RE: Armors - Read the first post! (Full Version)

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The Game -> RE: Armors - Read the first post! (6/1/2013 7:39:37)

quote:

Asgoldian:

[image]http://i1259.photobucket.com/albums/ii560/Wolfborg/AQ%20Encyclopedia%20Images/Megingold_zps91ba8210.png[/image]
Added, thanks! ~Koree




Kalle29 -> RE: Armors - Read the first post! (6/1/2013 11:03:22)

Does the 1.25 damage boost apply to 100% proc weapons as well?

Yes. ~IMR




Lliupukk!! -> RE: Armors - Read the first post! (6/1/2013 14:04:06)

quote:

http://forums2.battleon.com/f/tm.asp?m=21234335

4-leaf clower power armor has a mistake in description. It says:

quote:

During your turn*, if you have at least 34 SP**, then you can click on the blue orb and spend 34 SP to activate the Leprechaun Luck Drive.

quote:

*You have activated the Leprechaun Luck Drive but you lack the 50 SP to power it


Actually, it CAN be activated with 34 SP, and takes that much. In-game pop-up also says 34.


Got this thanks - Dragoon23




Ianthe -> RE: Armors - Read the first post! (6/2/2013 22:56:17)

quote:

Asgardian Steed

105: Volt Rider
120: Thunderbolt Cavalry
135: Lightning Chevalier
150: Svadifari's Oath

MC Energy. Neutral lean. Guardian-only (plus one Z-Token version). Element-locks your attacks to Energy.

75% of the time, it does two hits, no BTH mod. It deals *eleComp damage.

25% of the time, it does its "thunder dome" attack. This is a normal element-locked attack that does eleComp*0.75 damage. The monster makes a save at a +10 bonus:
Level: PowLvl vs MonsterLvl
Major: [YourSTR if Melee, YourDEX if Ranged, YourINT if Magic] vs MonsterEND
Minor: YourLUK vs MonsterLUK

If it fails the save, then it becomes paralysed. To figure out the number of turns paralysed:
# Start with numEleComp*0.45 /1.4/0.85 /0.4
# If the attack was Magic, multiply it by *3/4
# Multiply it by the monster's Energy resistance.
# Round it stochastically (see below)

In most cases, it'll be one or two turns (~equal chance).

The MC bonus is an increased chance of paralysis (already factored in).

Level	105	120	128	135	150
Type	G	G	Z	G	G
PLvl	108	123	138	138	153
MPLvl	107	122	135	137	152
					
BR%	424	469	514	514	559
Stat%	813	912	1011	1011	1110
BTH	13	15	17	17	19
					
Fire	89	87	85	85	81
Water	100	92	90	90	85
Ice	69	65	65	65	64
Wind	78	77	76	76	72
Earth 	78	77	76	76	72
Energy	50	46	42	42	39
Light 	89	87	85	85	81
Dark	69	65	65	65	64
					
Melee	48	50	53	53	55
Ranged	43	45	48	48	50
Magic	43	45	48	48	50

EleComp	1.56400	1.56400	1.56400	1.56400	1.56400
					
Price	442039	2114754	11935	10118016	48410333
Sell	221019	1057377	Z	5059008	24205166



Stochastic Rounding

Say that you have a number like 1.20. Break it apart into its "whole number" part (in this case, 1) and its "fraction part" (in this case, 0.20). Now, you round towards the "whole number" part, but there's a ["fraction part"*100]% chance of adding +1 to it. So, when stochastically rounding 1.20, 80% of the time it rounds to 1, and 20% of the time rounds to 2.


Got this thanks - Dragoon23




battlemaster25 -> RE: Armors - Read the first post! (6/2/2013 23:52:17)

quote:

Since the Asgardian Steed also got an art update, a new image is required. (And yes, the tail sticks off the edge of the screen.)

[image]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/AsgardianSteed_zps689f5b27.jpg[/image]


Got this thanks - Dragoon23




Avalonmerlin -> RE: Armors - Read the first post! (6/3/2013 1:43:24)

quote:

Svadifari's Oath
Presenting "Lord" Svadilfari in his new role, as your trust speed.

I believe that should be changed 'trusty' in-game.

Others
Ride this mighty Asgardian Steed into battle! Your attacks will be charged with Thunder Mountain's primal Energy magic, and may even Paralyse your enemies!


Got this thanks - Dragoon23




moe -> RE: Armors - Read the first post! (6/3/2013 2:05:38)

quote:

If the monster blocks the paralysing attack a pop-up bubble appears:

quote:

Congratulations [monster's name]! You're the first to survive the audition!


Got this thanks - Dragoon23




Heroes of the Scape -> RE: Armors - Read the first post! (6/4/2013 0:42:26)

quote:

If the monster fails to resist the paralysis from the Asgardian Steed a pop-up bubble shows up and says:

Your opponent can't get beyond the thunder dome!


Got this thanks - Dragoon23




Lv 1000 -> RE: Armors - Read the first post! (6/6/2013 10:27:17)

The Decimator armors have the incorrect gold price listed.

They should be:
Lv 10 - 59 Gold
Lv 30 - 176 Gold
Lv 50 - 1,109 Gold
Lv 70 - 8,638 Gold
Lv 90 - 69,236 Gold
Lv 110 - 558,616 Gold
Lv 130 - 4,503,431 Gold
Lv 150 - 36,307,750 Gold

I remember reading something about the armors being priced at half-cost in game but it seems that it was never corrected on the pedia page. If the numbers on the page are intended then there should at least be a note saying that they are sold at half of the stated price.




Ianthe -> RE: Armors - Read the first post! (6/6/2013 23:47:50)

quote:

PROPER elemental compensation for Frogzilla. Sorry about being wrong before.

Level	7	27	47	67	87	107	127	137	147
Type	-	-	-	-	-	-	-	G	G

Type	1.02564	1.13572	1.25342	1.42699	1.58537	1.58537	1.58537	1.58537	1.58537
Got it, thanks! ~Koree




Koree -> RE: Armors - Read the first post! (6/7/2013 2:28:51)

quote:

Golem Summoner's Robe Z - now available from Guardian Tower.

Fully defensive ( Armour Lean x0.8), flat resistance armor.

Looks like it has 2 attacks:
  • 2 hits, As Weapon
  • 1 hit, Melee converts to Ranged; otherwise As Weapon

    Has a skill Summon Golem: this allows you to summon a golem guest with the element of your choice (8 standard elements). Changing armors or trying to summon the same golem again will cause the golem to disappear.

    DESCRIPTION
    This mystical garb may appear weak, but it allows you to summon a golem of any element! Any golem pets and guests will also be empowered by your presence!

