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12/31/2024 5:05:51   
CH4OT1C!
Member

Essence of Carnage
MC Neutral Guest. 2 different modes, "Rampant" and "Defiant".

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
Element: Neutral
Damage: [See Effect]

Effects:
  • Overcharged Guest costing 45% Melee in SP to sustain (176 SP at 150) and deals +50% output (+22.5% Melee; 67.5% Melee output total) in both modes .
  • This pet has two modes: “Rampant” mode and “Defiant”:

    1) Rampant Mode
  • Half of Guest power is used to increase the power of Melee and Ranged attacks by 67.5/2*0.6*0.9 = 18.23% Melee. 0.6 is an omni-elemental penalty since it affects all elements, a further 0.9 'always useful' penalty is added because it affects both Melee and Ranged attacks (it's somewhat unfair to not penalise when compared with Dunamis and Thernda).
  • Half of Guest power is used to apply Caltrops (Harm Element; 67.5/2/2*2/10/1*0.9 = 3.04 Power; 1 turn; Assumes 1 Power = 10% Melee and average monster hits = 2). This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

    2) Defiant Mode
  • Each time the player attacks, they store a charge worth 1% Spell damage (2% melee). When the player next casts a spell, that spell will deal +[Charges]*1.01% damage (turn delay bonus included). The player can store up to 2*4*2 = 16 charges at once (Charge cap is 2x the average number of player hits over 4 turns). This costs 2*2*1.4 = 5.6% Melee in monster output (receives omni-elemental penalty since the spell boost can be used on a spell of any element).
  • The rest of base damage (67.5-5.6 = 61.9% Melee) is spent to heal MP (522*0.619*0.9*0.85 = approx. 247 MP per turn. Usual 'always useful' and autohit penalties apply). This value is halved and scales based on the number of times the enemy hits you (~124 MP per hit, Max: 4 hits).

  • The power of each of the above boosts is modified by *(0.5 + 0.5*[CHA/[ExpCHA]) (max: *1.1).
  • NB: CHA's style bonus doesn't apply to either booster abilities of this Guest. Personally, I don't feel that it should apply to Caltrops as a status either. However, it should apply to the MP ability, which would increase the MP healed to approx. (522*0.642*0.9*0.85 = 256 MP per turn, with a 22.2% chance of this being doubled).

    Appearance: Same as now.
    Description: After finally taking down the warped Carnage, you're pretty sure you've got the gist of the ability that made him stronger with every hit in a fight. Let's see how you're enemies can stand their general's power being turned against them!

    < Message edited by CH4OT1C! -- 12/31/2024 5:34:36 >
  • AQ  Post #: 276
    12/31/2024 17:36:49   
    CH4OT1C!
    Member

    Paragon Plate
    MC FO Darkness Armour. Possesses a soul charge system.

    Example tier
    Level: 150 MC
    PowerLvL: 153

    Prize: 0
    Sellback: 0
    Location: UR GGB

    Combat Modifiers
    Melee: 55
    Ranged:55
    Magic: 55

    Elemental Modifiers:
    Fire: 89%
    Water: 80%
    Ice: 70%
    Wind:70%
    Earth: 89%
    Energy: 80%
    Light: 100%
    Darkness: 39%

    Effects:
  • You gain the FO armour lean (x1.25 intake and output).
  • The Armour takes -9 MRM (not factored into the above) and at the end of your attack, you gain 1.5*1.25 = 1.875 Soul Energy per turn (1.25 modifier because you're being force into using an FO armour for the effect). Capped at 10 charges initially.
  • Armour attacks deal +2*[Soul Energy]% damage.
  • MC Effect: Comes with 2 skills:

    1) Soul Surge
  • Requires Soul Energy to be capped. Consumes all Soul Energy upon use. The player permanently regenerates 8*1.25 = 10% of the current Soul Energy cap per turn (e.g., if the cap is 15, regenerate 1.5 Soul Energy per turn). 80% of the charge cap is directed to this effect.
  • The remaining 20% is spent to provide Elemental Empowerment (All elements; +[Charge Cap]% damage; turn) and BTH boost (+8.5*[Charge Cap]/10 BTH; 1 turn) to the player.
  • Charge cap increases by +5.

    2) Soul Release
  • Consumes all Soul Energy on use. Provides Elemental Empowerment equal to +min(10*[Soul Energy], 10*[Cap])% Melee (All elements; 1 turn). This boost is modified by *(1 + 0.1 * [# Times Soul Surge used]).
  • If the player dies in battle while having at least 10 charges, this skill will keep the player at 1 HP and provide the above boost assuming the player has [Current Charges] - 10. This can only happen once per battle.

    Appearance: Same as now.
    Description: This armour is riddled with the faces of it's last victims. If you listen closely, you can still hear their cries... AHHHH!

    < Message edited by CH4OT1C! -- 12/31/2024 18:34:30 >
  • AQ  Post #: 277
    2/5/2025 8:39:04   
    CH4OT1C!
    Member

    Verdant Gale
    MC Efficient Wind Spell. Attempts to Poison the monster.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Spell Scroll Quest
    hits: 5
    Element: Wind
    Cost: 261 MP

    Effects:
  • Efficient Spell so costs 50% Melee in MP to use and deals 125% Melee damage.
  • Deals -40% damage (50% Melee) and attempts to Poison the monster (Power: 50/10/0.5*(85/85)/3 = 3.33; 3 turns). This has a +0 Save Bonus*:

    PlayerLvl vs MonsterLvl
    Major: PlayerINT vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The toxic gases poison your foe!
    Your foe manages to avoid being poisoned by the toxic gases!


  • MC Effect: Save is -20 instead of +0.

    Appearance: The same as Green Envy.
    Description: Cast this mana efficient spell to send clouds of toxic gas at your foe, both damaging them and leaving them poisoned!
  • AQ  Post #: 278
    2/5/2025 8:51:21   
    CH4OT1C!
    Member

    Azure Embers
    MC Efficient Water/Fire Spell. MC Seeks between the two.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 48,410,332
    Sellback: 24,205,166
    Location: Spell Scroll Quest
    hits: 6
    Element: Fire/Water
    Cost: 261 MP

    Effects:
  • Efficient Spell so costs 50% Melee in MP to use and deals 125% Melee damage.
  • MC Effect: Seeks between Fire/Water damage.

    Appearance: The same as Blue Blazes.
    Description: Cast this mana efficient spell to summon blue flames that will deal the greater of water and fire damage against your foe!
  • AQ  Post #: 279
    2/5/2025 13:21:38   
    CH4OT1C!
    Member

    Thunder Spark
    MC Efficient Energy Spell. Has a chance to grant the monster Celerity.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Spell Scroll Quest
    hits: 5
    Element: Energy
    Cost: 261 MP

    Effects:
  • Efficient Spell so costs 50% Melee in MP to use and deals 125% Melee damage.
  • Deals +40% damage (50% Melee). 5% damage (6.25% Melee) is paid via MC. The other 36% Damage is provided by giving the monster a (50-6.25)/(140*0.85) = 36.7% chance of gaining Celerity*.

    *Your enemy is energised by the attack, allowing them to attack twice next turn!

    Appearance: The same as Thunder Wave.
    Description: Cast this mana efficient spell to produce a surge of energy so powerful it might leave your foe energised and able to attack more than once in a row!

    < Message edited by CH4OT1C! -- 2/5/2025 13:23:22 >
  • AQ  Post #: 280
    2/11/2025 19:15:47   
    CH4OT1C!
    Member

    Celestial Phoenix Wing
    MC Fire Bow. Comes with two modes. MC compresses a heal skill.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 72,615,500
    Sellback: 36,307,750
    Location: Defeat Celestial Phoenix

    Damage: +5 BTH (*85/90 damage).
    Type: Ranged
    Element: Fire
    Special: 100 proc

    Effects:
  • The player takes -3 MRM. Click to swap between two modes, "Volatile" and "Stable".
  • In "Stable" mode, the bow deals -25% damage and attempts to Choke your foe (25 / 0.5 / 0.85 / 1.4 * ( 85 / 90 ) / 1 = -39.68% damage; 1 turn). This has a +0 Save Bonus*:

    PlayerLvl vs MonsterLvl
    Major: PlayerDEX vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The scorching heat leaves your foe with heatstroke!
    Your foe endures the scorching heat!


  • In "Volatile" mode. The bow deals standard damage. In addition, the player takes +25/1.4% damage and attacks attempt to inflict Elemental Vulnerability (Fire element; 25 / 0.5 / 1.4 / 0.85 * 85 / 90 / 1 = +39.68% damage; 1 turn). This has a +0 Save Bonus*:

    PlayerLvl vs MonsterLvl
    Major: PlayerDEX vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The scorching heat leaves your foe vulnerable to fire attacks!
    Your foe endures the scorching heat!


  • MC Effect: Compresses a standard heal skill. Uses either DEX/END for stat bonuses (depending on how the healing/END GBI is resolved).

