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10/11/2018 1:28:22   
Primate Murder
Member

Dracomancer

FD fire armor with wind and energy secondaries
High MRM with a slight weakness to Ranged
2 hit basic attack at +3 bth lean

Appearance: Light-weight robe of old dragon skin (azure or scarlet depending on EleShift toggle), with a breastplate of iron and bronze on top. Has a togglable dragon helm, and when the Dracomancer attacks, his shadow has great draconic wings.
Description: Don the armor of dracomancers to channel powerful elemental magic and call upon a variety of dragons and dragonkin to aid you in battle!


Level 0: Soul of a Dragon - Passive
Exert control over the wild, barely contained power of dragon magic to craft spells of devastating might!

Gain 1 stack of Channeling at the beginning of every turn; stacks cap at 10 and reset at the end of the battle. While Channeling, you take damage from a harm element Burn (Power = stacks) and your spells deal +12.5*(1+stacks)% damage.


Level 1: Dragon's Claw - Active
Summon a simulacrum of a vicious dragon claw, capable of ripping apart your enemy's armor!

2 hit of (weapon element) damage at +10 bth lean. It deals 50% damage of a standard spell and the monster looses (20 + 2.5*ChannelingStacks) blocking. Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus, or -15 penalty if either your pet or your guest have a dragon/dragonkin tag.

Costs mp of a standard spell, and you gain an extra stack of Channeling.


Level 2: Dracomancer's Bonds - Passive
As a student, you struggled to reconsile the peaceful nature of your companion bond with the untamed connection to a maelstrom of wild magic raging inside you. As a dracomancer, the understanding comes naturally.

If you have any draconic pet or guest out when you cast a spell, you loose 2.5% melee sp, and your pet and guest gain a round of celerity. (no save)


Level 3: Dragon Scales - Toggle
Cover yourself in protective scales, reducing the damage of enemy blows!

Instantly recover 25% of the damage dealt to you (similar to eye of osiris).

Costs 35% melee mp.


Level 4: Draconic Shift - Active
Draw upon the resistances of a different set of dragons.

Quickcast. Your armor's resistances shift to Ice element with Water and Earth secondaries. Click again to disable the shift and return to Fire with Wind/Energy secondaries.

Cost: Free


Level 5: Dragon Brood - Active
Summon an entire brood of young dragons to lay waste to your enemies! A few might even stick around for a while to help.

8 hits of magic damage (one hit of each element), uses Cha in place of Int for stats. Deals *132/109 damage for multi-element, but takes a 35% penalty to pay for the effect. The damage bonus from Channeling is /0.65 to compensate.

Costs mp of a standard skill, and you gain an extra stack of Channeling.

Afterwards, you summon an mp-costing Dragon Clutch guest (looks like a bunch of dragon hatchlings). It attacks with a random element (among the 8 standard ones) and deals *132/109 damage to compensate. The guest is summoned with 3 charges, but looses 1 each round;* while it has at least one charge, the guest deals double damage. Casting the spell again adds 3 more charges.

*A hatchling grows bored and flies away.


Level 6: Dragon's Might - Toggle
Weave an ancient enchantment around your companions, empowering their strikes with draconic energy!

Your pets and guests deal +40% damage. Bonus increases to +65% if they have a dragon/dragonkind tag.

Costs 50% melee mp.


Level 7: Blood of a Dragon - Toggle
Raw mana ravages your body as you channel dragon magic to empower your spells - but some of that energy remains in your blood, giving you an additional source of arcane power!

Take double damage from Channeling, but restore mp = 75% damage taken.


Level 8: Dragon Magic - Passive
You may have to start getting a little bit serious...

Your spells deal +25% damage when your hp is below 50%.


Level 9: Great Dragon - Active
Summon the Great Dragon, Kethorat, for help. He might say no, or he might assail your foe with element X if you're charismatic enough!

5 hits of magic Harm damage at +5 bth lean. Waives the *0.9 harm penalty due to 90% chance of activation. Treated as a spell.

Chance of attacking: 60% + (YourCha/VStat)*30%

Costs mp of a standard spell, and you gain an extra stack of Channeling.


Level 10: Half Dragon Transformation! - Toggle
Focus your magical power inward instead of outward, transforming into an offense-oriented dragon hybrid, capable of overwhelming attacks and no longer relying on mana to fuel your spells!

Toggle to Transform into a powerful hybrid with the following features:

- Armor lean changes to FO.

- Your normal player attacks deal *2 damage.

- Your spells cost 0 mp. (the extra 25% paid by the lean)

Costs 50% melee sp + 50% melee hp.

< Message edited by Primate Murder -- 5/19/2021 23:53:25 >
AQ DF  Post #: 76
10/11/2018 7:32:51   
Primate Murder
Member

Well, since I did necromancer as a beastmaster, I figure I might as well do a revamp of the original Beastmaster class.


Wyllt Garb

Neutral lean earth armor
MRM has a strong focus on melee
2 hit basic attack at +5 bth lean.

Appearance: Colorful cloth, decorated with feathers and fangs. More armored portions consist of wood, bone and bettle carapace. Has a small hunting bow on the back and a wicked knife strapped to the belt.
Description: Forge an alliance with the beasts of the Dark Jungle, allowing you to bring a piece of the wild with you no matter where you go!


Level 0: Instinct - Passive
Hot and humid atmosphere of the Dark Jungle does not allow for heavy armor, but what a beastmaster looses in protection they more than recover in animalistic instinct and reaction speed!

You take +25% damage from monster attacks, At the end of your turn, you, your pet and your guest have 50% chance to gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Additionally, all your weapons attacks and specials use Cha in place of Luck for stat bonuses.


Level 1: Hunter's Shot - Active
Years of hunting raptors with your trusty bow have steadied your hand and sharpened your eye, allowing you to strike true against any prey, no matter how fleet-footed.

1 hit of (weapon element) damage, autohits. Deals 61.25% damage of a standard weapon-based skill and the monster makes a save (Cha/Luck vs Dex/Luck) with +0 bonus. If it fails, your pet and guest also autohit for one round.

Costs sp of a standard skill.


Level 2: Alertness - Passive
You can immediately tell when your bestial companions sense danger, giving you a forewarning in every encounter.

Use Cha in place of Luck for Initiative.


Level 3: Internal Beast - Toggle
Unleash your inner beast to boost your strength and charisma!

Combined Str and Cha drive. Costs sp.


Level 4: Feral Pounce - Active
When the moment comes, command your pet to leap forward and maul your foe with extreme prejudice!

Quickcast, 1/turn. Your pet deals +125% damage for one round.

Costs 50% melee sp.


Level 5: Call Forth the Beasts - Active
Call upon the beasts of the wild to aid you in battle!

Choose among 8 elemental guests (Bat, Dragon, Frog, Hawk, Shark, Snake, Tiger and Wolf), and call two of them. You pay upkeep of both and they both attack. All guests cost sp, have *1.4 upkeep to compensate for omni-elemental compression and deal *1.1 damage for different elements.


Level 6: Bestial Skin - Active
Since ancient times, hunters collected hides and furs of slain foes. Follow their example and embrace your wily side to adapt to your enemy's element!

At the end of a fight, you gain one Hide that follows the base element of your foe. Click on the skill to don one of the Hides in your possession, changing your armor's base element to the element of the Hide until the end of the battle or until you use another Hide.

The skill is quickcast, and uses up the Hide equipped.


Level 7: In Spirit United - Passive
You and your beasts are one and the same, any separation is merely an illusion.

The first time each battle you're inflicted with daze, fear, choke or blind, you shake off the effect. Each subsequent time, the effect is spread between you and your pet+guest. (ex: you're inflicted with 100% daze; instead of skipping your turn, you, your pet and your guest are all inflicted with daze, 50% chance)


Level 8: Pack Tactics - Active
Hammer and anvil? Have you tried Chosen and Dragon? Your foe's defences drop as it tries to fend off attacks from all sides.

Make a standard weapon attack. Afterwards, your pet and guest deal +50% damage for one round, and the monster is inflicted with Weakness Exposed (takes +22.5/1.4% additional damage from all elements until it makes a successful save). Monster can shrug off the effect (Cha/Luck vs Cha/Luck) at +0 bonus.

Costs 75% melee in sp.


Level 9: Stampede - Active
Call forth a stampede of wild animals to trample your foe!

15 hits of (Hide Element; defaults to earth) at -5 bth lean. Spell-type skill, uses Cha for stats. Deals +20% damage if you have a pet out and active, +50% if you also have a guest out, and +80% if you have two guests out; gains elecomp to damage.

Costs sp of a standard skill + your guest upkeep. Your pet and guest do not attack this turn (unless they get celerity).


Level 10: Force of the Wyllt - Toggle
Draw upon the primal wild inside every beast to unleash your true strength!

You, your pet and guest deal *1.5 damage.

Costs 100% melee in sp.

< Message edited by Primate Murder -- 8/12/2020 12:27:06 >
AQ DF  Post #: 77
10/11/2018 9:31:39   
Primate Murder
Member

Alchemist's Belt
A class misc.

Note: All active Alchemist skills are quickcast and can be used once per turn, as you spend the time mixing the ingredients. You can only use one Alchemist skill per turn, unless you have Combine Potions toggled.

Appearance: A belt with several vials, flasks and pouches.
Description: Study the subtle science and exact art that is potion-making.


Level 0: Brewmaster - Passive
As an alchemist, you have inside knowledge of all the little tricks to enhance potency and effect of your concoctions.

Gain +10 Potency with all Alchemist class infliction skills.


Level 1: Volatile Concoction - Active
Throw together some random ingredients to achieve a nice big BOOM!

Throw a vial at the enemy, dealing (weapon element) damage equal to 100% melee. This is considered a bow attack and can be dodged.

Costs 1 hp potion.


Level 2: Alkahest - Active
A universal solvent, capable of dissolving any armor.

Monster looses 20 blocking until the end of the battle. It can resist (VStat/Luck vs End/Luck) with +0 bonus to save.

Costs 1 mana potion.


Level 3: Potioneer - Passive
Get the most from your potions.

