Deadliest Sins), then the monster gets [Number of hits connected/3]% chance of Paralysis*** (100% chance not acting) for [Number of hits connected] turns instead of paralysis. They can still resist this effect.****

It seems over here, that there are 2 effects in play. The first I understand that it is like Entangle. The second however begs the question of where it gets the "Sin" from. If you mean to say that it is a trigger against "Sin" monsters (kind of like Shadow mobs or any trigger-rigged stuff), then okay that makes more sense that this spell is a trigger-type. And if so, would either have a huge penalty, or be MCed to negate that penalty.

Edit: Although you did say that the MC is not necessary and your reasons; I do believe that that would not be a strong enough argument to remove said penalties overall. Food for thought.

< Message edited by GASKAL -- 12/12/2014 11:16:05 >
AQ DF MQ  Post #: 161
12/12/2014 13:33:14   
battlesiege15
Member

I already asked her for permission and she said it was fine.

As for the "Sins," they will be a separate trigger category for the Deadly Sin monsters which . However, there will only be 7 of them so it's a very narrow trigger. I figured since it was so specific it could replace the Entangle effect for paralysis. However, I realized now that the Paralysis would have a larger penalty anyways so I'll update the numbers to reflect that somehow. Actually, I'll just make it a pure effect spell so I'll remove all damage while reducing the costs.

The spell is a reward for the quest because this quest was only a prelude to the actual story, so I figured having a small reward would be better than having none.

Thanks for your advice Gaskal. Appreciate it! I'll make changes to it later.

< Message edited by battlesiege15 -- 12/12/2014 13:35:55 >
AQ AQW  Post #: 162
3/15/2015 21:27:41   
battlesiege15
Member

I have some general ideas for the Seven Sins monsters although I'll put more details later:

Red eyes: Wrath Fire damage

It is a reskin of Ghin but his eyes flash bright red. He uses his normal attacks but he also gains a Berserker like status where he deals more damage as his health goes down (75% damage at 100% health and 175% damage at 0% health). Also, all his attacks (normal and skill) deal Fire damage instead of Darkness and his Darkbolt skill deals 25% less damage and attempts to inflict Afraid on the player (33%*Fire resistance chance of not acting).
Description: Wrath has taken over the already wrathful Ghin. The aura around him makes you want to tremble in fear!

Orange eyes: Gluttony Darkness Damage

It is a reskin of Grabbi but its front tentacles are orange and his outline is a dark orange aura. It has the same effects as the original monster, but it also gains an additional ability: when it's HP is less than 50% and there are no more guests or pets out, then the monster can deal 150% damage and attack the player's mana and regain 67% of the HP. It will also lock the player's spell slots if the player's mana is attacked (so no spells of any kind or any MP/SP guest summons) and the player's mana is set to 0 for the rest of the battle. If the player is out of MP as well, then the attack doesn't heal the monster anymore.
Description: Gluttony has taken over this Grabbi and augmented its hunger! This one can also attack one's magic so be careful!

Yellow eyes: Greed Light Damage

It is a reskin of Uncle Sham but his eyes flash yellow as well (since his eyes are already yellow...). He retains his abilities of getting a guaranteed Lucky Strike per hit and an occasional power boost. Furthermore, after Sham's HP reaches 33%, he will steal the player's weapons (Your weapons are shiny and will be mine, mine, mine). The player's weapon slot will be locked and will be replaced with Bare Fists (Deals Harm damage but doesn't get the 90% penalty for always useful). After Sham's HP reaches less than 5%, Sham will steal the player's armor (Your armors are shiny and will be mine, mine, mine). The player's armor will be replaced with Steel Plate (focus on light resistance though so you will get optimal light resistance) without a level penalty.
Description: No one is greedier than Uncle Sham, and now that Greed has taken over Sham, who knows what Sham will do? He keeps mumbling "mine, mine, mine," wonder what that could mean.

Green eyes: Envy Ice Damage

It is a reskin of Lt. Lore but his eyes flash green. His Shield attack deals 25% less damage but will attempt to Daze you. Furthermore, there is a 10% chance for him to gain Celerity for 1 turn and a 10% chance that he will deal 125% damage.
Description: Lt. Lore has always wanted to be a better hero than you. Now that Envy has possessed him, could he possibly be a faster and stronger hero than you?

Blue eyes: Sloth Earth Damage

It is a reskin of Kel-Al Relish, Troll King but his eyes flash blue. Unlike the regular monster, this version will only attack every two turns (due to the whole "Sloth" nature) and only use the inaccurate club attack. For compensation, his damage attack does 2.02* damage. During his passive turn, he will heal some HP. Furthermore, there is a 20% chance that he will try to inflict you with "Lethargy" at the beginning of your turn (1 turn, 25% chance of not attacking).
Description: Sloth has taken over the Troll King! Even though he is clumsier and slower than before, do not underestimate Sloth's power!

Indigo eyes: Pride Energy Damage

It is a reskin of Krenos but his eyes flash indigo. Krenos keeps his original skills except instead of the bleed, he gains the ability to gain Celerity 10% of the time.
Description: Pride has embodied itself into the mighty Prime Energy Dragon increasing its power and speed!

