RE: CH4OT1C!'s Suggestion Bank (Full Version)

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CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (12/21/2018 13:43:53)

Bovine Baphomet

Example:
Level: 150
Power: 3.75 (champion elite boss)

Location: The void
Monster lean: Neutal (x1)
Element: Fire/Darkness
Resists:
Fire: 0%
Water: 80%
Wind: 80%
Ice: 100%
Earth: 40%
Energy: 40%
Light: 100%
Darkness: 0%

Melee focus. Ranged/Magic is lower
Stat Distribution:
STR: 275
DEX: 200
INT: 0
END: 275
CHA: 0
LUK: 0


Effect:
- Has "boss boost" (+40)
- Has " fearful presence"*
- Attacks are randomly assigned between darkness and fire. Monster is also tagged as "demon"
- Has the " berserk" status effect permanently (-15bth, 121% damage)
- Deals more damage as his HP decreases**. He deals 100% damage at 100% HP, and 150% damage at 0% HP
- Has a skill to boost his damage output by 25% for 3 turns. This skill costs HP***
- Quickcast SP skill that works like "snarl" > costs SP to inflict afraid on the player. Player can resist at a +10 bonus****:

Level: PowLvl vs MonsterLvl
Major: MonsterSTR vs PlayerSTR
Minor: MonsterLUK vs PlayerLUK

* An enraged demonic cow? You're frightened by this Cow-ncerning situation!
**The bovine sees red! Deals 1XX% damage this turn
***This *extremely* rare steak just got heated! Deals 125% damage!
****The unsettling Moo leaves you feeling cow-ardly!
The dis-cow-uieting Moo unnerves you, but you stand firm!

Appearance: A regular cow standing on it's hind-legs. In it's forelegs it holds a large demonic axe. It swings this axe at the player to attack. When using the HP skill. The cow's eyes glow red, remaining so until the effect wears off. When using the SP skill, the cow lunges forward like the werewolf armour, and the word "moo!" can be seen. This disappears and the cow returns to its original position.
Description: Un-holy cow! This corrupted cattle is not a-moo-sed! The mere sight of him will leave you udder-ly terrified!

Rewards coming soon




Primate Murder -> RE: CH4OT1C!'s Suggestion Bank (12/21/2018 13:59:22)

You know, the most terrifying thing about this boss are the puns.

I don't know what it says about me that I actually like them...


Edit: I'm not certain that monsters have qc skills. From what I understand, it works more among the lines - if monster has enough sp, it does a different attack animation and attempts to inflict Fear.

Edit2: I'm also uncertain on whether the hp-costing damage boost counts as a skill. I mean, The Sacragon Boss (from Taladosian/Arena) has pretty much the same thing - and it counts as more of an effect than a skill.




CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (12/21/2018 14:13:48)

@Primate Murder: It doesn't have to literally be a quickcast skill, just function as if it were one. Much like the updated werewolf monsters. In that case, this boss should be fine




CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (12/22/2018 18:24:47)

Demonic Dicer
MC Melee Fire Axe. Has a toggle between damage mode and "berserk" mode. MC changes depending on the mode.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: Defeat Bovine Baphomet
Damage: Base Heavy Lean
Type: Melee
Element: Fire

Effect:
  • -5 bth lean and deal *85/80 damage to compensate
  • 0-proc, so *1.08 damage
  • Toggles between two modes - "Damage" and "Berserk"
  • Click to activate Berserk status effect* (-15bth, *85/70 damage)
  • MC Effect: +4.25 bth

    *The lingering power of Bovine Baphomet has driven you into a mad fury!
    You calm as the lingering power fades!

    Appearance: The axe used by Bovine Baphomet
    Description: Bandits beware! Once wielded by a beserk bovine, this blazing butcherer can be used to bash them batty!



    Unholy Steak
    MC Fire Shield. Reduces fire damage as your HP decreases

    Example Tier:
    Level: 150
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: Defeat Bovine Baphomet

    Melee: 18
    Ranged: 11
    Magic: 11

    Fire: -26%

    Effect:
  • You take -(10 - 10 * [Remaining HP]/[Max HP])/1.4% damage to fire attacks

    Appearance: A giant steak with 2 straps to connect it to the player
    Description: There's the beef!



    Blazing Bull
    MC fire pet. Has a toggle between damage and "burn" mode

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 12,102,583
    Sellback: 6,051,291
    Location: Defeat Bovine Baphomet
    Element: Fire
    Damage: Melee

    Effects:
  • Toggle pet. Click to select between "Damage" and "Burn" modes.
  • In "Damage" mode, the pet deals 1 hit of fire damage. -5 bth lean, *85/80 damage. MC = *1.05 damage
  • In "Burn" mode, the pet deals 2 hits of fire damage. +3 bth lean, *85/88 damage. The attack deals -75% damage and attempts to burn your foe ((35 / 0.5 / 10 * ( 85 / 88 ) / 2 = Power 3.38, 2 turns). Your foe can resist at a +0 bonus*:

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

    *The flames burn your foe!
    Your foe endures the demonic flames!

    Appearance: A smaller version of Bovine Baphomet. He swings his axe for the regular attack. In his burn mode, he breathes fire!
    Description: This berserk bovine may not be as big as his dad. However, he can actually breathe fire!




  • Primate Murder -> RE: CH4OT1C!'s Suggestion Bank (12/23/2018 2:11:48)

    Actually, Berserk's damage boost is multiplicative - that's what makes it so good.

    Also, I suspect the shield is overpowered. If it's drawing inspiration from Tectonic, it shouldn't reduce damage by more than (10/1.4)%.


    Overall, the set is not exceptional, but fits the boss. Weapon can be useful during wars and the pet's a viable alternative to the Rose for bm builds.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (12/23/2018 4:50:15)

    Fixed the beserk. Tectonic tower shield applies to every element damage reduction, not a single element. As such, compensation is necessary. That's why it's 15/1.4 rather than 10/1.4. I applied the same compensation as if it were scaled by remaining health. If it's wrong, then it can be changed. However, by nature it'll be more than 10/1.4% damage reduction. Again, and I have to stress this, none of my items intend to be the very best of their category. They are designed to be interesting.




    Primate Murder -> RE: CH4OT1C!'s Suggestion Bank (12/23/2018 9:10:06)

    They are not unique, but they are interesting.

    As for the shield - Cozy Farzhad Mogloo says otherwise. It reduces fire damage you take by *0.5/1.4 for 50% sp cost of a standard skill.

    Granted, at the moment we are at that weird place, where standards are inconsistent. I mean, Radiant Aegis pays 25*1.4% sp for 25% damage reduction from all elements.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (12/24/2018 12:02:07)

    With respect, I believe you're wrong. The items will stay as is. If implemented, the staff can always change things in relation to balance issues.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (2/10/2019 17:31:59)

    With Necromancer having been released and updated, I've decided to turn the skills from my old armour into individual suggestions:

    Soul Tap
    MC Darkness spell. Temporarily undeadifies your foes

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    hits: 2
    Element: Darkness
    Cost: 653 MP

    Effects:
  • Deals -30% damage and attempts to Undeadify your foe (tagging them as "Undead") for 4 turns. Your foe can resist at a -20 penalty*:

    Level: 153 vs MonsterLvl
    Major: YourINT vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    **Your foe's life force ebbs away like a receeding tide, leaving them an undead husk!
    You are unable to tap into your foe's life force!


  • MC Effect: Standard *1.05 Damage

    Appearance: A black/purple ray fires from the player to the monster, as it hits, a skull appears over the enemy monster, dealing damage
    Description: Your foe's life force ebbs and flows like a raging torrent. Use this spell to tap into that energy, remove it, and leave them as an undead husk!