All your health and mana potions heal an extra 10% hp/mp.


Level 4: Alchemist's Fire - Active
Throw an adhesive, acidic compound at your foe, burning them and leaving them vulnerable to fire attacks.

Inflict fire-element Burn (power 2) and EleVuln (+10/1.4% damage from fire) until the end of the battle. Monster can resist both effects with a single save (VStat/Luck vs End/Luck) with +0 bonus to save.

Costs 1 hp potion and 1 mp potion.


Level 5: Ground DracoLich Bones - Active
Infuse your foe with a corrupted aura of Draconic Undeath!

Tags the monster as both Undead and Dragonkin (or full dragon if already dragonkin). Monster can resist (VStat/Luck vs End/Luck) with -20 penalty to save.

Costs 2 mp potions.


Level 6: Elixir of Life - Active
One of the fundamental goals of any alchemist.

Regenerate hp equal to 1% MaxHP at the end of every turn until the end of the battle.

Costs 2 hp potions.


Level 7: Chrysopoeia - Passive
Since the dawn of time, alchemists searched for a way to turn matter into gold.

Gain 1% of the monster's gold rewards at the end of each round. This does not affect the gold you receive at the end of the battle.


Level 8: Liquid Nitrogen - Active
This colorless and odorless liquid can freeze anything.

Inflict Freeze and Fragile (-50 End) on the monster for two rounds. Both effects can be resisted with a single save (VStat/Luck vs End/Luck) with -5 penalty.

Costs 3 mp potions.


Level 9: Panacea - Active
A remedy to cure all ills.

Removes all hostile status conditions you're inflicted with, and you regain hp worth 5% MaxHP.

Costs 3 hp potions.


Level 10: Combine Potions - Toggle
Mix and combine your concoctions - and hope it doesn't blow up in your face!

You can use two active Alchemist skills (different ones) per turn. 90% of the time you get the effects of both skills. 10% of the time it explodes, dealing 100% melee damage to you per each potion involved. Like any attack, this can be dodged.

This has a small sp cost.

< Message edited by Primate Murder -- 10/27/2019 23:59:12 >
AQ DF  Post #: 78
10/11/2018 11:41:31   
Primate Murder
Member

I've been thinking about this for a while. Trying something new here. Instead of skills and maxed out damage, human subrace armor is a return to the basics, emphasizing utility, versatility and survival. Usable by any build.

To compensate for the fact that human subrace requires no quests, as well as due to being thematically appropriate, this armor requires you to level up different classes. You gain the scaled no-drop armor when you reach level 10 in fighter, rogue, mage and scholar classes, but can only use the level 0 ability. You gain one level of armor every time you level one of the tier 2 classes to 5, as there are conveniently 10 of those classes.


Traveler's Garb
Human subrace armor.

Neutral lean armor, element follows your Clan (or neutral if clanless)
MRM are average
3 hit basic attack

Requirements: level 10 fighter, scholar, rogue and mage; as well as level 5 Beastmaster, Berserker, Dracomancer, Dragonslayer, Knight, Martial Artist, Ninja, Pirate, Wizard and Shadowslayer/Nighthunter.

Appearance: A chainmail underneath a worn cloak with a togglable hood (uses no-drop colors). There's also a quiver of arrows on the back, a double scabbard with a sword and a magical rod on the belt, and a set of potions on a harness diagonally crossing the chest. Attack is a strike with a fireball, followed by a weapon slash, followed by a crossbow bolt from the shield arm as you retreat.
Description: You've been there and done that. This armor is only usable by players that have properly unlocked it by traveling across all of Lore.


Level 0: Mastery of the Craft - Active
You have mastered the craft of battle. Once per battle you can call upon one of the aspects that you've mastered. Doesn't take a turn.

You have one Mastery at the beginning of every battle. Regardless of whether you use it or not, or if you gain more Masteries, you reset to one Mastery at the beginning of every new battle. You can use your Mastery to gain one of the following effects:

Aspect of Power - your next attack deals +50% damage. (/2 for spells, *4/3 for magical weapons).

Aspect of Salvation - cure yourself of one hostile status condition. If you're affected by several, cure the strongest one.

Aspect of Knowledge - gain Status Potency +20 for one round.


Level 1: Skilled Fighter - Toggle
Draw upon the skill of a thousand battles and combat styles of a dozen martial schools to attack with increased damage!

Your armor lean changes to FO. Deal +50% damage with all weapon attacks and specials. Afterwards, the monster makes a save (MainStat/Luck vs Str/Luck) at +0 bonus. If it succeeds, you pay 100% melee in sp. If it fails, the toggle has no cost (pay 0% melee).


Level 2: Shield Optimization - Toggle/Passive
Draw upon your knowledge of the enemy for increased defense against it's attacks.

Click to switch between a +12 boost to either Melee, Ranged or Magic defence. Monster can resist (MainStat/Luck vs Int/Luck) with +0 bonus to save.

Passive skill.


Level 3: Mage's Warding - Toggle
Draw upon your mastery of magic to decrease the damage you take!

Your armor lean switches to FD. Gain an Elemental Shield: -50% damage from all elements.

Costs 70% melee in mp.


Level 4: Slayer - Active
You have come across many foes during your travels - and you have found a counter for every single one of them.

Quickcast, 1/battle effect based on monster tags:

- Undead, Ghost or Zombie.* Monster makes 50/50 save (MainStat/Luck vs Cha/Luck). If it fails, it's inflicted with Light element EleVuln (+50/1.4% damage for two rounds).

- Dragon or Dragonkind.** Monster makes a 50/50 save (MainStat/Luck vs End/Luck). If it fails, it's inflicted with Scale Rot (renamed DefLoss), loosing 30 MRM for two rounds.

- Vampire, Werewolf or any variant of them.*** Your next attack inflicts Disease (hp) worth 1000% of damage dealt (/0.75 for magical weapons; /2 for spells). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus.

- Elf, Orc or Human.' Monster makes a 50/50 save (MainStat/Luck vs Cha/Luck). If it fails, it's inflicted with Blind -(6*TurnsRemaining) bth for four rounds. (so -24, -18, -12 and -6)

- Demon.'' Monster makes a save (MainStat/Luck vs Cha/Luck) with +10 bonus. If it fails, it's inflicted with Panic (-50% damage until saves).

- Elemental or Shadow.''' Monster makes a save (MainStat/Luck vs End/Luck) with +0 bonus. If it fails, it's inflicted with (weapon element) Burn that has the power of 10 and lasts for 2 rounds.

- Golem or Mecha.^ Monster makes a save (MainStat/Luck vs Dex/Luck) with -10 penalty. If it fails, your next attack is an automatic Lucky Strike.

- Anything else.^^ You gain +8.5 bth and +15% damage for two turns (/0.75 for magical weapons, /2 for spells).

*Sear your foe with the light of the ultimate truth - they're already dead!
**Rot the scaly defences of your foe with homemade dragonsbane poison!
***Whether your foe is a lycan or a vampire, this mixture of silver and holy water would destroy their ability to regenerate!
'Your foe is struck with Blind admiration for your heroic deeds!
''Your demonic foe panics at the very sight of you!
'''Your foe does not belong in this world!
^With a bit of luck, you can find the exact place to disable the construct!
^^You don't know what it is, but you've fought enough monsters to improvise on the spot.



Level 5: Aria's Training - Active
It was no chore to run a few errands for Aria's Pet Shop, and in return she taught your pet how to do tricks!

Quickcast. Choose one of the three effects below. This costs your pet's turn and nothing else:

- Scout. You gain +(7.65 + 7.65 * Cha/VStat) bth for two rounds. (calc: 40*0.85*0.9; /2 for duration)

- Distract. You gain +(10.93 + 10.93 * Cha/VStat) MRM for one round. (calc: 40*0.85*0.9/1.4)

- Seek Weakness. You gain Hypercritical status + (20 + 20*Cha/VStat)% LS rate for one round.


Level 6: Enlightened Recovery - Passive
As you flow through the motions of combat, so does the cosmic energy flow through you. Gain a chance to regain your power with every hit!

The passive checks your mp.

- If it's below 80% MaxMP, you have a 5% chance to regenerate 33% melee in mp with every hit of your weapon attack, special or spell.

- If it's 80% or above, you heal sp worth 6.25% damage dealt with all weapon attacks, specials and spells (with usual modifiers for magical weapons and spells).


Level 7: Every Trick in the Book - Passive
Attack the weakest link in your enemy's defences.

All your attacks automatically target the weakest of the monster's Melee, Ranged or Magic defences. (this does not switch your weapon type, only what defence you target)


Level 8: The Power of Friendship - Passive
A heartwarming display of camaraderie.

Gain an extra Mastery every time you use Ally Assist.


Level 9: Elemental Infusion - Active
You have traveled through the Ethereal Realm and touched the very fabric of the Elemental Realms. Call upon those memories to Imbue your weapon with elemental power!

All your weapon attacks are imbued with your armor element (or harm if you're clanless) for two turns.

Costs 100% melee in sp.


Level 10: Resource Usage - Active
An experienced traveler can use every resource at his disposal with maximum efficiency.

Quickcast, can be used once per turn. You drink a health or a mana potion.

Costs sp of a standard skill.

< Message edited by Primate Murder -- 10/29/2019 3:28:52 >
AQ DF  Post #: 79
10/11/2018 11:58:41   
Primate Murder
Member

A beastmaster class designed to maximize the damage dealt by your pets and guests. Inspired by the Chessmaster Saga.


Master of Chess
PO ice class armor.

Has secondaries to energy and darkness, because a chessmaster must be dynamic and able to adapt to the situation; his moves swift, yet coated in mystery.
MRM has a slight focus on Magic
Has an equal chance of a 1-hit, 2-hit or 3-hit attack.

PO lean: Pest offensive. You deal 1x damage and receive 1.25x damage. Your pets and guests deal 1.25x damage.