Violet eyes: Lust Fire Damage

It is a reskin of Amoria but her eyes will flash violet. At the beginning of her turn, there is a 5% chance of inflicting the player with a passive Love Struck (33% chance of not acting). Her special attack will attempt to inflict Control (100% chance not acting). Also, there is a 12.5% chance of her gaining Burning Passion (Renamed Celerity) for 1 turn.
Description: Amoria and Lust together only means one thing: Get ready to get struck by love. Repeatedly. Hard.

< Message edited by battlesiege15 -- 5/20/2015 11:08:27 >
AQ AQW  Post #: 163
5/20/2015 13:10:51   
battlesiege15
Member

I finally got around to finishing the vague ideas for the Seven Deadly Sin monsters. They are supposed to be reskins of existing monsters with slight modifications and they are meant to be a challenge. Each sin will be a separate quest line with a different reward at the end. These quests are all on different parts of Lore such as with the old Quest for the Elemental Orbs Here is Part 2 of the quest:
The Seven Deadliest Sins: Part 2


«In Eukara’s school house. «You», Eukara, and Warlic are studying the book on the Seven Deadliest Sins.»

Eukara: According to this ancient tome, it was prophesized that the seals would be broken by powerful and ancient magic.
Eukara: It doesn’t say who could wield such power, but it does state that if the seven sins are not captured in time, Lore as we know it will be ravaged and destroyed.
«You»: How do we go about finding these Sins then?
Eukara: Fortunately, there is also a map in this book that shows us where the Sins dispersed themselves.
Eukara: I will stay here to let you know if I can find out anything about this situation. You should go defeat these powerful creatures «You».
Warlic: I’ll also go with you. I can use my magic to try to at least temporarily seal the Sins away.

«Scene zooms to show a map of Lore. There are 7 clickable circles on the map ( Lore Map with locations) and each of the white circles become red once that line of quests is completed.»

Each location has 8 monster battles and then the boss battle. Each of the monsters have “Sin” triggers. The monster list is:
  • Envy: Monsters from Greenguard such as Drakels, Forest Demons, Deathwoods, Woodland Packs, and Deerys. The boss is Envy (Lt. Lore). Note: Boss scene is in a log cabin.
  • Gluttony: Monsters from Darkovia such as Vampires, Werewolves, Werebats, Zombies, and various Undead. The boss is Gluttony (Grabbi). Note: Boss scene is in a dungeon.
  • Greed: Leprechaun monsters such as O’Meany, O’Teeny, Cyberchauns, Gold Walkers, and Giant Cyberchauns. The boss is Greed (Uncle Sham). Note: Boss scene is in Uncle Sham’s bank vault.
  • Lust: Monsters from No Man’s Land such as the Snarf, Monglinsters, Mutant Plants, Pandumo, as well as some Love Minions. The boss is Lust (Amoria). Note: Boss scene is in Amoria's special battle scene (the pink one with swirls in the background from Snugglefest 2010).
  • Pride: Monsters from Thunder Mountain such as Thunder Lions, ZapZards, Death Worms, Trobbles, and the Circle of Doom. The boss is Pride (Krenos). Note: Boss scene is on the top of Thunder Mountain.
  • Sloth: Monsters from mountainous areas such as Griffins, Minotaurs, Wyverns, Rocs, and Behemoths. The boss is Sloth (Kel-Al Relish). Note: Boss scene is in a cave.
  • Wrath: Monsters from Heck such as Hoof Soldiers, Ancient Imps, Hellhounds, DebilZards, and Archdemons. The boss is Wrath (Ghin). Note: Boss scene is in the deepest layer of Heck (where we face Stragath)
After each boss is defeated, Warlic appears and uses the Spell Bound spell animation to “capture” the Sins. A shop then opens up to give monster specific rewards (See below). At the end of the quest, a shop with all the rewards appear as well just in case you forgot to buy something before.

«Once all 7 sins are defeated (the entire map has red dots on the map), the scene zooms out to Eukara’s library with Warlic, the character, and Eukara standing in the room.»

«You»: Ok so we captured all 7 of the Sins. Now what?
Eukara: First we need to find somewhere to seal these powerful beings, somewhere that can’t be located by anyone.
Warlic: I have contacted both Kalanyr and Beleqwaya to help me find a safe place. For extra measures, I also asked Kamui to build something for guarding the Sins.
Eukara: I will help in any way I can Warlic. Until then, we should also look for who or what could have broken the seal in the first place…

«The scene fades to black and THE END… Or is it? pops up. Then the Seven Deadliest Sins: Part 2 shop opens:
    Shop Weapons
  • Lust's longbow (Also appears after defeating Lust)
  • Sloth's Staff (Also appears after defeating Sloth)
  • Wrath's Warhammer (Also appears after defeating Wrath)

    Shop Armors
  • Gluttony's Garb (Also appears after defeating Gluttony)
  • Pride's Pauldrons (Also appears after defeating Pride)

    Shop Shields
  • Envy's Escutcheon (Also appears after defeating Envy)

    Shop Misc
  • Greed's Gold Pot (Also appears after defeating Greed)


< Message edited by battlesiege15 -- 11/16/2015 16:15:24 >
AQ AQW  Post #: 164
8/18/2015 1:16:56   
battlesiege15
Member

Ok so I finally got around to thinking of rewards for this quest. These are all just brief ideas right now, but I will try to expand on them later or adjust them as needed. All these cost the same as level appropriate MC items of their respective categories
Wrath's Warhammer
«Inaccurate non-proc fire melee maul that has a SP toggle to increase power and make it an even more inaccurate lean.»

