Home  | Login  | Register  | Help  | Play 

Why I think the Guardian No-Drop Armors Should be Buffed

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> Why I think the Guardian No-Drop Armors Should be Buffed
Forum Login
Message << Older Topic   Newer Topic >>
3/14/2020 1:29:48   
Zennistrad
Member

Paraphrased from a post I made in lolerster's thread, who suggested that this be its own topic:

One of the things that frustrates me the most when playing AQ is trying to plan out a semi-reasonable build, I'm almost always forced to create a build where my armor for one element is significantly weaker than all of the others, barring possible subrace coverage. This is primarily because the Guardian no-drop armors are extremely underwhelming compared to most of Mastercraft sets, many of which see significantly more utility in most circumstances due to either having active skills or otherwise powerful effects. Compare the Ultraguardian Plate to an armor like the Chimeran Vindicator or Axemaster's Burden, and it's clear as day that there's substantially less general use.

This presents a problem, because in-game the Armor of Awe and Ultraguardian armors are treated very differently from the Adventurer no-drop armors and the vanilla Guardian armors. The no-drop armors for Adventurers are clearly designed to be starting equipment that you're not meant to use once you fill out the rest of your slots with better armors, mainly used as a fall-back if you don't have any armor better for the situation. This is fine, that's what they're meant for, and the same goes for the initial Guardian armors.

However, the Armor of Awe and Ultraguardian Armors both are designed as unlockable content, and that combined with the ability to elementalize their resistances makes it clear that they're meant to be interchangible with any other armor from any of the standard elements. The problem is, they're not. It's extremely rare to see players use no-drops for anything other than the elements with the weakest options (e.g. Wind for mages, currently). Which seems to indicate that they're failing at the purpose they appear to be intended for.

The good news is, the solution to this is actually pretty ease, and it's already been demonstrated that it can be done: The Insightful Armor of Awe. This is the only version of any no drop armor that has any kind of active or toggled skill, and it makes a world of difference in making the armor feel more generally useful, without being overpowered. So I propose that something similar be done to the other options: give each of the UG Armors and Armors of Awe an active or toggled SP skill. Nothing too powerful, but strong enough that they can fit into any element without generally being treated as something you only use because you have no better options.

So here's what I propose: give the regular, non-ultra Guardian armors Mastercrafts similar to what the Ultraguardian Armors have now, then give the UG Armors and the Mighty and Deft Armors of Awe active or togged skills for each, thematically fitting with the melee/ranged/magic focus of the armors. This will open up a greater degree of versatility and customization in builds, which is always a good thing in my book.
AQ  Post #: 1
5/12/2021 15:01:10   
Sapphire
Member

I actually feel like these all should be overhauled not just given small things. You're stuck with these, remember. They should be worth being forced to have them. They should be desired, not resented. But the overhaul can be balanced, too.

But is this a GBI?


Post #: 2
5/13/2021 1:42:41   
Zennistrad
Member

^it pertains to the mechanical power level of a set of items and the role they play within the game because of it, so I'd say so
AQ  Post #: 3
5/17/2021 12:06:00   
icetears
Member

Probably something related but I would like to have more additions to the no drop weps like wands, tome and 100 proc bows .
Post #: 4
5/27/2021 16:27:40   
Zennistrad
Member

^I think there has been some discussion on the Discord w/ Cray about the possibility of giving the Awe weapons the ability to have a 100-proc special, but it's not official so take that with a grain of salt
AQ  Post #: 5
10/24/2021 23:28:57   
Zennistrad
Member

With the recent changes to the Spellcaster Lean, I've been thinking about the current set of no-drops again. With that being said, here is my proposal for the new set of no-drop armors to make them all as broadly useful as the Insightful Armor of Awe. These are all just vague ideas of course, and I may cross-post them to the suggestions forum later.

quote:

Mighty Armor of Awe

Attack is:
90% chance of two hits, *10/11 total damage.
10% chance of three hits, *20/11 total damage.

Flavor Effect: All armor attacks deal -5% damage. In return, you heal 1/400th of your max HP each turn.

Skill: Mighty Rejuvenation

Use your awesome strength and unshakable might to heal yourself. This skill doesn't take a turn to use.

Quick-cast healing spell, usable once per turn. Uses END or STR for stat bonuses, whichever of your current stats is higher. Costs 125% melee in SP if END is higher and 100% melee if STR is higher.

Starts off as a standard healing spell (so *0.9*0.85 for always useful and autohit), but has its base healing further reduced by a variable multiplier for the quick-cast effect. If END was used, the healing is multiplied by *0.625. If STR was used, the healing is multiplied by *0.5.

Set Bonus: Inflict Fear on the monster (1 turn, 16.8% chance of not acting). The monster can resist with a save: inflict with (weapon mode)/LUK, resist with CHA/LUK, +0 save.


quote:

Deft Armor of Awe

Fully-defensive no-drop armor. Scales to your level. With the Awe!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Attack is:
90% chance of two hits, *10/11 total damage.
10% chance of three hits, *20/11 total damage.