    [image]http://media.artix.com/encyc/AQ/AQPedia/Armours/GolemSummoner.gif[/image]


  • Got this thanks - Dragoon23




    Bu Kek Siansu -> RE: Armors - Read the first post! (6/7/2013 7:02:06)

    quote:

    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Guardian.png[/image]
    Golem Summoner's Robe Z

    Level: 143
    Power Level: 153, Mastercraft
    MP Level: 150
    Price: 7,560 Z-Tokens
    Sellback: 6,804 Z-Tokens for the first 48 hours; 3,780 Z-Tokens afterwards
    Location: Guardian Shop
    Element: Neutral

    COMBAT DEFENCE
    Melee: 47
    Ranged: 47
    Magic: 55

    ELEMENTAL MODIFIER
    Fire: 60%
    Water: 60%
    Wind: 60%
    Ice: 60%
    Earth: 60%
    Energy: 60%
    Light: 60%
    Darkness: 60%

    As proof:
    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/GolemSummonersRobeZStats_zps23ee2413.jpg[/image]

    * When you place your mouse on the summon button, a message appears "Summon an elemental golem to do your bidding!"

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/GolemSummonersRobeZSummon_zpsda51e9cd.jpg[/image]

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/GolemSummonersRobeZSummon_zpsda51e9cd.jpg[/image]


    Upkeep: 101 MP for the level 143 Z-Tokens version

    NOTE
  • You can choose the element of a golem you want to summon by clicking any of the element icons(see picture - Fire by default), then click the summon buttom.

  • In case if you want another image which is taken from the same background:

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/GolemSummonersRobeZ_zpsad2c1d1f.jpg[/image]

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/GolemSummonersRobeZ_zpsad2c1d1f.jpg[/image]


  • Got this thanks - Dragoon23




    BlackAces -> RE: Armors - Read the first post! (6/8/2013 3:20:38)

    quote:

    Golem Summoner Robes. Double mastercraft for in-built summoning and trigger.

    Summoned golems take *0.9 turn cost when armour is equipped, already factored into costs below. Golems are removed upon removal of the armour. Updated to costing *1.2 when armour unequipped and golems deal 80% damage.
    Golem pets and guests deal *1.1 damage.
    All player attacks, specials and spells take a 24% damage penalty due to seeking from being able to summon any elemental golems. This is halved for spells (so 12% penalty) and *4/3 for Magic attacks (determined the same way as the Legendary Shadow Crystal). The penalty is applies to ALL such attacks - even bow attacks.

    Log in/out - summoning a guest should no longer take a turn.

    Normal player attack is:
  • 80%: Two hits, as weapon. Deals 90% damage.
  • 20%: Summon a tiny golem to attack for you. This attack is treated as a guest attack. Melee is converted to Ranged. Stat bonus is CHA/8 (Ranged) or CHA*0.75/8 (Magic) (either way, +LUK/2 on a LS) for damage, and CHA/16 + {INT or DEX}/16 + LUK/20 for BTH. This attack gets the armour's MC bonus.

    Level	50	70	90	110	130	150
    Type	G	G	G	G	G	G
    PLvl	54	73	93	113	133	153
    						
    Base	210	255	303	351	399	447
    Random	210	255	303	351	399	447
    Stat	365	465	571	677	782	888
    BtH Mod	6	9	11	14	16	19
    						
    AllRes	-20	-24	-29	-32	-36	-40
    						
    Melee	33	35	37	41	45	47
    Ranged	33	35	37	41	45	47
    Magic	39	42	45	49	52	55
    
    MPCost	30	41	54	69	85	103
    ZMPCost	29	40	53	68	84	101
    						
    Disct	604	4711	37814	304699	2456416	19804227
    DiscSll	302	2355	18907	152349	1228208	9902113
    						
    ZLvl	29	59	83	103	123	143
    ZDisc	630	1650	4110	5040	6180	7560


  • Got this thanks - Dragoon23




    KlawdStrife -> RE: Armors - Read the first post! (6/12/2013 1:43:42)

    quote:

    Tribal Shaman Armor (150)
    quote:

    Wolf Spirit
    Call forth a mystic wolf spirit to damage your foes and fill them with fear! [470 or 588] SP!

    You perform the following, which is treated as a normal player attack, but doesn't take any effects from your weapon:

    Hits: 1
    Type: Melee if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
    Element: «As Weapon»
    Damage: 101-302 plus 632.8% Stats
    BTH: 38 plus Stats


    632.8% should be 623.8%
    Fixed, thanks! ~Koree




    Heroes of the Scape -> RE: Armors - Read the first post! (6/21/2013 23:21:29)

    quote:

    Squire's Training Armor

    Level: 40
    Power Level: 40
    Price: 1,016 Gold
    Sellback: 508 Gold
    Location: Basic Knight Class Shop!
    Element: Light

    COMBAT DEFENCE
    Melee: 34
    Ranged: 32
    Magic: 28

    ELEMENTAL MODIFIER
    Fire: 89%
    Water: 89%
    Wind: 95%
    Ice: 89%
    Earth: 78%
    Energy: 89%
    Light: 76%
    Darkness: 100

    Status Effect:
      Armor Lean x0.9
      Your armor has a defensive lean, Monster attacks deal x0.9 damage. However, your armor attacks only deal x0.9 damage.


    NORMAL ATTACK
    Hits: 2
    Type: «As Weapon»
    Element: «As Weapon»
    Damage: ??
    BTH: ??

    Sills:

    Skills 1: Knight's Armaments!- Active (Guardian) (Free!)
    Calls forth a temporary shield and a weapon for you to wield in battle! Your sword and shield will grow stronger as you gain levels in Knight, but they will vanish if you change armors! Rennd's equipment is especially good at demon-slaying! Click again to unsummon.

    Scales to you (wont know how till we get full info subs)

    Has a chance to inflict Bleed*/** on the monster, subject to a save***.
    Damage is boosted when monster is Bleeding****/*****.

      * The full knight's armaments easily open a bleeding wound in your foe! (If wielding Squire's Sword and Squire's Shield)
      ** Your sharp blade opens a bleeding wound! (If wielding Squire's Sword but not Squire's Shield)
      *** Your foe's wound was not deep enough to begin bleeding.
      **** Your knight's armaments deal incredible damage to your bleeding foe! (If wielding Squire's Sword and Squire's Shield)
      ***** Your blade does greater damage to your bleeding foe! (If wielding Squire's Sword but not Squire's Shield)


    Skill 2: Defensive Stance!- Toggle (Guardian) (Free!)
    Every knight must know how to defend themselves. Your foes will find it harder to harm you while defending, though your attacks won't be as strong.

    Changes your Armor Lean to:
      Armor Lean x0.8
      Your armor has a defensive lean, Monster attacks deal x0.8 damage. However, your armor attacks only deal x0.8 damage.


    Skill 3: Shield Bash!- Active (<N> SP)
    With your extensive knowledge of sword and shield combat, you can use your shield as a weapon! Lower your shield and deliver a powerful bash that deals damage based on how strong your shield is, with a good chance to Daze your enemy!

    Chance to Daze your opponent*, subject to a save**. Monsters of the same element as your shield are immune to the Daze effect***.

      * The powerful shield bash has dazed your foe!
      ** Your opponent is stunned by the shield bash, but shakes it off.
      *** Those aligned with [element] are immune to the dazing effect of this shield.


    Skill 4: Blade of Retaliation!- Active (<N> SP) (Guardian)
    A knight is trained to defend the helpless, and retaliate against evil. Spend a turn to weather your opponent's blows and tire him out, the strike with a vicious counterattack!

      * You lower your guard and prepare for a retaliatory strike


    Level 5: Brotherhood!- Active (Free!)
    Your greatest strength is the company you keep. Call forth another knight to aid you in battle!

    Summons a knight of Rennd to fight by your side. Cast again to dismiss. This does not cost a turn.

    Skills SP costs per PLvl:

      Skills: 3____4

      Lvl 0:_87____98
      Lvl 1:_91____103
      Lvl 2:_98____110
      Lvl 3:_117___117
      Lvl 4:_124___124
      Lvl 5:_130___130

    [img]https://imageshack.com/scaled/large/707/cfo6.jpg[/img]

    Alternate image with the class sword and shield: https://imageshack.com/scaled/large/35/2w2g.jpg
    Added, thanks! I used my own image though. ~Koree




    Bu Kek Siansu -> RE: Armors - Read the first post! (7/3/2013 21:27:32)

    quote:

    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/SO.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Temp.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Frost Wyrm Tera Suul

    «Fully Offensive Mastercraft armor. Good Ice resistance, with a secondary to Water and Wind.»

    Level: 50
    Power Level: 54, Mastercaft
    MP Level: 53
    Location: Horn of Tera Suul(50)
    Element: Ice

    COMBAT DEFENCE
    Melee: 33
    Ranged: 33
    Magic: 33

    ELEMENTAL MODIFIER
    Fire: 90%
    Water: 76%
    Wind: 76%
    Ice: 71%
    Earth: 85%
    Energy: 85%
    Light: 81%
    Darkness: 81%

    ATTACK
    Hits: 2
    Type: «As weapon»
    Element: «As weapon»
    Damage: 163.75% Base, 163.75% Random, and 285.25% Stats each
    BTH: +6 plus Stats each

    SKILL
      Blizzard Breath!

      You perform the following, which is treated as a normal Player attack:
        Hits: 4
        Type: Ranged if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
        Element: Ice
        Damage: 14.79-44.36 plus 144.82% Stats each
        BTH: 13 plus Stats each

        Cost: 116 SP* (if Ranged) or 145 SP** (if Magic)

        * Unleash the might of a blizzard on your foe! 116 SP!
        ** Unleash the might of a blizzard on your foe! 145 SP!
    For both skills, stat bonus to damage is STR/5 + DEX/20 (if Ranged) or INT/4 (if Magic).
    Regardless of type, you receive an additional +LUK/2 if a Lucky Strike occurs.

    NOTE
    This is a temporary armor summoned from Horn of Tera Suul(50). It does not take an armor slot, nor does it replace the player's no-drop equipment. Remaining in the armor does not require the player to wield the sword.

    EFFECT
    You receive Armor Lean x1.25 (Phase 2).

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/FrostWyrmTeraSuul_zpsbdce3ccf.jpg[/image]

    Numbers thanks to BlackAces and In Media Res.



    Analysis

  • The Normal Attack is fairly straightforward: fully offensive, 327.5% Base, 327.5% Random
    plus 570.5% Stats, with 6 BTH. Since there are two hits, each hit does 50% damage.

  • The Mastercraft bonus is the free skill (Implying that no compression penalty exists.) "Blizzard Breath".
    This skill starts off as a standard spell, which is 46.56-139.68 damage plus 456% Stats, with 13 BTH.
    It deals *127.031% to compensate for the armor's elemental modifiers. Since there are 4 hits, each hit deals 25% damage.

    The Magic versions of the skills cost 25% more SP, as Mages "gain" more by using them: A Magic weapon attack is 75% of a Melee attack, so the skill will deal +125% damage, compared to +100% that a Melee attacker would gain.

    All this has ALREADY been factored into the above numbers.






    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/SO.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Temp.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Frost Wyrm Tera Suul

    «Fully Offensive Mastercraft armor. Good Ice resistance, with a secondary to Water and Wind.»

    Level: 70
    Power Level: 73, Mastercaft
    MP Level: 72
    Location: Horn of Tera Suul(70)
    Element: Ice

    COMBAT DEFENCE
    Melee: 36
    Ranged: 36
    Magic: 36

    ELEMENTAL MODIFIER
    Fire: 90%
    Water: 73%
    Wind: 73%
    Ice: 62%
    Earth: 84%
    Energy: 84%
    Light: 79%
    Darkness: 79%

    ATTACK
    Hits: 2
    Type: «As weapon»
    Element: «As weapon»
    Damage: 199.38% Base, 199.38% Random, and 363.63% Stats each
    BTH: +9 plus Stats each

    SKILL
      Blizzard Breath!

      You perform the following, which is treated as a normal Player attack:
        Hits: 4
        Type: Ranged if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
        Element: Ice
        Damage: 24.40-73.18 plus 214.15% Stats each
        BTH: 18 plus Stats each

        Cost: 159 SP* (if Ranged) or 199 SP** (if Magic)

        * Unleash the might of a blizzard on your foe! 159 SP!
        ** Unleash the might of a blizzard on your foe! 199 SP!
    For both skills, stat bonus to damage is STR/5 + DEX/20 (if Ranged) or INT/4 (if Magic).
    Regardless of type, you receive an additional +LUK/2 if a Lucky Strike occurs.

    NOTE
    This is a temporary armor summoned from Horn of Tera Suul(70). It does not take an armor slot, nor does it replace the player's no-drop equipment. Remaining in the armor does not require the player to wield the sword.

    EFFECT
    You receive Armor Lean x1.25 (Phase 2).

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/FrostWyrmTeraSuul_zpsbdce3ccf.jpg[/image]

    Numbers thanks to BlackAces and In Media Res.



    Analysis

  • The Normal Attack is fairly straightforward: fully offensive, 398.75% Base, 398.75% Random
    plus 727.25% Stats, with 9 BTH. Since there are two hits, each hit does 50% damage.

  • The Mastercraft bonus is the free skill (Implying that no compression penalty exists.) "Blizzard Breath".
    This skill starts off as a standard spell, which is 66.3-198.89 damage plus 582% Stats, with 18 BTH.
    It deals *147.184% to compensate for the armor's elemental modifiers. Since there are 4 hits, each hit deals 25% damage.

    The Magic versions of the skills cost 25% more SP, as Mages "gain" more by using them: A Magic weapon attack is 75% of a Melee attack, so the skill will deal +125% damage, compared to +100% that a Melee attacker would gain.

    All this has ALREADY been factored into the above numbers.






    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/SO.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Temp.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Frost Wyrm Tera Suul

    «Fully Offensive Mastercraft armor. Good Ice resistance, with a secondary to Water and Wind.»

    Level: 90
    Power Level: 93, Mastercaft
    MP Level: 92
    Location: Horn of Tera Suul(90)
    Element: Ice

    COMBAT DEFENCE
    Melee: 39
    Ranged: 39
    Magic: 39

    ELEMENTAL MODIFIER
    Fire: 88%
    Water: 68%
    Wind: 68%
    Ice: 55%
    Earth: 82%
    Energy: 82%
    Light: 76%
    Darkness: 76%

    ATTACK
    Hits: 2
    Type: «As weapon»
    Element: «As weapon»
    Damage: 236.88% Base, 236.88% Random, and 446.13% Stats each
    BTH: +11 plus Stats each

    SKILL
      Blizzard Breath!

      You perform the following, which is treated as a normal Player attack:
        Hits: 4
        Type: Ranged if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
        Element: Ice
        Damage: 35.96-107.87 plus 285.25% Stats each
        BTH: 23 plus Stats each

        Cost: 209 SP* (if Ranged) or 261 SP** (if Magic)

        * Unleash the might of a blizzard on your foe! 209 SP!
        ** Unleash the might of a blizzard on your foe! 261 SP!
    For both skills, stat bonus to damage is STR/5 + DEX/20 (if Ranged) or INT/4 (if Magic).
    Regardless of type, you receive an additional +LUK/2 if a Lucky Strike occurs.

    NOTE
    This is a temporary armor summoned from Horn of Tera Suul(90). It does not take an armor slot, nor does it replace the player's no-drop equipment. Remaining in the armor does not require the player to wield the sword.

    EFFECT
    You receive Armor Lean x1.25 (Phase 2).

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/FrostWyrmTeraSuul_zpsbdce3ccf.jpg[/image]

    Numbers thanks to BlackAces and In Media Res.



    Analysis

  • The Normal Attack is fairly straightforward: fully offensive, 473.75% Base, 473.75% Random
    plus 892.25% Stats, with 11 BTH. Since there are two hits, each hit does 50% damage.

  • The Mastercraft bonus is the free skill (Implying that no compression penalty exists.) "Blizzard Breath".
    This skill starts off as a standard spell, which is 90-269.99 damage plus 714% Stats, with 23 BTH.
    It deals *159.806% to compensate for the armor's elemental modifiers. Since there are 4 hits, each hit deals 25% damage.

    The Magic versions of the skills cost 25% more SP, as Mages "gain" more by using them: A Magic weapon attack is 75% of a Melee attack, so the skill will deal +125% damage, compared to +100% that a Melee attacker would gain.

    All this has ALREADY been factored into the above numbers.






    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/SO.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Temp.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Frost Wyrm Tera Suul

    «Fully Offensive Mastercraft armor. Good Ice resistance, with a secondary to Water and Wind.»

    Level: 110
    Power Level: 113, Mastercaft
    MP Level: 112
    Location: Horn of Tera Suul(110)
    Element: Ice

    COMBAT DEFENCE
    Melee: 42
    Ranged: 42
    Magic: 42

    ELEMENTAL MODIFIER
    Fire: 87%
    Water: 65%
    Wind: 65%
    Ice: 48%
    Earth: 81%
    Energy: 81%
    Light: 73%
    Darkness: 73%

    ATTACK
    Hits: 2
    Type: «As weapon»
    Element: «As weapon»
    Damage: 274.38% Base, 274.38% Random, and 528.63% Stats each
    BTH: +14 plus Stats each

    SKILL
      Blizzard Breath!

      You perform the following, which is treated as a normal Player attack:
        Hits: 4
        Type: Ranged if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
        Element: Ice
        Damage: 46.99-140.97 plus 340.65% Stats each
        BTH: 28 plus Stats each

        Cost: 265 SP* (if Ranged) or 331 SP** (if Magic)

        * Unleash the might of a blizzard on your foe! 265 SP!
        ** Unleash the might of a blizzard on your foe! 331 SP!
    For both skills, stat bonus to damage is STR/5 + DEX/20 (if Ranged) or INT/4 (if Magic).
    Regardless of type, you receive an additional +LUK/2 if a Lucky Strike occurs.

    NOTE
    This is a temporary armor summoned from Horn of Tera Suul(110). It does not take an armor slot, nor does it replace the player's no-drop equipment. Remaining in the armor does not require the player to wield the sword.

    EFFECT
    You receive Armor Lean x1.25 (Phase 2).

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/FrostWyrmTeraSuul_zpsbdce3ccf.jpg[/image]

    Numbers thanks to BlackAces and In Media Res.



    Analysis

  • The Normal Attack is fairly straightforward: fully offensive, 548.75% Base, 548.75% Random
    plus 1057.25% Stats, with 14 BTH. Since there are two hits, each hit does 50% damage.

  • The Mastercraft bonus is the free skill (Implying that no compression penalty exists.) "Blizzard Breath".
    This skill starts off as a standard spell, which is 116.7-350.09 damage plus 846% Stats, with 28 BTH.
    It deals *161.065% to compensate for the armor's elemental modifiers. Since there are 4 hits, each hit deals 25% damage.

    The Magic versions of the skills cost 25% more SP, as Mages "gain" more by using them: A Magic weapon attack is 75% of a Melee attack, so the skill will deal +125% damage, compared to +100% that a Melee attacker would gain.

    All this has ALREADY been factored into the above numbers.






    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/SO.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Temp.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Frost Wyrm Tera Suul

    «Fully Offensive Mastercraft armor. Good Ice resistance, with a secondary to Water and Wind.»

    Level: 130
    Power Level: 133, Mastercaft
    MP Level: 132
    Location: Horn of Tera Suul(130)
    Element: Ice

    COMBAT DEFENCE
    Melee: 45
    Ranged: 45
    Magic: 45

    ELEMENTAL MODIFIER
    Fire: 86%
    Water: 59%
    Wind: 59%
    Ice: .43%
    Earth: 79%
    Energy: 79%
    Light: 70%
    Darkness: 70%

    ATTACK
    Hits: 2
    Type: «As weapon»
    Element: «As weapon»
    Damage: 311.88% Base, 311.88% Random, and 611.13% Stats each
    BTH: +16 plus Stats each

    SKILL
      Blizzard Breath!

