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RE: Zerxes_WolfHawk's Idea Pond

 
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2/10/2024 11:38:34   
Dardiel
Member

New Pet/Guest "Type": Gauntlets
Pet/Guest classification (because they look weird as weapons, held under the arm)

Overview: A subset of guests/pets that scale with END.

Appearance: Gauntlets - guests are left hand, pets are right hand.

Description: *Varies by the specific item, but specifies they use END*

Details:
Gauntlets use END for stats instead of CHA; this is worth 20% melee/turn for pets and 30% melee/turn for guests, which is paid for via an equal reduction to player damage.
Many/most Gauntlets' MC is a toggle between Closed Fist and Open Fist, with different effects based on the mode.

Example:
(Dark) Heroic Titan Gauntlet
Dark/Fire Pet/Guest
Gauntlet (scales with END by reducing player damage)
MC: Comes with a toggle for Closed Fist mode or Open Fist mode.
Closed Fist: +10 lean. Attacks spend 75% damage (30% melee for pet, 45% melee for guest) and the same amount as % melee HP to inflict a permanent burn of the gauntlet's element. Inflict with END/LUK vs END/LUK.
Open Fist: -10 lean. Attacks consume up to 80%/120% (pet/guest) melee burn from the enemy to increase damage by that much.

< Message edited by Dardiel -- 2/10/2024 11:40:45 >
Post #: 26
2/12/2024 18:33:39   
Dardiel
Member

Combo Summoner
FO Fire Armor

Overview: An armor that uses a "combo" system to modify its attacks.

Appearance: A full three piece suit, in a cocky pose with hands in pockets. Behind+slightly above the character, two summoned gauntlets similar to Demonmancer armor.

Description: Why get your hands dirty when you can summon stronger ones to do the work for you? Perform combos for enhanced effects!

Details:
Has reduced heal resist to come with a total of 4 skills - three in the skills menu, called Starter, Combo, and Grapple, and one by clicking the armor called Burst.
Has an inherent status written as "Meter: X, Y Hits". Meter and Hits both start at 0. Raising Meter is a negative thing (worth -1% melee per 1 Meter) while Hits is a positive thing (worth 25% melee, with a turn delay bonus in the form of contributing 2.5% melee toward effects that measure Hits for bonus value). References to "Hits" in this description refer to the Hits counter, not the number of attacks landed.
Meter: When the player reaches/exceeds 100 Meter, it resets to 0 and the player can't act during their next turn; if Meter was reduced by more than 100, the excess paid for via 2 turns of DefLoss.

Starter - Weapon-based skill, only usable at 0 Meter. No SP cost (ie it's basically an alternate normal attack), and raises Meter by 10 (-10% melee) and Hits by 1 (+20% melee); the value mismatch is paid for via the requirement of 0 Meter.

Combo - Weapon-based skill, only usable at >0 Meter. Raises Meter by 25 (-25% melee) and Hits by 1 (+25% melee). Deals *0.95^[Hits] damage, the value from that and the Meter requirement go into allowing the player to spend SP for a turn of player-only celerity with a cost reduction matching the value of the trigger plus damage reduction. Applies eleVuln: All to the enemy (5%*[Hits] melee due to 50% save, Mainstat/LUK vs END/LUK).

Grapple - Weapon-based skill, usable at any time. Raises Meter by 55 (-55% melee) and Hits by 1 (+25% melee), with the remaining 30% melee going into a trigger - Grapple applies a Choke worth 30%+5%*[Hits] melee (inflict with MainStat/LUK vs DEX/LUK; 1 turn by default with the half power / double duration concept whenever the choke power would pass enemy output).

Burst - QuickCast, only usable if Meter > 0. Spend SP to reduce Meter to 0 and gain a permanent Exertion (renamed eleVuln: All) - the cost and Exertion power are both worth [Meter]/2% melee to start, with a trigger for the cost to be increased while Meter < 75 and decreased while Meter >= 75.

Attack - Before attacking, increases Meter to 100 and increases Hits by [Meter Increase]/25 with partial increase allowed (eg 80->100 = +0.8 Hits), and spends all Hits to perform the attack animation an additional time per 4 Hits spent with a smaller final attack the deals [Remainder from Hits/4]*25% damage.
Post #: 27
3/4/2024 1:34:07   
Dardiel
Member

Perfectly Aligned Lance
Earth Lance

Overview: A ranged weapon with 100% base damage, 0% random damage.

Appearance: A lance with a slowly spinning gyroscope making up the part above the handle; similar to the MADM theme.

Description: This lance is tuned to always deal the same amount of damage, every time!

