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RE: =AQ= August 2022 Golden Giftboxes

 
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8/12/2022 18:14:30   
PD
Member
 

Thanks Hollow! People probably will think I'm insane but there really does feel like there's a dearth of good Darkness Warrior armors in this game, and the SWOT update is a welcome addition to the Darkness domain of items.

Although nothing really changed about SWOT aside from the updated Overclocked skill, I am now going to start using this again. The refresh allows warriors to use the armor without DEX, and additionally with all the items that have been released since 2017 that can either regenerate SP or increase status potency, this armor actually feels much stronger than it used to be despite its age.
Post #: 26
8/13/2022 5:27:41   
ruleandrew
Member
 

quote:


Come to think about it, the equal-level monster scaling engine update has been rather oppressive in terms of early-game difficulty for new/existing characters. Maybe we should have a discussion about this some time in the future...


Maybe we add level 10 gears and level 25 gears.
AQ  Post #: 27
8/13/2022 10:02:16   
battlesiege15
Member

quote:

Fragile is a duration-based status and this instance of it lasts for 9999 turns (unfortunately, Fragile did not receive an update to give it support for proper infinite turns), so no they can't shrug it off normally. There could be a monster in the future with the ability to remove negative statuses which would cleanse Fragile.
Oh thanks! That makes sense but it's been a while since I've played with it.
AQ AQW  Post #: 28
8/13/2022 12:17:05   
  The Hollow
AQ Lead


The Runebreaker Armaments are now available in the Golden Giftboxes! The Hexbound Knight Set is still in development and should release on Monday, August 15th.
AQ  Post #: 29
8/13/2022 13:45:27   
Sphinx Jevoha
Member


Hexbound Knight must be quite the set, even entire Crossover GGBs don't usually take till Monday xD

Waiting is no problem, all we hope is that the MC for the armor and weapon is not +5% bonus damage

On the other hand, an armor with 2 Skills would be great

Post #: 30
8/13/2022 14:55:18   
PD
Member
 

Just reading from the in-game description alone of Rune Breaker Mace/Defender, it feels a lot like Katar of Water. Maybe it's got similar numbers as well? But then that wasn't MC, and Rune Breaker should have an MC.

Still waiting on those info subs, but it looks like an interesting enough and a refresh of an older mechanic. We don't have a lot of MP-damage items so this is a welcome addition to have.
Post #: 31
8/14/2022 0:15:48   
Lv 1000
Member


Info:
Rune Breaker Mace
Rune Breaker Defender


< Message edited by Lv 1000 -- 8/14/2022 15:46:08 >
Post #: 32
8/14/2022 6:12:02   
Kaizoku
Member

Anti-mage gear would be neat if we had more powerful MP using monsters around. As it stands it probably wouldn't get much use.
AQ DF MQ  Post #: 33
8/14/2022 9:04:52   
LUPUL LUNATIC
Member
 

I like the weapon, having the utility to attack MP instead of HP as a toggle its really nice for Warriors. However i have some concerns about this weapon.
You want to use this MP attack mode against generally gimmick Bosses because Bosses are the most scary with their Mana but the thing is you are dealing x1.5 damage in this mode which is fine but then Bosses come with Damage Caps and im worried that Damage Caps affecting MP/SP attacks would drastically make these effects worse, especially when MP attack gets x1.5 damage more because of conversion so you actively are going to hit bigger numbers with this. Should Damage Caps affect MP/SP attacks? Their purpose is to protect from HP attacks in order to not die in 1 turn but MP/SP attacks?
AQ  Post #: 34
8/14/2022 10:53:58   
Lv 1000
Member


Very excited for the Hexbound Knight, I have a good feeling about it!

Note: The Kitsune Pet/Guest still aren't scaling with CHA and/or END correctly.