Appearance: A figure cloaked in shadow with only eyes visible. Has a chessboard in front. Attack is a chess figure moving - and a corresponding Numbered Beast attacking. Says 'Checkmate' when the battle is over.
Description: All the world's a stage, but only a few are truly players. As for the rest, their 'to be or not to be' is decided by the one moving the pieces.


Level 0: f2-f4 - Passive
Send your pawns ahead to secure the center and seize the advantage from the start.

Gain +210 initiative. If you win initiative, all your attacks deal -50% damage (-67% damage for magical weapons and -25% damage for spells) against the monster during the first round. This doesn't affect pet and guest attacks.


Level 1: Fianchetto - Passive
Flank your foe, disrupting their forward advance.

Gain an Element Shield (ice, -(50/1.4)% damage) against monster's first attack in battle.


Level 2: Pawn Promotion - Active
Move your pawn behind the enemy lines, drastically increasing the effectiveness of your offensive.

A quickcast Cha-boosting spell. Costs sp and lasts 3 turns. Basically, a Cha clone of Buffalot.


Level 3: En Passant - Passive
Move your forces to strike your opponent just as he thought himself safe.

If your guest misses with an attack, it has HitsMissed*56% chance to gain celerity. Monster can resist this (Cha/Luck vs Int/Luck) with +0 bonus to save. (calc: 10/(0.6*0.15); /2 for average # of hits)


Level 4: Castling - Active
Protect your weak points and shift your heavy-hitters into an advantageous position at the same time.

Gain an Element Shield (all elements, -(50/1.4)% damage) for one round.

Your guest gains +100% damage and +21.25 bth for two rounds. (calc: 4.25*3/0.6)

This costs sp of a standard skill and takes a turn.


Level 5: Doubled Pawns - Toggle
A true player can turn seemingly useless pieces into a dangerous weapon.

Your pets and guests become ele-locked to ice. They receive EleComp to damage.

Toggle again to undo the ele-lock.


Level 6: Counterplay - Passive
Playing on the defensive means loosing the tempo. Always plan offense.

Each time you're hit, your pet has a HitsConnected*10.5% chance to gain celerity. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. (calc: 5/0.85/0.4/0.7; /2 for # of hits)


Level 7: King Walk - Toggle
Sometimes your minions just aren't enough and you have to go out yourself, manipulating and outmaneuvering the opposition like a true mastermind.

All weapon-based attacks and spells deal 0 damage. The player also takes +(20/1.4)% damage from monster attacks.

All player attacks paralyze the monster. Monster can resist with a save at a +0 bonus (inflict with Cha/Luck, resist with End/Luck).

All pet and guest attacks deal + (30 + 30*Cha/VStat) % damage.


Level 8: Battery - Passive
Plan out a series of attacks striking at exactly the same point for maximum effect.

Gain +10 potency with all effects that affect the monster.

In other words, if the monster is paralyzed gain +10 to paralysis infliction, if the monster has DefLoss gain +10 to DefLoss infliction, etc. This is a skill designed for stacking effects.


Level 9: Check - Toggle
Threaten that which your opponent treasures most. He'll be forced to either shift his forces weakening the defence, or move out leaving himself vulnerable.

All your weapon-based attacks, specials and spells will randomly inflict either DefLoss (-12 MRM) or EleVuln (+14.29% damage) on the monster for 2 rounds. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

This costs 20% sp of a standard skill.


Level 10: Gambit - Toggle
Sacrifice a minor figure to secure an overwhelming advantage over your foe.

All your pet and guest attacks deal 2x damage.

This has equal chance of costing 50%, 100% or 150% hp of a standard skill. (since your foe can respond to your gambit in different ways)

< Message edited by Primate Murder -- 10/29/2019 3:31:35 >
AQ DF  Post #: 80
10/11/2018 16:32:07   
Primate Murder
Member

My first attempt at a combo-based class.

As with the original, I'm doing a White Gi armor with the generic 5 skills, and four specialized armors with the other 5.


White Gi
Martial Artist class armor

FO neutral element armor
High MRM with a focus on Melee.
Attack:

- Unarmed Combat. When wielding a Fist or a weapon associated with your School, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make 2 more hits.

- Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty.

Appearance: Similar, if slightly taller.
Description: Begin your study of martial arts with the Crouching Frogzard Style, a beginner's set of offensive and defensive moves for every situation.


Level 0: School of Combat - Passive

Each armor has a different stance, one you enter when using a Fist or a School Weapon.

White Gi: Crouching Frogzard Stance. A versatile stance that uses your lack of heavy armor or large weapons to strike and evade blows with increased ease.

Extra School Weapon: Claw.

- Gain +3 MRM and +6.375 bth. (calc: passive + player-controlled trigger)

In addition, all Schools of Combat can use Combos. After using a Basic Strike, for one round any Basic Strike instead becomes a Combo Strike, dealing different damage and effect. Combo Strikes are not counted as Basic Strikes, so using one resets the Combo.


Level 1: Basic Strike: Punch - Active
Launch a sharp punch at your foe's head.

Costs 25% melee sp.

A basic attack at +5 bth lean with +25% LS rate.

Dragon's Breath Stance: Instead of boosted LS rate, your punches grant you +25 Status Potence for 1 round.

- Punch-Punch (Thoat Punch Combo): Attack deals 25% melee and inflicts Choke (-50/1.4% damage for 4 rounds). Monster can resist at a 50/50 Dex vs Dex save.

- Punch-Kick (Shin Kick Combo): Attack deals 50% melee and inflicts Offbalanced (-60 Dex) until the end of the battle. Monster can resist with a 50/50 Str vs End save.

- Punch-Palm (Solar Plexus Combo): Attack deals 75% melee to both hp and sp, and inflicts Winded (renamed Disease; affects sp, power = 3x sp damage dealt). Monster can resist (Str vs End) with -6 penalty to save.


Level 2: Basic Strike: Kick - Active
Deliver a powerful kick to your foe's misection or thigh.

Costs 50% melee sp.

1.5x damage basic attack at -5 bth lean.

- Kick-Punch (Eye Jab Combo): Attack deals 25% melee and inflicts Blind (-21.7 bth for 4 rounds). Monster can resist (Dex vs Dex) with -20 penalty to save.

- Kick-Kick (Groin Kick Combo): Attack deals 75% melee and inflicts Pained (renamed Paralysis) for 1 round. Monster can resist (Str vs Dex) with -13 penalty to save.

- Kick-Palm (Firm Stance Combo): Attack deals 75% melee and grants you Stability. Next time you're affected by an immobilizing status, you automatically break free; doing so removes the Stability status.


Level 3: Basic Strike: Palm Strike - Active
Breathe in, breathe out and release an open-hand attack at your foe's torso.

Costs 75% melee sp.

A basic attack that gives you Centered status - around a toggle's worth of Str and Dex each (+50 at lvl 150) for 4 rounds.

Dragon's Breath Stance: Gain Str + Int instead.

- Palm-Punch (Ear Clap Combo): Attack deals 35.75% melee and inflicts Concussion (renamed Mindlock) for 3 turns. Monster can shrug off the effect (Dex vs End) with -20 penalty to save.

- Palm-Kick (Knock Down Combo): Attack deals 50% melee and inflicts Knocked Down (-25 bth and MRM). Monster can stand up at the beginning of its turn (Str vs Str) with -10 penalty to save.

- Palm-Palm (Dragon Claw Combo): Attack deals 75% melee and inflicts Bleed (Power 0.75) which increases in power every round (+0.25) to a max of 1.25. Monster can shrug off the bleeding with a 50/50 Str vs End save.


Level 4: Counterattack - Passive
Deliver a blindingly-fast counterattack whenever you dodge your opponent's blow.

If you blocked at least one strike, then do a hit of damage worth (HitsBlocked/Attempted * 33)% damage of a standard player attack. This is considered a weapon-based attack, it follows the element of your weapon and applies all weapon-based effects. It can be dodged.


Level 5: Focus - Active
Concentrate all of your martial skill to deliver an extra attack against your foe!

Quickcast, 1/battle. Pay 50% melee in sp and gain one round of celerity.

Gogg Claw Stance: The cost is reduced to 30% melee.


Swift Talon Gi

FO energy armor with an ice secondary
Slightly above average MRM.
Attack:

- Unarmed Combat. When wielding a Fist, Claw or Dagger, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make 3 more hits.

- Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty.

Appearance: Blue Gi, low forward-leaning stance that allows you to launch into an attack with maximum force.
Description: Be fast, be sudden, be lethal.


Level 0: School of Combat - Passive
Gogg Claw Stance. Offense-oriented stance designed for swift, agressive assault and pre-emptive action. Masters of Gogg Claw style can deliver massive amounts of damage in short amounts of time, but at the cost of the ability to defend oneself well.

Extra School Weapons: Claw and Dagger.

- Loose 6 MRM and take +10/1.4% damage.

- When you succeed on Unarmed Combat save, you deal 3 extra hits instead of 2, and have 40% chance of gaining celerity.

- When you finish a Combo or use Echoes of Thunder attack, you inflict the monster with Sundered (renamed EleVuln, +25% damage from all elements) for 2 rounds. Monster can resist (Str vs End) with +4 bonus to save.

(calc: 20% compensation, 5% passive, 7.5% trigger)


Level 6: Basic Strike: Preemptive Strike - Active
Launch into a violent offensive before your foe has a chance to get its bearings, overwhelming your enemy and leaving them unable to act!

Only usable as your first attack, and only if you won the initiative. Costs sp of a standard skill. (calc: both basic strike and the combo gain 50% extra melee for 1/battle and the initiative save)

A basic attack that inflicts the monster with Overwhelmed (renamed Sleep). Monster can wake up (Str vs Cha) with -13 penalty to save.

- Preemptive-Punch (Flurry of Strikes Combo): The combo does 150% melee damage and you gain Ruthless status, dealing 3x Lucky Strike damage. The status persists until the monster wakes up from the Overwhelmed effect.

- Preemptive-Kick (Maim Combo): The combo does 81% melee damage. If the monster already shook off the Overwhelmed status, it becomes Paralyzed for 1 round (no save). Otherwise, the effect activates when the monster shakes off the Overwhelmed status.