Details:
No random damage, it always hits for the same amount.
MC: Click to toggle between Calibrate mode and Destabilize mode.
Calibrate: Attacks with the weapon have a +10 BtH lean, and deal *0.8 damage. In exchange, at the end of each turn you apply permanent Defloss - inflict with DEX/LUK vs INT/LUK (whether they can give you bad calibration data), 20*4.25/5/0.5/0.95/10 = 3.58 * hits/misses.
Destabilize: Attacks with the weapon have a -10 BtH lean, and eat up to 100% melee in Defloss to deal *(1+Defloss value eaten/100) damage.
Post #: 28
3/10/2024 17:09:23   
Dardiel
Member

Knight Five
FD Energy Armor, Dark Secondary

Overview: An armor with a resource management system/"minigame".

Appearance: A mechanical suit of armor, with many large solid components (eg breastplate, shoulder) connected by shock absorber-type rods and springs. Movements are relatively stiff, similar to the chess-piece knights used by the Nightmare Queen.

Description: This armor was originally a golem that guarded a pizzeria - if you can manage its controls, the world is your pizzeria!

Details:
Has two toggles and a skill.

Lock On: Toggle. While the toggle is active, you have 4.25/5*25 = +21.25 BtH, with this amount also being multiplied by (1+[player eleVuln to energy]/10). At the end of each of your turns while the toggle is on, you're inflicted with a permanent 2.5% eleVuln to energy - this amount is also multiplied by (1+[player eleVuln to energy]/10).

Lock Down: Toggle. While the toggle is active, you take 40% reduced damage from everything except heal and are immune to eleVulns inflicted on you (they still appear on your scroll, they just have no effect while the toggle is on). At the start of the enemy's turn while the toggle is on, you're inflicted with a permanent 4% eleVuln to energy and lose 40*1.4= 56% Melee SP; if your SP is reduced to 0 then the toggle will be turned off on your next turn and cannot be turned back on, and excess SP loss is converted to additional eleVuln.

Reboot: Click to skip your turn. You reduce any eleVuln on yourself by up to 100% Melee (prioritizing energy first, if there's multiple).
- If there's eleVuln remaining then you lose up to 25% Melee in blocking and up to 25% Melee in SP to remove additional eleVuln.
- If there was less than 100% Melee in eleVuln on you, you gain SP equal to the difference.

< Message edited by Dardiel -- 3/10/2024 17:14:34 >
Post #: 29
3/28/2024 17:37:30   
Dardiel
Member

Zerxymandias
Boss

Overview: Myself as a boss, with a theme I felt to be fitting

Appearance: A human wearing a thin chestplate with a blazer on top, dress pants with greaves over top and suspenders hanging down, and a pair of gauntlets with runes carved into them

Description: Look upon his works, ye mighty, and tell him he did a pretty good job.

Details:

- Level: 150

- Resists: 90% each

- Blocking: 83 each (player accuracy would be nearly 100% before accounting for BtH leans)

- Stats: 275 INT, 250 LUK, 225 END

- HP: 8,000

- SP: Starting at 200, gaining 100 per turn

- Resilience 3 - Immobilizing, Fragile, and Blind: Zerxymandias is immune to immobilizing effects and being inflicted with fragile or blinded; this effect applies to the first 3 of every 4 immobilizing/fragiling/blinding effects that he fails the roll to prevent.

- Plotting Lean: Starts the battle at x0.1 damage taken/dealt. At the start of each of Zerxymandias' turns, damage dealt is increased by 0.1 and damage taken is increased by 0.08; when damage dealt reaches x2 (turn 19), this effect stops increasing the lean. In exchange, Zerxymandias cannot Lucky Strike.

- Villain Armor: Damage beyond the first 10% Max HP that Zerxymandias takes each turn is "X^0.75"ed, and he gains MP+SP each equal to the excess damage after being reduced that way. The amount is multiplied by the damage intake of Plotting Lean, making it start at 1% Max HP.

- QC effects: At the start of Zerxymandias' turns, if he has at least 50% Max MP, he spends that much to multiply the damage intake of Plotting Lean by 0.9. If he has at least 300 SP, he spends that much to gain 1 turn of Siphon Imbue; a status that causes his attacks to eleseek and to recover HP+MP+SP equal to 3% of the damage dealt. The recovery amount is multiplied by the number of times the Imbue has been granted, and the eleseek upgrades every 2nd cast:
Note: Ally/Enemy is relative to the attack's normal element.
---- 1st: No eleseek
---- 2nd: Ally only
---- 3rd: Ally+next ally (5 total)
---- 4th: All but enemy (7 total)
---- 5th: 8-element
---- 6th: All 8 + harm
---- 7th: All 8 + harm + void

- Attack: 3 hits with autohit, dealing 25%/25%/50% melee/melee/magic damage each (still using INT for the melee hits). Element is determined randomly at the start of the fight.