Level: 150G
Power Level: 153, Mastercraft
Location: Finding and defeating Wrath

Type: Melee
Element: Fire
Damage: 28 - 36
BTH: 19

EFFECT:
It has no special, so its normal attack deals +9% damage (Not factored in the numbers above).
The weapon has -5 bth lean and deals *85/80 damage (Not factored into the numbers above).

MC BONUS
You can click on it the gem on the center of the maul to spend 11% of a skill cost to deal 119.946% damage with - 5 bth lean (Similar to Dragonfire Sword but instead of 106.25% with +5 bth, it deals 106.25% *85/80 *85/80 damage)

DESCRIPTION
This heavy inaccurate maul has been imbued with Wrath's rage. Click on the gem to increase your power drastically but also consumes you with rage.

Appearance
Normal: Looks like a giant unwieldy maul with flat side heads. In the center is a red gem.
When clicked: A red that matches the shade of Wrath (the monster's) eyes radiates around the weapon.
Lust's Longbow
«Accurate non-proc fire ranged 100% bow that has a SP toggle to increase accuracy significantly at the cost of some power.»

Level: 150G
Power Level: 153, Mastercraft
Location: Finding and defeating Lust

Type: Ranged
Element: Fire
Damage: 16 - 48
BTH: 19

EFFECT:
It has no special, so its normal attack deals +2% damage (Not factored in the numbers above).
The weapon has +5 bth lean and deals *85/90 damage (Not factored into the numbers above).

MC BONUS
You can click on it the gem on the center of the bow to spend 11% of a skill cost to increase bth by +15 but deal 94.772% damage (Similar to Dragonfire Sword but instead of 106.25% with +5 bth, it deals 106.25% *85/90 *85/90 damage)

DESCRIPTION
This accurate bow has been imbued with Lust's power to strike your enemies at their weakest. Click on the gem to let her power guide your arrows to your foe's weakest spots at the cost of some power.

Appearance
Normal: Looks like a giant red longbow. In the center is a violet gem.
When clicked: A violet that matches the shade of Lust (the monster's) eyes radiates around the weapon.
Sloth's Staff
«Neutral lean non-proc fire magic that has a SP toggle to deal additional damage at the cost of a turn.»

Level: 150G
Power Level: 153, Mastercraft
Location: Finding and defeating Sloth

Type: Magic
Element: Fire
Damage: 14 - 34
BTH: 19

EFFECT:
It has no special, so its normal attack deals +9% damage (Not factored in the numbers above).
No bth lean on the weapon

MC BONUS
You can click on it the gem on the center of the bow to spend 11% of a skill cost to deal 228.039% damage at the cost of 1 turn (Similar to Dragonfire Sword but instead of 106.25% with +5 bth, it deals 106.25% *85/90 (no accuracy modifier) *2.02 (to compensate for the turn loss))

DESCRIPTION
This staff has been enhanced with Sloth's power. Click on the staff's gem to tap into his power to sit back for a turn and deal a massive amount of damage in the following turn.

Appearance
Normal: Looks like a normal wooden staff that is the same shade of red as the previous two weapons. In the center is a blue gem.
When clicked: A blue that matches the shade of Sloth (the monster's) eyes radiates around the weapon.
Greed's Gold Pot
«Fire misc that provides Fire resistance and boosts LUK. Has a toggle that consumes Gold but provides a boost to a random stat or provides further Fire resistance.»

Level: 150G
Power Level: 153, Mastercraft
Location: Finding and defeating Greed
Element: Fire

Activation: 0 turns
Cost: 53 SP for activation and for every turn with the item equipped.

Effects:
*.8 Fire Resistance.
+50 LUK

MC Bonus:
Click on the pot to spend X Gold (up to Staff about gold cost) to give a +50 boost to any one of the six stats at the beginning of the player's turn (with a potential of +100 LUK) and lasts for the entire battle similar to the Chaos Axe and Armor. NOTE: Since +50 END isn't as useful, you get a *.75 damage modifier to Fire damage for the turn instead.

DESCRIPTION
This gold pot is enchanted with Greed's magic. It emits a weak shield that can absorb some fire damage and also boosts your LUK. Click on it to feed it some Gold and randomly empower one of your stats or fire resistance each turn.

Appearance
Normal: Looks like a golden overflowing pot in the top left corner or the screen. A yellow gem is embedded in the center of the gold pot.
When clicked: A pop up appears: The gold coin is taking your gold to boost a random stat each turn.
Envy's Escutcheon (fancy word for shield)
«Fire resistance-focused shield that has a SP toggle that can reduce monster bth.»

Level: 150
Power Level: 153
Location: Finding and defeating Envy
Element: Fire

COMBAT DEFENCE
Melee: +10
Ranged: +14
Magic: +10

ELEMENT MODIFIERS
Fire: -26%

EFFECT
You can click on the shield to spend 11% of a skill cost to make foes lose about -30 bth.*
*Your foe becomes envious of you shield and is distracted.

DESCRIPTION
This shield may not have the best defenses, but it protects really well against fire. Click on it to release Envy's powers to distract your foes and reduce their accuracy.

Appearance
Normal: A red shield with a green gem on it. I don't have any ideas for the layout of the shield.
When clicked: A faint green aura the same shade as Envy (the monster's) eyes are.
Gluttony's Garb
«Fully Defensive Fire armor. Has a toggle that can "consume" your pets and guests and heal you. This locks your pet summon slots but adds more power to your attacks based on your CHA.»

Level: 150
Power Level: 153, Mastercraft
SP Level: 152
Price: 48,410,333
Sellback: 24,205,166
Location: Finding and defeating Gluttony
Element: Fire

COMBAT DEFENCE
Melee: 50
Ranged: 50
Magic: 47

ELEMENTAL MODIFIER
Fire: 39%
Water: 85%
Wind: 85%
Ice: 90%
Earth: 75%
Energy: 85%
Light: 90%
Darkness: 45%

ATTACK
Hits: 1
Type: «As weapon»
Element: «As weapon»
Damage: 559% Base, 559% Random, and 1110% Stats each
BTH: +19 plus Stats each

EFFECT
You receive Armor Lean x0.8.

MC Bonus:
  • Click on the orange gem on the shoulder piece of the armor to "consume" your pet and/or guest. You heal HP equal to 1*[Pet power level] and/or HP equal to 1.5*[Guest power level]. Doing this consumes an entire turn and this effect can only be used once per battle.
  • For the remainder of the battle, you cannot summon Pets: the Pets menu is disabled, and the Pet Whistle does not function but guests can still be summoned normally just like the Damnation spell.
  • To compensate for the loss of a pet, all your attacks deal +.4*[YourCHA/ExpectedCHA] damage TO BRS DAMAGE ONLY (LSs should be slightly weaker to balance this out since pets don't get LS) or however it works out so that the expected pet damage is shifted into your attacks.
  • NOTE: This effect also applies to 100 proc weapons, not just regular armor attacks. However, spells and skills are unaffected by this damage boost
DESCRIPTION
This defensive garb is imbued provides excellent Fire and Darkness resistances. Click on the orange gem on the shoulder piece of the robe to use Gluttony's power to consume your pets and guests to heal and empower your attacks!

Appearance:
It looks like the Insightful Guardian Robes except the color scheme is a dark red base with an orange trim (can provide a picture if need be). The shoulder pieces are a bit bigger and bulkier looking and the character size is increased by 25%. There is a big orange gem (same color as Gluttony's eyes) on the shoulder piece of the armor.
Pride's Pauldrons
«Fully Offensive Fire armor. Has a toggle that can increase damage and bth.»

Level: 150
Power Level: 153, Mastercraft
SP Level: 152
Price: 48,410,333
Sellback: 24,205,166
Location: Finding and defeating Pride
Element: Fire

COMBAT DEFENCE
Melee: 49
Ranged: 49
Magic: 49

ELEMENTAL MODIFIER [see notes]
Fire: 39%
Water: 85%
Wind: 85%
Ice: 90%
Earth: 75%
Energy: 85%
Light: 90%
Darkness: 45%

ATTACK
Hits: 1
Type: «As weapon»
Element: «As weapon»
Damage: 559% Base, 559% Random, and 1110% Stats each
BTH: +19 plus Stats each

EFFECT
You receive Armor Lean x1.25.

MC Bonus:
  • Click on the indigo gem on the belt region of the armor to pay 11% of a SP skill to increase bth by +5 and: a) deal 110% damage 90% of the time OR b) deal 72.5% damage 10% of the time*. (Total of 106.25% damage and +5 BTH like standard SP boost items)
  • Magic weapon attacks get *4/3 of this boost.
  • Spells and skills get half of the boost.
*You're getting a little overconfident with yourself aren't you?

DESCRIPTION
This offensive plate provides excellent Fire and Darkness resistances. Click on the indigo gem on the belt region of the plate to imbue yourself with Pride's power and strike with more ferocious power and accuracy! Just don't get too overconfident in yourself

Appearance:
It looks like the Armor of Awe except the color scheme is a dark red base with an indigo trim and indigo cape(can provide a picture if need be). The gauntlets and plating look a little more bulky and possibly more dragon-scale like. The character size is increased by 25%. There is an indigo gem (same color as Pride's eyes) on the center belt region of the armor.
Full Set Bonus

When equipped with any of the "Sin" weapons (Wrath's Warhammer, Lusts's Longbow, Sloth's Staff), the "Sin" shield (Envy's Escutcheon), AND any one of the "Sin" armors (Gluttony's Garb, Pride's Pauldrons), you gain +2% damage for each piece. Additionally, also equipping Greed's Gold Pot increases damage by an additional 2%. (So the min FSB boost is +6% damage and can be increased to +8% damage).

< Message edited by battlesiege15 -- 3/23/2016 23:11:53 >
AQ AQW  Post #: 165
8/18/2015 7:53:42   
  Rorshach

The Question
(AdventureQuest)


I honestly wished there was a pedia for all your entries.

Anyway, Envy's Escutcheon effect is way too OP... Not even Twilight's Regalia gets to hit that high, and it is chance based, rolled against a save.

Then for Wrath's....
quote:

MC BONUS
You can click on it the gem on the center of the maul to spend 11% of a skill cost to deal 119.946% damage with - 5 bth lean (Similar to Dragonfire Sword but instead of 106.25% with +5 bth, it deals 106.25% *85/80 *85/80 damage)
I'm thinking you meant this to be an on-going boost that is upkept by n-SP?