- Preemptive-Palm (Will-Breaker Combo): The Combo does 125% melee damage and the monster becomes Fragile (-100 End) for 1 round. Monster can resist (Str vs Cha) with +0 bonus to save.

- Preemptive-Preemptive (Gogg's Combo): The Combo does 1.25x damage of a standard skill.


Level 7: Lightning Strikes Twice - Passive
And so do you.

When you spend Focus to make a weapon attack, that attack deals +25% damage.

The damage is tripled if the attack is a Preemptive Strike Combo.


Level 8: Thunderclap - Toggle
Focus your chi to unleash unleash concussive blasts of sound, dazing your foe and leaving them vulnerable to your attacks!

Whenever you make the extra strikes from Unarmed Combat, the monster becomes Dazed (25% chance of inaction) for 1 round.

Your attacks deal +100% damage if the monster skipped last turn due to being Dazed.

Costs 30% melee sp.


Level 9: Finish Him! - Passive
Fatality.

The celerity chance from Gogg's Claw stance increases to 90% when monster's hp drops below 20% MaxHP.


Level 10: Echoes of Thunder - Toggle/Active
You can hear the rumble just before the storm rolls in...

Toggle costs 25% melee sp per turn. You gain a Storm Charge each time the monster looses 10% of its MaxHP. If you have at least 5 Charges, you can Unleash the Storm.

Active pays sp of a standard skill and consumes all charges for an attack that deals (0.875 + 0.125*Charges)x damage of a standard skill. In addition, you gain +17 bonus to celerity saves from Gogg's Claw stance until the end of the battle.


Serpent Fang Gi

FO darkness armor; resists lowered to max out MRM
Very high MRM with a slight focus on Ranged.
Attack:

- Unarmed Combat. When wielding a Fist or a Spear, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs Cha) save; on success, make 2 more hits.

- Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty.

Appearance: Black Gi. A high, narrow stance resembling a coiled Sneak.
Description: All combat is the art of deception.


Level 0: School of Combat - Passive
Slithering Sneak Stance. A defensive stance that focuses on understanding your opponent's fighting style and countering it. Slythering Sneak Style is designed for the patient and those that prefer using bluffs, tricks and deception over brute force.

Extra School Weapon: Spear.

- Loose 8.5 bth and take +10/1.4% damage.

- Triple your Counterstrike damage.

- Gain 10.5 MRM.

- Use Cha in place of Luck for stat bonuses.

- Your Unarmed Combat saves against monster's Cha.

(calc: 20% compensation, 5% passive, 7.5% trigger)


Level 6: Coiled Sneak - Toggle
Observer your foe's movements to figure out where it will strike next, then be somewhere else. The fact that this infuriates your opponent is merely a useful bonus.

Whenever you make extra strikes from Unarmed Combat, the monster is inflicted with Berserk for one round (-15 bth lean) and you gain +5 blocking, stacking with each failed save.

Costs 25% melee sp, but only if you make a Basic Strike or a normal armor attack.


Level 7: Flickering Shadow - Active
Your enemy thought it hit you, but it was just another feint.

Quickcast. If you have not yet used Focus during this battle, return your hp to what it was at the beginning of last turn.

Costs 40% melee sp and this counts as Focus use for this battle.


Level 8: Aikido Throw - Toggle
Use the momentum of your foe's attack to throw them to the ground.

Whenever you deal Counterattack damage, you have (Blocks/Attempts)% chance to throw the monster. Thrown monsters are Knocked Down (-25 bth and MRM). Monster can stand up at the beginning of its turn (Dex vs Str) with -10 penalty to save.

In addition, thrown monsters take -25 penalty to saving throws against all status inflictions, except for the save to stand up.

Costs 22.5% melee sp.


Level 9: Poison Fang - Active
Spend your turn mixing up one of three potent venoms to inject the monster with on your next attack!

Costs 50% melee sp.

The next time you land a hit against the monster, you inject them with one of three venoms.

- Neurotoxin. Monster deals -25% damage, and you gain +25% Lucky Strike rate.

- Nightshade. Monster takes +25% damage, and your Lucky Strikes give you a Barrier worth 250% LS damage.

- Hemotoxin. Monster gains Poison (power: 3) and Disease (hp; power=Poison damage) statuses; your Lucky Strikes have (67 * LS/Hits)% chance to Paralyze the monster for 1 round.

Each venom lasts for 5 turns. Monster can resist (Dex vs End) with +0 bonus to save. This is considered a posion effect for infliction purposes.


Level 10: Final Kata - Passive
You have finished adapting to your foe's fighting style. Now it's time for some payback.

Activates after you have dealt Counterattack damage 3 times; has one-time cost of 25% melee sp.

Your Counterattacks deal *(1 + 1*Cha/VStat) damage. In addition, every hit you block boosts your damage by 25%. The boost stacks and persists until the end of the battle.


Mountain Cudgel Gi

FO earth armor
Average MRM with a focus on Melee.
Attack:

- Unarmed Combat. When wielding a Fist, Club or Hammer, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make an additional hit of 75% damage.

- Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty.

Appearance: A dark-white, almost grey Gi. Has an upright boxing position that allows for kicks, knee and elbow strikes, as well as a slightly wider stance when wielding a club.
Description: The Art of Nine Limbs.


Level 0: School of Combat - Passive
Fist of the Troll Club Stance. A solid stance, mimicking the strength and steadfast resilience of the mountain. Fist of Troll Club Style uses knees and elbows to deliver hard, brutal strikes against the bones of your opponent.

Extra School Weapons: Club and Hammer.

- Loose 4.25 bth.

- Use End in place of Luck for stat bonuses.

- When you succeed on Unarmed Combat save, you only deal 1 extra hit - but at 3x the power.

(calc: 5% compensation, 5% passive + 7.5% trigger)


Level 6: Hard Block - Passive
A combination of harsh conditioning, relentless exercise and unflinching resolve have made your body as hard as stone, allowing you to face head on the blows that others would flinch away from.

You can no longer block attacks, but gain Damage Resistance (0.775% of your MaxHP). (calc: 140% monster damage *0.15 for blocking, +5% for passive and +5 for counterattack; /2 for expected hits /2000 for ExpHP)

In addition, you deal +25% damage against monsters that are Blind or Knocked Down.


Level 7: Fist of the Troll Club - Passive
Harden your fist, train your muscles and perfect your technique until you can bowl foes over with a single strike.

Whenever you make the extra strike from Unarmed Combat, you have 10% chance to Knock Down the monster.


Level 8: Implacable Technique - Passive
Slip in a sharp knee strike just as your foe thinks you're done with it!

You have 23% chance of making a basic attack after finishing a Combo Strike or the Finisher.


Level 9: Combo Strike: Fall of an Avalanche - Active
Maneuver behind your foe and deliver a punishing elbow strike to the back!

Only usable within a round after a Basic Strike, costs sp of a standard skill.

Single hit attack that has different effects based on the Basic Strike used:

- Punch (Kidney Shot Combo): Deals 25% damage of a standard skill and inflicts Agony (monster looses 10% of its MaxHP every turn). Monster can shake off the status at the beginning of its turn (Dex vs Dex) with -4 penalty to save.

- Kick (Roughhouse Combo): Deals 50% damage of a standard skill, and you gain +25 Status Resistance for 4 rounds.

- Palm (Spine Breaker Combo): Deals 25% damage and Paralyzes the monster for 3 rounds. Monster can resist (Str vs End) with +8 bonus to save.


Level 10: Finisher: Shatter the Mountain - Active
Leap into the air and descend upon your foe with a powerful kick that can shatter bones and rupture internal organs of your enemy!

Only usable within a round after completing a Combo, costs sp of a standard skill + 100% melee hp.

Single hit attack at -5.75 bth lean (stacks with the Stance to -10). Make a 50/50 Str vs End save. If you fail, the attack deals 100% melee. if you succeed, the attack deals 700% melee. Regardless, you're paralyzed during the next round.

If you have not yet used Focus, you gain +(25*End/VStat) bonus to save, and you can't use Focus again during this battle.


Ancient Spirit Gi

FO water armor with a fire secondary.
Average MRM.
Attack:

- Unarmed Combat. When wielding a Fist or Staff, your basic attack is 3 hits of 25% melee each with a subsequent 50/50 (Str vs End) save; on success, make 2 more hits.

- Untrained Attack. When wielding any other weapon, your attack is a single hit with -5% damage penalty.

Appearance: A dark blue Gi with red highlights. Uses a classic sideways stance. When wielding a staff, holds it in thirds with the front end down.
Description: By controlling yourself, you control your environment.


Level 0: School of Combat - Passive
Dragon's Breath Stance. A flowing, well-balanced stance designed to channel your Chi for use as offense and defense. Practitioner's of Dragon's Breath Style believe in harmony between body, mind and soul, creating an art that is as spiritual as it is physical.

Extra School Weapon: Staff. The stance has an additional downtrigger of -4.25 bth, if the player's Int isn't equal to Str (within 10%).

- You heal (40*MPRemaining/MaxMP)% melee sp at the end of each turn.

(calc: two player-controlled triggers = 15%, and 5% passive)


Level 6: Enigmatic Meditation - Toggle
Your body is a temple, overflowing with cosmic energy that can be harnessed for attack or defence. Shift from one to another as harmoniously as the flowing river.

Toggle between three states.

The default state, Form of the Flowing Water gives -10 Heal Resistance.

Form of the Crushing Waterfall disables sp healing from Dragon's Breath Stance. Instead, you gain +(50*MPRemaining/MaxMP)% damage; you also pay 20% melee sp to gain +17 bth. Enlightenment: Gain additional +(40*MPRemaining/MaxMP)% damage per each Enlightenment.

Form of the Placid Pond disables sp healing from Dragon's Breath Stance. Instead, you pay 20% melee sp to take -(50*MPRemaining/MaxMP)% damage from monster attacks. Enlightenment: Gain +(24*MPRemaining/MaxMP)% MRM per each Enlightenment.


Level 7: Discipline - Passive
Your discipline and skill allow you to maintain your focus longer than any other.

