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RE: Zenn's Suggestion Thread! (Take 2)

 
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2/25/2020 20:48:38   
Zennistrad
Member

More minor tweaks:

* Re-balanced the Accordion Thief's elemental resistances.
* Clarified the mechanics of the Accordion Thief's Level 0 ability. Due to the way the mechanics of the ability work, if your class title is not Accordion Thief and you thus don't have the ability, the armor's Light resistance is massively buffed.
* Buffed the Sauceror's level 2 ability. A double restrictive trigger is typically worth 15% melee in total, not 10%, so the MP restoration from wielding spoons is now more powerful.

Finally, here's the updated Scholar class armor. As expected, it focuses on versatility, being good at a little bit of everything but not particularly excelling at anything. The main reason to level this up would be that it's a requirement for every Tier 3 class, as well as most Tier 2 classes outside of the four basic class upgrades (Fighter --> Berserker, Mage --> Wizard, Rogue --> Ninja, and Ranger --> Hunter).

That said, I also wanted this to be versatile enough that it's passable for almost any build, and I think I did a decent job of that.

quote:

Explorer’s Outfit
Scholar class armor

Neutral-lean armor with flat resistances

Average MRM with equal defenses

Standard attack is one hit at a neutral BTH lean.

Appearance: A set of scholarly robes. Your character carries a book in their left hand, and a weapon in the other: a short sword if using a melee weapon or Orcish Sword Style, a crossbow if using a ranged weapon or Orcish Crossbow Style. If using a magic weapon or Orcish Mage Style, you don’t use a weapon. Attack animation will have you attack with the sword or crossbow, but if using a magic weapon or Mage Style, you’ll instead conjure a blast of magic energy. Your equipped weapon and shield appear below the menu.

Description: Use this armor if you want to learn the abilities of the Scholar Class, such as Orcish Tactics, Dragon's Might, and Gogg's Gift!

Level 0: Insight - Passive

Your scholarly knowledge lets you use your Insight in battle. Start with 10 points of Insight and use them to perform various skills!

As long as your class title is Scholar, you'll start each battle with 10 Insight, a special resource. Each point of Insight is worth 5% melee. Insight does not carry between battles, you always start at ten.

Level 1: Orcish Tactics - Toggle

Change tactics to freely swap between Melee, Ranged, and Magic damage.

Click to open a menu with three options, locking your attacks to melee, ranged, and magic respectively. When using Orcish Mage Style, if you’re not already wielding a magic weapon, your attacks deal 75% damage.

Orcish Sword Style - Use a sword to deal melee damage.

Orcish Crossbow Style - Use a crossbow to deal ranged damage.

Orcish Mage Style - Evoke elemental energy to deal magic damage.


Level 2: Alchemist's Vial - Active

You’ve studied the basics of alchemy with Warlic, and can hurl a corrosive vial to burn your enemy.

Spell-based skill, costs three insight. Deals two hits of damage of your weapon’s element and type at a +0 BTH lean, Melee converts to Ranged. Base damage is equal 100% of a melee attack, *0.75 if using a magic weapon or Mage style.

Afterwards, the spell attempts to inflict Burn (Power: 1.5, [hits] rounds). Opponents can save at a +0 bonus ([MainStat]/LUK vs. DEX/LUK). Mainstat is STR for melee/Sword Style, DEX for ranged/Crossbow Style, and INT for magic/Mage Style.

Level 3: Combat Stances - Toggle

You’ve studied basic fighting stances with Blackhawke, and can change your armor lean at will.

Brings up a menu with four options. Each option is mutually exclusive.

Offensive Stance - Deal even more damage with attacks, but take more damage in return.

Switch your armor to a mid-offensive lean.

Greater Offensive Stance - Spend two additional insight per turn to deal even more damage in your offensive stance.

Switch your armor to a mid-offensive lean, and deal an additional +10% damage with all weapon attacks. Costs 2 Insight per turn. If you lack the Insight, you switch to the normal Offensive Stance.

Defensive Stance - Deal less damage with attacks, but take less damage in return.

Switch your armor to a mid-defensive lean.

Greater Defensive Stance - Spend two additional insight per turn to take even less damage in your defensive stance.

Switch your armor to a mid-defensive lean. While active, you also take -(10/1.4)% damage from all attacks. Costs 2 Insight per turn, if you lack the insight, you switch to the normal Defensive Stance.

Level 4: Insight Inspiration - Passive

You've learned to study even in the heat of battle. Every turn you have a 50% chance of gaining more Insight.

At the end of every turn, you have a 50% chance of gaining 2 Insight.

Level 5: Motherzard's Call - Active

You can imitate the call of the MotherZard and summon a frogzard of your choice to aid in battle.

Brings up a menu that lets you summon one of the eight basic frogzards (Frogzard, Firezard, Windzard, Tadzard, Energyzard, Icezard, Rayzard, and Darkzard) as an SP guest. Each guest deals 1 hit of melee damage of their element at a +0 BTH lean. The guests deal 80% damage and cost 120% SP upkeep to fit the compression.

Level 6: Gogg's Gift - Toggle

You know the value of a strong defense — and by studying your foe, you can defend against their base element.

Costs two insight per turn, plus 30% melee in SP. While active, your armor's base resistances change to the monster's base element, following the elemental wheel:

Main     39

Ally     50

Neutral  74

Poor     90
              
Opposite 100


Level 7: Acrobat's Reflexes - Toggle

Valencia has taught you basic techniques for avoiding attacks, letting you increase a single combat defense of your choice. Each costs two insight per turn.

Brings up a menu with three options. Each costs 2 Insight per turn, and increases the corresponding combat defense by 12. Only one can be toggled at a time.

Parry - Increases your melee defense

Dodge - Increases your ranged defense

Take Cover - Increases your magic defense


Level 8: Enhanced Insight - Passive

Your advanced studies grant you greater clarity in battle. Your maximum insight is increased, and you gain an additional insight every turn.

Your maximum insight is increased to fifteen, though you still always start at ten at the beginning of each battle. In addition, you automatically gain 1 insight every turn.

Level 9: Dragon's Might! - Active

Invoke the power of a mighty fire dragon! Coat your sword in flame and strike, shoot a burning crossbow bolt, or summon a burst of elemental fire!

Spell-based skill. Costs 75% melee in SP and five insight. Cost is increased to 100% melee in SP and five insight if using a magic weapon or Mage Style.

Deals two hits of fire damage according to your weapon's damage type, or the damage type of your current Orcish Tactic. Neutral BTH lean, and base damage is equal to a standard spell. If your armor's defense is modified by Gogg's Gift, the spell receives elecomp.

Level 10: Potion Mastery - Passive

You've learned to maximize the efficiency of your limited resources. Your potions heal more than usual, and you have a chance of not using a turn when drinking one.

All healing from potions is increased by +25%. In addition, drinking a potion has a 25% chance of not costing a turn.

Calc: 5% melee MC * 10 expected turns = 50% melee. Expecting up to 1 potion use per battle, this gives a flat +50% bonus. Half the boost increases potion potency, the other half is used for the chance of not using a turn.


< Message edited by Zennistrad -- 7/18/2020 22:11:46 >
AQ  Post #: 51
2/26/2020 0:46:08   
Primate Murder
Member

Lvl 6: Gogg's Gift

You're basically compressing 8 additional armors into one, which is a toggle worth 40% melee or a single-use skill worth 400%. You can argue for a reduced cost based on the fact that the armor is neutral, but not for having it basically for free.