Then for Sloth's...
quote:

MC BONUS
You can click on it the gem on the center of the bow to spend 11% of a skill cost to deal 228.039% damage at the cost of 1 turn (Similar to Dragonfire Sword but instead of 106.25% with +5 bth, it deals 106.25% *85/90 (no accuracy modifier) *2.02 (to compensate for the turn loss))
Is this a spell or does it work like Wrath? Since you've described both to be similar to DFS.

Same with Lust's as well. Greed's randomness may make it less useful than having a +50 END....
AQ DF MQ  Post #: 166
8/18/2015 9:58:53   
battlesiege15
Member

I do have a pedia on the first post. Gotta update it though.

The shield is just a arbitrary number. The concept is paying SP to reduce monster SP.

Wrath, Lust, and Greed are all SP consuming on going boosts. Click on it to toggle it off again.

Greed's misc is supposed to be primarily a fire reduction misc with LUK boost. The additional toggle is more of a gimmick meant to boost a random stat. I'll probably make it so it lasts the whole battle though similar to Chaos Armor and Chaos Axe
AQ AQW  Post #: 167
11/16/2015 16:20:25   
battlesiege15
Member

I was finally able to think of some ideas for the rest of the items for my quest. I still have intentions of adding one or two more items for the final shop for completing the quest (defeating all "Sin" monsters).

These are all general ideas. I don't know balance all that well so sorry if they seem a little too OP especially Envy's shield. For the rest of them, it should equal out to a MC bonus for a toggle that costs 11% SP of a skill.

Please feel free to let me know about any of the items and what you think! I'd really appreciate that! :D

EDIT: Now the table of contents on the first page is updated as well!

< Message edited by battlesiege15 -- 11/16/2015 16:32:31 >
AQ AQW  Post #: 168
12/29/2015 10:41:47   
battlesiege15
Member

This isn't an item suggestion but would it be possible to have "Go back to Town" button when we talk to Valencia for the GGBs? It would make it a lot more convenient than having to click "No what are they?"--> speech bubbles --> "No thanks, maybe later"

Also would it be possible to show how many of each boxes we have? I've been stacking up on so many Rare boxes :S

< Message edited by battlesiege15 -- 12/29/2015 10:42:18 >
AQ AQW  Post #: 169
1/16/2016 12:13:38   
battlesiege15
Member

Cornucopia

Level: 150G
Power Level: 153,
Price: 30,256,459
Sellback: 15,128,229 Gold
Location: Harvest Festival

Element: Earth
Cost: 72 SP
Activation: 0 turns

Effects:
  • Gives the player +50 END
  • You passively regenerate HP = to 0.05*0.85/1.4/20 of your current HP
  • Multiplies Earth damage taken by *0.65
  • Calls Serenia's Simulacrum (150) as a guest. Cast again to dismiss her.
DESCRIPTION
Given as a token of appreciation from Serenia, this enchanted cornucopia protects you from Earth attacks, nourishes you, and bolsters your fighting spirit. Click on it to call a simulacrum of Serenia herself to help you in battle and even heal your status effects!

Appearance:
Looks like a basic cornucopia at the top left corner of the screen.
Serenia's Simulacrum
Guest

Level: 150G
Power Level: 153
SP Level: 152
Location: Call from the Cornucopia Misc
Upkeep: «Attack 1» or «Attack 2» SP. The guest does not attack but does not disappear if you don't have sufficient SP.

ATTACK #1
Hits: 2
Type: Ranged
Element: Wind
Damage: 75-140 plus 624% Stats each
BTH: 38 plus Stats
Rate: «See AI»
Upkeep: 86 SP

ATTACK #2
Hits: 1
Type: Magic
Element: Heal
Damage: 0 plus 0% Stats each
BTH: 300 (Auto-Hit)
Rate: «See AI»
Upkeep: «Variable» SP cost. See Effects section.

Effect
  • Instead of damaging the monster, the guest will attempt to purify up to 2 status effects with variable SP cost if the player is inflicted with any status effects. Can also grant Regeneration if the power of the status is low enough that the spell can cure it without the "cost" of a full turn. This effect is similar to that of the Healing Branch's spell.
AI
  • The guest does Attack #1 if the player is not afflicted with any statuses (Burn/Bleed/Poison/Disease).
  • The guest does Attack #2 if the player is afflicted with any statuses (Burn/Bleed/Poison/Disease).
Appearance:
Serenia looks like her normal self.

Attack 1- The guest goes towards the middle of the screen and flaps her wings 2 times sending 2 large gusts of wind and dealing 2 hits of ranged wind damage.
Attack 2- The guest appears in front of the player just like with Kiss of Amesha and deals 0 Heal damage to attempt to purify any status effects and applying Regeneration on the player if necessary.

< Message edited by battlesiege15 -- 3/23/2016 22:44:46 >
AQ AQW  Post #: 170
3/23/2016 23:39:48   
battlesiege15
Member

Celestial Aura

«Mastercraft accurate Light spell. Instead of damage, the spell makes the monster more susceptible to Light attacks and can make certain monsters "Alive" again.»