      You perform the following, which is treated as a normal Player attack:
        Hits: 4
        Type: Ranged if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
        Element: Ice
        Damage: 58.95-176.85 plus 393.80% Stats each
        BTH: 33 plus Stats each

        Cost: 326 SP* (if Ranged) or 408 SP** (if Magic)

        * Unleash the might of a blizzard on your foe! 326 SP!
        ** Unleash the might of a blizzard on your foe! 408 SP!
    For both skills, stat bonus to damage is STR/5 + DEX/20 (if Ranged) or INT/4 (if Magic).
    Regardless of type, you receive an additional +LUK/2 if a Lucky Strike occurs.

    NOTE
    This is a temporary armor summoned from Horn of Tera Suul(130). It does not take an armor slot, nor does it replace the player's no-drop equipment. Remaining in the armor does not require the player to wield the sword.

    EFFECT
    You receive Armor Lean x1.25 (Phase 2).

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/FrostWyrmTeraSuul_zpsbdce3ccf.jpg[/image]

    Numbers thanks to BlackAces and In Media Res.



    Analysis

  • The Normal Attack is fairly straightforward: fully offensive, 623.75% Base, 623.75% Random
    plus 1222.25% Stats, with 16 BTH. Since there are two hits, each hit does 50% damage.

  • The Mastercraft bonus is the free skill (Implying that no compression penalty exists.) "Blizzard Breath".
    This skill starts off as a standard spell, which is 146.4-439.19 damage plus 978% Stats, with 33 BTH.
    It deals *161.065% to compensate for the armor's elemental modifiers. Since there are 4 hits, each hit deals 25% damage.

    The Magic versions of the skills cost 25% more SP, as Mages "gain" more by using them: A Magic weapon attack is 75% of a Melee attack, so the skill will deal +125% damage, compared to +100% that a Melee attacker would gain.

    All this has ALREADY been factored into the above numbers.






    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/SO.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Temp.png[/image][image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Frost Wyrm Tera Suul

    «Fully Offensive Mastercraft armor. Good Ice resistance, with a secondary to Water and Wind.»

    Level: 150
    Power Level: 153, Mastercaft
    MP Level: 152
    Location: Horn of Tera Suul(150)
    Element: Ice

    COMBAT DEFENCE
    Melee: 48
    Ranged: 48
    Magic: 48

    ELEMENTAL MODIFIER
    Fire: 85%
    Water: 55%
    Wind: 55%
    Ice: 39%
    Earth: 77%
    Energy: 77%
    Light: 67%
    Darkness: 67%

    ATTACK
    Hits: 2
    Type: «As weapon»
    Element: «As weapon»
    Damage: 349.375% Base, 349.375% Random, and 693.625% Stats each
    BTH: +19 plus Stats each

    SKILL
      Blizzard Breath!

      You perform the following, which is treated as a normal Player attack:
        Hits: 4
        Type: Ranged if {STR+DEX ≥ INT*3/2} or {STR/5+DEX/20 > INT/4}; Magic otherwise
        Element: Ice
        Damage: 72.11685-216.3465 plus 446.955% Stats each
        BTH: 38 plus Stats each

        Cost: 392 SP* (if Ranged) or 490 SP** (if Magic)

        * Unleash the might of a blizzard on your foe! 392 SP!
        ** Unleash the might of a blizzard on your foe! 490 SP!
    For both skills, stat bonus to damage is STR/5 + DEX/20 (if Ranged) or INT/4 (if Magic).
    Regardless of type, you receive an additional +LUK/2 if a Lucky Strike occurs.

    NOTE
    This is a temporary armor summoned from Horn of Tera Suul(150). It does not take an armor slot, nor does it replace the player's no-drop equipment. Remaining in the armor does not require the player to wield the sword.

    EFFECT
    You receive Armor Lean x1.25 (Phase 2).

    [image]http://i485.photobucket.com/albums/rr214/Mysterious_Strangeface/FrostWyrmTeraSuul_zpsbdce3ccf.jpg[/image]

    Numbers thanks to BlackAces and In Media Res.



    Analysis

  • The Normal Attack is fairly straightforward: fully offensive, 698.75% Base, 698.75% Random
    plus 1387.25% Stats, with 19 BTH. Since there are two hits, each hit does 50% damage.

  • The Mastercraft bonus is the free skill (Implying that no compression penalty exists.) "Blizzard Breath".
    This skill starts off as a standard spell, which is 179.1-537.29 damage plus 1110% Stats, with 38 BTH.
    It deals *161.065% to compensate for the armor's elemental modifiers. Since there are 4 hits, each hit deals 25% damage.

    The Magic versions of the skills cost 25% more SP, as Mages "gain" more by using them: A Magic weapon attack is 75% of a Melee attack, so the skill will deal +125% damage, compared to +100% that a Melee attacker would gain.

    All this has ALREADY been factored into the above numbers.






    NOTE
    At the moment the weapon/armor is still available, I just added Rare tags for the future.


  • Got this thanks - Dragoon23




    BlackAces -> RE: Armors - Read the first post! (7/3/2013 21:54:52)

    quote:

    Tera Suul. Fully Offensive.

    Called by the Horn of Tera Suul weapon, Ice armour with Wind/Water secondaries, has a Blizzard Breath SP spell built in has 4 hits. Will do either Ranged/Magic damage. Magic costs an extra 2025%, I blame copy paste, of the below SP costs.

    Type is determined by the same formula Tinkerer uses. Also IMR will be adding in the elecomp later since he has to update stuff and I can't do it at the moment. :D Added!

    Also, as a reminder, the skill uses INT/4 or STR/5+DEX/20 for damage. Y'know, just like Airenal. ~IMR

    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    MPLvl	53	72	92	112	132	152
    SPCost	116	159	209	265	326	392
    						
    B/R	327.5	398.75	473.75	548.75	623.75	698.75
    Stat	570.5	727.25	892.25	1057.25	1222.25	1387.25
    BtH	6	9	11	14	16	19
    						
    Fire	-10	-10	-12	-13	-14	-15
    Water	-24	-27	-32	-35	-41	-45
    Ice	-29	-38	-45	-52	-57	-61
    Wind	-24	-27	-32	-35	-41	-45
    Earth	-15	-16	-18	-19	-21	-23
    Energy	-15	-16	-18	-19	-21	-23
    Light	-19	-21	-24	-27	-30	-33
    Dark	-19	-21	-24	-27	-30	-33
    						
    Fire	90	90	88	87	86	85
    Water	76	73	68	65	59	55
    Ice	71	62	55	48	43	39
    Wind	76	73	68	65	59	55
    Earth	85	84	82	81	79	77
    Energy	85	84	82	81	79	77
    Light	81	79	76	73	70	67
    Dark	81	79	76	73	70	67
    						
    Melee	33	36	39	42	45	48
    Ranged	33	36	39	42	45	48
    Magic	33	36	39	42	45	48


    Lv	50	70	90	110	130	150
    EleComp	1.27031	1.47184	1.59806	1.61065	1.61065	1.61065
    ~IMR


    Got this thanks - Dragoon23




    Bu Kek Siansu -> RE: Armors - Read the first post! (7/4/2013 3:29:13)

    quote:

    ^

    quote:

    Magic costs an extra 20% of the below SP costs.