< Message edited by Lv 1000 -- 8/14/2022 11:18:40 >
Post #: 35
8/15/2022 9:37:35   
battlesiege15
Member

For the mace, any chance it can also get a bonus of +5% damage vs monsters with > 0 INT? It would fit in well with the theme of the set. Also, interesting that the shield gives +5% damage. Are there any other shields that give direct damage boosts or is this a first?
AQ AQW  Post #: 36
8/15/2022 12:37:10   
  The Hollow
AQ Lead


The Hexbound Knight Set has arrived!
AQ  Post #: 37
8/15/2022 13:09:38   
Dreiko Shadrack
Member

I choose to believe that the self-infliction and reflection mechanics of the set are partially inspired by my Flagellant's Gift suggestion.
AQ DF MQ AQW Epic  Post #: 38
8/15/2022 13:10:14   
Kaizoku
Member

I love this armor! The effect is very flavorful and fitting for high END warriors now that you aren't forced to take DEX. 3-hit combo is a joy to see rather than the usual swish-swoosh. Shield is an interesting addition as well to turn the downsides into utility. Worth the boxes for me, easily.
AQ DF MQ  Post #: 39
8/15/2022 13:31:02   
PD
Member
 

Finally, I can use something other than Blazing Bloodzerker for Fire now! Still waiting for the info-subs, but I already love it so far. And yeah, I also like how it's 3 hits instead of the normal 2. Perhaps that could be an extra perk for UR/Premiums where those armors will tend to be +3 hits, or more permitting on special cases?

Maybe one day Reign/Nova Knight will get updated/Revamped. Maybe. Just maybe

< Message edited by PD -- 8/15/2022 15:07:48 >
Post #: 40
8/15/2022 14:38:48   
Kurtz96
Member

The set is super cool visually (or it that super hot lol). It goes well with the Berserk Beast Face.

Are there any ice burn/bleed pets and guests to go with it?
AQ DF MQ  Post #: 41
8/15/2022 23:51:05   
Primate Murder
Member

I don't want to post this in GBI yet in case I'm just missing something obvious, but it feels like Hexbound Prominence is somewhat strangely balanced.

1) The MC gives End/80 bonus damage, which is 3.125% at 250 End, which is... somewhat strange? It requires an extra stat and gives less of a bonus than a normal MC. Isn't the standard for player-controlled triggers 1.5x (7.5% for mc)?

2) The weapon inflicts fire burn, which is a lot more punishing in ice armors - the ones you're actually intended to use with a fire weapon. Wouldn't a Harm burn be more fitting?

3) The three-turn duration of the Burn means that in most cases you're not going to be paying the full cost for the effect you're gaining (e.g. killing the monster with the weapon means you gain 10% free damage). Perhaps the Burn power needs to be upped slightly to compensate? Not much, just 0.1 power, as with other turn-skipping effects.


I don't mean to sound critical - and I love all the new things the staff are doing with this set! - but maybe the Hexbound weapon needs a few minor tweaks to bring in line with the existing balance standards.
AQ DF  Post #: 42
8/16/2022 0:34:45   
LUPUL LUNATIC
Member
 

quote:

I don't want to post this in GBI yet in case I'm just missing something obvious, but it feels like Hexbound Prominence is somewhat strangely balanced.

1) The MC gives End/80 bonus damage, which is 3.125% at 250 End, which is... somewhat strange? It requires an extra stat and gives less of a bonus than a normal MC. Isn't the standard for player-controlled triggers 1.5x (7.5% for mc)?


The END/80 is applied to your stat damage not weapon damage, it has the same Melee value like STR/80 (5%) however it uses END not your mainstat so it should be *1.5 power because its an effect that scales with your Stats. Stat Damage boosts are weird and follow a more complicated math to find the values.

quote:

2) The weapon inflicts fire burn, which is a lot more punishing in ice armors - the ones you're actually intended to use with a fire weapon. Wouldn't a Harm burn be more fitting?


Noo, a Harm burn would actually be even more punishing on you in your Ice armors because of our Harm resist. And it would have no thematical sense either.

quote:

3) The three-turn duration of the Burn means that in most cases you're not going to be paying the full cost for the effect you're gaining (e.g. killing the monster with the weapon means you gain 10% free damage). Perhaps the Burn power needs to be upped slightly to compensate? Not much, just 0.1 power, as with other turn-skipping effects.