Level: 150
Power Level: 153
MP Level: 152
Price: 24,205,166 Gold
Sellback: 12,102,583 Gold
Location: Paladin shop of some kind

Element: Light
Cost: 653 MP

Hits: 1
Type: Magic
Element: Light
Damage: 0-0 plus 0% Stats
BTH: 48 plus Stats

EFFECT
If spell hit connects and deals >0 damage your opponent makes a save at a -20 penalty
Level: 153 vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

***If monster fails the save:
If the monster is already afflicted with "Celestial Aura" and is not categorized as "Undead," "Golem," "Robot," "Mecha," or "Incorporeal", then nothing happens.
If the monster is not categorized as "Undead," "Golem," "Robot," "Mecha," or "Incorporeal" but is not afflicted with "Celestial Aura," then it gets afflicted with "Celestial Aura" which is a renamed Elemental Vulnerability for Light. If it fails the save roll, then the monster becomes weak against Light (5 rounds, (1 + 0.4079) damage). This buff cannot be stacked by the same spell.
If the monster is categorized as "Undead," "Golem," "Robot," "Mecha," or "Incorporeal," then that tag is removed and replaced with "Re-Animated" which essentially just removes the select tags from the monster. This allows the player to inflict the monster with Status Conditions and Effects that otherwise would not be possible. However, this also means that weapons that trigger against "Undead," "Golem," "Robot," "Mecha," or "Incorporeal" do not trigger anymore. You can cast the spell again after the monster has been "Re-Animated" in order to inflict "Celestial Aura" on it.

Pop-ups:
Your opponent resists the Aura!
Your opponent begins to glow and is becoming more sensitive to Light!
Your opponent's body is slowly being filled with a magical force that is similar to Blood in live organisms!


DESCRIPTION
This is a strong spell that engulfs your foes in a Celestial Aura and makes them weaker towards Light attacks for 5 turns. For some reason, this spell can also reanimate non-living foes by filling their body with a magical aura that resembles blood (so you can now inflict some Status Effects on them).

Appearance
It's just a yellow sun symbol that appears in the center frame on the monster's side that rotates a few times and then vanishes in a flash of light (which is when the single damage hit occurs).

Analysis:

  • The spell gets a +10 bth *85/95 lean which is factored into the Celestial Aura calculation.
  • For non-living foes, the spell removes their non-living tags and replaces it with "Re-Animated" which allows them to be inflicted with Bleed, Poison, and other effects. However, it also prevents the triggers for the "non-living" tags from activating.
  • The Celestial Aura does (1+0.4079 damage) for 5 turns because this spell does 0 damage but costs the same as a normal spell. So instead of doing 200% damage as usual, it does the 200% damage over the course of 5 turns which equates to (200/5 *85/95 +.05 damage for being unreliable and for being spread out over 5 turns).


< Message edited by battlesiege15 -- 5/2/2016 12:11:53 >
AQ AQW  Post #: 171
5/3/2016 10:22:52   
battlesiege15
Member

Asura the Demon
«Neutral Fire armor. The lower your health, the more damage you do.»

Level: 150
Power Level: 153, Mastercraft
SP Level: 152

Location: The Fiery Demigod
Element: Fire

COMBAT DEFENCE
Melee: 49
Ranged: 49
Magic: 49

ELEMENTAL MODIFIER
Fire: 39%
Water: 85%
Wind: 85%
Ice: 90%
Earth: 75%
Energy: 85%
Light: 42%
Darkness: 90%

ATTACK
Hits: 1
Type: «As weapon»
Element: «As weapon»
Damage: 559% Base, 559% Random, and 1110% Stats each
BTH: +19 plus Stats each

EFFECT
You receive Armor Lean x1.

MC Bonus:
Your attacks deal (110% - 10*[% of HP left]) damage. Magic weapon attacks get *4/3 of this boost, and spells get half boost.

DESCRIPTION
Take on the form of the mighty Asura, a demipower who is always looking for more power. The lower your health, the more angry and powerful your moves become.

Appearance:
The armor looks similar to: Click me! with the skin being red and golden ornaments/clothes.The armor's stance is similar to that of the Fujin Plate's. The armor will have 3 heads, the center head being a neutral face, the left face being a face of anger, and the right face being a face of sadness. The player's shield is held on the left middle arm while the player's weapon is on the right middle arm.
Nandaka
«Non-proc fire melee sword that has a SP toggle to inflict a burn with each hit that connects.»

Level: 150G
Power Level: 153, Mastercraft
Location: The Fiery Demigod

Type: Melee
Element: Fire
Damage: 18 - 46
BTH: 19

EFFECT:
It has no special, so its normal attack deals +9% damage (Not factored in the numbers above).

MC BONUS
You can click on the sword to spend X SP to attempt to inflict a weak burn on the monster for every connected hit for 1 turn. (Due to the SP cost, the infliction rate is 100% but the power of the burn is lower to compensate). Player saves is PLvl/STR/LUK vs. Monster PLvl/INT/LUK. (Yes, it's INT because it's mystical fire. Just go with it)

SET BONUS (If you have the Weapon, Armor, Shield, and *Face of Fury* equipped):
Unlocks a skill where the player loses their shield and the shield slot is locked. The player then gains another flaming Nandaka in the hand which was holding the shield in order to deal 200% damage on all attacks. Basically the concept is sacrificing considerable amount of defense for considerable amount of offense. I don't know how to balance it so these are just rough numbers.