    Appearance: Similar to this but in the colours of the Celestial Phoenix. Activating the skill triggers the same animation as the Celestial Phoenix's heal ability.
    Description: Made from the feathers of the Celestial Phoenix, this bow has the ability to switch between stable and volatile forms, which can leave your foe choking and vulnerable respectively! Its feathers even still retain some of the phoenix's regenerative abilities!


    < Message edited by CH4OT1C! -- 2/11/2025 19:16:51 >
  • AQ  Post #: 281
    3/30/2025 14:01:07   
    CH4OT1C!
    Member

    Siren
    MC SC Water/Darkness Armour. Can put monsters to sleep. Possesses a skill to drown monsters.

    Example tier
    Level: 150 MC
    PowerLvL: 153

    Prize: 0
    Sellback: 0
    Location: UR GGB

    Combat Modifiers
    Melee: 45
    Ranged:45
    Magic: 45

    Elemental Modifiers:
    Fire: 80%
    Water: 40%
    Ice: 55%
    Wind:55%
    Earth: 80%
    Energy: 100%
    Light: 100%
    Darkness: 40%

    Effects:
  • You gain the SC armour lean (x1 output, x1.25 intake, spells deal x1.375 damage).
  • Regular attacks deal -50% damage. Afterwards, the monster has a [HitsConnected]/[HitsAttempted][*0.75, if Magic]% chance to fall Asleep. This has a +20 Save Bonus*:

    PlayerLvl vs MonsterLvl
    Major: Player[STR/DEX/INT] vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *The Siren's lullaby lulls your foe to sleep!
    The Siren's lullaby is enticing, but your foe somehow manages to resist!

  • NB: There is NO countermechanism if the monster has freedom. You will just deal reduced damage and no sleep attempt will be made.
  • Takes -3 MRM and gains +10 Sleep Potence.
  • MC Effect: Compresses a skill:

    Into the Abyss!
    Drag your foe beneath the waves and lead them to their watery grave!
    Cost: 392 SP (if Melee/Ranged weapon held) / 653 MP (if Magic weapon held).
    Hits: 4
    Type: Ranged (if Melee/Ranged weapon held. NB: uses DEX for stat bonuses) / Magic (if Magic weapon held. Uses INT for stat bonuses).
  • Spell-type Skill/Spell. Elecomp (*1.62458) to damage (324.92% Melee total). Deals -37.2% damage (121% Melee) and attempts to Drown the monter. This has a -20 Save Bonus*:

    PlayerLvl vs MonsterLvl
    Major: Player[DEX/INT] vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *The monster is dragged into the depths below!
    Your foe manages to avoid being dragged into the abyss!

  • If your foe has Freedom, it will instead attempt to inflict your foe with Elemental Vulnerability (Water element; 121 / 0.7 / 1.4 / 0.85 * 85 / 85 / 3 = +48% damage; 3 turns). Same save.
  • If your foe is Asleep, this skill will also consume up to 275% Melee worth of Sleep (equivalent to a -20 save). This will reduce the cost of the skill by up to 100% Melee (if Ranged) or 125% Melee (if Magic). It will then increase the power of the skill by up to +175% Melee (if Ranged) or +150% Melee (if Magic).

    Appearance: The stereotypical depiction of a Siren in popular media (female human upper half, fish lower half. We need more female aesthetic armours. Not the part-bird Siren considered in Greek mythology). The regular attack should consist of the siren singing to deal damage. For the skill, the siren calls upon spirits of water to drag the monster into the water.
    Description: Embody the form of a bewitching creature that has struck fear into the hearts of sailors for centuries. Lull your foes to sleep, then use your magical might to drag them beneath the waves!
  • AQ  Post #: 282
    4/20/2025 8:43:37   
    CH4OT1C!
    Member

    Arrows of Decay
    MC Quickcast Darkness Spell. Inflicts Fragile.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS
    hits: 2
    Element: Darkness
    Cost: 490 SP / 653 MP

    Effects:
  • Comes in Ranged [SP] and Magic [MP] variants.
  • Quickcast, so -37.5% damage (125% Melee baseline). Cannot lucky strike.
  • MC Effect: Can only be used once per battle. Normally the player would cast 2 spells and would only be getting a weapon MC (5%/3.75% Melee) instead. As such, the Ranged version gains +15% Melee damage and the magic version +16.25% Melee.
  • The attack deals -50% Melee damage (Ranged: 90% Melee base; Magic: 91.25% Melee base) and attempts to inflict Fragile (0.833 * 50 / 1 / 0.7 = -59.5 END; 1 turn). This has a -20 Save Bonus*:

    PlayerLvl vs MonsterLvl
    Major: Player[DEX/INT] vs MonsterCHA
    Minor: PlayerLUK vs MonsterLUK

    *The attack eats away at your foe's defences, temporarily leaving them open to attack!
    Your foe manages to prevent their defences from being corroded!

    Appearance: Two purple/black arrows are fired towards the monster.
    Description: This quickcast spell rot your foe's defences, temporarily leaving them open to attack! Make sure you catch them off-guard though, such an attack only works once...

    < Message edited by CH4OT1C! -- 4/20/2025 8:45:07 >
  • AQ  Post #: 283
    4/20/2025 14:19:52   
    CH4OT1C!
    Member

    Ashen Wind
    MC Efficient Fire/Wind Skill/Spell. Trades damage to burn and choke.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 48,410,332
    Sellback: 24,205,166
    Location: LTS
    hits: 3
    Element: Fire/Wind
    Cost: 98 SP / 261 MP

    Effects:
  • Comes in Ranged [SP] and Magic [MP] variants.
  • Efficient, so base 125% Melee damage. Costs 25% Melee in SP [Ranged] or 50% Melee in MP [Magic] to use.
  • MC Effect: Seeks between Fire and Wind.
  • Deals -50% Melee and attempts to Burn your foe (50/10/0.7*85/85/2*[HitsConnected]/[HitsAttempted] = 3.57 Power; 2 turns). Deals a further -50% Melee (total direct damage = 125 - 50 - 50 = 25% Melee damage) to attempt to Choke your foe (50/0.7/0.85/1.4*(85/85)/2*[HitsConnected]/[HitsAttempted] = -30*[Wind/Fire Resistance]% damage; 2 turns). Both of these effects can be resisted at a -20 bonus:

    PlayerLvl vs MonsterLvl
    Major: Player[DEX/INT] vs MonsterEND
    Minor: PlayerLUK vs MonsterLUK

    *The burning winds leave your foe Choking/Burning/Choking and Burning!
    Your foe manages to avoid the worst of the burning wind!

    Appearance: Similar to the background animation from the volcanic eruption attack of molten beast..
    Description: Cast this efficient skill/spell to send a cloud of superheated air laden with volcanic ash at your foe, dealing the greater of Fire and Wind elemental damage! While the winds themselves won't deal much damage on their own, they can also leave you foes both burning and choking!
  • AQ  Post #: 284
    4/23/2025 19:20:23   
    CH4OT1C!
    Member

    A little collaborative suggestion with @Vhadros and @xNeswii based on our mutual disdain for shadows!

    Plague of Shadows
    MC FD Light/Darkness compression armour. Contains an elelock skill that triggers to elementally seek versus Shadow/Primordial monsters.

    Example tier
    Level: 150 MC
    PowerLvL: 153

    Price: 72,615,500
    Sellback: 36,307,750
    Location: LTS

    Combat Modifiers
    Melee: 45
    Ranged:45
    Magic: 45

    Elemental Modifiers:
    Fire: 90%
    Water: 65%
    Ice: 90%
    Wind:65%
    Earth: 65%
    Energy: 65%
    Light: 40%
    Darkness: 40%

    Effects:
  • You gain the FD armour lean (x0.8 intake and output. Melee weapons deal x1 damage).
  • Normal attack is 2 hits, +0 BTH lean.
  • MC Effect: Compresses a skill:

    Purge the Plague!
    Cost: 392 * 0.4898 = 192 SP per turn.
  • Locks your attacks to Darkness element and brings their damage up to skill level.
  • Trigger: Deals -5% damage normally. Against Shadows and Primordials, your attacks Greater Elemental Seek (including Harm + Fake Void. Not True void).

    Appearance: Think Shadow of Doubt, but in the shape of a cloaked Plague Doctor. Shadow mist "puffs" out of the top of the beak in segments, kind of like the Bubonic Doctor Custom Face. Hat is optional, but would add to the look. Reference image
    Description: Shadows are a Plague, which this Shadow took to mind when it decided on a form best fit to hunt it's own kind. This Light/Dark compression armour is at its strongest against other Shadows!

    < Message edited by CH4OT1C! -- 4/23/2025 19:25:49 >
  • AQ  Post #: 285
    4/24/2025 18:53:57   
    CH4OT1C!
    Member

    Created because @Yozai wanted a pet version!