Lvl 8. Enhanced Insight.

As there wasn't really a cap before, just a starting amount, increasing it is a free effect. Likewise, you're expected to use insight, so you'll be getting it for all 10 turns.

Fortunately, as the cap increase is free, the skill ends up being perfectly balaced (as all things should be ).
AQ DF  Post #: 52
2/26/2020 1:45:57   
Zennistrad
Member

quote:

Lvl 6: Gogg's Gift

You're basically compressing 8 additional armors into one, which is a toggle worth 40% melee or a single-use skill worth 400%. You can argue for a reduced cost based on the fact that the armor is neutral, but not for having it basically for free.


I'd disagree with this. This is exactly the same effect as the Dragonhide Armor, which is a simple trigger against one of the most common monster categories. Other triggers that are even more restrictive and situational (e.g. the Rust Raider armor against metallic monsters) are almost always worth 10%. I see no reason why this shouldn't be, too.

< Message edited by Zennistrad -- 2/26/2020 1:51:08 >
AQ  Post #: 53
2/26/2020 2:42:52   
Primate Murder
Member

To be fair, triggers, particularly anti-dragon one, are nearly always balanced wonkily - one need only look at the Dragon Blade.

It can be somewhat justified by the fact that the trigger makes the item subpar against a vast majority of the monsters (and that's not counting the fact that Dragonhide's trigger is worth 10% over 10 turns, so 100% total) - but that's not the case here. You can use scholar's robes against every single monster in the game without ever requiring the other 7 armor slots.
AQ DF  Post #: 54
2/26/2020 5:52:40   
Zennistrad
Member

quote:

You can use scholar's robes against every single monster in the game without ever requiring the other 7 armor slots.


That's generally the idea behind the Scholar class here. It's meant to be usable against almost any monster in the game, though not terribly optimal compared to high-end MC sets or other classes.

I can see the reasoning behind increasing the cost, though. I've tweaked it a bit, I think it should work more now.

< Message edited by Zennistrad -- 2/26/2020 5:53:30 >
AQ  Post #: 55
2/28/2020 21:15:30   
Zennistrad
Member

More minor tweaks:

*The base Rogue class now deals less damage with its Potion Power Shot attack if you're wielding a magic weapon. You shouldn't be using magic weapons with the base Rogue class, but that possibility is accounted for now.

Speaking of the Rogue, just in time for March, here's a variant based on the old Blarney Rogue variant armor. As expected, this variant excels at dealing lucky strike damage.

quote:

Blarney Rouge Outfit

Class armor. Variant of the Rogue armor, your Blarney Rogue level is equal to your Rogue level. However, you must be at least level 20 to use it.

Neutral-lean armor with fire, wind, earth, and light resistance. (45% base resistances at level 150)

Average MRM, with ranged > melee and melee = magic

Defaults to 1-hit attack with a +3 BTH lean. If you’re using a ranged weapon, the attack animation shows you firing your crossbow, otherwise you attack with your dagger.

Appearance: Similar to the new starting Rogue armor. Your character’s weapon and shield are visible beneath the menu, instead you carry a crossbow in your right hand and a dagger in your left. You also wear a green bandanna around your neck.

Description: The armor for Blarney Rogues! This variant of the Rogue armor is based on your Rogue level, but has an alternate set of abilities like lucky dagger, lucky lurk-iano, and golden arrow!

Level 0: Tools of the Trade - Passive

You’re never seen without your trusty dagger and crossbow. When wielding a dagger or a ranged weapon, you’ll deal increased lucky strike damage.

As long as your class title is Rogue, Ranged weapon attacks and attacks with weapons tagged as daggers deal *1.5 lucky strike damage.

Level 1: Fortunate Son - Passive

You’ve spent years dodging drafts and running from the long arm of the law, and somehow it’s always worked out. Your enemies are less likely to get lucky when facing you.

While wearing the armor, your opponents have a *0.643 lucky strike chance.

Level 2: Lucky Dagger - Active

Throw your dagger at your foe for an attack that automatically hits and has an increased lucky strike chance!

Weapon-based skill, costs 25% melee in SP, or 50% if wielding a magic weapon. Deals one hit of damage according to your weapon’s element. Deals ranged damage if wielding a melee weapon, otherwise uses your weapon’s damage type.

Base damage is equal to 100% of a standard melee attack, or 90% of a standard melee attack if Lucky Lurk-iano is active. The attack autohits, and lucky strike chance is increased by *2.

Calc: Blarney Rogues are assumed to have DEX, STR, and LUK, for a base 85% hit chance. 15% melee is used for the autohit, the remaining 10% melee is used to increase the lucky strike chance of the attack.

Level 3: Lucky Lurk-iano - Toggle

Hide in the light to increase your accuracy and combat defenses, at the cost of reduced attack power. However, you’ll occasionally be able to attack for a devastating lucky strike.

While toggled, you get +3 MRM and +4.25 BTH on all weapon attacks. Ranged damage from weapon attacks convert to melee while active, but still uses the ranged damage formula.

While active, your standard attack becomes one of two options:

Under the Rainbow:

Your character stabs with their dagger, dealing one hit of damage at a +3 BTH lean. Deals 85% of the damage of a standard attack. Occurs 90% of the time. This attack cannot deal lucky strikes.

Had to Do it to ‘Em:

Your character stabs twice with their dagger, dealing two hits of damage at a +3 BTH lean. Deals 85% of the damage of a standard attack, but always deals a lucky strike with each hit. Lucky strike damage is multiplied by *1.5.

Calc: Assuming a base 90% dealt over ten turns, that means nine attacks of 85% damage and one attack of 135% damage. 135 - 85 = 50, or +50%, which translates to *1.5 Lucky strike damage.

Level 4: Call Partner - Active

Call a Lucky Cat to increase the amount of gold you get from the enemy!

Summons a Lucky Cat guest, a guest that deals one hit of melee light damage at a +0 BTH lean. Gets -20% damage, but when it hits you gain gold equal to 2.5% of the monster’s base gold drop.

Calc: Based on the Hedgemog guest, 1.25% of a standard monster’s gold is worth 10% guest damage, so 1% of a standard monster's gold is thus worth 8% guest damage, or 4.8% melee. This means 2.5% of the monster’s base gold drop would be worth 20% guest damage, or 12% melee.

Level 5: Mug - Active

Attack and attempt to steal gold from your foe. Usable once per battle.

You perform a normal armor attack. After performing the attack, the opponent makes a save (LUK/DEX vs. DEX/LUK; yes, you read that right). If they fail, you gain gold equal to 20.833% of the monster’s base gold drop.

Calc: Again using the Hedgemog, 1% of a standard monster’s gold is worth 4.8% melee. 5/4.8 = 1.0416666666, times ten for once-per-battle and times two for the save, giving 20.83333333333%.

Level 6: O’teeny’s Reflexes - Active

Increase your dodge chance for one turn! Doesn’t cost a turn to use, but the boost disappears if you change armors.

Quick-cast, once per turn, costs 50% melee in SP. You gain 1 turn of Uncanny Reflexes (Renamed defense boost, +30 MRM). Disappears if you change armors.

Level 7: Serendipitous Sidestep - Passive

When you’re lucky enough to dodge, you’re lucky enough to hit back. Every time you dodge an attack, you’ll gain increased lucky strike chance.