DESCRIPTION
This legendary sword was once used to slay demons, but Asura learned to wield it for himself and has now passed it down to you. You can power the weapon with your SP to ignite the weapon and burn your foes with each strike. Equip this with the rest of Asura's armory and Face of Fury to give your shield for considerable offensive power.

Appearance
Normal: Looks like this: Nandaka but the blade tip is a dark red similar to Asura's armor.
When toggled: The weapon is covered in Fire like the Overlord's weapon or like this.
Agneyastra
«100% non-proc ranged fire bow that has a SP toggle to inflict a burn with each hit that connects.»

Level: 150G
Power Level: 153, Mastercraft
Location: The Fiery Demigod

Type: Ranged
Element: Fire
Damage: 18 - 46
BTH: 19

1 hit of normal bow damage

EFFECT:
It has no special, so its normal attack deals +2% damage (Not factored in the numbers above).

MC BONUS
You can click on the sword to spend X SP to attempt to inflict a weak burn on the monster for every connected hit for 1 turn. (Due to the SP cost, the infliction rate is 100% but the power of the burn is lower to compensate). Player saves is PLvl/DEX/LUK vs. Monster PLvl/INT/LUK. (Yes, it's INT because it's mystical fire. Just go with it)

SET BONUS (If you have the Weapon, Armor, Shield, and *Face of Forlon* equipped):
Unlocks a skill that inflicts the monster with a stacking burn that lasts 9999 turns using the same saves as the normal toggled arrow. The skill does 75% normal bow attack damage and does not receive elemental compensation.

DESCRIPTION
This legendary bow has the power to incinerate opponents and can only be wielded by the mightiest warriors. You can power the weapon with your SP to ignite allow your arrows and burn your foes with each shot. Equip this with the rest of Asura's armory and Face of Forlorn to gain the ability to scorch your foes forever.

Appearance
Normal: Looks like a normal red longbow with its draw string and the arrow is a small column of flame.
When toggled: The entire weapon is covered in flames.
The attack animation for both is just shooting the arrow at the monster.
Vajra
«Non-proc magic fire scepter that has a SP toggle to raise player's INT.»

Level: 150G
Power Level: 153, Mastercraft
Location: The Fiery Demigod

Type: Magic
Element: Fire
Damage: 15 - 33
BTH: 19

EFFECT:
It has no special, so its normal attack deals +9% damage (Not factored in the numbers above).

MC BONUS
You can click on the sword to spend X SP to raise player INT by 50 INT.

SET BONUS (If you have the Weapon, Armor, Shield, and *Face of Felicity* equipped):
Unlocks a 4-hit no-lean magic skill that deals X% spell damage in order to inflict the monster with a massively powerful burn for 4 turns.

DESCRIPTION
This fabled scepter is said to have the power to open your mind and enlighten you when you feed it some of your own life energy. Equip this with the rest of Asura's armory and Face of Felicity to unlock a devastating skill that will send powerful columns of fire to burn your foes.

Appearance
Normal: Looks like this with some portions being red.
When toggled: The weapon glows a faint red.
The spell animation is that four columns of fire strike the monster from above, each one resembling a red thunderbolt.
Asura's Aura
«MC Fire Shield. Can pay SP to become Enraged and deal higher damage at the cost of accuracy.»

Level: 150
Power Level: 153, Mastercraft
Location: The Fiery Demigod
Element: Earth

COMBAT DEFENCE
Melee: +12
Ranged: +12
Magic: +16

ELEMENT MODIFIERS

Fire: -26%

MC EFFECT
During your turn, if you have at least 31 SP, then you can click on the shield and spend 31 SP to make yourself Enraged*. This increases your player damage by *95/85*1.05 at the cost of -10 bth. This boost is halved for spells and *4/3 for Magic weapon attacks. During your turn, you can click on the shield again to deactivate it**.

*You feel eons of Rage flow through you, strengthening your attacks and clouding your vision!
**Your anger simmers down and you feel composed once again.
Description
This fabled shield of the powerful Asura protects you well from fire and mystical forces. Click on it to spend your own life force to tap into eons of rage felt by the Asura to give you an upper hand in the field of battle.

Appearance: It looks like the aura piece in the center of the Eternal Dragon of Time except more of a gold color (the same gold as in the Asura armor) and has two long ribbons of the same color flowing on the sides of it. When activated, it grows a dark red aura around it.
Face of Fury
«Fire misc that provides Fire resistance and boosts STR. When used in the Asura the Demon's armor, the misc gives a further +5% damage and converts the armor to an Offensive Lean.»

Level: 150G
Power Level: 153, Mastercraft
Location: The Fiery Demigod
Element: Fire

Activation: 0 turns
Cost: 53 SP for activation and for every turn with the item equipped. 60 SP for activation and for every turn with the item equipped when in the Asura the Demon's armor.

Effects:
*.5 Fire Resistance.
+50 STR

MC Bonus:
The misc gives some extra damage boost when equipped with the Asura the Demon's armor at a slightly increased SP cost. The misc also converts the armor into an Offensive Lean.

DESCRIPTION
This enchanted mask of anger can protect you from Fire attacks and can raise your STR. Wearing this mask with the Asura the Demon's armor also makes you a more powerful and offensive fighter.