    Celestial Chick
    MC Fire/Healing Pet. Click to toggle between a Healing and Fire modes. Fire mode costs additional SP to Choke and make the monster vulnerable.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Defeat Celestial Phoenix
    Element: Fire/Healing (see effect).
    Damage: Ranged

    Effects:
  • MC Effect: Compresses two modes, 'Healing' and 'Fire'.
  • In 'Healing' mode, the pet heals the player's HP. Standard *0.85 and *0.9 damage penalties apply.
  • In 'Fire' mode, costs 71 SP per turn and deals +50% damage (60% Melee total). If you don't have the required SP, the pet does not act. This mode deals -66.67% damage (40% melee), and attempts to Choke your foe (20 / 0.4 / 0.85 / 1.4 * ( 85 / 85 ) / 1 = -42*[FireRes]% damage; 1 turn), as well as make them elementally vulnerable (Fire element; 20 / 0.4 / 1.4 / 0.85 * 85 / 85 / 1 = +42% damage, 1 turn). Both of these can be saved at a +10 bonus*:

    Level: 153 vs MonsterLevel
    Major: YourCHA vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    Your Phoenix's flaming attack has left your foe Choking/Vulnerable to Fire attacks/Choking and Vulnerable to Fire attacks!
    Your foe manages to avoid being choked and weakened by the flaming onslaught!


    Appearance: Celestial Phoenix. Healing attack is the same as the healing skill used by the phoenix. Fire attack follows the offensive skill.
    Description: After you defeated her in battle, the Celestial phoenix has been reborn as a chick! Now, you can bring her into battle with you. You can choose whether she heals you, or unleashes a flaming onslaught that leaves your foe choking and weak to fire attacks!

    NB: Should also come in a SP Guest variety!

    < Message edited by CH4OT1C! -- 4/26/2025 20:46:05 >
  • AQ  Post #: 286
    5/3/2025 15:31:43   
    CH4OT1C!
    Member

    Harpy Witch
    MC SC Wind Armour with Energy Secondary. Comes with two skills.

    Example tier
    Level: 150 MC
    PowerLvL: 153

    Prize: 0
    Sellback: 0
    Location: UR GGB

    Combat Modifiers
    Melee: 51
    Ranged: 51
    Magic: 51

    Elemental Modifiers:
    Fire: 75%
    Water: 75%
    Ice: 100%
    Wind: 39%
    Earth: 100%
    Energy: 43%
    Light: 75%
    Darkness: 75%

    Effects:
  • You gain the SC armour lean (x1 output, x1.25 intake, spells deal x1.375 damage).
  • Flavour Effect: Incoming attacks take -10 BTH but deal *85/75 damage.
  • MC Effect: Compresses two skills:

    1) Screaming Hurricane
    Your screams have the power to call forth a powerful storm! Deals the greater of Wind or Energy damage.
    Cost: 392 SP (if Melee/Ranged weapon held) / 653 MP (if Magic weapon held).
    Hits: 4
    Type: Ranged (if Melee/Ranged weapon held. NB: uses DEX for stat bonuses) / Magic (if Magic weapon held. Uses INT for stat bonuses).
  • Spell-type Skill/Spell. Deals -5% damage to seek between Wind/Energy damage. Gains *1.5677 elecomp when Wind and *1.315 elecomp when Energy.

    2) Storm Shield
    Call Forth a Wall of Wind to shield you from harm!
    Cost: 490 SP (if Melee/Ranged weapon held) / 653 MP (if Magic weapon held).
    Hits: 0
  • Quickcast Skill (125% Melee baseline). You gain Defence Boost (+22.5 MRM; 2 turns), and Caltrops (Energy Element; 50/10/0.5/2*1.315 = Power: 6.575; 2 turns; assumes that Power: 1 Caltrops = 10% melee). Save on the Caltrops is +0:

    PlayerLvl vs MonsterLvl
    Major: Player[DEX/INT] vs MonsterDEX
    Minor: PlayerLUK vs MonsterLUK

    Appearance: A flying female Harpy wearing clothing typically associated with spellcasters. Storm Shield could have the same animation as Panoply and Screaming Hurricane could be the same/an updated form of Vortex.
    Description: While many Harpies are skilled in aerial combat, others have dedicated themselves to the arcane arts. In this form, you can enhance the species' trademark screams with mana, allowing you to summon localised storms and create walls of wind!

    < Message edited by CH4OT1C! -- 5/3/2025 15:59:18 >
  • AQ  Post #: 287
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