    Taken from my Frost Wyrm Tera Suul level 150, the Magic SP cost should be an extra 25% of the Ranged SP cost. :)

    quote:

    SKILL:

    Blizzard Breath!

    Cost: 392 SP* (if Ranged) or 490 SP** (if Magic)

    * Unleash the might of a blizzard on your foe! 392 SP!
    ** Unleash the might of a blizzard on your foe! 490 SP!


    Got this thanks - Dragoon23




    infuturity -> RE: Armors - Read the first post! (7/4/2013 5:25:50)

    quote:

    Was running some numbers, and the entries for the 4-Leaf Clover Power Armor and other variants look like they have an error.

    For every version of the armor, Attack #3 has 308.13% listed as the random damage. I see no indication in the info subs that this attack should take different Base and Random, nor any explanation of this in the Analysis section of the pedia entries. Not to mention that it doesn't seem to make a lot of sense to have all variants receiving the same random damage, regardless of level.

    And more importantly, using this number in comparisons results in the level 145 version, which has a PLvl of 148, losing to the level 145 Offensive Test Armor by 6-7 DPT with a standard Level 150 Magic Weapon.

    If I were to switch that random% for Attack #3 with a number that matches the base of the attack (722.5%), then the Clover armor comes out on top by about 5 DPT, which seems to fit better than a fully offensive armor losing to one 3 PLvls below it.


    *facepalm* Wrong cell box reference in spreadsheet. Fixing, Thanks - Dragoon23




    Bu Kek Siansu -> RE: Armors - Read the first post! (7/8/2013 23:42:02)

    quote:

    Lord of the Skies series need Rare tags. :)

    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Rare.png[/image]
    Rare tags added, thanks! ~Koree




    Deception -> RE: Armors - Read the first post! (7/9/2013 4:27:39)

    It deals *1--.--- to compensate for the armor's elemental modifiers. Taken from the analysis of Tera Suul armor.
    What is the translation of this? Right now I'm reading it deals >100% damage as compensation for also having stronger resistances. Enlighten the audience please.

    The lvl 150 armor has a neutral armor's main resistance, but is a Fully offensive one itself.

    EDIT: Nevermind, Forgot about the new ArmorLean System. All is well.




    kartikchoo6 -> RE: Armors - Read the first post! (7/9/2013 4:35:23)

    The elecomp ( for all skills in equipments ) is due to the fact that the skills do the same elemental dmg to which the particular equipment ( shield , armor ) protects.
    If you use the skill for dmg then your resistances to monster's element will be quite high and if you use the equipment to defend against a particular element of the monsters, then the skill would do lower dmg as the elements of both equipment/skills are same..
    Hope this clarified your doubts.




    Ianthe -> RE: Armors - Read the first post! (7/9/2013 4:37:08)

    It's an Ice armour with an Ice attack. Ideally, you use an Ice armour against Ice monsters, but Ice attacks against Fire monsters. So ~95% of the time when you use the skill, you're either taking a bunch of extra damage (against a Fire monster) or you're losing out on a lot of damage (against an Ice monster that's resistant to Ice). The eleComp is there to make it not suck so badly.




    moe -> RE: Armors - Read the first post! (7/9/2013 5:24:02)

    So the ele compensation was added from the beginning and not just now?




    Heroes of the Scape -> RE: Armors - Read the first post! (7/20/2013 1:02:32)

    Pria Knight Armor
    [image]http://imageshack.com/scaled/large/20/j4vq.jpg[/image]

    Alternate image with the armaments: http://imageshack.com/scaled/large/11/8tb3.jpg


    quote:


    Write ups for the updated Asgardian Steed:

    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Guardian.png[/image]

    Volt Rider

    «Neutral Mastercraft armor. Element-Locked to Energy.»

    Level: 105G
    Power Level: 108, Mastercaft
    MP Level: 107
    Price: 442,039 Gold
    Sellback: 221,019 Gold
    Location: Thunder Mountain Shop 2
    Element: Energy

    COMBAT DEFENCE
    Melee: 48
    Ranged: 43
    Magic: 43

    ELEMENTAL MODIFIER
    Fire: 89%
    Water: 100%
    Wind: 78%
    Ice: 69%
    Earth: 78%
    Energy: 50%
    Light: 89%
    Darkness: 69%

    ATTACK 1
    Hits: 2
    Type: «As weapon»
    Element: «Energy»
    Damage: 331.57% Base, 331.57% Random, and 635.77% Stats each
    BTH: +13 plus Stats each
    Rate: 75%

    ATTACK 2
    Hits: 1
    Type: «As weapon»
    Element: «Energy»
    Damage: 497.35% Base, 497.35% Random, 953.65% Stats
    BTH: +13 plus Stats each
    Rate: 25%
    Effect:
      Thunder Dome
      If the hit connects, you have a chance to Paralyze*, subject to a save**. The monster makes a save a +10 bonus:
        Level: PowLvl vs MonsterLvl
        Major: [YourSTR if Melee, YourDEX if Ranged, YourINT if Magic] vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      If monster fails the save, then it becomes Paralyzed. To figure out the number of turns paralyzed:
      # Start with numEleComp*0.45 /1.4/0.85 /0.4
      # If the attack was Magic, multiply it by *3/4
      # Multiply it by the monster's Energy resistance.
      # Round it stochastically (see below)

      In most cases, it'll be one or two turns (~equal chance).

    * Your opponent can't get beyond the thunder dome!
    ** Congratulations [monster's name]! You're the first to survive the audition!

    Note:
    Stochastic Rounding

    Say that you have a number like 1.20. Break it apart into its "whole number" part (in this case, 1) and its "fraction part" (in this case, 0.20). Now, you round towards the "whole number" part, but there's a ["fraction part"*100]% chance of adding +1 to it. So, when stochastically rounding 1.20, 80% of the time it rounds to 1, and 20% of the time rounds to 2.


    EFFECT
    You receive Neutral Lean x1 Damage (Phase 2).

    DESCRIPTION
    Ride this mighty Asgardian Steed into battle! Your attacks will be charged with Thunder Mountain's primal Energy magic, and may even Paralyse your enemies!