Appearance
A mask with an angry face on it.
Face of Forlon
«Fire misc that provides Fire resistance and boosts DEX. When used in the Asura the Demon's armor, the misc gives a further +3 MRM and converts the armor to a Defensive Lean.»

Level: 150G
Power Level: 153, Mastercraft
Location: The Fiery Demigod
Element: Fire

Activation: 0 turns
Cost: 53 SP for activation and for every turn with the item equipped. 60 SP for activation and for every turn with the item equipped when in the Asura the Demon's armor.

Effects:
*.5 Fire Resistance.
+50 DEX

MC Bonus:
The misc gives some extra MRM when equipped with the Asura the Demon's armor at a slightly increased SP cost. The misc also converts the armor into a Defensive Lean.

DESCRIPTION
This enchanted mask of grief can protect you from Fire attacks and can raise your DEX. Wearing this mask with the Asura the Demon's armor also makes you a more nimble and defensive fighter.

Appearance
A mask with a sad face on it.
Face of Felicity
«Fire misc that provides Fire resistance and boosts INT. When used in the Asura the Demon's armor, the misc gives a further +4.5 BTH and converts the armor to an Offensive Lean.»

Level: 150G
Power Level: 153, Mastercraft
Location: The Fiery Demigod
Element: Fire

Activation: 0 turns
Cost: 53 SP for activation and for every turn with the item equipped. 60 SP for activation and for every turn with the item equipped when in the Asura the Demon's armor.

Effects:
*.5 Fire Resistance.
+50 INT

MC Bonus:
The misc gives some extra BTH when equipped with the Asura the Demon's armor at a slightly increased SP cost. The misc also converts the armor into an Offensive Lean.

DESCRIPTION
This enchanted mask of happiness can protect you from Fire attacks and can raise your INT. Wearing this mask with the Asura the Demon's armor also makes you a more accurate and offensive fighter.

Appearance
A mask with a happy face on it.
Asura the Demigod
Power level:3.5
Build: Balanced Hybrid boss (Maxed STR, INT, and DEX)

Special skills:

  • At 66%-100% HP, he gains a "Defensive" Stance and deals 0.8* damage but also takes in 0.8* damage just like the armor lean system. During this phase of the battle, Asura's DEX is increased and he attacks with his Agneyastra dealing ranged Fire damage and can burn you.
  • At 33%-66% HP, he gains an "Offensive" Stance and deals 1.25* damage but also takes in 1.25* damage just like the armor lean system. During this phase of the battle, Asura casts as many spells as he can and his INT is increased. He attacks with his Vajra and deals magic fire damage.
  • At 0%-33% HP, he gains an "Offensive" Stance and deals 1.25* damage but also takes in 1.25* damage just like the armor lean system. During this phase of the battle, Asura's STR is increased and he attacks with his Nandaka and can burn you.
  • Deals more damage as his HP decreases*. He deals 100% damage at 100% HP and 150% damage at 0% HP (not factoring in the stance changes).
Appearance: Looks like the Asura armor with a shield in the center arm of one side and a weapon in the center arm of the other side. Starts off with the Face of Forlorn as the center face then switches to the Face of Felicity and to the Face of Fury based on the monster's HP and stance. It might be easier to just make this into 3 different monsters with HP corresponding to each of the forms like the Shadow Colossus monster.

< Message edited by battlesiege15 -- 5/6/2017 19:53:09 >
AQ AQW  Post #: 172
5/3/2016 11:54:16   
strike guardian
Member

Pretty cool. Fills the FD niche for fire and has damage MC to make FO users happy.
The elemental resistance seems a bit low on those. Is there a reason they don't go down to .5?

< Message edited by strike guardian -- 5/3/2016 11:56:07 >
AQ  Post #: 173
5/3/2016 14:22:16   
battlesiege15
Member

Oh my bad, I copied a template from some other misc. Also, I'm not quite sure how to balance miscs but I would assume *.5 is fine.
And yeah, I figured this armor misc combo would cover all three major leans considering there are very few fire armors for the three leans that are on the new standards.

EDIT: Added one more mask for INT builds and added 3 weapons, a shield, and a boss monster. Quest currently in progress.

< Message edited by battlesiege15 -- 5/10/2016 14:57:21 >
AQ AQW  Post #: 174
5/10/2016 17:51:28   
strike guardian
Member

I think the lack of replies is a common trait to all item suggestion threads.
If anything, I think you get the most replies out of all of us.

SP Toggle: I'm not absolutely sure, but this is a toggle for 100% attempt to inflict burn at end of player attack, correct? Sounded like a quick-skill at times.
Nandaka: I daresay 200% damage is OP. Compare CIT, which effectively sacrifices your shield for 150% damage. Then again, with elecomp added, 200% might actually feel low.
Agneyastra: Depending on how/if the burn stacks with the normal toggle, this could turn out very weird.
Vajra: Not much to say past Poes sure will love this. The FSB seems overly similar to CoTS, but otherwise fine.

Now that the theme of the set is obviously "OMG DO MORE DAMAGE!!!!" it feels fairly weird for the Dex misc to turn the armor into FD, though I get what you're trying to accomplish.

< Message edited by strike guardian -- 5/10/2016 17:52:22 >
AQ  Post #: 175
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