Yes i would propose that all the self-burns from weapon/armor had a 2 turn duration, it would stack way better in its power as well and you will be feeling the pain a lot more than now, especially if you use the armor skill it sets your burn to 5 rounds and you are splitting your HP cost in 5 everytime after. Having more Power due to only lasting 2 turns would also be making the Shield's convert effect an interesting choice with the set.What generally happens now is that you have a Burn for 5 rounds that grows slow and using it to convert is great even if you succeded.

There are some issues with self-burning. First, the Armour is FO and it self-burns you, the FO lean does impact your DoT statuses (even when they dont come from monsters), it should get a FO compensation either by reducing the Burn Power (which im not a fan of because its thematic to the set) or increasing the damage boost of your normal weapon.

Secondly, the Armour does a self-burn of Fire but it also has Fire resist because it is a Fire armor. This results in less than intended self-burn Damage since Burn is modified by your resists. The weapon is fine because you are supposed to use it in an ice armor and shield,but the Burn from Armor you are supposed to use it in a Fire armor/shield setup. It needs to be drastically buffed and self-burn you a lot more on the Armor one.

The Shield is just insanely good, but only thing i wish it did was include Prismatic Burn too because its still a Burn effect. As utility its going to be core for my Backlasher at the very least.

Overall the Set is good and strong in some cases, and also the flavor and art, i liked the Set very much.


< Message edited by LUPUL LUNATIC -- 8/16/2022 0:55:38 >
AQ  Post #: 43
8/17/2022 9:47:32   
Korriban Gaming
Member

Just got the set and here's my thoughts on it.

Artwork-wise, the set is absolutely beautiful, easy 10/10. The weapon's bonus damage from END is a little...odd? 3% at 250 END doesn't seem very appealing, might be better off sticking to the ol' flat +5%. Wished the weapon was a R rather than a UR but that is unlikely to be changed now. Armor regular attack and skill is decent. Given the name and color scheme, I was expecting the secondary resist to be darkness instead of light but no complaints there, fire/dark compression has been done to death, nice to see a change. Shield is obviously the MVP, the one item tying the whole set together. There is no reason to use the armor and weapon without the shield. While it isn't "bad", it's also not "fantastic". I think removing the need for a save roll as well as letting prismatic burn to be transferred as well would really make the shield shine. All in all, I like the set's effect because it is unique. I am however on the fence regarding the power of the set. On 1 hand, I would like to see the power of the self-burn being buffed but that also means we are more likely to die from it. Also, the weak burn means that there is no point in using the armor and weapon over items that just directly inflict a more powerful burn on the monster. There are plenty of better burn items that just inflicts directly on the monster, making this set's effect too slow and too weak to be good. Makes no sense to slowly build up a burn on yourself before transferring it to the monster when you can just straight up inflict and build up a more powerful burn on the monster directly.
AQ DF AQW  Post #: 44
8/17/2022 13:50:28   
CH4OT1C!
Member

To clarify, whilst the burn mechanic of this set is certainly very interesting, the real draw of this set is inflicting burn upon the player in exchange for a massive increase in damage potential. It's really worth highlighting just how strong this boost is:

1). The regular attack of the armour deals +30% damage. This compares to the Bloodzerker armours which only pay for +20%. That's already a massive difference. On top of that, you get a weapon-type skill that deals +50% damage that's weapon-based (i.e. can be imbued, gets fun weapon effects). It also gets elecomp to cost, so it's spammable. And then you get +25% damage for bleeds and burns applied to the enemy too? If we consider the burn to be a hp cost, this armour almost blows Bloodzerker out of the water. The only slight difference is the imbue.
2). I've heard a couple of concerns about the weapon, like it being in UR and the weird END bonus MC. To counter though, the Bloodmage/Bloodzerker weapons should really be in the UR shop given how strong they are. The reason I mention these items is because the Hexbound weapon offers the same basic damage bonus - +15%. Comparing the END bonus is a bit difficult to do without getting very heavily into the math. However, given the precedent, you should be getting >5% melee extra if you fully invest in END, making the damage cap of this weapon higher than the blades. You also get set bonuses for using it in the armour and shield. The difference is that burn though, and that's where things really get ridiculous...
3). Unlike in Bloodzerker, you don't have to fully pay the cost for these insane damage bonuses. Instead, up to twice per battle, you can transfer the burns onto your foe. Sure, there's a save (which you can stack with potency items), but it's also free. When you do, you even get the +25% bonus damage from the armour effect