Flavor Effect: All armor attacks deal -5% damage. In return, you passively gain +3 MRM.

Skill: Deft Deflection

Use your dexterity and fortitude to create an aura that boosts your defenses and heals you when you block. This skill doesn't take a turn to use.

Quick-cast skill, costs 100% melee in SP.

Gives you two turns of the Deft Aura status, a modified Defense Boost status that boosts your defenses by +24.3 each. (base +30 MRM, *0.9 for always useful, and *0.9 to pay for the secondary effect).

10% melee worth of the defense boost is spent for Deft Aura's secondary effect: while Deft Aura is active, dodging any attack will heal you by 25.45% melee in HP. (Calc: assumed 85% hit chance for monster, reduced by 24.3% gives 60.7% chance to hit, or a 39.3% dodge chance. 10/0.393 = 25.45% Melee).

The effects of this spell depend on the user's stats: the MRM boost scales with DEX and the healing scales with END. The MRM boost is multiplied by *(0.5 + 0.5[PlayerDEX/ExpectedDEX]). The healing on block is multiplied by *(0.5 + 0.5 *[PlayerEND/ExpectedEND]).

Once the effect is active, you will not be able to cast Deft Deflection again until the effect wears off.

Set Bonus: Inflict Fear on the monster (1 turn, 16.8% chance of not acting). The monster can resist with a save: inflict with (weapon mode)/LUK, resist with CHA/LUK, +0 save.


(Insightful Armor of Awe is the same as it is currently, save that it gains a flavor effect of -5% armor attack damage for slight passive MP regeneration.)

quote:

Mighty Ultraguardian Plate

Fully-offensive no-drop armor. Scales to your level. With the Ultra!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Two hits, 100% damage.

Flavor Effect: You take +(5/1.4%) damage from all attacks. In return, all weapon attacks, specials, and spells deal +5% damage (*4/3 for magic weapons, /2 for spells).

Skill: Ultra Impact

Focus your might for a powerful four-hit [armor element] strike.

Weapon-based skill, costs 75% melee in SP, 100% if wielding a magic weapon. Perform a four-hit attack that deals the damage of a standard weapon skill, but gets a -12.5% damage penalty. If your equipment is elementalized, the skill's damage is locked to your no-drop element, but receives a reduction in SP cost as elecomp.


quote:

Deft Ultraguardian Leathers

Fully-offensive no-drop armor. Scales to your level. With the Ultra!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Two hits, 100% damage. (See below)

Flavor Effect: You take +(5/1.4%) damage from all attacks. In return, you passively gain +6 Ranged defense.

Skill: Ultra Illusion

Adopt an evasive stance to dodge enemy attacks (of all elements/of the [opposite element] element). On the next turn, your counterattack will deal extra damage!

Weapon-based skill, costs nothing to use.

The turn you use the skill, you will gain Defense Boost against all elements for one turn, giving you +21.6 MRM. (40% melee *3/5 to convert to MRM, *0.9 for always useful) This is not a quick-cast skill, so you do not attack that turn. If your equipment is elementalized, the MRM bonus is increased to +(24*Elecomp) MRM, but only for the element opposite your armor's current element.

The next turn, you will unleash a three-hit weapon skill which deals additional damage based on the amount of hits you dodged. Starts as a standard weapon skill, but gets a damage penalty of -25%, or -50% for magic weapons. It also gets a damage bonus of +(0.5 + [5/0.39]*[Hits Dodged/HitsAttempted])%.

(Calc: 40% melee is spent on the Defense boost, and 10% on the additional damage. This leaves 50% melee to carry over to the next turn for Melee/Ranged weapons, and 25% left over for Magic weapons, so a -25% damage penalty melee/ranged weapons, totalling 150% base melee damage, and a -50% damage penalty to magic weapons, for a base 100% melee damage.

Damage bonus formula assumes an 85% hit chance for the opponent, minus the base 24 MRM bonus gives 61%, or a 39% chance of dodge. Take the 10% melee paid for the effect , *0.5 for percentage damage bonus to base 2*melee skill damage, giving 5/0.39*[dodge ratio]. Add an additional +1% melee damage bonus for delayed turn effect, or 0.5% base skill damage.)


quote:

Insightful Ultraguardian Robe

Spellcaster-lean no-drop armor. Scales to your level. With the Ultra!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Two hits, 100% damage.

Flavor Effect: You take +(5/1.4%) damage from all attacks. In return, you gain +(2.5/0.85)% melee in MP every time you are hit.

Skill: Ultra Insight

Use your insight to identify your foe's weak points, greatly enhancing the accuracy of your [armor element] spells.

Toggle. Costs 25% melee in SP per turn. While active, your spells gain +8.5 BTH.

If your equipment is elementalized, only spells of your armor's element will be affected. However, an elecomp modifier will be applied to that spell's base BTH, in addition to the above BTH bonus, while the effect is active.



< Message edited by Zennistrad -- 1/11/2022 19:21:45 >
AQ  Post #: 6
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Game Balance Issues >> Why I think the Guardian No-Drop Armors Should be Buffed
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition