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

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joac1144 -> RE: Spells - Read the first post! (12/22/2020 8:23:54)

Update to Unraveling Nightmare (info from Kam):
quote:

The spell has been updated to fix a couple bugs and to adjust its damage. It now gets x2 damage due to the charge turn (and loses the +100% damage it had before), the additive bonuses have been halved to compensate, but this means any external damage boosters get doubled potency on the spell. The DefLoss has been fixed, and it shouldn't break when you use Imbue Lore on the charging turn anymore.




Kamui -> RE: Spells - Read the first post! (12/30/2020 17:25:16)

New Year's Surprise 2021

Quick-cast spell, gives you +20 BTH for 5 rounds. Comes in MP+INT and SP+DEX variants. Has *0.8 effect (so actually gives +16 BtH) and *1.2 cost, but then also gets a *0.95 to the MP/SP cost as an MC effect.

The boost is multiplied by (0.5 + 0.5*[INT|DEX]) plus the usual outlevelling penalty (without any buffer).
Level	10	35	60	85	110	135	143
Type	Z	Z	Z	Z	Z	Z	Z
PowLvl	44	57	73	95	120	145	153

MPLvl	35	51	69	92	117	142	150
MPCost	145	202	274	377	504	646	695
SPCost	109	151	205	283	378	485	521

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z




Kamui -> RE: Spells - Read the first post! (1/12/2021 18:13:42)

Invincible Star

Quick-cast spell, can be used once per turn. When cast, the spell presents you first with the option for MP or SP cost. Then, you get three options between Lesser/Greater/Super Invincibility Star potency, each one provides you with a 1-turn 33%/66%/99% damage reduction EleShield effect that covers all elements. These effects cost (33 x 1.4 x 1.1 / 0.85 = 59.79)%, (66 x 1.4 x 1.1 / 0.85 = 119.58)%, and (99 x 1.4 x 1.1 / 0.85 = 179.36)% Melee, respectively. Basically it's the damage reduction value, x 1.4 since it's working off of monster damage, x 1.1 since it's universally useful, and then /0.85 since the effect auto-hits.

Level	5	15	35	55	75	95	115	135	150
Type	G	G	G	G	G	G	G	G	G
PowLvl	15	23	41	59	78	98	118	138	153

CostLvl	12	21	39	58	77	97	117	137	152

33% Reduction
MPCost	32	44	70	101	136	177	223	272	312
SPCost	24	33	53	76	102	133	167	204	234

66% Reduction
MPCost	65	88	140	202	272	355	445	545	625
SPCost	49	66	105	152	204	266	334	409	469

99% Reduction
MPCost	97	132	210	304	409	532	668	817	937
SPCost	73	99	158	228	306	399	501	613	703




Lv 1000 -> RE: Spells - Read the first post! (1/18/2021 0:13:44)

From Kam on Discord:

Item Update -
quote:

Invincible Star: This skill now has a cooldown between uses instead of being once/turn. You have to wait 1/2/3 turns before using the skill again after using the Lesser/Greater/Super Star versions of the skill. So for example:

Turn X: Cast Lesser Star > Do attack.
Turn X+1: Can't cast Invincible Star, do attack.
Turn X+2: Can now cast Invincible Star again.

Turn X: Cast Greater Star > Do attack.
Turn X+1: Can't cast Invincible Star, do attack.
Turn X+2: Can't cast Invincible Star, do attack.
Turn X+3: Can now cast Invincible Star again.

Turn X: Cast Super Star > Do attack.
Turn X+1: Can't cast Invincible Star, do attack.
Turn X+2: Can't cast Invincible Star, do attack.
Turn X+3: Can't cast Invincible Star, do attack.
Turn X+4: Can now cast Invincible Star again.




Kamui -> RE: Spells - Read the first post! (2/5/2021 14:57:38)

Cherub Horns

Magic Wind spell and Melee/Ranged Wind skill. Has 125% Melee MP cost for spell, and 100% Melee SP cost for skill, has 4 hits of damage, skill checks your currently equipped weapon to do Melee damage if using a Melee weapon, Ranged damage otherwise. Neutral base/random lean and +10 BtH lean (kind of hard to avoid trumpets in your ears). Pays MC (worth 10% Melee) and 23.2625% of damage (worth 46.525% Melee) to attempt to inflict <Hits> turns worth of a (25xMobWindRes)% stun rate Daze on the foe. Inflicts with INT/LUK for the spell, and either STR/LUK or DEX/LUK for the skill, depending on if doing Melee or Ranged damage, respectively, mob resists with END/LUK, has a 50% save.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	B
PowLvl	5	15	35	55	75	95	115	135	153

MPLvl	5	15	35	55	75	95	115	135	152
MPCost	50	76	134	201	277	362	456	559	653
SPCost	30	45	80	120	166	217	273	335	392

Base	8	15	30	48	69	93	120	150	179
Rand	17	28	58	94	136	184	238	298	358
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583


Level	135	143
Type	Z	Z
PowLvl	145	153

MPLvl	142	150
MPCost	597	642
SPCost	358	385

Base	166	179
Rand	331	358
Stat	1057	1109.8
BtH	36	38

MCPrice	5324	5940
MCSell	Z	Z




Kamui -> RE: Spells - Read the first post! (2/5/2021 14:58:19)

Cherub Protection

Healing spell/skill, spell costs 125% Melee in MP and uses INT for stat bonuses, skill costs 100% Melee in SP and uses END for stat bonuses, takes x0.85 damage due to being auto-hit, and -10% due to being non-elemental. Pays MC (10% Melee) and 20% of the spell's "damage" (40% Melee) to apply a 2-turn -22.5% damage EleShield that affects all elements on the player.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	B
PowLvl	5	15	35	55	75	95	115	135	153

MPLvl	5	15	35	55	75	95	115	135	152
MPCost	50	76	134	201	277	362	456	559	653
SPCost	30	45	80	120	166	217	273	335	392

Base	8	15	30	48	69	93	120	150	179
Rand	17	28	58	94	136	184	238	298	358
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38

MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583


Level	135	143
Type	Z	Z
PowLvl	145	153

MPLvl	142	150
MPCost	597	642
SPCost	358	385

Base	166	179
Rand	331	358
Stat	1057	1109.8
BtH	36	38

MCPrice	5324	5940
MCSell	Z	Z




Kamui -> RE: Spells - Read the first post! (2/12/2021 19:10:53)

Dorky Derpmachine - IMR says:

Water spell. 4-hits. Takes -25% damage and (after attacking) gives you Empowerment (Water, 2 turns, +25% damage).

MC: If you're inflicted with any damage-nerfing statuses, then the spell dispels them (before inflicting damage). The first one's free, but additional ones reduce the spell's damage by 25% each (max 3 additional statuses).




Ianthe -> RE: Spells - Read the first post! (3/11/2021 18:02:33)

New GGB item: Legion Overlord Blast. Kam says:

Darkness/Ice spell, MC effect seeks between the two elements, is overcharged, so has x4/3 cost and deals x29/24 damage. Difference here is the extra cost is paid for via HP, so the spell version has 125% Melee as MP cost, and (125x1/3)% Melee as HP cost, and the skill has 100% Melee as SP cost, and (100x1/3)% Melee as HP cost. Skill does Melee damage if using a Melee weapon, Ranged damage otherwise.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153

Base	8	15	30	48	69	93	120	150	179
Rand	17	28	58	94	136	184	238	298	358
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	1	3	8	13	18	23	28	33	38

CostLvl	5	15	35	55	75	95	115	135	152

MPCost	50	76	134	201	277	362	456	559	653
HPSpl	11	17	30	45	61	80	101	124	145

SPCost	30	45	80	120	166	217	273	335	392
HPSkl	9	13	24	36	49	64	81	99	116




Ianthe -> RE: Spells - Read the first post! (4/4/2021 1:06:29)

From the new Grenwogfest quest: Nature's Reclamation. Kam says:

Overcharged Earth spell/skill. Costs x4/3 MP/SP, respectively, and deals x29/24 damage (AKA 241.66...% Melee), has a 0.35 base lean and a neutral BtH lean, does 4 hits, spell deals Magic damage, skill deals Melee damage if using a Melee weapon, Ranged otherwise, and has +5% damage as MC. Has a few extra effects that it pays damage to apply. First off, it attempts to inflict a +(10xHits/4)% damage daken Earth EleVuln on the foe that lasts for the whole battle (basically like Absolute Darkness, this has a background change if it succeeds), Each turn of +10% damage is worth 14% Melee, halve that since it's on a 50% save, so now each turn is worth 7% Melee, perm effects are valued as being worth 10 turns, so it pays 70% Melee for this effect, inflicts with INT/LUK for spell, and higher of STR/LUK or DEX/LUK for the skill, mob resists with END/LUK. It also attempts to inflict a 2-turn (10xMobEarthResxHits/4)% stun rate Daze, this costs 5.95% Melee per turn, so total of 11.9%, also has a 50% save and inflicts with same stats as the EleVuln, but mob resists with STR/LUK (the daze is the vines entangling the mob a bit, so they need to break out of the initial deal), so that totals up to 81.9% Melee. Finally, it also applies a simple -12.93% damage taken universal EleShield on the player, basically the remaining 18.1% Melee /1.4. So in summary:

  • Overcharged Earth spell/skill, 4 hits. Magic damage and inflicts statii with INT/LUK for spell, Melee damage and inflicts statii with STR/LUK for skill if using a Melee weapon, otherwise skill does Ranged damage and inflicts statii with DEX/LUK.
  • Pays 100% Melee in total for three effects, so the spell actually does 141.66...% Melee in damage.
  • First effect is +(10xHits/4)% DmgTkn Earth EleVuln, lasts the rest of the fight, if this succeeds, there's a background change.
  • Second effect is a (10xMobEarthResxHits/4)% stun rate Daze, lasts 2 turns.
  • EleVuln is resisted by END/LUK, Daze is resisted by STR/LUK, 50% save for both.
  • Applies a 1 turn -12.93% DmgTkn universal EleShield to player.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    MPLvl	5	15	35	55	75	95	115	135	152
    MPCost	67	101	178	268	369	482	608	745	871
    SPCost	40	61	107	161	221	289	365	447	523
    
    Base	11	19	38	62	89	120	155	194	233
    Rand	11	20	42	66	96	130	168	210	250
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




  • Kamui -> RE: Spells - Read the first post! (4/12/2021 23:50:33)

    Rainbow's Edge

    Light spell/skill, spell does Magic damage, skill does Melee damage if using a Melee weapon, Ranged damage otherwise, neutral damage and accuracy leans. MC effect is the spell has a "Blind Eater" component, for every -3 BtH of Blind the enemy has on them, the spell gains +5% Melee in damage, AKA +2.5% spell damage (so every 1 BtH is worth +0.833...% spell damage). This is then multiplied by the duration of the Blind, with permanent Blinds and Blinds lasting more than 10 turns being considered to be 10 turns in duration for the purposes of this calculation. This bonus damage can't exceed 400% Melee, AKA at most, the spell does +200% damage, which is obtained with a total of -240 BtH on the mob. Once the spell finishes, it then removes the Blind status from the mob.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    CostLvl	5	15	35	55	75	95	115	135	152
    MPCost	50	76	134	201	277	362	456	559	653
    SPCost	30	45	80	120	166	217	273	335	392
    
    Base	8	15	30	48	69	93	120	150	179
    Rand	17	28	58	94	136	184	238	298	358
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38




    Kamui -> RE: Spells - Read the first post! (4/15/2021 16:09:35)

    G vs K

    Overcharged Energy/Earth spell/skill, 0.1 base lean and +10 accuracy lean (kind of hard to avoid a giant blue laser breath or a giant gorilla fist), deals 3 hits, spell deals Magic damage, skill deals Melee damage if currently using a Melee weapon, Ranged damage otherwise. Overcharged, so has x4/3 MP/SP cost and deals +5/24 damage (So +20.833...% spell damage), MC effect is that the spell seeks between Energy and Earth damage, if foe has equal resistance to both, then 50/50 chance of either one.

    Level	10	10	35	60	85	110	135	143
    Type	G	Z	Z	Z	Z	Z	Z	Z
    PowLvl	19	44	57	73	95	120	145	153
    
    MPLvl	16	35	51	69	92	117	142	150
    MPCost	105	178	249	337	464	621	796	856
    SPCost	63	107	149	202	279	372	477	513
    
    Base	31	67	89	119	167	228	298	322
    Rand	7	15	20	27	36	51	67	72
    Stat	225.4	390.4	476.2	581.8	727	892	1057	1109.8
    BtH	4	11	14	18	23	30	36	38
    
    MCPrice	39	396	814	1474	2409	3674	5324	5940
    MCSell	19	Z	Z	Z	Z	Z	Z	Z




    Kamui -> RE: Spells - Read the first post! (4/15/2021 16:09:51)

    1000 Lance Strike

    Ranged Wind skill, uses CHA for stat bonuses, so has base of 125% Melee in SP cost, is overcharged, so has x4/3 SP cost, and deals +5/24 damage (so +20.833...% spell damage). Has a 0.2 base lean, and a -10 accuracy lean, 12 hits. MC effect is the skill gets +4.25 BtH.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    MPLvl	5	15	35	55	75	95	115	135	152
    SPCost	50	76	134	201	277	362	456	559	653
    
    Base	13	23	47	76	110	148	191	239	287
    Rand	7	12	24	38	54	74	96	120	142
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    bszoke88 -> RE: Spells - Read the first post! (6/6/2021 13:43:38)

    Hello!

    I can't find info on ggb rare Spell Gecko Chomp.

    Missing info on the following ggb ur spells:
    Zard Droppings
    Furious Trobble
    Summon / Call Mog Lightnaut
    Summon / Call Mysterious Necromoglin
    Summon / Call Festive Chilly
    Summon / Call Ramssy
    (There is a z-token package entry for Chilly and Ramssy, but it is unclear whether or not they are the exact same thing, just available from ggb as well.)

    Thanks




    Lorekeeper -> RE: Spells - Read the first post! (8/13/2021 13:19:50)

    I was told we missed this info sub, so here goes. Via Kam:

    Ancestral/Astral Forbiddance

    Water spell, deals no damage, instead attempting to apply an 8 turn -(21.01 x MobWaterRes)% DmgDlt Choke and an 8 turn 25% Melee Water Burn to the foe. In lieu of the spell taking a x0.85 penalty to the status potency due to it not checking for a hit, it instead pays 30% Melee in HP cost. Both of these status effects have a 50% save, inflict with INT/LUK, and mob resists with INT/LUK (dispelling the chains).

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    CostLvl	5	15	35	55	75	95	115	135	152
    MPCost	50	76	134	201	277	362	456	559	653
    HPCost	8	12	21	32	44	58	73	89	105
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Kamui -> RE: Spells - Read the first post! (9/2/2021 23:14:12)

    Apparently I forgot to put the info subs for this up when released, whoops!


    Superior Knowledge

    Water/Wind spells (get Water with the package, can trade one for the other via upgrader, both will be in the shop) that scale and deal +10% damage if the mob has <= 0 INT.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    MPLvl	5	15	35	55	75	95	115	135	152
    MPCost	50	76	134	201	277	362	456	559	653
    
    Base	8	15	30	48	69	93	120	150	179
    Rand	17	28	58	94	136	184	238	298	358
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38




    Lv 1000 -> RE: Spells - Read the first post! (10/3/2021 0:48:49)

    quote:

    I can't find info on ggb rare Spell Gecko Chomp.

    Missing info on the following ggb ur spells:
    Zard Droppings
    Furious Trobble
    Summon / Call Mog Lightnaut
    Summon / Call Mysterious Necromoglin
    Summon / Call Festive Chilly
    Summon / Call Ramssy


    Summon / Call [Elemental Booster]

    See this post for info on the pets/guests.

    Furious Trobble:

    The info-subs post for this spell call it "Angry Trobble" but it's just a typo: Link.

    Zard Droppings:

    All I know is that it inflicts paralyze, not going to spend an UR on it to find out more though.

    Gecko Chomp:
    quote:

    I don't have much for this one but...

    Earth Spell
    Attempts -MRM DefLoss for Earth element attacks, no clue if it's just the MC or if the spell pays damage for it :/







    Lorekeeper -> RE: Spells - Read the first post! (10/28/2021 19:22:26)

    Spell rewards for Mogloween 2021 - Zombie's Landing. Via Kam:

    quote:

    74th Law/Mandate LXXIV/Zorbak's Ultimatum

    Fire/Earth/Wind spells/skills. Spells are Magic, skills are Melee if using a Melee weapon, Ranged otherwise. All 3 of these are 3-hits and pay MC and 90% damage to attempt to inflict 190% Melee worth of status effects. For all of these, mainstat on the status infliction is INT for the spells, STR for the skills if using a Melee weapon, and DEX for the skills otherwise.

    74th Law: Attempts to inflict Bleed and Fire Burn. 85% Melee for both, with a 30% save for the Bleed (so 30% chance the mob resists/can dispel it each turn), this puts the Bleed at assumed 2.33 turns duration, so total of (81.55 x MobFireRes x Hits / 3)% Melee Bleed and 63.33% Melee Burn for (Hits x 2) turns, inflict with mainstat/LUK vs mob DEX/LUK, 50% save fir Burn, 30% for Bleed.