    Call/Summon Undead Behemoth
    MC Darkness spell. Summons an undead behemoth guest

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Cost: 0 SP/MP [See Effect]

    Effects:
  • Guest is overcharged and deals +50% damage. Comes in SP/MP maintenance versions.
  • Standard attack is 2 hits at a -5 bth lean (deals *85/80 damage to compensate).
  • MC Effect: Standard *1.05 damage.
  • Click the behemoth to enter status mode. In status mode, the attack deals -50% damage and has a chance to inflict the "Decay" status effect, a renamed version of the Grave Rot of Necropolis Fleshrender. This can be saved at a +20 bonus*:

    Level: 153 vs MonsterLvl
    Major: YourCHA vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    ***Your undead behemoth clubs your foe hard enough to have them seeing stars!
    the blow is heavy but your foe remains sturdy!


    Appearance: Similar to the bag of bones spell, bones fly in from all angles to create a hulking skeletal monster
    Description: Use your knowledge of necromancy to create a giant undead amalgamation from lost souls in the nearby area!



    Soul Consumption
    MC Darkness spell. Reduces your foe's END (by inflicting Fragile). The player gains the same END as the amount lost by their foe.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    hits: 2
    Element: Darkness
    Cost: 653 MP

    Effects:
  • MC Effect: Standard *1.05 damage
  • This spell deals -50% damage (100% Melee) and attempts to inflict your foe with Fragile (3 turns, -28*[Hits Connected]/[Hits Attempted] END). The player gains END equal to the amount lost. This can be resisted at a +0 bonus:

    Level: 153 vs MonsterLvl
    Major: YourINT vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    **Your foe's life force ebbs away like a receeding tide, leaving them an undead husk!
    You are unable to tap into your foe's life force!


    Appearance: Similar to the "Soul Tap" spell, only with energy from your foe being sent back to the player as opposed to a skull appearing over the enemy.
    Description: Why just remove your foe's life force when you can take it for yourself! Use this spell to consume anima from your foe, adding it to your own



    Bone Wall
    MC quickcast healing skill/spell that scales on END. Instead of dealing damage, it is recorded, and the player is given a Barrier.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: Necro Class shop
    Element: Healing (neutral)
    Hits: 1
    Cost: 392 SP/ 653 MP

    Effects:
  • Quickcast SPell that deals 1 hit of healing damage scaling on END (*0.5 quickcast, *0.9 always useful and *0.85 autohit penalties apply). The spell cannot crit because it's quickcast.
  • The above hit is recorded and zero'd. The player then receives a Barrier equal to the damage dealt. This is renamed to "Bone Barricade"
  • MC Effect: Standard *1.05 Damage

    Appearance: A wall made out of skeletal bones is summoned in front of the player
    Description Conjure a barricade of bones to take hits for you!




    Channel Anima
    MC heal spell. Costs HP to use. Heals MP

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: Necro Class shop
    Element: Healing (neutral)
    Hits: 1
    Cost: 435 HP

    Effects:
  • Attack deals 1 hit of autohit heal damage that targets MP. Deals *0.9*0.85*1.5 damage for being always useful, automatically hitting, and targeting MP
  • Scales via END
  • MC Effect: Standard *1.05 Damage

    Appearance: An updated version of the old Necromancer's "Necro Heal" ability
    Description Convert your raw life force into mana, restoring your MP!




    Drain Life
    MC Efficient Harm SPell/spell. Heals the player based on the damage dealt

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    hits: 2
    Element: Harm
    Cost: 98 SP / 261 MP

    Effects:
  • Efficient spell, so deals 125% melee
  • Deals *0.5 damage. The player is healed for the damage done. Further deals *0.9 damage for being always useful.
  • Comes in STR / DEX / INT flavours. SP cost for STR and DEX version, MP for INT.

    Appearance: Similar to the "Soul Tap" spell, only with blue energy that returns to the player
    Description: Use this efficient skill/spell to not only damage your foe's life force, but consume it for yourself!



    Cry of the Banshee
    MC Efficient Harm SPell/spell. Deals damage to HP, MP and SP. MC effect: Triggers against Undead foes to lesser elemental seek.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    hits: 3
    Element: Harm
    Cost: 392 SP / 653 MP

    Effects:
  • Harm damage, so *0.9 damage for being always useful
  • Comes in SP (DEX) and MP (INT) flavours
  • Hit #1 deals 80% of total damage and targets HP. Hit #2 deals 10% of total damage and targets MP, Hit #3 deals 10% of total damage and targets SP. Overflows to HP
  • MC Effect: triggers to lesser eleseek vs enemies tagged as "Undead"*. No downtrigger

    *The banshee's wails are particularly effective against your undead foe!

    Appearance: Summons a banshee monster, who screams at the enemy to deal damage
    Description: Legends say a banshee's call causes death within a day. Imagine what that could do to an undead foe!




    Blackest Night
    MC Efficient Dark Spell. Causes spells that are cast to blind your opponent.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Element: Dark
    Cost: 196 SP

    Effects:
  • Applies the "Blackest Night" Imbue status for 1 round
  • When you cast a non-quickcast spell, it will have a [HitsConnected]/[HitsAttempted]% chance to Blind your foe (-21.5*[Dark Resistance] bth, 2 rounds). Your foe can resist at a -20 bonus*:

    Level: 153 vs MonsterLvl
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *The infused dark energies blind your foe!
    Your foe manages to avoid being blinded by the infused dark energies!


    Appearance: Black energy similar to the mayhem burst spell swirls around the player
    Description: Imbue your spell with dark magics that blind your opponent on contact!



    Empower Legion
    MC Quickcast Neutral skill. Boosts the damage of pets and guests

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Element: Dark
    Cost: 392 SP

    Effects:
  • Quickcast skill.
  • Boosts the power of your pets and guests by 52.5% Melee for the next 2 turns (Split 20% Melee for pet, 32.5% Melee for guest). *0.9 penalty for being always useful. MC effect is fuelled into this boost
  • Scales based on CHA

    Appearance: The player glows with yellow energy, which then moves towards the player's companions
    Description: Use this skill to boost the power of your companions!



    Draining Touch
    MC Quickcast Neutral skill. Causes you to heal HP based on your Pet/Guest attacks

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Element: Dark
    Cost: 392 SP

    Effects:
  • Quickcast skill.
  • Over the next two turns, you heal HP based on the damage dealt by your pet/guest attacks for the next 2 turns. This is split 20% Melee for the pet, and 32.5% Melee for the Guest. *0.9 penalty for being always useful. MC is fuelled into this boost
  • Scales based on CHA

    Appearance: Black energy swirls around the player's companions whilst a disembodied hand appears above the player. Dark energy also courses into this hand
    Description: Empower your pets/guests to drain the life force from your foe, using it to restore you!



    Dominion
    MC Dark Misc. Provides darkness resistance, INT and CHA. If your foe is undead, this item will attempt to control them.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 6,051,293
    Sellback: 3,025,646
    Location: Necro Class Shop
    Cost: [x] SP

    Effect:
  • Provides *0.5 Darkness resistance, +50 INT and +50 CHA
  • If your foe is tagged as "Undead", you have a 40% chance to attempt to Control then. Your foe can resist at a +20 bonus*:

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

    *You impose your will upon your undead foe!
    Your foe defies your will!


    Appeareance: A silver crown akin to the Crown of Wisdom in "Overlord"
    Description: Though almost angelic in appearance, in truth this cursed crown allows you to impose your will on your undead foes!



    Zombie Hands
    MC Overcharged Dark SPell/Spell. Attempts to prevent your foe from attacking for an extended duration

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Element: Dark
    Hits: 4
    Cost: 686 SP / 914 MP

    Effects:
  • SPell versions uses CHA as a mainstat. Spell version uses INT
  • The spell deals -95% damage (~238% Melee) and your foe is inflicted with "Pinned", a renamed version of Sleep. Your foe can resist at a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: [YourINT/CHA] vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *Your foe is held in place by the zombie hands!
    Your foe avoid the grasping hands!