Whenever you dodge an attack, on your next turn you get *1+(0.5 * [Blocks/Attempts] / 0.15) lucky strike chance. For spells, you instead get *1+(0.25 * [Blocks/Attempts] / 0.15) lucky strike chance. (Ex: if you dodged all of a monster’s hits on their turn, lucky strike chance is multiplied by *4.333.

If Lucky Lurk-iano is toggled on, instead of an increase in lucky strike chance for normal attacks, your chance of using the automatic lucky strike attack is increased by +(5 * [Blocks/Attempts] / 0.15)%. (Ex: if you dodged all of a monster’s attacks, your chance of the lucky strike attack on your next turn is increased to 43.333%.)

Level 8: Luck o’ the Leprechaun

Spend a bit of SP each turn to increase your LUK.

LUK drive, costs SP.

Level 9: Golden Arrow - Active

Infuse your arrow with a bit of gold to strike with extra power and heal yourself, with the healing increased the weaker your foe is to light damage!

Spell-based skill, costs gold equal to 10.417% of an average monster’s gold drop for your level. Deals 1 hit of light damage at a +10 BTH lean, magic if using magic stats, otherwise ranged. Deals damage equal to 125% of a standard melee attack, or 100% of a melee attack if magic. Damage is then multiplied by elecomp.

Afterwards, you’re healed by an amount equal to 21.25% melee, multiplied by the monster’s light resistance. (Calc: 25*0.85 for auto-hit, but no always-useful penalty.)

Level 10: Shamrock Shank - Toggle

Go on the offensive, letting you steal your enemy’s LUK! While toggled, Lucky Lurk-iano will remain active.

Your lean becomes fully offensive. However, instead of dealing *1.25 damage with attacks, your weapon attacks, specials, and weapon-based skills inflict Unlucky (-38 LUK, 1 Turn) on your opponent and grant you Lucky (+38 LUK, 1 Turn). Your opponent does not get a save.

In addition, while toggled Lucky Lurk-iano will automatically remain toggled as well.

Calc: Based on the Rhubzard pet. Since it’s a mastercraft pet, it deals 42% melee damage by default instead of 40%. In status mode that 2% goes into effect enhancement while it takes half damage, for a total value of 22% melee for stealing 67 luck. 67 * (25/22) = 76.13636363636. /2 for removing the 50/50 save gives 38.06818181818, rounded to 38.


< Message edited by Zennistrad -- 10/20/2020 3:14:21 >
AQ  Post #: 56
2/29/2020 1:31:26   
Primate Murder
Member

Wow, I just logged in and saw the Sonic tribute guest, and you've already got an entire class suggie based on it? Man, you're fast.

Lvl 1. Fortunate Son.

Monster's Lucky Strikes deal *1.4 damage of player's LS, which means a passive should reduce monster LS rate by 35.7%.

Lvl 2. Lucky Dagger.

There's not much point in giving a bth lean to an autohit attack.

Also, both here and in the armor description you mention Lurking Leprechaun skill. Were you, by chance, referiing to the lvl 3 toggle?

Lvl 7. Serendipitous Sidestep.

Spells already have an inbuild penalty to LS damage, there's no need to halve their LS chance.

Lvl 9. Golden Arrow.

In calc section you mention using the *0.9 penalty, when the autohit one is *0.85. Otherwise everything is balanced.

Lvl 10. Shamrock Shank.

A fairly minor correction - on Rhubzard the MC goes fully into effect enhancement, meaning it pays 22% melee, not 21% for the effect. 25% melee should be equal to 38 Luck steal.
AQ DF  Post #: 57
2/29/2020 3:14:21   
Zennistrad
Member

I did feel like sorta rushed this one since it's basically just a slight variant of something I already did.

Thanks for the corrections, as usual. Fixed now.

< Message edited by Zennistrad -- 2/29/2020 10:30:32 >
AQ  Post #: 58
2/29/2020 20:19:47   
Zennistrad
Member

Dattebayo! It's the ninja class!

quote:

Shinobi Shozoku

Ninja class armor. You must be a Level 10 Rogue to train as a Ninja.

Neutral-lean Wind armor with moderate Darkness and Water resistance (39% Wind resistance and 44% Dark and Water resistance at level 150). Primary Light weakness and secondary Fire and Energy weaknesses.

Slightly higher-than-average MRM, with a small magic weakness.

2-hit attack with a +3 BTH lean. Has slightly lower base damage than normal to compensate for higher MRM.

Appearance: A classic ninja costume from bunraku theater, covering the entire body with dark grey cloth, wrapping all of the head except for the eyes. If you look closely, your character appears to be wearing light armor beneath their robes, colored pitch-black. Your weapon and shield are visible below the menu, instead you wield a small ninjato (like a katana, but shorter, straight-bladed, and with a square guard.)

Description: This is the Ninja class armor! Train in the art of stealth and subterfuge to dodge enemy attacks and counterattack!

Level 0: Fade into Shadow - Passive

Your ninja training has granted you ultimate mastery over the art of disappearing. You have an increased chance automatically dodging any attack. But beware, for your opponents will hit you harder if you get caught.

As long as your class title is Ninja, you take +(5/1.4)% damage from all attacks. In return, you have a (10/1.4)% chance of automatically dodging any attack that’s not marked as auto-hit.

Level 1: Dousatsugan - Passive

Your trained ninja eyes see with incredible clarity, and can even track the life force of your enemy. This grants you a chance of automatically landing a hit with any attack.

Weapon attacks, specials, and skills have a 20% chance of landing an automatic hit with each hit. Spells instead get a 10% chance.

(Ninja are assumed to have a base 75% hit rate for both strength and dexterity, so 25% melee for an autohit. 5% melee is thus worth one-fifth of an autohit.)

Level 2: Saisei Kaihi - Passive

Every time you dodge an attack, you’ll regenerate a bit of chakra. Er, SP. I meant SP.

Whenever you dodge an attack, you gain (5 * [Monster Hits Blocked / Monster Hits Attempted] / 0.15)% melee in SP.

Level 3: Shuriken - Active

A staple of any ninja. Once per turn, you can use this diversionary art to deal minor damage and reduce your foe’s accuracy.

Weapon-based skill. Quick-cast, once per turn. Costs 25% melee in SP, 50% melee if wielding a magic weapon. Deals one hit of damage of your weapon’s element, Magic if wielding a magic weapon and Ranged otherwise. Base damage is equal to 20% of a standard melee attack, lean is +3 BTH.

Afterward, if the attack hit, your opponent is inflicted with Distracted (Renamed Blind, -3.53, BTH 1 Turn). Your opponent does not get a save.

Calc: 5 * 0.6 to convert to MRM, then /0.85 for requirement to hit.

Level 4: Call Ninjat - Active

Call a helpful Ninjat to attack and distract your foe!

Summons a Ninjat, an SP-costing melee Darkness guest. Deals -16.667% damage and attempts to inflict DefLoss (-12.857 MRM, all elements, 1 Turn). Opponent can save at a +0 bonus (CHA/LUK vs DEX/LUK).

Calc: 1/6th guest spell damage = 10% melee. *2 for save = 20%. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side, then *0.9 for affecting all elements then gives 12.85714285714.

Level 5: Ryu Bunshin no Jutsu - Toggle

Also known as the Dragon Double Technique. Create a clone of yourself to attack twice per turn, at the cost of reduced attack power for each.