You can use Focus skill twice per battle, instead of once.


Level 8: Balanced Mind - Passive
Hone your mental awareness to the point where you can immediately detect and expel foreign impulses from your mind.

Breaks you free from any mental status, such as Berserk, Control, Fear, Panic, Sleep and The Cold. This costs mp, except for the first time per battle, which is free.


Level 9: Combo Strike: Ten-Hand Strike - Active
Center your mind, steady your breathing and unleash a swift 10-hit attack, purging your body from its imperfections or regaining energy, mental or physical.

Only usable within a round after a Basic Strike, costs sp of a standard skill.

Deals 10 hits of damage at +10 bth lean. The skill gains different effects based on the Basic Strike that precluded it:

- Punch (Chi Healing Combo): Deals -75% damage and restores hp equal to 3x damage dealt.

- Kick (Ascended Mind Combo): Deals -25% damage and you heal mp equal to 50% damage dealt.

- Palm (Balanced Soul Combo): Deals -50% damage and you gain +100 Dex for 5 rounds. If you're affected by any Bleed, Burn or Poison status, it's removed, but the attack does no damage.


Level 10: Finisher: Enlightenment - Active
Transcend your physical limitations and open your mind to the universe, taking another step on the road of spiritual awakening.

Only usable within a round after Ten-Hand Strike; has a combined mp+sp cost of a standard skill.

Double your sp healing from the Dragon's Breath Stance.

The effect lasts until the end of the battle, can stack with itself and affects the bonuses Dragon's Wisdom gains from your stance.

< Message edited by Primate Murder -- 6/18/2021 1:17:37 >
AQ DF  Post #: 81
10/12/2018 14:26:43   
Primate Murder
Member

Heckflame Crown
A scorching crown for those that rule.

Misc effect: +100% burn damage. Has the basic sp upkeep of a 20% damage misc.

Hp effect: Has the additional hp cost worth 15% melee to make your pets and guests deal +30% damage against monsters inflicted with Burn.

MC: Quickcast skill. Click on the misc to eat Power 4 Burn and gain one turn of celerity for your pet and guest.

Appearance: A crown from flickering red and black flames.
Description: Don the lost crown of the Wicked King, commanding your enemies to succumb to the burning wrath of your legions!

< Message edited by Primate Murder -- 1/4/2020 13:51:56 >
AQ DF  Post #: 82
10/16/2018 10:24:48   
Primate Murder
Member

Tome of Abjuration

Option 1: Ley Line Ward.* The spell deals no damage, but gives you +30 MRM for one round. If the monster misses during the effect's duration, you heal mp worth HitsMissed/HitsAttempted * 167% melee at the end of your turn. Has no cost neyond your turn. (calc: 50% melee for MRM boost and 25/0.15 for mp gain)

Option 3: Damage Negation Ward.** This is an efficient spell that deals no damage, but gives you +30 MRM for one round. If the monster misses during the effect's duration, it's inflicted with Choke -(40*HitsMissed)% damage for the rest of the battle. Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save. Costs 60% mp of a standard spell. (calc: 100/(0.15*1.4*0.85*0.7); /10 for #ofRounds)

Option 4: Ward of Annihilation.*** The spell deals no damage, but gives you +30 MRM for one round. If the monster misses during the effect's duration, it takes harm damage worth (765*Blocks/Hits)% melee. Costs mp of a standard spell. (calc: 150*0.9*0.85/0.15).

*Connect your ward to the land's leylines, blocking the monster's attacks and regenerating mana at the same time!
**Weave the most basic of all wards to protect yourself from damage!
***Overload your ward with arcane energies, causing them to lash out against those who hit the ward's matrix!


Appearance: A thick book with a shield drawn on the cover.
Description: This volume contains a compilation of ancient wards - spells that can unleash tremendous power if their activation conditions are met!

< Message edited by Primate Murder -- 1/4/2020 14:00:28 >
AQ DF  Post #: 83
10/25/2018 2:06:47   
Primate Murder
Member

So I've stumbled upon a trailer for RWBY's 6th season and decided to create a little homage to the series.

Crescent Lily

Fire element ranged gun/scythe
-3 bth lean
Toggles between 0-proc scythe and 100-proc rifle.

MC: Has a 20% chance to gain celerity (player only). The chance is lowered by 2% each round to a min of 0; the counter is reset at the end of the battle. Monster can resist (Dex/Luck vs End/Luck) with +0 bonus to save.

Appearance: A mecha-shifting rifle-scythe.
Description: A high-impact sniper scythe designed for the swiftest of combatants.


Celestial Embers

Light element melee fist
-3 bth lean
10% proc

Effect: If the monster's Str is above 0, you gain (MonsterHitsConnected*5.88)% damage with all weapon attacks and specials for one round.

Appearance: An armored yellow gauntlet.
Description: A Shot Gun-untlet that gives a little extra Yang to your hits.


Gambol Mask

Dark element melee sword / ranged gun
+3 bth lean
Toggles between 100-proc gun and 20-proc katana

Click on the weapon to activate Frolicking Shadows. This is a quickcast skill that gives all enemy attacks a 56% chance to auto-miss for the next three turns (1/(1.19*0.5*3)). Monster can resist (Dex/Luck vs Cha/Luck) with +0 bonus to save. Costs sp of a standard skill.

Appearance: A dark katana that shifts into a gun resembling Glock.
Description: A tricky weapon, both to use and to fight against.


Snowdrop

Ice element magic sword/tome
+3 bth lean

Select from the following:

Summon Arma Gigas. Summons an ice guest that doesn't attack 1/3 of the time. Its attacks inflict EleVuln (+43% ice damage for one round) to compensate. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Summon Boarbatusk. Summons an 2-hit ice guest that deals -(10/60)% damage and lowers monster's blocking by HitsConnected until the end of the battle. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.

Shielding Glyph. Standard sword attack. Afterwards, you gain Element Shield (-50% damage from all elements) for one round. Costs (70/125) or 56% mp of a standard spell.

Freezerburn. Does one hit with -100% damage. If it connects, the monster becomes Blind (-24 bth for 5 rounds). Monster can resist (Int/Luck vs Dex/Luck) with -20 penalty to save. Costs (65/125) or 52% mp of a standard spell.

Pierce and Slash. Standard sword attack.

Appearance: A silver rapier with a revolver mechanism in the hilt. Guests rise from an intricate glypg and Freezerburn creates fog.
Description: A Multi Action Spell Rapier (MASR) designed for tactical and versatile fighters.

< Message edited by Primate Murder -- 6/13/2019 12:00:50 >
AQ DF  Post #: 84
11/14/2018 1:44:19   
Primate Murder
Member

My idea for a ninja class is one that emphasizes both efficiency and a dynamic, unpredictable combat. Attack flows into defense and defense is indistinguishable from attack, leaving all of the abilities fairly synergetic with each other. The ninja class does not have any direct offensive skills and its toggles are fairly low-cost, but the overall result should be dealing a fair amount of damage, while enjoying a pretty high blocking defense.


Shinobi Shozoku
Ninja class armor.

FO wind, neutral to dark and earth.
High MRM with a slight focus on Ranged.
Single hit attack, no bth lean.

Appearance: Slightly closer to its dragonfable analog.
Description: A light armor, well-suited for stealth if not for protection. Wear it to train in the ways of the ninja, using a variety of exotic tools and esoteric techniques to take down your foe. As a shinobi, you're no honorable samurai, and no trick is too dirty – you're unafraid to use sabotage, espionage, stealth tactics and even psychological warfare to accomplish your goal.


Level 0: Merciless - Passive
Ninja are warriors of shadow. Ill suited for direct combat, they excel at striking against foes that are unable to locate them.

Take +15/1.4% damage from monster attacks, but gain +40% Lucky Strike rate against Blind monsters (for a total of 50% LS rate).


Level 1: Shuriken - Toggle
Prepare a handful of razor-sharp projectiles, launching them whenever your foe presents an opening!

At the beginning of your turn, if you blocked at least 1 hit, you make an attack worth (100*HitsBlocked)% melee. This is considered a weapon attack (to take advantage of the armor lean), follows your weapon element and type, but does not apply any of your weapon's effects.

Costs 15% melee sp each turn, plus an additional 50% melee for each Shuriken thrown.


Level 2: Shurikenjutsu - Toggle
Draw upon a variety of techniques you learned at the Temple to wield your Shuriken with increased skill!

Toggle between 3 passives:

- Reduce the sp cost of each Shuriken to 33.33% sp (from 50%).*

- After each Shuriken, the monster makes a save (Dex/Luck vs Dex/Luck) with +0 bonus. On fail, it's randomly inflicted with either Bleed (0.17 Power) or a 2-turn Blind (-10 bth).**

- Take additional +15/1.4% more damage from monster attacks, and make a save (Dex/Luck vs Dex/Luck, +0 bonus) each time you throw a shuriken. On success, the Shuriken attack is a Lucky Strike.***

Popups:
*Focus your attention on the proper technique, reducing the amount of skill required to launch each shuriken!
**Throw your shuriken at your opponent's face! Either they will shield it with their arms and be left bleeding, or you'll manage to hit their face and leave blood flowing into their eyes!
***Leave yourself open to attack, sacrificing your health for a chance to land a critical hit with your shuriken!



Level 3: Kawarimi - Passive
A ninja who runs away is a ninja who can try again! Utilize an ancient shinobi art, using the split second after a lucky strike to prepare a magical dummy that can replace you whenever your enemy tries to stop you in your tracks.

Gain 1 Dummy whenever you land a Lucky Strike. Dummies can stack, but reset back to 0 at the end of the battle.

Whenever the monster attempts to inflict you with an immobilizing status (daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, thermal shock), you loose 1 Dummy and automatically break free.


Level 4: Smoke Bomb - Active
A Smoke Bomb is a staple of any ninja's arsenal, perfect for escaping from an enemy's attack.

Quickcast, 1/turn. Inflict Blind (-20 bth) for 3 rounds. Monster can resist (Dex/Luck vs Dex/Luck) with +0 bonus to save.