When you put it all together, it's a contender for the strongest set ever released in AQ. It has strong defenses, almost unparalleled damage output and efficient costs (some of which you can force your opponent to pay). There's very little that even Bloodzerker can do to compete.

EDIT: Just to note, you could also get out of paying by using a skill/spell/item that cures burns...

< Message edited by CH4OT1C! -- 8/17/2022 13:57:49 >
AQ  Post #: 45
8/17/2022 14:03:58   
PD
Member
 

That is a nice summary of just how strong this is. I've been using Spotter Drake and Cracked Ornament to increase my chances of transferring the burn off because it's a free cost: I only need to swap in the items and then I can get the burns off, and then swap it back again so that I can maximize my damage with boosters and such. This is an armor that is mainly for characters with high END, but even for 0 END characters, the first few levels of burns are low enough that you could run this on such characters as long as you are careful and have items that can purge the burns/bleeds off. You could even use pets that heal you like Fairy Godmother and like to also offset the burn damage.

@Below: Yeah I removed it because I tested it with Xano/Tiger Cannon Skills and the burns didn't go off. I also checked the total burn power after using the skill and it was only 1.5 like expected. I answered my own question and now I'm a dummy. If they did stack though, what craziness that would have been...

< Message edited by PD -- 8/17/2022 14:26:33 >
Post #: 46
8/17/2022 14:06:00   
Dreiko Shadrack
Member

He meant (or at least how I read it) that ontop of a very powerful regular attack the armor also gets an extremely powerful skill, not that they both stack together.

EDIT: it seems you removed that part of your post, nevertheless for posterity I'll leave this here.
AQ DF MQ AQW Epic  Post #: 47
8/17/2022 14:49:50   
Kaizoku
Member

quote:

as well as letting prismatic burn to be transferred as well would really make the shield shine.

Hasn't Wicked King been trivialized enough?
AQ DF MQ  Post #: 48
8/17/2022 22:09:11   
Korriban Gaming
Member

quote:

That's already a massive difference.

10% isn't something I'd consider as "massive" but to each his own.

quote:

It also gets elecomp to cost, so it's spammable.

Fair enough for warriors since it's only slightly over 100 SP. I only tested it as a mage and it costed me 225 SP, while still cheaper than standard skills, 200+ SP isn't something I consider "spammable". I didn't test the armor as a warrior build so I guess I should give the armor skill slightly more credit. To clarify, I never insinuated it was weak though, I just said it was decent.

quote:

making the damage cap of this weapon higher than the blades.

But that's only assuming you fully invest in END. The bloodblades don't have this restriction though so for general use it is still somewhat better unless you're running a build with 250 END.

quote:

You also get set bonuses for using it in the armour and shield.

Ah yes, but how often do you use a fire weapon with a fire armor AND a fire shield? Bloodzerker on the other hand only has 1 other set item which is the armor as opposed to 2 for Hexbound. On top of that, you can still get a damage boost by using a different element Bloodzerker. So unless we see some elemental clones of Hexbound that allows us to keep this boost by mixing different elements, this is really not as good practically as compared to the numbers on paper.

quote:

Just to note, you could also get out of paying by using a skill/spell/item that cures burns...

Nope, those cure skills aren't free and more often than not, their SP cost is higher than the "HP cost" from the burn. Additionally, the burn would just get reapplied on the next turn if you're still using the weapon or armor to attack.