Creates a clone of yourself. You get two actions on each of your turns, with you acting on your first and your clone acting on your second. All weapon attacks, specials, and skills have their damage multiplied by *0.5, and healing from healing potions is also multiplied by *0.5. Damage from melee and ranged spells is multiplied by *0.75, damage from magic spells is multiplied by *0.625. (So if you follow a ranged/melee spell with a melee attack and a magic spell with a magic attack, both should do 200% melee total.) This is not a Celerity effect since you're not actually gaining extra turns, merely acting twice; you can stack Celerity with this.

Once toggled, you can only toggle this ability off during the first action of each of your turns, before you make your first attack. You cannot toggle it off if you’ve already attacked this turn. You also cannot change armors during the double's action.

Level 6: Chishigan - Passive

Your ninja eyes have been enhanced even further, letting you strike at your opponent’s vital points. Whenever you land an automatic hit with Dousatsugan, you’ll deal extra damage.

Every time a weapon attack, skill, or special autohits from the Level 1 ability, it deals +25% damage. When a spell autohits, it instead deals +12.5% damage.

If the Level 10 ability is toggled, this ability instead gives a flat +5% damage to normal attacks and +2.5% damage to spells.

Level 7: Smoke Bomb - Active

Throw a smoke bomb to cover your escape, letting you automatically dodge the next attack made against you. Usable once per battle.

Quick-cast, usable once per battle. You automatically dodge the next hit the opponent attempts against you, as long as it’s not classified as auto-hit. (This overrides any similar effects you used the same turn, so you will not be able to dodge two hits in a row by using it and the Hyperalphean Skjoldr’s, ability for example.)

Level 8: Kanchi Shiyou - Toggle

Switch your SP to sensory perception mode to enhance your awareness and increase your dexterity.

DEX drive. Costs SP.

Level 9: Viper’s Bite - Active

Strike your enemy’s pressure points to paralyze them for one turn!

Weapon-based skill. Costs 50.575% melee in SP. You attack for three hits at a +0 BTH lean, with damage of your weapon’s type and element. Damage is equal to a standard attack, so 100% melee for melee and ranged weapons and 75% melee for magic weapons.

Afterward, it has a Hits/Attempts chance to inflict Paralysis for one turn. Opponent can save at a +0 bonus (DEX/LUK vs. END/LUK).

Calc: Base value of a monster turn is 140% Melee * 0.85 hit rate, so 119% melee, / 2 for save equals 59.5%. Cost is multiplied by *0.85 for requirement to hit.

Level 10: Spiral Gale! - Toggle

The ultimate ninja art. Your normal attacks will deal massive wind damage and guarantee a hit, but watch out for the toll it takes on your body.

Costs 20% melee in SP per turn. When toggled, your character’s ninjato disappears.

While toggled, your lean becomes fully offensive. Your normal attack is replaced with a 1-hit attack at a +0 BTH lean, that deals +10% damage and autohits. The animation shows your character summoning a massive shuriken between their hands out of pure wind, and throwing it at their opponent. Melee is converted to ranged damage for this attack, otherwise it follows your weapon’s damage type.

Attacks of this kind are locked to wind damage, but receive elecomp. (Elecomp modifier is noticeably lower than the Griffinrider Mount, due to the armor’s set of resistances, notably its middling resistance to Earth and its primary Light weakness.)

On your next turn after using this attack, you have a 25% chance of taking Harm damage equal to 41% melee.*

*The wild energy of your forbidden technique shreds the cells in your body!

Calc: A Ninja’s expected hit rate is 75% for having STR and DEX, plus the 20% chance of autohit on normal attacks from the Level 1 ability is equivalent to 5% extra chance, for 80%. 20% melee pays for guaranteed autohit, plus a 1/4 chance of taking 41% melee damage pays for the damage boost. Damage penalty is given a +1% melee increase due to being delayed a turn.


< Message edited by Zennistrad -- 11/15/2020 21:55:24 >
AQ  Post #: 59
2/29/2020 22:28:51   
Primate Murder
Member

I... actually can't find anything to mention, balance-wise! I mean, I'm not entirely certain about lvl 7 - we know the monster's presumed to make 2 hits, so a guaranteed miss should be worth 59.5, not 50. That said, while I believe the Hyperalphean shield likely has some hidden cost or modifier, until we get info subs it's considered equivalent to an MC.

One minor tweak: on level1 description, you say "you trained ninja eyes". Maybe it should be "your trained ninja eyes"?
AQ DF  Post #: 60
2/29/2020 23:11:43   
Zennistrad
Member

Yeah, that's just a minor typo, I've gone ahead and corrected it.

I did notice an oversight that I should have probably corrected in the draft: you shouldn't be able to change armors during your clone's action while Ryu Bunshin no Jutsu is active. Thankfully, that's fixed now too.

< Message edited by Zennistrad -- 2/29/2020 23:12:14 >
AQ  Post #: 61
3/1/2020 19:04:08   
Zennistrad
Member

More minor edits:

* The Sauceror's "Simmer" skill now boosts spells by *2.005 for the delayed turn instead of by *2.5, assuming a total of 401% melee dealt over two turns.
* Status ailment inflictions for the Sauceror have been clarified and updated, with more details on the damage reduction for each of its curse spells.
* The Pastamancer and Sauceror's autohit skills have been rebalanced to fit the new autohit standard.

< Message edited by Zennistrad -- 3/1/2020 19:11:06 >
AQ  Post #: 62
3/1/2020 21:26:31   
Zennistrad
Member

The Tier 2 Ranger class is the Hunter. This class that focuses mainly on setting traps that trigger if your opponent hits you with a specific damage type, dealing delayed damage and immobilizing your foe for one turn. However, it also gets a substantial bonus to attacks using Bows, Crossbows, or Guns.

The class trainer for the Hunter Class is Shogg Fenn.

quote:

Trapper’s Trappings

Hunter class armor. You must be a level 10 Ranger to train as a Hunter.

Fully-defensive Light armor with moderate Earth and Energy resistance (39% Light resistance and 44% Earth and Energy resistance at level 150). Primary Dark weakness and secondary Water and Wind weaknesses.

Average MRM, evenly split across all three defenses.

Default attack is one hit at a +0 BTH lean

Appearance: A light, leathery kilt (with a matching top for female characters), apparently fashioned from the hide of a Raydius Dragon, lined with tufts of red and yellow fur. Worn around the neck is a necklace fashioned with various monster teeth. Your character wears very little clothing otherwise, showing off a body that's covered in strange red-brown tattoos.

Description: This is the Hunter class armor! Train as a monster hunter to set traps that totally immobilize your prey!

Level 0: Deadeye - Passive

Bowmanship and marksmanship are an absolute must for any hunter. As long as you’re wielding a bow, crossbow, or gun, you’ll deal extra damage. Just don’t let your quarry get too close.

If your class title is Hunter, your armor gets -3 MRM. In return, as long as you’re wielding a bow, crossbow, or gun, your normal attacks + specials will deal +15% damage.

Level 1: Shock Trap - Active

Set a trap to zap a foe with energy damage whenever they hit you with a melee attack, paralyzing them for one turn! Only one trap is usable per battle.

Quick-cast skill, costs nothing to use. You set a trap; if the opponent successfully deals melee damage to you, the trap detonates at the beginning of your next turn afterward, before you attack. Only one of the three trap skills can be used per battle.

Damage is one hit of melee Energy damage, which autohits. This is treated as a spell-based skill. The trap deals base damage equivalent to 82.559% melee, multiplied by elecomp. It then attempts to inflict Paralysis for one turn. Opponent can save at a +0 bonus (DEX/LUK vs. DEX/LUK). The damage is fixed, it is not affected by stat bonuses, lucky strikes, or damage modifiers.

Calc: Of the three trap skills, only one may be used per battle, this gives 50% melee value for each and compresses them into a single skill use, for 150%. Value is increased by 10% melee for the required melee damage trigger, plus 1% for the delayed turn. 161 * 0.75 for autohit (assuming STR and DEX for Hunters) = 120.75, then /0.85 for the requirement that the monster hit you = 142.05882352941%. Subtract -(140 * 0.85 / 2) for the one turn of inaction, giving 82.55882352941.

Level 2: Hunter’s Quarry - Passive

You’ve chosen [monster type] to be your quarry. You’ll deal extra damage against enemies of that type.

A unique skill. Upon completing the level three quest, Shogg Fenn lets you select a quarry. Whatever you select, your attacks, spells, specials, pets, and guests will deal +10% damage against enemies of that category.

Available categories are:

Demons
Dragonkind (includes dragons, dragonkin and drakel)
Flying Monsters
Lycanthropes (includes weres)
Metal Monsters (includes armor and metallic)
Shadows
Undead
Zards

After gaining the ability, you have the option to change your quarry from Shogg Fenn. However, doing so costs gold.

Level 3: Flash Bomb - Active

Toss a flash bomb built from bug juice and an exploding bean pod, dealing light damage and reducing the monster's effectiveness in battle.

Spell-based skill. Costs 25% melee in SP, 50% melee if INT*3/2 > STR+DEX or if INT/4 >= STR/5+DEX/20.

You toss a flash bomb at your foe, dealing one hit of ranged light damage at a +3 BTH lean, magic damage if using magic stats. Has base damage equivalent to 100% melee, multiplied by elecomp.

Afterward, if the hit connected, it attempts to inflict Seeing Stars, a renamed Choke (-15*[elecomp]*[lightResist]% damage reduction, 2 Turns). Opponent can save at a -20 penalty (DEX/LUK vs. DEX/LUK).

Calc: 25% melee Choke value, /0.7 for -20 save, /1.4 for monster damage, /0.85 for requirement to hit gives 30.0120048. Divided over two turns gives -15.0060024% for each turn.

Level 4: Call Sunhawk - Active

Call a faithful sunhawk companion to scout out the terrain and point out the monster’s weak points! As long as it’s out, your weapon attacks will be more accurate.

Calls a Sunhawk guest, an SP-costing melee light guest that deals two hits at a +3 BTH lean. The guest deals -33.333% damage, but as long as it’s active your weapon attacks get a +[5.1 + 5.1*(CHA/VStat)] BTH boost.

Level 5: Snare Trap - Active

Set a trap that fires a snare at your foe whenever they hit you with a ranged attack, dealing earth damage and leaving them unable to move for one turn! Doesn't cost a turn to use, but only one trap is usable per battle.

Quick-cast skill, costs nothing to use. You set a trap; if the opponent successfully deals ranged damage to you, the trap detonates at the beginning of your next turn afterward, before you attack. Only one of the three trap skills is usable per battle.

Damage is one hit of ranged Earth damage, which autohits. This is treated as a spell-based skill. The trap deals base damage equivalent to 82.559% melee, multiplied by elecomp. It then attempts to inflict Ensnared, a renamed Daze (100% chance of inaction, 1 turn). Opponent can save at a +0 bonus (DEX/LUK vs. DEX/LUK). The damage is fixed, it is not affected by stat bonuses, lucky strikes, or damage modifiers.

Level 6: Trapmaster - Passive

Whether slaying or capturing monsters, a Hunter needs to know is how to set a good trap. Monsters will escape the traps you set less easily.

You gain +10 Trap Potence, a status that gives you a bonus to inflict Daze, Paralysis, and Control (effectively, a +10 bonus to inflict any status caused by traps.)

Level 7: Delirium Trap - Active

Set a trap that releases a toxic mist if your opponent hits you with a magic attack, dealing darkness damage and confusing them into inaction for one turn! Doesn't cost a turn to use, but only one trap is usable per battle.

Quick-cast skill, costs nothing to use. You set a trap; if the opponent successfully deals magic damage to you, the trap detonates at the beginning of your next turn afterward, before you attack. Only one trap skill is usable per battle.

Damage is one hit of magic Darkness damage, which autohits. This is treated as a spell-based skill. The trap deals base damage equivalent to 77.559% melee, multiplied by elecomp. It then attempts to inflict Control for one turn. Opponent can save at a +0 bonus (DEX/LUK vs. END/LUK). The damage is fixed, it is not affected by stat bonuses, lucky strikes, or damage modifiers.

Calc: Of the three trap skills, only one may be used per battle, this gives 50% melee value for each and compresses them into a single skill use, for 150%. Value is increased by 10% melee for the required magic damage trigger, plus 1% for the delayed turn. 161 * 0.75 for autohit (assuming STR and DEX for Hunters) = 120.75, then /0.85 for the requirement that the monster hit you = 142.05882352941%. 1 turn of Control is worth 129% melee damage ([140 / 0.85]% for monster inaction, +10% for damage.) Multiply by 0.5 for the base infliction chance to get 64.5, then subtract that from the base damage for 77.5588235%

Level 8: Hunter’s Instinct - Passive

A Hunter relies on their heightened senses to track their quarry. By focusing your SP, you can increase your DEX to better pursue your target.

DEX drive. Costs SP.

Level 9: Monster Bait - Toggle

You’re exceptionally skilled at baiting monsters into traps. You know what that means, right? It means you can use this skill to change the type of damage your foe deals.

Brings up a menu that lets you choose between melee, ranged, and magic. While active, all damage your foe deals is converted to that type. This does not affect the foe’s stat damage (ex: if your originally attacked with Magic damage but is forced to attack with Melee, they will still use the Magic damage and BtH formula.)

Level 10: Trapcrafting! - Active

Create an extra trap, letting you use a second one this fight. This skill does not take a turn to use, but can only be used once per battle. Only one trap may be on the battlefield at a time.

Quick-cast, once per battle, costs 100% melee in SP. When used, the maximum number of trap skills you can use this battle becomes two instead of one.

However, you cannot use your second trap if the opponent has not triggered your first trap.


< Message edited by Zennistrad -- 7/18/2020 22:09:16 >
AQ  Post #: 63
3/2/2020 0:30:02   
Primate Murder
Member

A pretty interesting class - traps and a malleable trigger are a fairly noticable departure from the norm.

Lvl 3. Flash Bomb.

The skill's converted to ranged, but you're mentioning a penalty for using magic stats - it's self-contradictory. I'd suggest just using MainStat to determine the damage type.

Also, -20 is generally called a penalty. Saying that the save's at -20 bonus is a little awkward.


Lvl 4. Call Sunhawk.

If the guest's not locked to your armor, you need to add the *0.6 omni-elemental penalty to the effect. Alternatively, you can make it inflict DefLoss.


Lvl 6. Trapmaster.

Are you giving the Hunter stun resistance or stun potence? If it's the later, you might want to rephrase the skill to something like "+10 bonus to all trap status inflictions" or "monster gains -10 penalty against trap statuses".


Lvl 7. Delirium Trap.

Control damage is worth 10%, not 30%.
AQ DF  Post #: 64
3/2/2020 1:20:18   
Zennistrad
Member

I've made most of the changes you've suggested (and gave the Sunhawk a higher damage penalty to compensate for the *0.6 omni-elemental penalty), but I'm confused where you're getting your information on the control status from. It's not consistent with my calculations looking into it:

quote:

Based on the Carnation-In-Full-Bloom. The MC effect has it take -43.375% damage to inflict 50% control at a +20 bonus, because it's an MC effect this means the control is worth (17.35 + 5)% melee. 22.35 /0.3 for 30% chance to inflict means it's worth 74.5% for a 50% chance. This means the base value inflicting control for one turn is 149% melee. This is 30% higher than the value of inflicting paralysis for one turn, which is 119 (140 monster damage * 0.85 monster hit rate). 149 * 0.4 base chance of infliction is 59.6% melee.
AQ  Post #: 65
3/2/2020 3:32:43   
Primate Murder
Member

Tbh, I'm just parroting Legendary Ash. That guy's pretty savvy with AQ math (just check out his posts in GBI!), and has been around for a long, long time.

Edit: Actually, your own example proves his words.

Carnation sacrifices 43.375% + 5% MC, converted to melee via *0.4 = 19.35% melee.

/0.3 for infliction chance, /0.5 for a 50% chance of hitting self = 129% melee.

< Message edited by Primate Murder -- 3/2/2020 3:38:31 >
AQ DF  Post #: 66
3/2/2020 7:34:40   
Zennistrad
Member

Ah, looks like I didn't apply the MC value correctly, that explains it. Fixed.
AQ  Post #: 67
3/2/2020 10:20:33   
Zennistrad
Member

More minor tweaks:

*The cost of the Ninja's Level 9 skill has been reduced by *0.85 since it requires hitting the opponent.
*The Sauceror's "Curse of Mystery Gravy" skill has been updated to more accurately reflect the status infliction cost and vamue
AQ  Post #: 68
3/4/2020 22:16:16   
Zennistrad
Member

This one was the most difficult of the Tier 2 classes to make. As it stands now, the current non-revamped Wizard class is probably the most powerful by a very wide margin, thanks to the sheer brokenness of its Imbue with Lore ability. I've tried to keep this Wizard class faithful to the current one for the most part, without pushing it too far.

Part of this was that I've made it so that you can only use one element at a time, which I feel is a good compromise to ensure that you don't just have every mage character filling their inventory with each elemental variant. Plus it makes sense: a specialist wizard is a specialist for a reason, an element wouldn't be a specialty if you were just as good at using every other element.

quote:

Generalist's Robes (+ elemental variants)
Wizard class armor.

You must be a level 10 Mage to train as a Wizard. When you become a Wizard, you choose what element you want to specialize in; you cannot use the abilities of Wizard armors not of that element. However, Wizards of any specialty can use the Generalist armor. While Jackel Sano will let you change your elemental specialty if you wish, doing so costs gold.

Neutral-lean armor. Flat resists for generalist robes, resists follow elemental wheel for elemental variants.

Average MRM, with priority Magic > Ranged >> Melee

Standard attack is one hit with a neutral BTH lean.

Appearance: Ornate, wizardly robes with a flowing cape and pointy hat, with the generalist being mainly blue and the elemental variants having elemental flourishes. Should look somewhat similar to the current armors. Your weapon and shield appear below the menu, and your standard attack instead has you shoot a blast of elemental energy with a wand.

Description: The robes of a Wizard (/Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer), a powerful (element) mage that draws their magic from the Ethereal Realm.

Level 0: Arcane Specialty - Passive

Years spent studying alone have left you physically frail but magically powerful. Your defenses are reduced, but your [element] spells are more powerful and accurate.

As long as your class title is Wizard, your class armor gets -3 MRM.

In return, your spells deal +7.5% damage and get +6.375 BTH. For elemental variants, your spells instead deal +12.5% damage and get +10.625 BTH, but only for spells of that element.

Calc: 100% bonus over ten turns, /2 for expected # of spell casts, /2 for affecting spells. For generalists, this is multiplied *0.6 for being omni-elemental.

Level 1: Spell Focus - Passive

A wizard’s weapon isn’t a stick to hit people with, but a tool to use magic more efficiently. Your weapon attacks are less powerful, but your spells will return a portion of damage as MP.

Your weapon attacks deal -5% damage. In return, your spells will return (15 * 1.5 / 0.85)% of the damage dealt as MP. For elemental variants, the MP regain is (25 *1.5 / 0.85)% instead, but only for spells of that element.

Calc: Same as the calc for the level 0 ability, but *1.5 for converting to MP and /0.85 for expected hit rate.

Level 2: Mana Absorption - Passive

Absorb mana from your foe every time you get hit by a magic attack.

Whenever you get hit by a magic attack, you gain MP equal to (15/1.4/0.85)% of the damage dealt.

Calc: 5% mastercraft bonus, *2 for magic damage restriction, *1.5 to convert HP to MP, then /1.4 and /0.85 for expected monster damage and hit rate.

Level 3: Ethereal Blast - Active

Channel a portion of the Ethereal Realm's power for a blast of your weapon's element! (/of the [element] element!)

Spell-based skill. Costs 20% of the MP of a standard spell. Your character brandishes their weapon and summons a blast of raw magic, dealing 2 hits of magic damage.

For generalist robes, the spell deals damage according to the element of your equipped weapon. For elemental variants, the element is locked to that armor's element. The spell deals damage equal to a standard melee (so +25% the damage of a standard magic weapon attack), multiplied by elecomp for the elemental variants.

Level 4: Summon Elemental - Active

Summon a spirit of raw mana to attack your foe for Harm (/[element]) damage!

Summons a Mana Elemental guest, an MP-costing guest that deals two hits of Harm damage at a neutral lean, with a -10% damage penalty. For the elemental variants, the mana elemental is replaced with an [Armor Element] Elemental, which deals damage of the armor's element with no penalty.

Level 5: Advanced Metamagic - Toggle

Enhance your spells with a variety of powerful effects! Only one may be used at a time.

Brings up a menu of toggles. To fit the skill compression, each costs 10% melee in SP per turn. Only one may be used at a time.

Heightened Spell - Grant your foes disadvantage against saving throws inflicted by your [element] spells!

While toggled, your opponent gets -7.5 to any saving throws inflicted by spells. For elemental armors, this is increased to -12.5, but only affects spells of that element.

Sacred Spell - Call upon the power of The Elemental Lords (/The [Element] Lord) to bypass your opponent’s elemental resistances with your [element] magic!

While toggled, your spells will always deal damage as though your opponent had 97.5% resistance to that element.

For elemental robes, spells deal damage as though your foe’s resistance was 102.5%, but only for spells of that element. In addition, the elecomp multiplier for class skills on elemental robes is set to *1 while this ability is active.

Calc: Pseudo-harm damage gives 100% resistance, -10% for always-useful penalty. Resistance is then increased by MC bonus for spells.

Guided Spell - Give your [element] spells increased bonus to hit, at no penalty to their damage!

While toggled, spells gain +6.375 BTH. For elemental armors, spells gain +10.625 BTH, but only for spells of that element.

Intensified Spell - Make your spells even more powerful, without sacrificing accuracy!

While toggled, your spells deal +7.5% damage. If you’re using an elemental armor, spells deal +12.5% damage instead, but only for your armor’s element.

Level 6: Dharana - Active

Draw from the power of the Ethereal Plane to replenish your mana! Usable once per turn, and doesn't take a turn to use.

Quick-cast, once per turn. You spend SP equal to 137.5% of a melee attack, and gain mana equal to that of a standard spell. For elemental robes, cost is instead 125% melee in SP. The cost is increased by *1.25 each time it’s used in a single battle.