    Appearance: Zombie hands rise from the ground under your foe and hold your foe down
    Description: Call upon your (un)dead and buried friends to strike your foe from below, holding them down for an extended period!



    The Goal of all life is Death
    MC Overcharged Harm Skill/Spell. Initially heals your opponent, before dealing additional damage over time

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Element: Heal/Harm [See Effect]
    hits: 3
    Cost: 686 SP / 914 MP

    Effects:
  • The Spell deals 3 hits to the monster. These attacks automatically hit, so *0.85 damage, and are heal element based. Standard *0.9 always useful penalty
  • Skill scales on END for the Skill version, INT for the spell version
  • Over the next 5 turns, your opponent takes 44% of the damage dealt by the spell as autohit harm damage (the spell already hit with the heal damage). This means over the 5 turns, your foe will receive 250% Melee in Heal damage and ~550% Melee in Harm damage, for a total of 300% Melee bonus. This 300% Melee accounts for the 250% Melee of the overcharged attack, plus a 20% bonus for the delayed turn effect

    Appearance: A ticking clock is summoned, counting down to midnight. the foe receives a single hit once it reaches midnight.
    Description: First comes life. Then it ends...



    Necrotic Aura
    MC Overcharged Dark Skill.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: Necro Class shop
    Element: Darkness
    hits: [See Effect]
    Cost: 658 SP

    Effects:
  • Quickcast effect
  • Provides the "Necrotic Aura" effect for 3 turns. Each turn this is active, your foe makes a save at a +0 bonus:

    Level: 153 vs MonsterLvl
    Major: YourINT vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    If it fails, it randomly receives one of the following effects*:

    Cripple: -20.8*[Dark Resistance] STR and DEX for 2 turns
    Bleed: Power 0.25*[Dark Resistance]
    Afraid: 28*[Dark Resistance]% Inaction for 3 turns
    Blind: -20*[Dark Resistance] bth for 3 turns
    Poison: Power 1.66, Dark Element for 3 turns, healing HP based on the damage dealt
    Burn: Power 3.33, Dark Element for 3 turns

    *Your foe is corrupted by your necrotic aura!
    Your foe endures the curses surrounding you!

  • MC Effect: Reduced SP cost (worked in above already)

    Appearance: A dark aura swirls around the player
    Description: Protect yourself with a myriad of minor curses that can corrupt your foe just by being near them!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (2/16/2019 18:50:36)

    Paladin Plate

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

    Prize: 96,820,665
    Sellback: 48,410,332
    Location: Paladin Class shop

    Combat Modifiers
    Melee: 50
    Ranged:45
    Magic: 50

    Elemental Modifiers
    Light main, energy secondary

    Attack is 2 hits. 0bth lean (nothing unusual)

    Effects:
    - You gain Armor Lean x1.25
    - This armour comes with a variety of armour skills:

    Level 0: Courageous
    A paladin is strong both in body and mind. Nothing can sway you from your belief!
    Passive effect. You automatically gain +[a] Mental potence. This provides resistance against berserk, control, panic, fear, sleep and the cold

    Level 1: Holy Light
    You've seen the light, now you can show it to your foe!. It's so bright, your foe might be blinded by the lady's grace!
    Cost: 392sp
    Simple light skill. Deals -[c]% damage to inflict blind*. Foe makes a save (at -20 bonus):

    Level: 153 vs MonsterLvl
    Major: YourSTR vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *Your foe sees the light, and it burns!
    Your foe shuts out the light


    Level 2: Divine strength
    Call upon the lady of light to boost your STR
    Toggle ability. Costs [d]mp to gain +50 STR

    Level 3: Summon Daimyo
    A paladin's best friend, the loyal Daimyo will assault your foe with blinding light!
    Summons daimyo. Costs mp to deal a 2 hit attack. The guest deals -[e]% damage and attempts to inflict blind**. Foe makes a save (at +0 bonus):

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

    **Daimyo's bright light blinds your foe!
    Your foe shuts its eyes to the light!


    Level 4: Unbreakable spirit
    A true paladin neither waver nor falter in the face of adversity!
    Passive, breaks you free from the following statuses: daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, spirit rend and thermal shock. This costs 522MP, except for the first time per battle, which is free

    Level 5: Bless weapon
    Bless your weapon, causing it to heal a portion of the damage you deal!
    Cost: [f]mp
    Quickcast spell. You heal [g]% of the damage you deal on your next attack.

    Level 6: Purify
    Use holy light to cleanse your body of deep wounds and toxins!
    Cost: 490sp
    This skill cures all bleeds, burns and poisons affecting the player. The skill starts with 1.5 power (following healing branch)
    Curing a Burn costs it (Burn power)/10 * (Burn Duration) /2.
    Curing a Bleed costs it (Bleed Power) / ((100- Save DC)/100) /2.
    Curing a Poison costs it (Poison power)/10 * (Poison Duration) /2.
    At the end, if there's any remaining power, then you gain a an appropriate potence and duration of regain mana, rounded up.

    Level 7: Divine Aura
    As a Paladin, you exude an aura of divinity, bringing you good fortune!
    Passive effect. All your normal attacks (NOT skills/spells) have a *1.5 Lucky strike rate.

    Level 8: Flames of devotion
    Your dedication to the lady of light has allowed you to channel energy into your weapon, setting it ablaze!
    Cost: [h]mp
    Quickcast spell. On your next attack, you attempt to apply a light-element burn*** to your foe. The potency of this burn is multiplied by elecomp (since you're in a light armour and applying a light-element burn). They can resist at a -20 bonus:

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

    ***Your opponent succumbs to the flames!
    The flames hurt, but your foe avoids being burnt!


    Level 9: Brightest day
    Bless your weapon, causing it to channel energy directly from the light realm!
    Cost: [f]mp
    Similar to the armour of frostval past, this armour imbues your weapon with light damage

    Level 10: Hallowed Ground
    Draw a holy circle, then stand in it to reduce the damage you take from attacks!
    Cost: [j]mp
    Quickcast spell. Gives you an elemental shield (all elements, -[k]% damage) for 3 turns. If your foe is blind, the damage reduction increases

    Level 11: Blessing of the seraphim
    Pray to the Lady of Light, and she will send a seraphim to bless your weapon. This will allow you to regenerate MP on your next attack!
    Cost: 392/490sp
    Quickcast skill. You heal [x]% of your next attack in MP. *1.5 because it's healing mp.

    Level 12: Beacon of Hope
    As a symbol of hope, you can always be found (literally). Of course, that draws your enemy towards you too!
    Passive effect. You gain +9.25bth on all of your attacks. Your opponent gains +5bth on all of their attacks.

    Level 13: Wisdom of the Lady
    Call upon the Lady of light and she shall bestow wisdom
    Toggle ability. Costs [d]mp to gain +50 INT

    Level 14: Zealous
    Your conviction brings you to strike your foe with greater force. This comes at a cost - you take more damage!
    Passive. You deal +10% damage on all weapon attacks, specials and weapon-based skills but take an additional +5/1.4% damage

    Level 15: Charge of the light brigade!
    Throw everything you have into charging your foe! You channel so much energy you need to rest afterwards!
    Cost: 392/490sp
    2 hits, light damage. Appropriate elecomp provided. Deals 300% melee damage (instead of 200%). You skip your next turn. This is treated as a normal player attack

    Level 16: Holy rage
    Your conviction has reached new levels! You can enter a state of holy rage, channelling your magical power into your weapon!
    Cost: [l]mp
    Toggle ability. You deal +25% damage on all regular weapon attacks [NOT skills/spells]. If your foe is blind, the cost is reduced.

    Level 17: Miracle
    Miracles really can happen, especially if you offer energy to the lady of light!
    Cost [m]mp
    Toggle ability. Every turn, you have an [n]% chance of reducing an incoming attack to 0****. If your foe is blind, this chance increases.

    ****The lady of light shows mercy, and dispels your foes attack!

    Level 18: Cleansing Light
    Look to the light, and it shall embrace you!
    Cost 653mp and 196sp
    1-hit targeting the player. This is an overpowered healing spell (so *1.25 power, *1.4 cost). Standard *0.85 autohit and *0.9 always useful penalty. Nothing unusual otherwise.

    Level 19: Judgement
    Now that your opponent has seen the light, the time of judgement has come!
    2-hit light spell-type attack with no initial cost. The attack consumes any blindness applied to your foe and deals 1+(1.4*(([blindnesspotence]*-1)/85)*[blindnessduration]) worth of a standard attack.

    Level 20: Ascension
    The Lady of light has bestowed upon you the power to transform into a half-angel
    Cost: 489mp
    Your armour changes form to gain wings becomes golden plated. You gain +50% damage on all normal weapon attacks and heal [x]% mp on the damage you deal. You retain access to "holy rage", "zealous", "blessing of the seraphim", "flames of devotion", "divine strength", "wisdom of the lady" and "bless weapon". You also deal 95% damage. If your opponent is blind, you deal 110% damage on all regular attacks.

    Appearance: A similar design to artix's paladin armour
    Description: Devote yourself to the lady of light, and be bestowed with her blessing. You have become a paladin!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (2/19/2019 16:46:15)

    Dawn Ember
    MC light spell. Trigger activates if you attack with darkness on your previous turn

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS
    hits: 2
    Element: Light
    Cost: 653 MP

    Effects:
  • MC Effect: No Downtrigger
  • Trigger Effect: If you used a darkness-element attack on your last turn, the spell deals *1.2*1.15 damage (the former for the opposing elements, the latter as a trigger effect)

    Appearance: The screen goes black. A blue fire ignites, dealing the first hit of damage. The flame then travels towards the sky to form a sun, dealing the second hit of damage
    Description: Though the night is long, dawn shall bring the light.




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (2/22/2019 19:32:02)

    Whispering raiment

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

    Prize: 96,820,665
    Sellback: 48,410,332
    Location: Assassin Class shop

    Combat Modifiers
    Melee: 55
    Ranged:55
    Magic: 55

    Elemental Modifiers
    Wind main, Dark secondary

    Attack is 2 hits. +3bth lean (nothing unusual)

    Effects:
    - You gain Armor Lean x1
    - This armour comes with a variety of armour skills:

    Level 0: Unseen
    With heightened environmental awareness, assassins are masters of striking from the shadows!
    +105 initiative bonus

    Level 1: Backstab
    Shii will gladly put a knife in someone's back if she gets paid for it, and now so will you! Take advantage of your opponent's surprise with this underhanded technique!
    Cost: 392sp
    3 hits
    This attack is autohit (striking from the shadows, deals *0.85 damage to compensate, assuming max DEX). Does a further *0.95 damage (downtrigger). If you gain initiative over your foe on the first round of battle, this skill does triggers and deals +[h]% damage.

    Level 2: heightened reflexes
    Assassins are masters of fluid and fast combat!
    Toggle ability. +50 DEX for [a]sp

    Level 3: Sniper
    An assassin is a master of killing silently from afar!
    Toggle ability. If activated, all ranged weapons deal *0.9 damage and Autohit (armour assumes max accuracy and then +5% damage for mc).

    Level 4: Call Hitokiri
    Summon your very own student into battle with you!
    Call spell. Summons Hitokiri.
    Blade attack: Makes your opponent bleed
    Backstab: Autohit attack
    Poison: Poisons your opponent
    Shuriken: Deals additional critical hit damage
    Sacrifice: Works as now

    For status effects: Your opponent can resist at a +20 bonus:

    Level: 153 vs MonsterLvl
    Major: YourCHA vs MonsterDEX
    Minor: YourLUK vs MonsterLUK

    Level 5: Incapacitate
    A skilled assassin knows to properly incapacitate an enemy before going in for the kill in order to reduce risk.
    Cost: 392sp
    4 hits. +3bth lean
    The skill does -[j]% damage and will attempt to inflict your foe with crippled/amnesia (reduces INT) for 3 turns (modified by [hitsconnected]/[hitsattempted])**. Your foe can resist by making a save at a -20 bonus:

    Level: 153 vs MonsterLvl
    Major: Your[MainStat] vs MonsterDEX
    Minor: YourLUK vs MonsterLUK

    **You incapacitate your foe!
    Your foe stands strong!


    Level 6: Venom coat
    Assassins aren't known for playing fair! Coat your weapons in a deadly toxin to poison your foes with each swing!
    Toggle ability, costs [d]sp. This works similar to Samukematsuri Oni Mask. With every hit, your opponent can be poisoned (element: harm). The power of this poison is modified by armour lean. Your opponent can resist at a +0 bonus:

    Level: 153 vs MonsterLvl
    Major: Your[MainStat] vs MonsterDEX
    Minor: YourLUK vs MonsterLUK

    Level 7: Malicious
    Take a leaf out of Shii's book. What's fun in killing when you can't have a little fun too?
    Passive ability. All Bleeds/ Poisons applied to your foe deal an extra +25% damage.

    Level 8: Bypass defence
    You have been taught a forbidden technique to temporarily weaken your foe's defence, making them more susceptible to your next attack!
    Cost: 196sp
    A single hit of 0 damage. If it hits, you gain hypercritical (+e% chance) and your next attack gains +[f]bth*. Your foe can resist at a -20 bonus:

    Level: 153 vs MonsterLvl
    Major: Your[MainStat] vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *You bypass your foe's defence, enabling you to hit them harder on your next turn!
    You try, but fail to bypass your foe's defences!


    Level 9: Freerunning
    With your light and agile clothing, you can potentially attack multiple times before your enemy has the chance to respond!
    You have an L% chance of invoking celerity*****. Your foe can resist at a +0 bonus:

    Level: 153 vs. MonsterLevel
    Major: 200 vs. MonsterCHA
    Minor: PlayerLUK vs. MonsterLUK

    *You run like the wind, striking multiple times before your foe can respond
    You're fast, but your enemy is faster!


    Level 10: Dual wield
    Your intense training has taught you to use an extra weapon in your offhand!
    Toggle ability. Costs [c]sp. Same GUI for weapon selection as is available now. You deal 1 hit at the end of your attack equal to 25% melee. This is affected by standard weapon boosters. This does NOT increase with weapon specials. Unlike now, it does not convert to harm damage if using a harm skill.

    Level 11: Vicious strikes
    You can strike with such malice they can deal additional damage!
    +50 LUK for [a]sp

    Level 12: Improvise
    An assassin knows best when to change tactics!
    Switch between armour leans (FO/MO/N/MD/FD) for a SP cost. Can only switch once per round.

    Level 13: Lacerating strikes
    Open up fresh, shallow wounds on your opponent. This will make them more vulnerable to deeper wounds and poisons!
    Cost: 392sp
    Hits: 8
    Element: as weapon
    Makes your opponent weak to bleed/poisons (-20) for 4 rounds*[hitsconnected]/[hitsattempted]****. Your foe can resist at a -20 bonus:

    Level: 153 vs MonsterLvl
    Major: Your[MainStat] vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    ****Your foe is lacerated, weakening them against poisons and bleeds!
    Your foe endures the lacerating strikes!


    Level 14: Living Shadow
    An assassin can melt into the shadows, making them almost impossible to hit!
    Toggle ability. Gain +15mrm for [g]sp

    Level 15: Zetsubou Dajeki
    Use this forbidden technique to lay a spiritual seed on your foe . This trap will deal massive damage in a few turns time!
    Cost: 392sp
    hits: 1
    Deals no damage, but gives your opponent a spiritual seed of an appropriate potence***. Element is the same as your weapon and is modified by your armour lean. Your foe can resist at a -20 bonus.

    Level: 153 vs MonsterLvl
    Major: Your[MainStat] vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    ***You set a spiritual trap on your foe!
    you fail to set a spiritual trap!


    Level 16: Haemorrhage
    Wield your weapon to cause maximum suffering to your opponent, leaving them with deep bleeding wounds!
    Toggle ability, costs [d]sp. This works similar to Samukematsuri Oni Mask. Every hit, your opponent starts bleeding. They can resist at a +0 bonus:

    Level: 153 vs MonsterLvl
    Major: Your[MainStat] vs MonsterDEX
    Minor: YourLUK vs MonsterLUK

    Level 17: Counter
    Exploit your enemies weakness by countering when your opponent misses!
    Deals an extra hit of damage when your foe misses. Element is as weapon. Is treated as a normal player attack (so gets the same poison/bleed bonuses from "Venom Coat" and "Haemorrhage")

    Level 18: Death from above!
    Use this gun from Wallo's own arsenal for massive delayed damage!
    Comes with three options. All cost 392sp. Use DEX for stat bonuses:
    Bolt of Judgement: 1-hit shot delayed for 2 turns. Element as weapon. Autohits and deals *0.85 damage
    Scatter shot: 4-hit shot delayed for 2 turns. Element as weapon. Makes your opponent bleed. Your opponent can resist at a -20 bonus

    Level: 153 vs MonsterLvl
    Major: YourDEX vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    Rain of Disaster: 8-hit shot, one for each element. This is delayed for 3 turns. Inflicts your opponent with prismatic burn. Your foe can resist at a +0 bonus:

    Level: 153 vs MonsterLvl
    Major: YourDEX vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    Level 19: Stalwart Solitude
    Melt into the shadows before dealing killer blows on the second turn. Deals even more damage if your opponent loses sight of you!
    Cost: 392sp
    On your first turn, you gain +10mrm. On the second, you strike for 4 hits of damage. This deals additional damage if your foe did not hit you the turn before.

    Level 20: Assassin's creed
    Now you have mastered this forbidden technique, no enemy is safe from death!
    Cost: 392sp
    Hits: 8
    Element: As weapon
    When used, there is a [k]% chance of doing the following converting the hits to death element, with each hit dealing a base of the monster's HP and a random of 0. If the monster is immune or reflects death, you deal the standard attack/the attack insta-kills you. Animation is the same as the original attack.

    Appearance: Same as the current whispering raiment (why change something when it's already great!)
    Description: Worn only by assassins, this garb allows you to move around the battlefield like a living shadow!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (2/26/2019 17:50:23)

    Berserker hides

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

    Prize: 96,820,665
    Sellback: 48,410,332
    Location: Berserker Class shop

    Combat Modifiers
    Melee: 55
    Ranged:45
    Magic: 45

    Elemental Modifiers
    Earth main. Ice/Wind Secondary

    Effects:
    - You gain Armor lean x1.25
    - Attack is 2 hits. -3bth lean.

    Level 0: Enraged
    The trademark of any berserker, you can go berserk!
    Toggle ability. Gives you the Berserk status (-10bth, *85/75 damage). You also do an additional *1.05 damage.

    Level 1: Unstoppable
    Nothing is going to stop you giving your foe a beatdown!
    You automatically break out of any daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, spirit rend and thermal shock. This costs 392sp, except for the first time per battle, which is free

    Level 2: Vengeance
    Take vengeance upon those who harm you
    Gain +([hits]*50/9/1.76)% damage for each time you were hit on your last turn.

    Level 3: Call ursus!
    Call upon the strength of an angry bear raised in the art of combat!
    Calls a war bear guest. Costs SP. Can toggle between a regular attack (+5% damage) and an attack that dazes your opponent (2 rounds, 30% inaction)*. They can resist at a +20 bonus:

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

    *The bear's claw hits with enough force to daze your opponent!
    The claw hits hard, but your foe stands firm!


    Level 4: Spirit of the bear
    Call upon the spirit of the bestow upon you great strength
    Toggle ability. Gain +50 STR for [a]sp.

    Level 5: Spite
    Punish your foes for trying to hit you!
    Passive. You gain a low level of backlash

    Level 6: Momentum
    You strike with such force you can knock your foe of its feet!
    Cost: [d]sp
    Every turn, you have a [hitsconnected]/[hitsattempted]*100% chance of attempting to offbalance (-e DEX, subject to END save) your foe**. They can resist at a +0 bonus:

    Level: 153 vs MonsterLvl
    Major: YourSTR vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    **The blow offbalances your foe!
    Your foe manages to stay on its feet!


    Level 7: Spirit of the Wolverine
    Invoke the wolverine's spirit to regenerate over time!
    Cost: [k]sp
    Toggle ability. You gain passive regeneration

    Level 8: Blood frenzy
    Let blood to sharpen your mind and strengthen your attacks
    Cost: 135hp
    Quickcast skill. Boosts damage by 25% for 3 turns and gain add -3bth to your lean.

    Level 9: Headbutt
    Warlic once told Eselgee to use his head more often, so he created this technique!
    Cost: 392sp
    1 hit. Earth. Weapon-based skill, with stats coming from END (because you're enduring using your head too). Instead of elecomp going into sp cost reduction, your opponent makes a save (at a -20 bonus):

    Level: 153 vs MonsterLvl
    Major: YourEND vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    If it fails, your opponent becomes dazed****** for 2 rounds [l]% (inaction chance)

    ******The force of your headbutt dazes your foe!
    Your foe endures!


    Level 10: Thick Skin
    Battle hardened, you're better able to endure the punishment your foe unleashes!
    Take -(7.5*END/MaxEND)% to all attacks

    Level11: Ticking clock
    With each hit taken, your rage deepens...
    At 100% health, you deal 80% damage. This scales to 0% HP, where you deal 125%.

    Level 12: Shatter bones
    Strike with enough force to shatter bone. The bone you choose has unique additional effects!
    Cost: 392sp
    1 hit. Earth. Takes -[g]% damage. You get multiple options:
    head: Inflicts INT loss. Your foe can resist at a -20 bonus
    arm: Inflicts Crippled. Your foe can resist at a -20 bonus
    leg: Inflicts paralysed . Your foe can resist at a -0 bonus****

    Level: 153 vs MonsterLvl
    Major: YourSTR vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    The bone is shattered!
    Your foe endures!


    Level 13: Relentless
    A Berserker never sleeps. A Berserker never stops
    Toggle ability. +50 END for [a]sp

    Level 14: Roar
    Unleash a grisly scream, unnerving your foe!
    Cost: 392sp
    Quickcast skill. Useable up to 2 times per turn. Attempts to inflict defence loss, reducing your opponents mrm by 6 (1 turn). Your foe can resist at a +0 bonus. Scales based on your END stat.

    Level 15: Roar of Courage
    Let out a roar that fills you with the will to fight!
    Cost: 392sp
    Quickcast skill. Gain +(15*[HPwhencast]/[MaxHP])% damage for the rest of the battle

    Level 16: Reckless
    Berserkers, in their blind fury, have no concern for their own safety. They will attack with reckless abandon
    +25% damage to all attacks. You take 20% of a skill's cost in HP as "recoil"

    Level 17: Grudge
    Your foe is about to realise you don't let go so easy!
    Cost 392sp
    Quickcast skill. Gives you two turns of Caltrops (earth element). When your foe attacks, they can resist with:

    Level: 153 vs MonsterLvl
    Major: YourEND vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    Level 18: Blunt force
    Your weapon cuts deep, exposing your foes weak points!
    Cost: [j]sp
    Toggle ability. Every attack, you have a [hitsconnected]/[hitsattempted]*100% chance of attempting to inflict your opponents with defence loss. Your foe can resist at a -0 bonus*****:

    Level: 153 vs MonsterLvl
    Major: YourSTR vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    *****Your blow exposes your foes weak points!
    Your weapon hits hard, but doesn't expose their weak points


    Level 19: Outrage
    Go into a blind rage and attack anything in sight!
    For the next 3 turns, your battle menu doesn't show up and you automatically attack. Your attacks are automatically converted to earth damage with the appropriate elecomp. You also deal an additional +[f]% damage (for the inability to select battle options)

    Level 20: Fury
    Unleash your full anger upon your foe
    Cost: 392sp per turn
    You deal *2.25 damage on all regular weapon attacks. You automatically acquire the control status effect (so you basically have a chance of hitting yourself and wasting your turn).

    Appearance: Same as the current berserker hides
    Description: Wearing this garb, you feel an uncontrollable rage welling up inside you. You have become a Berserker!




    Primate Murder -> RE: CH4OT1C!'s Suggestion Bank (2/28/2019 14:19:01)

    quote:

    Level 9: Freerunning
    With your light and agile clothing, you can potentially attack multiple times before your enemy has the chance to respond!
    You have an L% chance of invoking celerity*****. Your foe can resist at a +0 bonus:

    Level: 105 vs. MonsterLevel
    Major: 200 vs. MonsterCHA
    Minor: PlayerLUK vs. MonsterLUK


    I feel like you copy-pasted and forgot to edit...




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (2/28/2019 17:07:07)

    Fixed, thanks!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (3/20/2019 20:00:09)

    Herald of Light

    Example:
    Level: 150
    Power: 4 (champion elite boss)

    Location: The void
    Monster lean: Offensive (x2)
    Element: Light
    Resists:
    Fire: 90%
    Water: 100%
    Wind: 90%
    Ice: 90%
    Earth: 90%
    Energy: 100%
    Light: -200%
    Dark: 150%

    Magic focus. Melee/Ranged is lower
    Stat Distribution:
    STR: 0
    DEX: 0
    INT: 300
    END: 200
    CHA: 0
    LUK: 250

    Effect:
  • The monster starts the battle with a permanent “Halo” effect. This consists of Status immunity, Soft Damage Cap and Elemental Shield (Darkness, *0.66)
  • If the player misses, they are Burned (light element, 3 rounds). This is rolled per hit and can be saved at a -20 bonus*:

    Level: Monsterlvl vs Playerlvl
    Major: MonsterINT vs PlayerEND
    Minor: YourLUK vs MonsterLUK

    *You get too close to the light and are burned!
    You get too close to the light, but manage to avoid being burned!

  • The boss operates on a rotation system:

    Turn 1: The boss deals no damage and instead focuses on gaining +50 MRM for 4 turns*
    Turn 2: If she has sufficient MP, she will spend it to perform a light spell that deals twice the damage of a boss spell. She pays for this on Turn 3. The attack automatically hits. After this attack, her halo effects are lost, but her MRM boost (if one is active) remains. If she has an active MRM boost at this time, she gains a hard damage cap for 1 turn.
    If she lacks sufficient MP, she will immediately skip to Turn 4.
    Turn 3: The boss spends the turn resting. During this turn, she regenerates her halo.
    Turn 4: The boss will attack for light damage. This attack can Blind the player (same save at above*)

    *The brilliant attack blinds you!
    Through sheer endurance, you withstand the blinding light!

  • If she has <80% MP and sufficient SP when attacking the player, the boss will spend it so that her attack heals her MP based on the damage dealt. This does not interrupt the above cycle.
  • If she has sufficient MP and <35% HP, the boss will spend it to heal her HP. This interrupts and resets the above cycle.
  • If the player’s burn becomes sufficiently potent, the boss’ spell will consume it and the spell will deal void element damage instead*

    *Purification burst!

    Appearance: A Lightbringer wearing a golden/red robe and an additional halo
    Description: The leader is a legend among lightbringers, the legendary carriers of the light lord's power. Brought to lore to cleanse undead, she doesn't take kindly to being distracted!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (4/14/2019 17:55:26)

    Hollow Wraith
    MC FO wind armour with energy/dark secondaries. MC is fueled into skill which can prevent your foe from acting and increases their light resistance.

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

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

    Combat Modifiers
    Melee: 45
    Ranged:45
    Magic: 45

    Elemental Modifiers
    Wind main. Dark/Energy secondary (42)

    Effects:
  • You gain Armour lean x1.25
  • You take -3 MRM. When your foe attacks, they have a 8.4*[HitsConnected]/[HitsAttempted]% chance of being Disarmed. This can be resisted at a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: YourINT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *Your foe's weapon shatters!
    Your foe withdraws before the curse can take effect


  • MC Effect: Compresses a skill - "Aura of Abhorrence". Toggle skill that costs 179 SP to activate. Every turn, you have a 50*[HitsConnected]/[HitsAttempted]% chance to inflict "Despair" onto your foe (Dark version of Freeze similar to Aura of Despair). Your foe can resist at a +0 bonus*:

    Level: 153 vs MonsterLvl
    Major: YourSTR/DEX/INT vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    **Your aura overwhelms your foe, shaking them to their core!
    Your foe barely resists your unnerving aura


    Appearance: A black and silver version of this
    Description: Legends speak of a wraith powerful enough to shatter any weapon that attempted to strike it down. The very sight of it could shake a man to his core! Whilst wearing its garb, you can do the very same!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (4/17/2019 16:48:10)

    Glass Blade/Spear/Staff
    MC Melee/Ranged/Magic light sword/spear/staff. MC is spent on a skill. After this skill is used, the weapon changes form.
    Example Tier
    Level: 150
    Powerlvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: LTS
    Damage: Random heavy (glass can be really sharp but also smooth)
    Type: Melee/Ranged/Magic
    Element: Light

    Effect:
  • 0-proc so *1.08 damage. Starts off as accurate, +5 bth lean and *85/90 damage
  • MC Effect: Once-per-battle stkill. Deals +25% damage (250% Melee total). Afterwards, the weapon artwork shifts to a shattered version of the weapon
  • In the "Shattered" form, the weapon is inaccurate, -5 bth lean and *85/80 damage
  • In this form the weapon also deals -25% damage and has a [HitsConnected]/[HitsAttempted]% chance to make your foe Bleed (0.16 Power). This can be resisted at a +10 bonus*:

    Level: 153 vs MonsterLvl
    Major: YourSTR/DEX/INT vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    *The shards cut deep, making your opponent bleed!
    Despite the sharp edges, your foe endures!


    Appearance: A Guardian blade/spear/staff made entirely of glass. a single yellow gem is embedded on the hilt of each weapon
    Description: This weapon, made entirely of glass, can concentrate the sun's rays to deal potent light damage. You can also click on the hilt to hit with extra force. Be careful though, glass is fragile!



    This is just for you Khaiin
    Ultimate Dragon Spoon of elements
    MC Melee/Ranged/Magic neutral spoon. MC effect is fueled into switching elements.
    Example Tier
    Level: 150
    Powerlvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: UR GGB
    Damage: Neutral
    Type: Ranged/Magic
    Element: [See effect]

    Effect:
  • 100-proc with no true special, so *1.1 damage
  • Click the head to cycle through the 8 standard elements* and the handle to swap between Ranged and Magic damage**
  • The weapon takes a -10% damage penalty. You take +(20/1.4)% damage from enemy attacks when the weapon is in Melee and Ranged modes, and +(20/1.4*0.75)% damage while the weapon is in Magic mode.

    *The spoon will now deal [element] damage
    **The spoon will now do [type] damage

    Appearance: A large spoon. A handle is made of the same orange-brown colour as the UDSoE. A dragon face can be seen on the spoon itself. The eye shifts colour depending on the element
    Description: A legendary spoon, unrivalled in its ability to focus power from each of the elemental planes. However, the unstable nature of the weapon will mean you take more damage!




  • Primate Murder -> RE: CH4OT1C!'s Suggestion Bank (4/17/2019 23:03:55)

    quote:

    All normal player attacks deal +2% damage for not having a true special

    On modern standards it should be *1.1 multiplicative damage.

    Also, lol, Sleepy would be so happy if this came out - at least until he found an even more suboptimal weapon than spoons.




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (4/19/2019 17:49:54)

    Psionic Barrier
    MC Energy shield. Provides no initial benefit but can give you a defence boost and elemental shield. MC is fueled into further MRM boost

    Example Tier:
    Level: 150
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: LTS, then Taladosian set?

    M/R/M: 0 [See Effect]
    Energy: 0 [See Effect]

    Effect:
    - This shield provides no stable benefit to resistance. However, at the end of your turn, you make a save at a +20 bonus:

    Level: 153 vs MonsterLvl
    Major: Vstat vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    If it succeeds, you gain:
    Defence Boost -> +[x] mrm
    Elemental Shield [Energy] -> -[y]% damage
    Defence boost should be +18mrm plus compensation for the chance of failure, evenly spread across each. MC is also fueled into a further MRM boost. Elemental shield should be a multiplicative equivalent of -23%. This is based on the grenwog egg temporary shield

    Appearance: A giant shield similar to a purple version of the skill compressed into eclipse shield. It should be big enough to form a curved barrier across the screen between you and your foe
    Description: Erect a barrier of pure mental power to redirect your foe's attacks and disperse energy. Be careful though - any loss of focus will leave you wide open to attack!

    Enhance Reflexes/Inhuman Reflexes
    MC quickcast neutral spell. Does no damage but can boost your mrm. MC goes into additional MRM boost

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS. Then Guardian tower?
    hits: 0 [see effect]
    Element: Neutral
    Cost: 392sp/653mp

    Effects:
    - Quickcast so *(1.25/2) damage [Already included below)
    - Applies Defence Boost [+30, 3 rounds]. This is based on Big dictionary, so I presume all penalties are appropriate
    - MC is fueled into an additional MRM boost

    Appearance: You glow blue, before making several rapid movements with your weapon.
    Description: This skill/spell bolsters your agility, allowing you to more-easily block attacks for the next three turns!

    Injury Inversion
    MC quickcast neutral spell. Does no damage but can imbue your foe's attacks with the heal element. MC goes into reduced cost.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS. Then Guardian tower?
    hits: 0 [see effect]
    Element: Neutral
    Cost: 653mp

    Effects:
    - Quickcast so *(1.25/2) damage [Already included below)
    - Applies Imbue: Heal to your foe [1 turn]*. This works similar to the Armour of frostval past. Assuming:
    Monster turn = 140% melee. We are inverting that so losing not only total monster damage but also healing the player - 280% melee. This is halved with the save throw at +0 bonus:

    Level: 153 vs MonsterLvl
    Major: YourINT vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    Because this is always useful, it requires a further penalty. I'll put this into cost, so *1.1:
    140*1.1 = 154%
    Based on this rationale, the fraction 154/125 can be used to multiply the standard MP cost to properly pay for this spell.
    154/125 = 1.232
    653*1.232 = ~805mp.
    This pays for a direct reflect. However, the player would heal many times the initial damage as heal resistance is -100% where it can be expected that players are defending against monster damage. Therefore, damage should also be multiplied by [ExpectedPlayerResist]/1. This offers a direct reflect
    To avoid abuse, the spell should also receive a buffer relative to the monster power level. Anything 20 levels below monsterlvl should automatically fail.
    - MC should be fueled into MP cost reduction
    *Your foe's damage is inverted for a turn!
    Your foe resists the inversion!


    Appearance: A harm cross appears over your foe, a flash of light occurs, sparkles rain down and the cross becomes a heal symbol.
    Description: Newton's third law states "for every action, there is an equal and opposite reaction". This spell takes that concept to another level by completely inverting damage, making your foe's strikes heal you!




    CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (4/21/2019 17:29:54)

    The Midwinter King

    Example:
    Level: 150
    Power: 4 (champion elite boss)

    Location: The void
    Monster lean: Semi-Offensive (*1.5)
    Element: Light
    Resists:
    Fire: 0%
    Water: 40%
    Wind: 40%
    Ice: 0%
    Earth: 100%
    Energy: 60%
    Light: 60%
    Dark: 0%

    Low Melee/Ranged/Magic
    Stat Distribution:
    STR: 0
    DEX: 200
    INT: 275
    END: 275
    CHA: 0
    LUK: 0

    Effect:
  • The MidWinter King travels with 2 Undead army monsters. The main monster carries 1/2 of the total health, with each undead army carrying 1/4. If you kill one of these monsters, the MidWinter King can revive it during his turn. This is quickcast and doesn't require sacrificing damage*

    *The MidWinter King his arms, and his Undead troops!

  • Each Undead army monster randomly deals Ice and Darkness damage. If you attempt to attack the MidWinter King, there is a 75% chance of it being redirected to one of the armies*. If the MidWinter King dies, both Undead armies will automatically die, bringing an end to the fight

    *The Midwinter king's undead legion blocks your attack!

  • If you're wielding either the long sword or Long Talon weapons, you'll deal *[VoidResistance]/[Earth/WindResistance] Damage*. Yes this is entirely for flavour

    *Valyrian steel greatly harms the Midwinter king

  • Each of the MidWinter King's attacks (this includes his undead legion) can cause you to Bleed. If you're bleeding on his turn, he will also automatically Burn you (Ice element, 4 rounds)*. His standard attack is Ice element.

    *The MidWinter King takes advantage of your weakened state to leave you with frostbite!

  • If he has enough MP, he will spend it to unleash a Blizzard attack, which will change the background to whiteout conditions*. This deals increased ice/wind damage (random) and can leave you with both an ice and wind Burn**. He will wait 3 turns before using the blizzard again

    *Winter is here!
    **The frigid winds burn you!
    Through sheer endurance, you endure the freezing storm!

  • If he has enough SP, he will spend it to throw an ice spear which will deal two hits of ice/wind damage (random). This can both cause you to Bleed*, and can also remove your Pet/Guest. It will only remove one at a time**.

    *The Frigid lance impales you!
    You manage to avoid the frigid lance!
    **The frigid lance strikes your Pet/Guest, removing them from battle! Your other Pets/Guests are too scared to come out!

  • All of the above effects can be resisted at a -20 bonus:

    Level: MonsterLvl vs PlayerLvl
    Major: MonsterINT vs [PlayerDEX if Frigid lance, PlayerEND otherwise]
    Minor: MonsterLUK vs YourLUK

    Appearance: As the boss is based on this guy, feels appropriate to do something similar with a design too. He could be wearing a cold grey version of this armour. The frozen undead monsters with him should look like icy version of the undead army guest guest. When regenerating undead armies, the Midwinter king will slowly raise both of his arms. When using his blizzard spell, it should look similar to breath of the ice lord. His ice spear should look like him throwing the stone cold spear. Undead army attacks should be similar to the attacks undead army currently uses.
    Description: It turns out winter is a lot closer than you thought! This angry popsicle is the long deceased king of the frozen northlands. Don't take him lightly though. Not only does he possess an incredibly stubborn nature (he's been wandering around for a LONG time) but he's also still got the support of his subjects!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (4/29/2019 19:58:54)

    Creampuff Shield
    MC Ice shield. Removes your existing armour lean and replaces it with FD. MC is spent on a toggle chance to distract your opponent

    Example Tier:
    Level: 150
    PowerLvl: 153

    Price: 48,410,333
    Sellback: 24,205,166
    Location: Limited Time shop, Ice cream MC set

    Melee: 11
    Ranged: 18 (projectiles get stuck in the cream!)
    Magic: 11

    Ice: -26% (Creampuffs need to be refrigerated!)