Costs 50% melee sp.


Level 5: Dragon Double - Active
Use the secret technique of shinobi to create a life-like clone of yourself, capable of following your attacks and even confusing the enemy as to which one is the real you!

Summons an sp-costing guest that looks exactly like you with the following features:

- Instead of regular guest damage, it deals 9 * (1 + YourCha/VStat)% of the damage you dealt this turn, following your weapon element. (calc: 30*0.6)

- Gives you +8.1 * (1 + YourCha/VStat) MRM for one round. (calc: 18*0.9)


Level 6: Shinobi Shadow Gambit - Active
Take a calculated risk, sacrificing a portion of your life force to the Realm of Darkness in return for a chance to gain vitality and spiritual energy should your skill be enough to land a critical blow!

Quickcast, 1/turn. For one round, whenever you land a Lucky Strike, you heal hp worth 2x LS damage and sp worth 2.25x LS damage.

Costs 2% MaxHP. (calc: 40/2000)


Level 7: Stance of the Fleeting Ghost - Toggle
Seek out available cover and prepare to disengage the moment you land a strike deep enough to make your foe flinch.

When you hit the monster with a Lucky Strike, gain +40 MRM for 3 rounds.

Costs 20% melee sp each turn.


Level 8: Lethal Bluff - Passive
Cry out in the voice of your foe's comrade, making them wonder if it's their friend under the mask and leaving them vulnerable to being backstabbed!

Deal *(1 + HitsBlocked*1.67) LS damage for one round if you blocked at least one hit.


Level 9: Ninjutsu - Toggle
Never start a fair fight.

Toggle between 3 passives:

- Gain MRM equal to 25% of the bth lost by a Blind monster.`

- At the end of each turn, if the monster is Blind, you have a 20% chance to make a save (Dex/Luck vs Dex/Luck) with +0 bonus. On success, you gain celerity.``