Calc: 125% melee base cost, *1.1 cost for being omni-elemental. For elemental robes, you're expected to mainly use spells of your armor's element, so no cost reduction. The increased cost per use is a balancing mechanic, similar to the Mind and Time Zfinity Gauntlets.

Level 7: Sage Defense - Toggle

Spend mana to increase your defense (against [opposite element]!)

Costs 15% melee in MP per turn. When active, you take -(13.5/1.4)% damage from all attacks. In the elemental variant armors, you instead take -(15/1.4)% damage from attacks, but only from attacks of the opposite element to your armor.

Level 8: Sage’s Wisdom - Toggle

Focus your will on the Ethereal Plane and become one with the cosmos, increasing your INT for a small MP upkeep.

INT drive, costs MP.

Level 9: Elemental Invocation - Active

Differs depending on the armor.

Generalist: Elemental Burst! - Call upon the power of every element in a massive explosion, inflicting prismatic burn on your foe!

Standard spell, costs MP, +10 BTH lean. Deals eight hits of magic damage in the following order: Fire, Ice, Earth, Wind, Water, Energy, Dark, Light. Takes a -12.5% damage penalty and attempts to inflict Prismatic Burn (2 rounds, 2.5 * [132/109] power). Opponent can save at a +0 bonus. (INT/LUK vs. DEX/LUK.) Spell damage is then multiplied by *[132/109] for using all elements.

Pyromancer: Volcanic Apocalypse - Open a magma-spewing gate to the Elemental Plane of Fire, choking your foe with volcanic ash!

Standard spell, costs MP, +10 BTH lean. Deals ten hits of magic fire damage. Takes a -12.5% damage penalty and attempts to inflict Choke (2 rounds, -(21.01*[elecomp]*[fire resist]*[hits/attempts])% damage reduction). The monster can resist with a save at a +0 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp.

Calc: 12.5% spell damage is 25% melee, *2 for 50/50 save gives 50%. /1.4 for monster damage, then /0.85 for requiring hitting the monster gives 42.016806722689. Divided over two turns gives 21.008403361344.

Hydromancer: Deluge - Flood your foe with a deluge from the Elemental Plane of Water, overwhelming and reducing their defense!

Standard spell, costs MP, +10 BTH lean. Deals eight hits of magic water damage. Takes a -12.5% damage penalty and attempts to inflict DefLoss (4 rounds, water element, -8.93 * [water resist] * [elecomp] * [hits/attempts] MRM). The monster can resist with a save at a +0 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp.

Calc: 12.5% spell damage = 25% melee. *2 for save = 50%. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 35.714285714285%. Divided over four turns gives -8.9285714285714 MRM.

Aeromancer: Tornado - Open a gate to the Elemental Plane of Wind, creating a swirling tornado to knock your foe off-balance!

Standard spell, costs MP, +10 BTH lean. Deals three hits of magic wind damage. Takes a -12.5% damage penalty and attempts to inflict Offbalanced (2 rounds, -150 * [hits/attempts] DEX). Opponent can resist at a +0 bonus (INT/LUK vs. DEX/LUK). Spell damage is then multiplied by elecomp.

Cryomancer: Ice Age - Open a gate to the Elemental Plane of Ice to summon a frigid gale that reduces your opponent’s max HP!

Standard spell, costs MP, +10 BTH lean. Deals ten hits of magic ice damage. Takes a -25% damage penalty and attempts to inflict Numb (2 rounds, -25 END). Opponent can save at a +0 bonus (INT/LUK vs. END/LUK.) Spell damage is then multiplied by elecomp.

Geomancer: Obsidian Edge - Open a gate to the Elemental Plane of Earth, summoning a hail of razor-sharp rocks that can leave your foe bleeding!

Standard spell, costs MP, +10 BTH lean. Deals five hits of magic earth damage. Takes a -12.5% damage penalty and attempts to inflict Bleed (Power: 0.25 * [elecomp] * [hits/attempts]). Opponent can save against the bleeding at a +0 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp.

Dynamancer: Supercell - Summon a supercharged electrical storm directly from the Elemental Plane of Energy, potentially dazing your foe!

Standard spell, costs MP, +10 BTH lean. Deals six hits of magic energy damage. Takes a -18.75% damage penalty and attempts to inflict Daze (3 turns, 17.51 * [elecomp] * [energy resist] * [hits/attempts])% chance of inaction). Opponent can save at a -10 penalty (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp.

Calc: 18.75% spell damage is 37.5% melee in damage reduction. Increases to 62.5% melee for a 60/40 save. /0.85 for requirement to hit gives 73.52941176471. /1.4 for monster damage gives 52.52100840336. Divided over three rounds gives 17.50700280112.

Lumenomancer: Solar Flare - Open a portal to the Elemental Plane of Light, blinding your foe with sheer radiance!

Standard spell, costs MP, +10 BTH lean. Deals seven hits of magic light damage. Takes -15% damage penalty and attempts to inflict Blind (4 turns, -10.59 * [elecomp] * [light resist] * [hits/attempts] BTH). Opponent can save at a +0 bonus (INT/LUK vs. DEX/LUK). Spell damage is then multiplied by elecomp.

Calc: -15% spell damage is 30% melee. *2 for save is 60% melee. *0.6 to convert damage reduction to MRM gives 36. /0.85 gives 42.352941176470. Divided over four turns gives 10.588235294117.

Tenebromancer: Tendrils of Shadow - Open a portal to the Elemental Plane of Darkness, summoning dark tendrils to corrupt your foe!

Standard spell, costs MP, +10 BTH lean. Deals thirteen hits of magic darkness damage. Takes a -25% damage penalty and attempts to inflict Corruption, a renamed Poison (4 turns, Darkness element, 2.5 * [elecomp] * [hits/attempts] power). Spell damage is then multiplied by elecomp.

Level 10: Imbue With Lore - Toggle

Imbue your (element) spells with the magic of the Ethereal Realm, increasing their mana cost but greatly boosting their damage!

When toggled, all spells cost *1.8 the usual amount of MP, but deal +50% damage. For the elemental variants, this only affects spells of that element.


< Message edited by Zennistrad -- 11/15/2020 21:36:39 >
AQ  Post #: 69
3/4/2020 23:09:06   
Primate Murder
Member

Lvl 6. Dharana.

Heals are generally omni-elemental (iirc there's only one that isn't), there's no need for a penalty. For that matter, the spell's quickcast - you can use it and switch armors, making the difference moot anyways.


Lvl 9. Elemental Invocation.

Dynamancer. -10 is a penalty, not a bonus.
AQ DF  Post #: 70
3/5/2020 8:02:31   
Zennistrad
Member

quote:

Heals are generally omni-elemental (iirc there's only one that isn't), there's no need for a penalty. For that matter, the spell's quickcast - you can use it and switch armors, making the difference moot anyways.


Most heals do get *0.85 *0.9 the power of a normal spell, but this isn't a heal per se, it's a straight SP to MP conversion. These do apparently get the exact same cost penalty I described here, as seen in the Mind and Soul Zfinity Gauntlets.

< Message edited by Zennistrad -- 3/5/2020 8:04:55 >
AQ  Post #: 71
3/5/2020 9:05:42   
Primate Murder
Member

Huh, weird. I checked out a few other conversion items and they seem to do the same. Why use omni-elemental penalty, but not the auto-hit one?