    Effect:
  • Free Effect: Whenever this shield is held, any existing Armour lean status applied to the player is automatically removed. It then applies Armour lean x0.8.
  • MC Effect: Whenever you block an opponent, you attempt to "distract" them (renamed daze (28% inaction, 1 round). Your foe can resist at a +0 bonus*. This is rolled separately per hit:

    Level: PowLvl vs MonsterLvl
    Major: Vstat vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *Your opponent drools at the sight of such a magnificent creampuff!
    Your opponent resists temptation, for now!


    Appearance: Essentially a giant creampuff. Click the shield to activate the toggle.
    Description: Created by Kreem the wise, this giant refrigerated Kreem-puff will not only protect you from the cold, but its very appearance can distract your foe! It's a bit unwieldy, but perfect for going on the defensive.



    Dragonstone dagger
    MC Earth Dagger. Triggers on the midwinter king boss. MC is fueled into additional strikes if your foe blocks and attack

    Example Tier
    Level: 150
    Powerlvl: 153

    Price: 24,205,166
    Sellback: 12,102,582
    Location: Defeat the Midwinter king
    Damage: Neutral
    Type: Melee
    Element: Earth

    Effect:
  • 0-proc, so *1.08 damage. +3 bth lean, so *85/88 damage
  • Free Effect: This weapon also triggers against the Midwinter King
  • Click to switch between Bleed and Burn mode. In Bleed mode, the attack deals -25% damage and attempts to inflict Bleed (0.144 Power). Power is split per hit. Your foe can resist at a +0 Bonus*:

    Level: PowLvl vs MonsterLvl
    Major: Vstat vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    *Your attack inflicts deep wounds on your foe!
    Your foe endures the lacerating attack!

  • in Burn mode, the attack deals -25% damage and attempts to inflict a Burn your foe (Earth Element, 2.9 power, 2 rounds). Your foe can resist at a +0 Bonus*:

    Level: PowLvl vs MonsterLvl
    Major: Vstat vs MonsterEND
    Minor: YourLUK vs MonsterLUK

    *Your attack burns your foe!
    Your foe endures the burning attack!

    Appearance: This with an obsidian blade
    Description: This weapon was specifically fashioned out of dragonstone to defeat the Midwinter king! Dragonstone is not only sharp, enabling it to inflict bleeding wounds, but like dragonfire, it can also set your foe ablaze!



    Corrupted Doom Epoch
    MC Light armour. Passive chance to inflict burn/poison. Compresses a skill which modifies status effects afflicting your foe.

    Example Tier:
    Level: 150 Mastercraft (scales)
    PowerLvl: 153

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

    Combat Modifiers
    Melee: 45
    Ranged: 45
    Magic: 45

    Elemental Modifiers
    Light main, darkness secondary. Weakness to Earth

    Effects:
  • You gain Armour Lean x0.8
  • Normal attacks deal -50% damage and have a [HitsConnected]/[HitsAttempted]% chance to Poison and Burn your foe (1.66 Power each, 3 turns). Your foe can resist each at a +0 Bonus*:

    Level: 153 vs MonsterLvl
    Major: Your[Mainstat] vs MonsterCHA
    Minor: YourLUK vs MonsterLUK

    *The strike leaves your foe burned/poisoned!
    Your foe endures!


  • MC Effect: Compresses a quickcast skill, "Deteriorate". Costs 392 SP to use (arbitrary). If your foe is afflicted with Poison or Burn, this effect will halve their duration and double their power. No save, they're already afflicted by these conditions.

    Appearance: this
    Description: This corrupted armour is capable of wracking your foe with burns and poisons. It can also increase the potency of status effects afflicting your foe, coming at the cost of its longevity!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/2/2019 14:34:45)

    Invoke Poela-legion
    MC neutral spell. Deals random damage. Boosts your INT after use.

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS. Then Guardian tower?
    hits: 6
    Element: Neutral
    Cost: 653 MP

    Effects:
  • Randomly deals one of the eight standard elements.
  • Instead of deals *132/109 damage, you gain [102 * 3] * 0.52 * 0.9 / 2 = 71.6 INT for 2 turns (following Arcane Amplification). MC fuels this (already accounted for in the above numbers - 132 / 109*2 - 2 = 0.42 + 0.1 = 52% Melee)

    Appearance: This. A random six of them fire purple beams at your foe, dealing the damage
    Description: Your foe has insulted the mystical moglin, and now she's got her family involved. Not only will they give your foe a royal beatdown, they'll make sure you can too!




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/4/2019 18:11:10)

    Red Ribbon
    MC neutral item. Gives both you and your opponent backlash. Any status inflicted to one party is also attempted on the other.

    Example Tier
    level: 150 Mastercraft
    PowerLvl: 153

    Price: 6,051,293
    Sellback: 3,025,646
    Location: Limited-Time shop.
    Cost: [x] HP

    Effect:
  • You and your foe gain Backlash. Both are Harm element, player's is 20/1.4% reflection, foe's is 20% reflection. Resisted at a +0 bonus. The stat modifiers described below depend on who makes the save:

    Level: 153 vs Level
    Major: END vs END
    Minor: LUK vs LUK

  • Any negative status effect applied to one party is automatically attempted on the other party. This can be resisted at a +20 bonus, and respects immunities:

    Level: 153 vs Lvl
    Major: VStat vs Player/MonsterEND
    Minor: VStat vs Player/MonsterLUK

  • MC Effect: Additional 10/1.4% backlash

    Appearance: A red ribbon.
    Description: A ribbon stained red with the blood of those who call upon its dark power. Do so yourself, and watch it entwine your fate with your opponent's. Don't fear, the ribbon will help shield you from any ill-effect... for a price




  • CH4OT1C! -> RE: CH4OT1C!'s Suggestion Bank (5/7/2019 17:13:46)

    Greater Bypass
    MC quickcast neutral spell. Makes your next attack autohit (barring any "automiss" effects.)

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0 [see effect]
    Element: Neutral
    Cost: 392 SP

    Effects:
  • Quickcast skill
  • Your next attack automatically lands and deals *0.8*0.9 damage (always useful penalty, plus standard autohit penalty)
  • SP cost above is arbitrary. Castable once per battle.

    Appearance: You glow blue, flash similar to falerin when he teleports, then appear behind your opponent before teleporting back.
    Description: Unleash this powerful teleportation magic to bypass all of your opponent's defences, making your next attack a sure hit!



    Lesser Bypass
    MC quickcast neutral spell. Automatically makes backlash, caltrops and similar status effects that can harm you when you attack automatically fail. Also overrides chi/mana shields

    Example Tier:
    Level: 150 Mastercraft
    PowerLvl: 153

    Price: 24,205,166
    Sellback: 12,102,583
    Location: LTS.
    hits: 0 [see effect]
    Element: Neutral
    Cost: [x] SP

    Effects:
  • Quickcast Skill
  • Apply the "Wallbreaker" status (see bullet points below)
  • Gain Immunity to Caltrops and Backlash for 1 turn
  • Ignore any Chi shield, Mana Shield, or Barrier for 1 turn
  • Castable once per battle

    Appearance: You glow green, flash similar to falerin when he teleports, then appear behind your opponent before teleporting back.
    Description: Unleash this form of lesser teleportation magic to bypass your opponent's outer defences!




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