    [img]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/AsgardianSteed_zps689f5b27.jpg[/img]

    Numbers thanks to In Media Res. Image thanks to battlemaster25. Description thanks to Avalonmerlin. Pop-up messages thanks to moe and Heroes of the Scape. Write-ups thanks to Heroes of the Scape.



    Analysis

    Attacks start at 424% Base and Random, and 813% Stats. Attack one deals *1.564 for being Elemental-locked to Energy. Attack two deals *1.564*0.75 for being Elemental-locked to Energy and as a penalty for the attempt to Paralyze. This has already been factored in.

    The Mastercraft bonus is an increased chance of Paralysis. Already factored in



    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Guardian.png[/image]

    Thunderbolt Cavalry

    «Neutral Mastercraft armor. Element-Locked to Energy.»

    Level: 120G
    Power Level: 123, Mastercaft
    MP Level: 122
    Price: 2,114,754 Gold
    Sellback: 1,057,377 Gold
    Location: Thunder Mountain Shop 4
    Element: Energy

    COMBAT DEFENCE
    Melee: 50
    Ranged: 45
    Magic: 45

    ELEMENTAL MODIFIER
    Fire: 87%
    Water: 92%
    Wind: 77%
    Ice: 65%
    Earth: 77%
    Energy: 46%
    Light: 87%
    Darkness: 65%

    ATTACK 1
    Hits: 2
    Type: «As weapon»
    Element: «Energy»
    Damage: 366.76% Base, 366.76% Random, and 713.19% Stats each
    BTH: +15 plus Stats each
    Rate: 75%

    ATTACK 2
    Hits: 1
    Type: «As weapon»
    Element: «Energy»
    Damage: 550.14% Base, 550.14% Random, 1069.78% Stats
    BTH: +15 plus Stats each
    Rate: 25%

    Effect:
      Thunder Dome
      If the hit connects, you have a chance to Paralyze*, subject to a save**. The monster makes a save a +10 bonus:
        Level: PowLvl vs MonsterLvl
        Major: [YourSTR if Melee, YourDEX if Ranged, YourINT if Magic] vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      If monster fails the save, then it becomes Paralyzed. To figure out the number of turns paralyzed:
      # Start with numEleComp*0.45 /1.4/0.85 /0.4
      # If the attack was Magic, multiply it by *3/4
      # Multiply it by the monster's Energy resistance.
      # Round it stochastically (see below)

      In most cases, it'll be one or two turns (~equal chance).

    * Your opponent can't get beyond the thunder dome!
    ** Congratulations [monster's name]! You're the first to survive the audition!

    Note:
    Stochastic Rounding

    Say that you have a number like 1.20. Break it apart into its "whole number" part (in this case, 1) and its "fraction part" (in this case, 0.20). Now, you round towards the "whole number" part, but there's a ["fraction part"*100]% chance of adding +1 to it. So, when stochastically rounding 1.20, 80% of the time it rounds to 1, and 20% of the time rounds to 2.


    EFFECT
    You receive Neutral Lean x1 Damage (Phase 2).

    DESCRIPTION
    Ride this mighty Asgardian Steed into battle! Your attacks will be charged with Thunder Mountain's primal Energy magic, and may even Paralyse your enemies!

    [img]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/AsgardianSteed_zps689f5b27.jpg[/img]

    Numbers thanks to In Media Res. Image thanks to battlemaster25. Description thanks to Avalonmerlin. Pop-up messages thanks to moe and Heroes of the Scape. Write-ups thanks to Heroes of the Scape.



    Analysis

    Attacks start at 469% Base and Random, and 912% Stats. Attack one deals *1.564 for being Elemental-locked to Energy. Attack two deals *1.564*0.75 for being Elemental-locked to Energy and as a penalty for the attempt to Paralyze. This has already been factored in.

    The Mastercraft bonus is an increased chance of Paralysis. Already factored in



    Lightning Chevalier Z

    «Neutral Mastercraft armor. Element-Locked to Energy.»

    Level: 128Z
    Power Level: 138, Mastercaft
    MP Level: 135
    Price: 11,935 Z-Tokens
    Sellback: 10,742 for first 24 hours, 5968 afterwards
    Location: Thunder Mountain Shop 4
    Element: Energy

    COMBAT DEFENCE
    Melee: 53
    Ranged: 48
    Magic: 48

    ELEMENTAL MODIFIER
    Fire: 85%
    Water: 90%
    Wind: 76%
    Ice: 65%
    Earth: 76%
    Energy: 42%
    Light: 85%
    Darkness: 65%

    ATTACK 1
    Hits: 2
    Type: «As weapon»
    Element: «Energy»
    Damage: 401.95% Base, 401.95% Random, and 790.60% Stats each
    BTH: +17 plus Stats each
    Rate: 75%

    ATTACK 2
    Hits: 1
    Type: «As weapon»
    Element: «Energy»
    Damage: 602.92% Base, 602.94% Random, 1185.90% Stats
    BTH: +17 plus Stats each
    Rate: 25%

    Effect:
      Thunder Dome
      If the hit connects, you have a chance to Paralyze*, subject to a save**. The monster makes a save a +10 bonus:
        Level: PowLvl vs MonsterLvl
        Major: [YourSTR if Melee, YourDEX if Ranged, YourINT if Magic] vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      If monster fails the save, then it becomes Paralyzed. To figure out the number of turns paralyzed:
      # Start with numEleComp*0.45 /1.4/0.85 /0.4
      # If the attack was Magic, multiply it by *3/4
      # Multiply it by the monster's Energy resistance.
      # Round it stochastically (see below)

      In most cases, it'll be one or two turns (~equal chance).

    * Your opponent can't get beyond the thunder dome!
    ** Congratulations [monster's name]! You're the first to survive the audition!

    Note:
    Stochastic Rounding

    Say that you have a number like 1.20. Break it apart into its "whole number" part (in this case, 1) and its "fraction part" (in this case, 0.20). Now, you round towards the "whole number" part, but there's a ["fraction part"*100]% chance of adding +1 to it. So, when stochastically rounding 1.20, 80% of the time it rounds to 1, and 20% of the time rounds to 2.


    EFFECT
    You receive Neutral Lean x1 Damage (Phase 2).

    DESCRIPTION
    Ride this mighty Asgardian Steed into battle! Your attacks will be charged with Thunder Mountain's primal Energy magic, and may even Paralyse your enemies!

    [img]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/AsgardianSteed_zps689f5b27.jpg[/img]

    Numbers thanks to In Media Res. Image thanks to battlemaster25. Description thanks to Avalonmerlin. Pop-up messages thanks to moe and Heroes of the Scape. Write-ups thanks to Heroes of the Scape.



    Analysis

    Attacks start at 514% Base and Random, and 1011% Stats. Attack one deals *1.564 for being Elemental-locked to Energy. Attack two deals *1.564*0.75 for being Elemental-locked to Energy and as a penalty for the attempt to Paralyze. This has already been factored in.