Anyways, you're right, my bad.
AQ DF  Post #: 72
3/5/2020 20:56:46   
Zennistrad
Member

The last of the basic Tier-2 classes, here's the Berserker, an upgraded Fighter that focus even more on weapon damage, but sacrifices accuracy and defense.

quote:

Berserker Hides
Class armor. You must be a Level 10 Fighter to train as a Berserker

Neutral-lean Earth armor with secondary Ice and Wind resistance (39% Earth resistance and 44% Ice and Wind resistance at level 150). Primary Fire weakness and secondary Water and Darkness weaknesses.

MRM has a heavy focus on melee and a severe magic weakness. Lower overall MRM than normal to pay for base damage.

2-Hit attack with a -5 BTH lean and 0.1 base lean (so low random damage but high base damage). Overall higher-than-average base damage.

Appearance: A dirty, wild-looking armor crafted mainly from various patched-together animal hides, insulated with leaves and fur. Your weapon and shield are visible below the menu, your character is instead shown wielding a large, spiked bone club.

Description: This is the Berserker class armor! Trade defense and accuracy for attacks, getting stronger the less HP you have!

Level 0: Ticking Clock - Passive

My love for you is like a ticking clock! As a Berserker, the lower your HP, the angrier you get and the more damage you deal!

As long as your class title is Berserker, your weapon attacks deal +(([MaxHP-CurrentHP]/MaxHP)*10)% damage. For example, your attacks deal +2.5% damage at 75% health, +5% at 50% health, +7.5% damage at 25% health, +9.9% damage at 1% health, etc. Magic weapons get this boost /0.75, Spells get this boost /2.

Level 1: Eye for an Eye - Passive

The Law of Retaliation is the only law respected by berserkers. Whenever you’re attacked, you’ll hit back extra hard.

At the beginning of your turn, if the opponent successfully dealt damage to you during their last turn, your weapon attacks get +([Monster Hits Connected / Monster Hits Attempted] * 5 / 0.85)% damage. Magic weapons get this boost /0.75, spells /2.

Level 2: Invigorating Fervor - Passive

Your tenacity in combat replenishes your spirit. Whenever you’re hit by an attack, you’ll gain a portion of the damage as SP.

When getting hit by a monster attack, you gain 4.727% (Calc: 5 * 1.125 / 1.4 / 0.85) of the damage dealt as SP.

Level 3: Furious Assault - Active

Smash your foe with a powerful attack, dealing extra damage the lower your HP is!

Weapon-based skill, costs 50% melee in SP, 75% if wielding a magic weapon.

Deals 3 hits of damage of your equipped weapon’s element with a -5 BTH lean. Ranged damage converts to melee.

Base damage is 150% of a standard melee attack, but gets an additive damage bonus equal to +([MaxHP-CurrentHP] * 50/MaxHP - 25)% melee. (So it deals 125% melee damage at Max HP, 150% damage at 50% HP, 174.5% damage at 1% HP, etc.)

Level 4: Call Clanmate - Active

Berserkers respect strength, forming entire clans around the strongest of their kind. Call one of your clanmates to assist, dealing more damage the lower your HP is!

Summons a Berserker guest, an SP-costing Earth guest who deals two hits of melee damage at a -5 BTH lean and a 0.1 base lean.

The guest deals +([MaxHP-CurrentHP] * 50/MaxHP - 25)% damage. So -25% damage at full HP, standard damage at half HP, +12.5% damage at 25% HP, +24.5% damage at 1% HP, etc.

Level 5: Berserk! - Toggle

You wouldn’t be a berserker without the berserking. While active, your attacks will be less accurate, but more powerful.

While active, you gain the Berserk status (all attacks, specials, and spells get -5 BTH, but deal *(85/80) damage.)

This stacks with other Berserk status effects, such as from the Grakma Harbinger. In the case of stacked Berserk statuses, the new value is -(BtHMod1 + BtHMod2) BTH and *(85/[85 - (BtHMod1 + BtHMod2)]) damage.

Level 6: Frenzied Smash - Passive

Your wild swings leave you wide open, but are crushingly powerful when they hit right. Your defense is lowered, but your attacks will sometimes get a massive damage boost.

You lose 3 MRM. In return, weapon attacks/specials/skills have a 40% chance of dealing +25% extra damage with each hit, or +33.3% extra damage for magic weapons. For spells, you instead have a 40% chance of dealing +12.5% damage with each hit.

Level 7: Undying Vigor - Passive

Berserkers' rage is such that they can keep fighting even after taking mortal damage. Once per battle, you have a small chance to gain HP after being reduced to 0.

Every turn you spend in the armor, you gain an invisible charge worth 0.25% of your max HP. Charges carry between battles and remain even if you change armors, but disappear if you log out. You can store up to a maximum of 40.

If an attack brings you to 0 HP and you're in the Berserker armor, your opponent makes a save at a -10 penalty (STR/LUK vs. END/LUK).

If you succeed*, you'll consume all charges and be healed equal to (0.25 * Charges Used / 0.6)% of your maximum HP, minus any "overkill" damage. (E.g. if you have 5 HP and take 25 damage, and are at a full 40 charges, then you'll be healed to 16.667% of your max HP, minus 20 HP due to the overkill.) If your opponent makes the save or you do not have enough charges to heal the overkill damage, you die as normal.**

If you've already healed using the ability this battle, the effect changes to a flat +5% damage to melee and ranged weapon attacks, +6.7% damage to magic weapon attacks, and +2.5% damage to spells.

Calc: Identical to the Revenant's MC, but with increased healing due to the save.

*You keep fighting despite mortal injury!
**You try to keep fighting, but succumb to your wounds.


Level 8: Brute Strength - Toggle

When all else fails, use more muscle. For a small SP upkeep, you can boost your STR.

STR drive, costs SP.

Level 9: Boulder Toss - Active

Throw a massive boulder at your foe, dealing tremendous Earth damage!

Spell-based skill. Costs 100% melee in SP, 125% if using magic stats.

Deals two hits of Melee Earth damage, Magic damage if magic stats are used. Base damage is equal to 200% of a standard melee attack, -5 BTH lean. Damage is multiplied by elecomp.

Level 10: Uncontrollable Rage! - Active

Bring your anger to its breaking point, both dealing and receiving greatly increased damage for three turns. But beware — you’ll be unable to change equipment or do anything that isn’t a normal attack.

When activated, your lean changes to both deal and take +75% damage; you go from x1 damage taken to x1.75 damage taken, and from x1 dealt to x1.75 dealt. However, you can only use normal attacks while active and can't change equipment. (All menu options except “Attack” are disabled, skills from weapons like Terror Eater are disabled, etc.)

Costs nothing to use. Since the skills menu is disabled you cannot disable the skill manually, but it automatically deactivates once three turns have passed.


< Message edited by Zennistrad -- 6/24/2021 0:03:40 >
AQ  Post #: 73
3/5/2020 22:08:39   
Zennistrad
Member

EDIT: Nevermind

< Message edited by Zennistrad -- 10/20/2020 3:10:17 >
AQ  Post #: 74
3/6/2020 0:23:58   
Primate Murder
Member

Lvl 0. Tickling Clock.

You probably mean +7.5% damage at 25% health.


Lvl 10. Uncontrollable Rage.

As the effect has a duration, it's probably classified as an Active, not a Toggle.


CIT.

Iirc, the class/title bonus is like FSB in that it does not require an additional penalty.

I'd suggest using that to give the shield a Str drive instead - it seems like a pretty popular option.

< Message edited by Primate Murder -- 3/6/2020 0:27:20 >
AQ DF  Post #: 75
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