Reward: Worxymandias, an SP skill matching Zerxymandias' Siphon Imbue mechanic.

< Message edited by Dardiel -- 3/28/2024 20:15:49 >
Post #: 30
4/21/2024 2:19:25   
Dardiel
Member

Zard Training
Quest/Activity

Overview: Some extra zard representation, a gold sink, and a (hopefully) fun little pet simulator.

Details:

Accessible from the Zard Hunter's shop in town; click "Zard Training!" to go to a zard hatchery with a bunch of little zards hopping around. I suppose Frogzard Hunter can be running the hatchery, unless there's a more interesting character. I'll just say "the host" to refer to whoever it may be.

Menu options are "What is this?", "Hatch a Zard!", and "Leave".
- "What is this?": The host explains that they've been working on training zards to help in battle, and that with enough time and effort you can really bond with one you train to teach it plenty of tricks.
- "Hatch a Zard!": A fun little animation of a baby zard hatching, and then a shop where you can buy a level 0 Baby Zard.

Baby Zard Details:
- Power Level scales to player level or "training level", whichever is lower. Training level is increased after each battle, by [turns active]/max([battle duration], 10). Ie 150 10-turn battles (or a minimum of 1500 turns in combat) is needed to fully train the zard, but training levels can still be gained even while it's at your player level (eg if you're at level 50, the zard can still be training level 75; it'll just cap its level to match yours).
- 1 hit, neutral lean, earth.

The host explains that if you ever sell the zard they'll hang onto it for you - all future visits to the hatchery replace the "Hatch a Zard" button with "Reclaim Zard", which skips the hatching animation and reopens the shop.

An additional button is added to the menu - "Zard Training!". Clicking it opens a menu similar to stat training - you can spend zard training levels (and an amount of gold that scales with it) to modify and improve your zard. Options include:
- Number of hits - increase or decrease the number of hits the zard attempts with its attacks, with a change of 1 at a time and a min-max of 1-4.
- Lean - increase or decrease the accuracy lean of the zard, with a change of 5 at a time and a min-max of -15-+10. You can complete a special Zard Research quest to unlock access to an Autohit option (selected by choosing to increase the lean while at +10; costing additional levels and gold).
- Element - change the zard's attacking element to any of the standard 8 elements. You can complete a special Zard Research quest to unlock additional elements, which cost additional levels and gold; additional elements are harm and heal (targeting the player). An additional Zard Research quest can be complete to unlock access to seeking, where you can give the zard multiple elements at once and it'll choose the element that deals the most (with the appropriate damage reduction to pay for the seeking). Yet another Zard Research quest unlocks the ability to have the zard target MP or SP with its attacks.
- Toggle - add/update a toggle on the zard. The toggles choices are burn, siphon poison, defloss, elevuln, daze. All statuses factor in the zard's attacking element(s), eg the burn will match what the zard would've attacked with and defloss will scale with the resist that the zard would've attacked. You can spend additional levels and gold to modify the % damage that the toggle spends on the status (defaulting to 50%, each step is 25% to a min-max of 0-100%) and the duration of the status (defaulting to 3 turns, the steps are 1/2/3/5/permanent with permanent requiring a special Zard Research Quest to unlock).

The Special Zard Research quests are a short series of battles with the following format:
- 2 battles against random zard
- 1 battle against 2 random elemental zards (eg only drawing from the pool of single-element zards), where the elements of the zards are neutral to each other (ie no ally, not enemy)
- Full heal
- 1 battle against the Special Zard that's paired with 2 random elemental zards, where the elements are enemies. Special Zard is at 2x power/HP.
- Upon completion, unlock access to the zard training option that matches the quest.

Special Zards (ie the list of Special Zard Research Quests. Names are not locked in):
- Psyzard; autohit
- Harmzard; deals harm damage
- Healzard; heals itself and allied zards, randomly selected but not picking a full-health zard
- Seekerzard; seeks between all 8 elements
- Mindzard; Damage hits MP first, overflowing into SP and then to HP
- Entropyzard; Applies a random permanent status from among the list of options

A zard hatchery shop allows players to spend tokens on zard mindfulness exercises, which doubles the level gain from the next battle (you can buy multiple to have the effect last for that many battles).
Post #: 31
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