- Triple the LS damage bonus from Lethal Bluff when the monster is Blind.```

Popups:
`Your movement mimics nature and your steps are soundless, allowing you to remain unnoticed whenever your foe can no longer rely on their sight.
``Your enemy looses track of you, giving you a chance to strike again!
```Your skill at espionage allows you to imitate voices with a greater degree of accuracy when your foe cannot see you, leaving them that much more hurt by your betrayal.



Level 10: Hiden: Shadow Transformation Technique - Toggle
A forbidden technique that can draw upon the Darkness Realm to transform you into an insubstantial shadow, nearly invulnerable to physical attacks and able to slide past any defenses. One should be wary though, for such power can never come freely – and there's a reason the technique has been forbidden/

Gain +30 MRM, and all your weapon attacks and specials auto-hit.

At the end of your turn, you have a 40% chance to loose 10% MaxHP.


< Message edited by Primate Murder -- 2/2/2020 23:13:31 >
AQ DF  Post #: 85
11/15/2018 13:07:57   
Primate Murder
Member

A small tribute to the latest Fantastic Beasts movie. Also, Dumbledore used to teach DADA? Mind... blown...


Sniffler

3 hits of melee damage at +10 bth lean

Effect: The pet deals no damage, but steals some gold from the monster every round.

Appearance: Based on the original.
Description: A small burrowing creature with a penchant for stealing anything shiny.
AQ DF  Post #: 86
11/24/2018 11:57:04   
Primate Murder
Member

Zombie Form

FD darkness armor
Fairly low MRM to focus on resists, looses further 3 MRM for the skill
2 hit attack at -3 bth lean

-105 Initiative Penalty pays for +12.5% potency of healing effects.

MC is a skill:

Life Leech. 1 hit of (weapon element) damage at +5 bth lean. Looses 50% damage and heals you for DamageDealt. Costs sp of a standard spell-type skill.

Appearance: Same as the monster.
Description: Being stuck halfway between life and death sucks. Fortunately, it also gives you a little extra toughness and an ability to suck life out of others.

< Message edited by Primate Murder -- 1/12/2023 2:10:53 >
AQ DF  Post #: 87
11/27/2018 13:58:24   
Primate Murder
Member

Custom Ally Assist

Just as it says in the title. I suggest some kind of a contest to work with the staff and create a custom Ally Assist, available for everyone.

Leave a permanent imprint on AQ, so that future generations of gamers will know your name!


Ex: Ask Bu Kek for help! He'll attack your foe with a million z-tokens for earth damage, leaving them Choking at the thought of ever facing him in a z-token contest!

< Message edited by Primate Murder -- 11/27/2018 13:59:04 >
AQ DF  Post #: 88
12/13/2018 14:33:07   
Primate Murder
Member

Restful Sleep

Effect: You are inflicted with Sleep. At the beginning of each turn, you can wake up (End/Luck vs VStat) with a penalty worth (YourLvl - MonsterLvl) to a max of -20.* You gain 30 + (10*[Your STR] / [Expected STR]) Tranquility charges for each turn that you're asleep.

*The (Monster Name) fails to disturb your slumber...

Costs negative sp of a standard skill - that is you heal a skill's worth of sp on your first turn. (with a 25% penalty if your Str is below VStat)

Appearance: You look at the monster, then yawn and lay down to sleep.
Description: You've had a long night. Is this monster really worth staying awake for?

< Message edited by Primate Murder -- 2/2/2020 3:54:18 >
AQ DF  Post #: 89
12/20/2018 14:24:43   
Primate Murder
Member

The knight is meant to be a defensive warrior class, one that uses low-proc weapons and low-cost sp skills. Strength and Dexterity are all but required, and the four variants focus on the stats that you want to finish up your build with. Granemor is the most defensive of the four kingdoms, to reflect its frontliner status, and uses Int to fuel its dark magic. Frogzard knights are more versatile and have several offensive skills to reflect their tendencies toward subtlety and subterfuge. Pria knights focus on tactics and teamwork, working in tandem with their pets and guests. Demon knights are the most offensive of the four variants, and their damage and power increases with every passing turn - though you'll want quite a bit of endurance to survive using this class.

As with the original, Knight class has a 5-skill Squire armor and 4 variants that add the remaining 5.


Squire's Training Armor
Knight class armor.

Light armor, good overall resists.
Average MRM with a weakness to magic.
2 hits at -3 bth lean.

Armored lean. 1.25x damage taken, 1x damage dealt, +21 blocking.

Appearance: The original looks prety good. Has a slightly different stance than usual - holds the shield in front of themselves, rather than to the side; also carries a blowing horn on the belt for the lvl 5 skill.
Description: A basic set of armour used by those training to become a Knight!


Level 0: Weapon Training - Passive
Knights are highly trained in a variety of close combat weapons. With proper skill and technique, you might even intimidate your foe into falling back, giving you the chance to act again!

If you blocked at least one hit during the last round, you have (blocks/attempts)% chance to gain celerity. Monster can resist (Str/Luck vs Cha/Luck) with +0 bonus to save.

This only works if you're wielding a weapon you're Trained with: a sword, an axe or a maul.


Level 1: Knight's Armaments - Active
Summon your Kingdom's sword and shield!

You equip Duty and Honor – sword and shield of the same element as your armor. (light for Pria and Squire, dark for 'Emoran, earth for Frogzard and fire for Demon).

Starting at level 6, the sword and shield gain an mc:

- Duty. Monster looses 1 blocking at the end of your turn. It can resist (Str/Luck vs End/Luck) with +0 bonus.

- Honor. You gain 1 blocking at the end of your turn. Monster can disrupt the effect (Dex/Luck vs Str/Luck) with +0 bonus.


Level 2: Shield Tactics - Toggle
Above all other classes, knights focus on the proper use of their shields.

Toggle between three effects:

- Basic Training. Gain +10 bonus to Weapon Training's celerity save.

- Adaptive Shield. Pay 15% melee sp and gain +24 MRM after the first hit you take each round; effect lasts until the start of your next turn.

- Deflecting Shield. Pay 30% melee sp and make a 50/50 save (Dex/Luck vs Dex/Luck) whenever you're hit. On success, the hit's damage is halved.


Level 3: Battle Cry - Active
Shout defiance in the face of odds, steeling your vitality and defences with a surge of fighting spirit!

You gain a Barrier worth 105% melee. You take -50% damage from all monster attacks while it it active.

Usable once per battle and costs 60% melee sp.


Level 4: Courage - Passive
Your armor may shine no longer, but your resolve remains undiminished. You will not flinch in the face of danger.

+10 Resistance to Fear and Panic effects.


Level 5: For the Crown! - Active
Three calls of the horn, the sound every knight knows by heart.

Spell-like attack that summons a cavalry charge for 5 hits of (weapon element) at -3 bth lean. Does double damage of your standard attack.

No cost, but the skill is only usable during a celerity round from Weapon Training.


Pria Knight

Light armor.
High MRM with a focus on Melee.
2 hit attack at -3 bth lean.

Armored lean. 1.25x damage taken, 1x damage dealt, +21 blocking.

Appearance: Same as above, with the stance and the horn. When mounted, the knight hops on a horse.
Description: Powerful and charismatic, the Knights of Rennd are excellent warriors who use skill, teamwork and their fighting spirit to take down the enemy. Despite their numbers dwindling, their honor will not allow them to give up the fight!


Level 6: Oath of Brotherhood - Passsive
Rely on your battle-brothers and they will not fail you.

For the Crown! deals 1.5x damage (300% melee).

In addition, whenever you gain celerity, so does your guest.


Level 7: Morale Boost - Active
Restore your morale (and health) with a surge of fighting spirit!

Take a hit of heal damage worth 1.5 * (25*Str/VStat + 25*Cha/VStat)% melee.

In addition, you deal +25% damage for the next 2 rounds.


Level 8: Rallying Cry - Passive
Your battle cry swiftly rallies your allies, inspiring them to match your tenacity!

Your pet and guest deal +33% damage while you're under the effects of Battle Cry.


Level 9: Covering Fire - Active
Your ally distracts the enemy with a volley of arrows, giving you a chance to move into position!

Arrows fall down on the enemy, dealing 50% melee damage and inflicting Distracted (-24 bth loss) for 3 rounds. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

If you succeeded in Distracting the monster, you then unleash a 2x damage basic attack.

Costs 50% melee sp + standard guest upkeep; your guest doesn't act this turn.


Level 10: Mount: Heavy Cavalry - Toggle
Mounted combat is a time-honored tradition of Knighthood. On your steed, you'll be capable of devastating cavalry charges - though you'll need some charisma to control the beast!

With the toggle active, you gain the following effects:

- You add Lances to the list of Trained weapons.

- You use Cha in place of Luck for stats.

- Your weapon attack are locked to light with elecomp bonus to damage.

- After your attack, the monster becomes Trampled (renamed elevuln, +50% damage from all elements). Monster can resist (Str/Cha vs End/Luck) with -7 penalty.

- Your current pet is dismissed and the pet tab is greyed out.


Emoran Knight

Darkness armor.
High MRM with a focus on Magic.
2 hit attack at -3 bth lean.

Armored lean. 1.25x damage taken, 1x damage dealt, +21 blocking.

Appearance: Same as above, with the stance and the horn. When you have Ego charges, your armor turns black with a red outline.
Description: The Knights of Granemor have developed excellent armor and a variety of defensive techniques. Their exposure to the undead and the mutants have turned them into battle-hardened warriors of Darkness that remain undaunted in the face of even the harshest of odds!


Level 6: Death Pulse - Toggle
Among the initiation rites for the Knights of Granemor, one is particulalry horrifying. The initiate is brought to the brink of death, then made to reanimate his still living body with necrotic magic. Should he survive and retain his sanity, the knight will gain a greater ability to manipulate the life energies of both self and foe.

Monster looses 5% MaxHP at the end of your turn. It can resist (Str/Int vs Int/Luck) with -7 penalty.

Empowerment: Consumes 2 Ego charges and heals you equal to damage dealt.

Costs 40% melee mp each turn.


Level 7: Combat Recovery - Active
You can't let your guard down in the midst of combat, not even for healing. Raise your shield and take a careful look around as you take a moment to restore your mana.

Heal mp worth (1.5 * (25*Str/VStat + 25*Int/VStat))% melee.

You also gain +15 MRM for 2 rounds.

Empowerment: Consumes one Ego charge for 1.4x healing.


Level 8: Dark Sanctuary - Toggle
Invoke the Dread Sigil of the Lost Empire, once used to supress rebellious provinces. It may have lost most of its might, but the sight of this sigil would still leave any observers hesitant to fully commit to their strikes.

All attacks on the field deal -20% damage. This affects weapon attacks, specials, spells, pet, guest and monster attacks.

Empowerment: Consumes one Ego charge and the toggle does not affect your attacks.


Level 9: Shield Bash - Active
Smash into your foe like a human battering ram, dazing them for a round or two!

Perform an attack that deals no damage, but Dazes the monster (100% chance of inaction). The Daze has 33% chance to last for 1 round and 67% chance to last for 2 rounds. Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Empowerment: Consumes one Ego charge and monster gains -20 penalty to save.


Level 10: Dark Pact - Active
Embrace your inner darkness, drawing power from a dark and hollow side of yourself!

Quickcast. Gain 5 Ego charges, which can be used to empower your skills.

Charges reset at the end of the battle.

Costs 50% melee sp and inflicts you with Soulburn (you do not regenerate sp) for 2 turns. You cannot cast Dark Pact while under effect of the Soulburn.


Frogzard Knight

Earth armor.
High MRM with a focus on Ranged.
2 hit attack at -3 bth lean.

Armored lean. 1.25x damage taken, 1x damage dealt, +21 blocking.

Appearance: A bit more serious depiction would be nice. Terrain-colored cloth over plate, a cloak of moss - maybe a frogzard helm. Same changes as above with the stance and the horn. When using Disengage, you ride atop a Frogzard and attack with a bow.
Description: The Knights of Deren are motley folk that have learned to use their knowledge in battle to adapt to changing combat conditions. Their knowledge of nature, combined with their superior analytical minds, allow them to focus on creating openings and striking at a foe's weakness!


Level 6: Wild Surge - Active
Analyze the chinks and flaws in your opponent's defences, using the knowledge gained to tear into them like the jaws of your signature mount!

Gain a charge each time you land a Lucky Strike; 2 charges if Disengage toggle is active.

Consume 2 charges to make a basic attack which inflicts monster with with Bleed (power: 0.3) and Blood Loss (-12 bth). Monster can resist both effects with a single save (Str/Luck vs End/Luck) at +0 bonus.


Level 7: First Aid - Active
Tap into your travelling kit of herbs and tinctures to craft a remedy for your ills or fashion them into a crude smoke bomb to obscure the field of battle!

You start each battle with two Healing Kits.

Once per turn, as a quickcast action, you can expend a kit to gain the following effect:

- If you're inflicted with a Bleed, Burn or Poison status, you cure them.

- Otherwise, you create a smoke cloud, lowering the bth of every attack on the field by 10 for the next three rounds.


Level 8: Unfair Advantage - Passive/Toggle
Capitalize on the weaknesses and injuries of your foe! Such tactics may be considered dishonorable or unknightly by others, but the Knights of Deren have never allowed that to stop them from doing what's right.

You deal +7.5% damage against Bleeding foes.

You can activate a toggle to pay 22.5% melee sp and boost the damage bonus to 30%.


Level 9: Misericorde - Active
Sometimes death is a mercy.

Requires the monster to be below 35% MaxHP and helpless (either knocked down or dazed).

Make a 50/50 save (Dex/Luck vs Dex/Luck). On fail, you make a basic attack. On succes, you reduce the monster to 0 hp.

If you fail the save, you cannot use this skill again during the battle.


Level 10: Disengage / Close the Distance - Toggle
The knights of Deren are expected to know both blade and bow.

While Disengaged, you add bows to the list of your Trained weapons, as well as make some changes to your basic attack and armor skills:

- Your basic attack becomes a single hit at +15 bth lean that's automatically converted to Ranged. The attack gives you DefBoost (+15 MRM) for one round, but you make a 50/50 save (Dex/Luck vs Dex/Luck) before dealing damage. If you fail, the attack becomes a Grazing Shot and only deals half damage.

- Battle Cry is replaced with Tactical Assessment. The knights of Deren are reknowned for their intelligence-gathering capabilities. By observing your foe, you can make an educated guess as to its nature and weak spots. Monster makes a save (Dex/Luck vs Dex/Luck) with -20 penalty to save. If it fails, you gain +20% Lucky Strike rate and +10 Status Potence until the end of the battle. Costs 60% melee sp, and the skill's still only usable once per battle, whichever one you use.

- Wild Surge is replaced with Risky Shot. Wait until the last possible moment to strike, luring your opponent forward to land an arrow right into their neck! Consumes 2 charges and you loose the bonus blocking from Armored lean for one round. At the beginning of the monster's turn, it makes a save (Dex/Luck vs Dex/Luck) with -20 penalty. If it fails, it takes 45% melee damage, becomes inflicted with Bleed (power: 0.5) and Daze (100% chance of inaction for one round).

- For the Crown! is replaced with Unbalancing Shot. The larger they are, the easier they topple. Can only be used during the celerity round. Make a basic attack and if it hits, the monster is Knocked Down (-25 bth and MRM). Monster can stand up at the beginning of its turn (Dex/Luck vs Dex/Luck) with -5 penalty to save, or -20 penalty to save if it has End > 0.


Demon Knight

Fire armor.
High MRM with a weakness to Ranged.
2 hit attack at -3 bth lean.

Armored lean. 1.25x damage taken, 1x damage dealt, +21 blocking.

Appearance: As above, the same changes to the stance and the horn. When in a Frenzy, the knight drops its weapons and tears into the monster with claws.
Description: The Demon Knights have a reputation for cruelty and bloodthirst - some undeserved, some less so. By embracing demonic power, they can wield the flames of Heck to burn their foes inside and out!


Level 6: Rite of Flames - Passive
Exposure to the Flame of Truth has changed you forever, filling your soul with fire that could never be put out.

You loose hp at the end of each turn. This starts at 40% melee and is reduced by 4 each time you attack the monster.

Each time you loose hp in this way, make a save (Str/End vs Cha/End) with +0 bonus. On success, you inflict monster with Flames of War – a stacking status effect that lasts until the end of the battle (power: 1 burn, -5 bth Berserk, *1.1 damage lean).


Level 7: Soul Drinker - Active
Ravage the body of your foe, drawing power from your enemy's pain.

Perform an attack with -50% damage penalty. You heal sp worth (1.7 * (50*Str/VStat + 50*End/VStat))% damage dealt.


Level 8: Fume - Passive
Demons are creatures of passion. Your very being explodes with flames and the smoke of Heck whenever you are denied a way of expressing it.

Whenever you skip a turn due to an immobilizing effect, you gain +30 MRM and triple the power of Flames of War you inflict. Both effects last for one round.

Costs 100% melee sp, except for the first time per battle, which is free.


Level 9: Kneel! - Active
As your blow brings the enemy to its knees, you draw upon your inner fire to manifest a fragment of the Flame of Truth, exposing every hidden secret and vulnerability!

Can only be activated when the Flames of War are at least power 4.

Perform a basic attack and inflict the monster with Daze (50% chance of inaction) for one round, no save.

After the attack, inflict both yourself and the monster with EleVuln (+25% damage from all elements) for 2 rounds. 50/50 save, inflicts with your Str/Luck, resists with End/Luck for both you and the mob.

Costs 35% melee sp.


Level 10: Transformation - Toggle
Summon the power of the ancient demon lords, temporarily transforming your body into a powerful half-demon form!

With the toggle active, you gain the following effects:

- You add Claws to the list of Trained weapons.

- Your basic attack changes to 4 hits at -5 bth lean, and deals +80% damage.

- Monster takes double damage from Flames of War burn.

- Whenever you miss with a hit, you either loose 100% melee hp or become Paralyzed for 1 round.

Costs 25% melee sp.

< Message edited by Primate Murder -- 6/18/2021 1:22:44 >
AQ DF  Post #: 90
12/22/2018 15:04:42   
Primate Murder
Member

Warrior's Mage Blade

Energy melee sword
+3 bth lean
0-proc, so *1.08 damage.

Effect1: Looses 25% damage on all weapon attacks (for a total of 75% melee) to compensate for effect2.

Effect2: Twice per battle you can click on the blade to activate Float like a Warrior, Sting like a Mage. This causes your WMB to deal +125% damage (for a total of 200%) on all weapon attacks for one turn.

Appearance: A longsword with a jewel in the pommel and an engraving on the blade. When the skill is activated, the jewel glows and the glow flows through the engraving.
Description: Because nothing says 'warrior' like reduced sustain and a focus on burst damage.

< Message edited by Primate Murder -- 2/12/2019 1:56:12 >
AQ DF  Post #: 91
12/23/2018 5:31:25   
CH4OT1C!
Member

Warrior's mage blade is unbalanced. Based on the 20-turn model - mages deal 75% damage for 16 rounds and 200% for 4 rounds. This weapon deals 75% damage but only allows you to use 200% damage twice. That means you're losing about on 250% damage over a 20 turn period. You either need to make it so that you can use the skill 4 times per battle, or make the weapon deal 83.33% damage per round (to account for the missing 250%). Does this item have a mastercraft effect?

Squire armour:
Level 0: I like the idea, but this is unbalanced. Yes, class armours use a different standard to what we usually expect. However, each skill tends (on average) to be worth about 5% melee. Reducing the FD penalty from *0.8 to *0.9 is worth at least twice that. You'd be able to get away with a toggle of some sort that costs SP if you wanted to keep it as is.
Level 1: These items would have to be balanced properly: Rennd would need an appropriate downtrigger (without an MC effect, you're looking at ~5-10%). You'd need to deal less damage to compensate for the fear with granemor. Deren has the same problem - you need to reduce your damage output to pay for the effect. Stormfallen requires a ~5-10% penalty to damage. Fiend of vergil offers a +25% damage to poison and burn status effects for an MC effect. You're limiting it to burn but doubling the damage increase.
Level 2: I'll presume you've run the numbers correctly for this. Basic but looks ok.
Level 3: I'll presume this has an SP cost. Looks interesting. Not sure I like the fact it has INT on the minor save. Even if it is meant to "conjure" arrows, we are talking about a warrior-based class. Warriors don't tend to carry INT!
Level 4: Based on caden's wrath, you need to be doing +38.33% damage rather than your equation. I prefer yours personally, I'm just saying how this was balanced in the past. How would the latter part of this work?
Level 5: Rennd knight would have to have a downtrigger but other than that. It's good.

Pria Knight:
Level 6/7/8/9/10: These are all fine. Balanced, though I would debate exactly how many of these the staff would want to put into one armour. Elelocked, converting enemy damage to light etc. Not sure that would be a good idea (you're essentially making an armour that can convert any enemy into "demon" with demorphosis, force them to deal light damage and then attack them with elelocked light damage). I'm not sure the staff would allow all that in one armour! (And that's not even mentioning all the other skills). There's synergy, and there's going too far.

Emoran Knight:
Level 6: This works
Level 7/8: Also works, but I question the merit of having 2 skills taken up with this effect. Sounds a bit bland
Level 9: This works.
Level 10: Interesting premise. Suffers from the same issue as pria in that I doubt the staff would allow you to elelock and convert damage in the same armour (you'd be virtually unkillable). Also that level 7/8 thing.

I'll do the others at some point as well
AQ  Post #: 92
12/23/2018 9:44:24   
Primate Murder
Member

To be fair, the standards presume two battles of 10 turns, rather than a single one of 20 (bosses excepted) - that's why there's a heal every two battles. Giving the blade 4 'casts' would be like healing all mp every battle.

As an alternative, I can make it similar to Windter set. You start with 'two' casts and gain another two after killing a monster (PlLvl - 15 or more) - but that's just making it Kindred level abusable.


Level 0. Well, for one it's not entirely unheard of - it's more like turning your weapons into 100-procs. For another, that's why I gave it a trigger - Unity Alignment. Yes, it's slightly stronger than an average trigger, but if you consider the fact that it has a second pseudo-trigger - melee weapons only (so Str required), it can work.

Level 1. A standard FSB is worth 10% melee, like a trigger.

- Rennd's FSB combines that with a secondary trigger for 7.5% each (15% total), dealing no bonus damage against non-demons.

- I tried to balance fear to be worth 10%. 100% fear (50% for 2 turns) on 50/50 save is worth 59.5% melee, so 10 *100/59.5 = 16.8% chance of infliction.

- Steam Trobble causes the monster to permanantly loose 1 MRM with a 50/50 save for 5% melee. 10% makes the monster loose one and you gain one, so worth 10%.

- Neko shows that 5% melee (worth of a standard passive) is worth +25% burn damage. 10% is therefore worth +50%.

Level 3. Added the sp cost, forgot that, so thanks.

As for the save, I'm posting it as Player's Dex and Luck vs Monster's Int and Luck - info subs always post saves as PlStats vs MonsterStats, so same here. Monster uses Int, since they need basic knowledge of magic to realize the arrows are conjured.

Level 4. Caden's Wrath presumes you have 0 Cha. I'm using Lepre-Chan's formula.

The second part is a 'flavor' skill to compensate for having to use a forth stat. The staff did it for the Terror Set, so it's not impossible.

Level 5. Maybe. The original Squire guest is MC'd, so we'll see how the staff play it.


Pria Knight. I honestly forgot about the Demomorphosis. The armor was supposed to be really powerful against demons, but you're right - that does make it somewhat murkier.


Emoran Knight. Frankly, those two were largely thematic choices. Granemor fought against undead and mutants for so long that it needed something against them. Originally I planned to put this into the FSB, but I'm uncertain on how to combine FSB and two triggers.

As for level 10, once again, this was designed to be really strong against very specific sort of enemies. It does make sense lore-wise for Emoran knights to be able to stand against hordes of mutants and undead.
AQ DF  Post #: 93
12/23/2018 10:42:53   
CH4OT1C!
Member

Level 0: I think we'll have to agree to disagree there
Level 1: Fair enough, didn't see the FSB bit. Other bits I wasn't really bothered by.
Level 3: Fair enough
Level 4: Yes, but you're using an armour not a pet. An armour doesn't require you to have CHA to get the most out of it, unlike a pet. That's why it should be closer to Caden's Wrath
Level 5: Agree with you there. Best to leave that bit to the staff's discretion

Emoran: I see what you mean. To me though, it just seems like you're giving it the same effect for the sake of it. Maybe try do something different for mutants?
AQ  Post #: 94
12/23/2018 11:11:06   
Primate Murder
Member

Level 4. A standard pet deals 20% melee and another 20% melee if you have enough Cha. That's what I'm using - you sacrifice 20-40% damage and gain the same amount (or, well, 18-36%, since *0.9 and all).

Also, Caden's expects you to 1) have 0 Cha and 2) sacrifice a guest as well. It's not really a good comparison.


Emoran. Let's be frank - how often are you going to run into mutants?
AQ DF  Post #: 95
12/23/2018 13:19:35   
CH4OT1C!
Member

... and this armour is the same. It does not expect you to run charisma. It's different to a pet. I must stress, I prefer your stat formula. However, the requirements for this armour are not different to the weapon - you don't need CHA in order to use it.

Emoran: In which case, I find it to be a waste of a skill slot.
AQ  Post #: 96
12/23/2018 14:47:17   
Primate Murder
Member

Okay, I must be missing something, since I honestly don't understand your argument.

You could run this armor with no Cha and gain the same boost as you would running a pet with no Cha. You don't need Cha, Cha just makes it better.

Lepre-chan is literally a booster, same as Chilly/Ramssey, but with Cha. It does nothing, but boost your damage. If it's easier, think of this skill as a compressed lepre-chan pet.


Emoran. Maybe. But as I've said, I'm trying to make the armors fit into the setting thematically - and you can't have a knight of Granemor without mentioning the mutants.
AQ DF  Post #: 97
12/23/2018 15:24:40   
CH4OT1C!
Member

I understand what you're saying. I don't it's the appropriate equation to use for this skill.
Caden's wrath assumes you sacrifice a pet and a guest. In the case of your armour, you're also sacrificing the attack of your pet to boost your own damage. With lepre-chan it is different. Lepre-chan still attacks, boosting your damage based on CHA. In the case of your armour, your pet is not acting. You are making the attack. As such, the armour is more closely alligned to Cadens wrath even though Caden also requires you to give up your guest. It is for this reason it should work like Caden's wrath, not like Lepre-chan

Edit: There's no point in going round in circles. We'll just have to agree to disagree on how this is done. The main point is Lepre-chan ACTS whereas your pet DOES NOT

< Message edited by CH4OT1C! -- 12/23/2018 16:28:31 >
AQ  Post #: 98
12/23/2018 15:47:07   
Primate Murder
Member

Lepre-chan doesn't attack either. He boosts your attack. Any extra damage comes via your attack, not the chaun's.

Also, and I feel like I'm repeating myself, Caden's is designed for use by 0 Cha builds. That is not the case here. While you can use it with 0 Cha, it's best suited for Cha builds. You use four stats instead of three. The equation is different at its very base. It's the difference between a 150 Dex build using +4.25 bth MC or the werepyre's hybrid stats toggle.

'Mount' is designed in such a way that it uses Cha in addition to the other three stats to boost itself via an 'invisible pet' - your mount.
AQ DF  Post #: 99
12/23/2018 18:35:37   
LUPUL LUNATIC
Member
 

Lepre-chan ACTS so its the same as attack,instead boosts not doing direct damage but without acting you do NOT get the boost. There is a difference.

Also does not mean best suited, is like saying auto-hit Kusanagi while expecting 0 DEX and LUK is best suited for <Hybrids>.
Caden is designed around you having 0 CHA because that would be the maximum abuse you can get with it. <like Kusanagi>

AQ  Post #: 100
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