    The Mastercraft bonus is an increased chance of Paralysis. Already factored in




    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Guardian.png[/image]

    Lightning Chevalier

    «Neutral Mastercraft armor. Element-Locked to Energy.»

    Level: 135G
    Power Level: 138, Mastercaft
    MP Level: 137
    Price: 10,118,016 Gold
    Sellback: 5,059,008 Gold
    Location: Thunder Mountain Shop 4
    Element: Energy

    COMBAT DEFENCE
    Melee: 53
    Ranged: 48
    Magic: 48

    ELEMENTAL MODIFIER
    Fire: 85%
    Water: 90%
    Wind: 76%
    Ice: 65%
    Earth: 76%
    Energy: 42%
    Light: 85%
    Darkness: 65%

    ATTACK 1
    Hits: 2
    Type: «As weapon»
    Element: «Energy»
    Damage: 401.95% Base, 401.95% Random, and 790.60% Stats each
    BTH: +17 plus Stats each
    Rate: 75%

    ATTACK 2
    Hits: 1
    Type: «As weapon»
    Element: «Energy»
    Damage: 602.92% Base, 602.94% Random, 1185.90% Stats
    BTH: +17 plus Stats each
    Rate: 25%

    Effect:
      Thunder Dome
      If the hit connects, you have a chance to Paralyze*, subject to a save**. The monster makes a save a +10 bonus:
        Level: PowLvl vs MonsterLvl
        Major: [YourSTR if Melee, YourDEX if Ranged, YourINT if Magic] vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      If monster fails the save, then it becomes Paralyzed. To figure out the number of turns paralyzed:
      # Start with numEleComp*0.45 /1.4/0.85 /0.4
      # If the attack was Magic, multiply it by *3/4
      # Multiply it by the monster's Energy resistance.
      # Round it stochastically (see below)

      In most cases, it'll be one or two turns (~equal chance).

    * Your opponent can't get beyond the thunder dome!
    ** Congratulations [monster's name]! You're the first to survive the audition!

    Note:
    Stochastic Rounding

    Say that you have a number like 1.20. Break it apart into its "whole number" part (in this case, 1) and its "fraction part" (in this case, 0.20). Now, you round towards the "whole number" part, but there's a ["fraction part"*100]% chance of adding +1 to it. So, when stochastically rounding 1.20, 80% of the time it rounds to 1, and 20% of the time rounds to 2.


    EFFECT
    You receive Neutral Lean x1 Damage (Phase 2).

    DESCRIPTION
    Ride this mighty Asgardian Steed into battle! Your attacks will be charged with Thunder Mountain's primal Energy magic, and may even Paralyse your enemies!

    [img]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/AsgardianSteed_zps689f5b27.jpg[/img]

    Numbers thanks to In Media Res. Image thanks to battlemaster25. Description thanks to Avalonmerlin. Pop-up messages thanks to moe and Heroes of the Scape. Write-ups thanks to Heroes of the Scape.



    Analysis

    Attacks start at 514% Base and Random, and 1011% Stats. Attack one deals *1.564 for being Elemental-locked to Energy. Attack two deals *1.564*0.75 for being Elemental-locked to Energy and as a penalty for the attempt to Paralyze. This has already been factored in.

    The Mastercraft bonus is an increased chance of Paralysis. Already factored in



    [image]http://media.artix.com/encyc/AQ/paebgcgdy/BattleOn/Guardian.png[/image]

    Svadifari's Oath

    «Neutral Mastercraft armor. Element-Locked to Energy.»

    Level: 150G
    Power Level: 153, Mastercaft
    MP Level: 152
    Price: 48,410,333 Gold
    Sellback: 24,205,166 Gold
    Location: Thunder Mountain Shop 5
    Element: Energy

    COMBAT DEFENCE
    Melee: 55
    Ranged: 50
    Magic: 50

    ELEMENTAL MODIFIER
    Fire: 81%
    Water: 85%
    Wind: 72%
    Ice: 64%
    Earth: 72%
    Energy: 39%
    Light: 81%
    Darkness: 64%

    ATTACK 1
    Hits: 2
    Type: «As weapon»
    Element: «Energy»
    Damage: 437.14% Base, 437.14% Random, and 868.02% Stats each
    BTH: +19 plus Stats each
    Rate: 75%

    ATTACK 2
    Hits: 1
    Type: «As weapon»
    Element: «Energy»
    Damage: 655.71% Base, 655.71% Random, 1302.03% Stats
    BTH: +19 plus Stats each
    Rate: 25%

    Effect:
      Thunder Dome
      If the hit connects, you have a chance to Paralyze*, subject to a save**. The monster makes a save a +10 bonus:
        Level: PowLvl vs MonsterLvl
        Major: [YourSTR if Melee, YourDEX if Ranged, YourINT if Magic] vs MonsterEND
        Minor: YourLUK vs MonsterLUK

      If monster fails the save, then it becomes Paralyzed. To figure out the number of turns paralyzed:
      # Start with numEleComp*0.45 /1.4/0.85 /0.4
      # If the attack was Magic, multiply it by *3/4
      # Multiply it by the monster's Energy resistance.
      # Round it stochastically (see below)

      In most cases, it'll be one or two turns (~equal chance).

    * Your opponent can't get beyond the thunder dome!
    ** Congratulations [monster's name]! You're the first to survive the audition!

    Note:
    Stochastic Rounding

    Say that you have a number like 1.20. Break it apart into its "whole number" part (in this case, 1) and its "fraction part" (in this case, 0.20). Now, you round towards the "whole number" part, but there's a ["fraction part"*100]% chance of adding +1 to it. So, when stochastically rounding 1.20, 80% of the time it rounds to 1, and 20% of the time rounds to 2.


    EFFECT
    You receive Neutral Lean x1 Damage (Phase 2).

    DESCRIPTION
    Presenting "Lord" Svadilfari in his new role, as your trusty steed.

    [img]http://i1230.photobucket.com/albums/ee488/TheGrayestFox/AsgardianSteed_zps689f5b27.jpg[/img]

    Numbers thanks to In Media Res. Image thanks to battlemaster25. Description thanks to Avalonmerlin. Pop-up messages thanks to moe and Heroes of the Scape. Write-ups thanks to Heroes of the Scape. Correction thanks to big E.



    Analysis

    Attacks start at 559% Base and Random, and 1110% Stats. Attack one deals *1.564 for being Elemental-locked to Energy. Attack two deals *1.564*0.75 for being Elemental-locked to Energy and as a penalty for the attempt to Paralyze. This has already been factored in.

    The Mastercraft bonus is an increased chance of Paralysis. Already factored in


    Used my own write up. Thanks anyway - Dragoon23







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