    Mandate LXXIV: Attempts to inflict Choke and Blind. Attempts to inflict a -(27.75 x MobEarthRes)% DmgDlt Choke and a -(30 x MobEarthRes) BtH Blind, both lasting (Hits x 2) turns, inflict with mainstat/LUK vs mob END/LUK for the Choke and mob DEX/LUK for the blind, 50% save.

    Zorbak's Ultimatum: Only attempts to inflict Wind Poison. This also comes with a harder save for the mob, so it's easier to inflict, but the damage on the status itself gets lowered a bit. So, it ends up as a 45% Melee Wind Poison lasting (Hits x 2) turns, inflict with mainstat/LUK vs mob END/LUK, 30% (AKA mob has 30% chance to resist) save.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    CostLvl	5	15	35	55	75	95	115	135	152
    MPCost	50	76	134	201	277	362	456	559	653
    SPCost	30	45	80	120	166	217	273	335	392
    
    Base	8	15	30	48	69	93	120	150	179
    Rand	17	28	58	94	136	184	238	298	358
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    arcanum37 -> RE: Spells - Read the first post! (11/11/2021 11:23:08)

    quote:

    74th Law: Attempts to inflict Bleed and Fire Burn. 85% Melee for both, with a 30% save for the Bleed (so 30% chance the mob resists/can dispel it each turn), this puts the Bleed at assumed 2.33 turns duration, so total of (81.55 x MobFireRes x Hits / 3)% Melee Bleed and 63.33% Melee Burn for (Hits x 2) turns, inflict with mainstat/LUK vs mob DEX/LUK, 50% save fir Burn, 30% for Bleed.


    Bleed and burn are both worth 95% Melee (the 85% mentioned in the above quote is probably a typo). Burn has a 50% save and lasts 6 turns if all hits connect. So we get 95/0.5/6 = 31.67% Melee per turn. Currently it is bugged to be double this number. Bleed has a 30% save and lasts on average 2.3333... turns so it amounts to 95/0.7/2.333 which is ~58.16% Melee but it's bugged to be only 11% Melee.

    I hope you get this fixed when you have the time.

    EDIT: Oh, and can you also check the save penalty for Zorbak's Ultimatum to see if it's using the correct value? It seems to not be as successful as expected.




    Kamui -> RE: Spells - Read the first post! (12/16/2021 15:37:03)

    Darkspray/Darksplatter/Darksplosion, Nova/Supernova/Hypernova, Frost Elf Strike/Frost Elf Assault/Frost Elf Rampage

    Dark/Light/Fire spells, respectively they're efficient/normal/overcharged, these spells are all 4 hits and are auto-hit. For being auto-hit, they normally would deal x0.65 damage, but MC mitigates 0.05 of this penalty, so they deal x0.7 damage. Efficient/normal/overcharged versions cost 40%/100%/140% of normal spell MP cost, and deal -37.5%/+0%/+25% damage. Basically for a normal spell you'd get adjusted from 200% Melee to 125% Melee for efficient, and 250% Melee for overcharged.

    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    MPLvl	35	51	69	92	117	142	150
    EffMP	53	75	101	139	186	239	257
    MPCost	134	187	253	348	466	597	642
    OCMP	187	261	354	488	652	836	899
    
    Base	37	49	66	93	127	166	179
    Rand	75	100	133	184	253	331	358
    Stat	390.4	476.2	581.8	727	892	1057	1109.8
    BtH	11	14	18	23	30	36	38
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z




    Kamui -> RE: Spells - Read the first post! (12/16/2021 15:37:39)

    Fae Invocation

    Ranged Water skill, normally is a regular damage skill, but uses DEX in place of INT where would be relevant on a spell. If the foe is afflicted with Panic, then the skill deals turns into a healing skill and gets +10% healing potency as a trigger effect. It still uses DEX for stat bonuses, gets the x0.85 penalty for auto-hitting the player, but it is also affected by the mob's Water resistance, so this means it doesn't get the -10% always useful penalty.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    CostLv	5	15	35	55	75	95	115	135	152
    SPCost	30	45	80	120	166	217	273	335	392
    
    Base	8	15	30	48	69	93	120	150	179
    Rand	17	28	58	94	136	184	238	298	358
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH	1	3	8	13	18	23	28	33	38
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583




    Kamui -> RE: Spells - Read the first post! (12/30/2021 16:35:48)

    New Year's Surprise 2022

    Quick-cast spell, gives you +20 BTH for 5 rounds. Comes in MP+INT and SP+DEX variants. Has *0.8 effect (so actually gives +16 BtH) and *1.2 cost, but then also gets a *0.95 to the MP/SP cost as an MC effect.