If you're planning to drag out the fight for a long time, I guess you can consider this "the best set" in the game. But why would I spend turns building up weak burns on myself and then having to rely on another save to transfer said burns when items like GPS, Sunburst Amulet, Fireheart Warbow etc. just lets me inflict a stronger burn on the monster right out the gate? Like I mentioned in my initial post, I think removing the save requirement on the shield and having it auto-inflict instead would make this set way more appealing. Just my 2 cents.

quote:

Hasn't Wicked King been trivialized enough?

No XD
But in all seriousness, it's still a decently tough fight without some specific equipment. I can't think of other monsters that inflict pris burn off the top of my head currently but giving the shield the ability to do so will let it shine in even more areas whether it's currently or for future mobs that inflict pris burn. Not exactly a bad thing.
AQ DF AQW  Post #: 49
8/18/2022 6:31:53   
CH4OT1C!
Member

In response, you raise some really interesting counterpoints @KorribanGaming. I think it reasonable that a number of casual players might feel the same way, so I'm directing my response with those players in mind:

1). I can absolutely see why 10% might not seem like a big difference. However, this is where context becomes really important. 10% is twice the value of a standard mastercraft. It's also a 50% increase on the 20% bonus Bloodzerker provides. In the past, 20% has also been seen by the staff as a sort of reasonable maximum on damage boosts. As a result, whilst 10% may not sound like much, it represents a major shift when you put it into context

2). This is a good point - the Magic version is inherently less spammable because of a higher SP cost. Assuming you had a full bar of SP (1470) to begin and regenerated 98 SP per turn (Guardian), you should be able to cast 11 of the Magic skills in a row and have 73 SP left over [please feel free to check the math I used: 1470 - ( 11 * 225) + (11 * 98)]. Under standard assumptions, you could spend an entire battle of 10 turns casting this skill consistently. Practically though, you're likely to manage several battles of just casting this magic skill before you run out.
However, I also recognise that we have other demands on SP resources - damage boosts, defensive equipment, miscs etc. With that in mind, there are a number of SP regenerating weapons, miscs, and other items that can help you out (to differening extents). These examples include (but aren't limited to): Essence Orb, Zfinity Gauntlet: Soul, Hunger, Infinita Staff, Nighmareagon, Vampoglin Lord, Fruitcake Brick, Shadowfeeder Pendant, Nith's Fang, The Blade of Awe (SP special), Ultraguardian Shield, and the Haunted Dragonlord Weapons. Some are more accessible than others (token costs, seasonal availability etc.), but to my knowledge none are permanently rare.

3). Absolutely, you have to invest in END to get that additional damage bonus, and some may find bloodzerker swords to be more effective for that purpose. I'd fully encourage you to mix and match your equipment as it can help modify and improve your existing strategies

4). A little discussed topic in AQ are full set bonuses. They're a great example of how AQ deviates from mathematical balance for a fun extra mechanic. I would however say they're built on this premise of compensating the player somewhat for using a poor combination of items. Your statement is really interesting, but points me instead in the opposite direction. If the idea of a full set bonus is compensatory, why are bloodzerker weapons/armours getting bonuses when they aren't inconvenient to use together?

As this response post is made more with casual players in mind, I'm going to skip curing statuses as the math gets complicated rather quickly! I would however recommend you don't treat this as a set for drawn out fights - you're essentially sacrificing HP via a burn for damage, so it's really designed for fast kills.

@KorribanGaming, this last point is more for you since it pertains directly to one of your suggestions. In the event that you're suggesting Prismatic burn transferrence specifically for fights like the Wicked king, at one point I knew a player that outlasted the 9999 turns of the Wicked King's prismatic burn to see what happened. It was instantly reapplied. As a result, transferring the status would just mean you regained it at turn's end. It wouldn't even do much damage (part of why that boss can become so strong is the interaction between Pris Burn and Haunted).

< Message edited by CH4OT1C! -- 8/18/2022 6:41:02 >
AQ  Post #: 50
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