    The boost is multiplied by (0.5 + 0.5*[INT|DEX]) plus the usual outlevelling penalty (without any buffer).
    Level	10	35	60	85	110	135	143
    Type	Z	Z	Z	Z	Z	Z	Z
    PowLvl	44	57	73	95	120	145	153
    
    MPLvl	35	51	69	92	117	142	150
    MPCost	145	202	274	377	504	646	695
    SPCost	109	151	205	283	378	485	521
    
    MCPrice	396	814	1474	2409	3674	5324	5940
    MCSell	Z	Z	Z	Z	Z	Z	Z
    




    Kamui -> RE: Spells - Read the first post! (1/8/2022 16:56:43)

    Undead Reindeer Stampede

    Energy spell, neutral BtH and damage leans. MC effect is that it pays 100% Melee to attempt a 4 turn (42.02 x MobEnergyRes x Hits / 3)% stun rate Fear. 50% save, inflicts with INT/LUK vs CHA/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	G	G	G	G	G	G	G	G	G
    PowLvl	15	23	41	59	78	98	118	138	153
    
    MPLvl	12	21	39	58	77	97	117	137	152
    MPCost	68	92	146	212	285	371	466	569	653
    
    Base	15	20	35	51	72	96	124	154	179
    Rand	28	41	68	104	144	194	247	309	358
    Stat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	3	5	10	14	19	24	29	34	38




    Kamui -> RE: Spells - Read the first post! (2/12/2022 15:53:32)

    Manifest Pride (GGB UR)

    Magic Darkness skill, uses CHA in place of INT for stat bonuses, 0.1 base lean and +10 accuracy lean. Pays MC and 75% of the spell's total damage (so 160% Melee total) for two effects. First, it applies two turns of +40% DmgDlt Darkness EleEmpower at the start of the cast, before any hits have fired. Second, it attempts to inflict a <Hits> turn (16 x 95 / 85)% Melee Darkness Burn on the mob, max 5 hits, inflicting with CHA/LUK vs mob's CHA/LUK, 50% save.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    MPLvl	12	21	39	58	77	97	117	137	152
    SPCost	51	69	110	159	214	278	349	427	490
    
    Base	26	36	62	93	129	174	223	278	322
    Rand	6	9	14	20	30	38	49	61	72
    Stat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	3	5	10	14	19	24	29	34	38




    Kamui -> RE: Spells - Read the first post! (2/12/2022 15:54:00)

    Manifest Envy (GGB UR)

    Magic Earth spell, 0.9 random lean and -10 accuracy lean. Pays MC and 75% of the spell's total damage (so 160% Melee total) for two effects. First, it applies two turns of +40% DmgDlt Earth EleEmpower at the start of the cast, before any hits have fired. Second, it will also inflict a 2-turn -(12 x 0.85) MRM DefLoss on the mob, no save, but does get blocked by immunity. Finally, it also grants the player 2 turns of the same value the DefLoss applied as a DefBoost status, just without the x0.85. Essentially the DefBoost/Loss has 80% Melee to work with, so it uses 40% Melee on the DefLoss, and 40% on the DefBoost.

    Level	5	15	35	55	75	95	115	135	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	15	23	41	59	78	98	118	138	153
    
    MPLvl	12	21	39	58	77	97	117	137	152
    MPCost	68	92	146	212	285	371	466	569	653
    
    Base	3	4	7	10	14	19	25	31	36
    Rand	52	73	124	186	260	348	445	555	644
    Stat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	3	5	10	14	19	24	29	34	38




    Kamui -> RE: Spells - Read the first post! (2/12/2022 16:01:02)

    Timekiller's 3:10
    Comes in MP & SP Flavours, GGB UR

    MC Neutral spell. Quickcast. Gives +10% Hypercritical and +49 LUK for 3 turns.

    Set Bonus: 40% chance of granting one bonus Arbalest charge for the Timekiller Crossbow.




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