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

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Kamui -> RE: Armours - Read the first post! (5/29/2020 15:28:44)

quote:

Tank Knight

Fully Defensive <all elements> armours. MC effect is that for every attack attempted against you, hit or miss, you get one Defender charge. Each charge is worth 2.5% Melee (assume average of 2 hits per turn, usual MC is 5% Melee, so each charge is worth half that), and you can hold up to 100 charges, the equivalent of 250% Melee. If you have at least 51 charges, you can use a quick-cast skill that burns 51 charges and gives you an <armour element> Element Shield that reduces your damage taken for 1 turn by 90%. Mob attack is worth 140% Melee, x0.9 due to it lowering damage by 90%, so total value is worth 126% Melee, 51 charges is = to 127.5% Melee. Charges are shared between all elemental variants. The elements follow the usual wheel pattern, so Geo Tank Knight is Earth < Fire/Dark < Energy/Water < Ice/Light < Wind, as an example.

Level	15Z	55Z	95Z	135Z	143Z
PowLvl	47	70	105	145	153
					
BR%	241	310	415	535	559
Stat%	410.2	562	793	1057	1109.8
BtH	5	8	13	18	19
					
Main	72	61	51	41	39
Ally*2	79	71	62	55	54
Ntrl*2	89	84	78	74	72
Weak*2	94	92	89	85	83
Opp	99	97	95	95	95
					
Melee	38	42	47	54	55
Ranged	33	37	42	49	50
Magic	28	32	37	44	45
					
MCPrice	462	1320	2871	5324	5940
MCSell	Z	Z	Z	Z	Z
Spreadsheet ~ Ward




Lorekeeper -> RE: Armours - Read the first post! (7/6/2020 12:16:05)

Frostval 2019 Giftbox Armor: Hyperalphean Barbarian

quote:

FO MC Water armour, secondary Ice resistance, neutral to Wind/Light, weak to Energy/Fire/Earth/Dark. MC effect is 3 toggles. First one is a toggle that costs 10% Melee in SP per turn, and boosts your outgoing damage by +10% Melee (AKA +10% damage to weapons/specials/spells, Magic weapons deal +(10/0.75)% damage, Magic spells deal +(10/2)% damage). Second one is the same, but costs 10% Melee in MP per turn. The final one has no cost at all, but instead of giving a damage boost, it gives all your weapon/special/spell attacks a -10 BtH lean, so you will deal *85/75 (or 113...%) damage. All of these toggles can be active simultaneously.

ZLevel			22Z	55Z		100Z		140Z
GLevel	10G	30G	50G	70G	90G	110G	130G	150G
PowLvl	19	36	54	73	93	113	133	153

BR%	157	208	262	319	379	439	499	559
Stat%	225.4	337.6	456.4	581.8	713.8	845.8	977.8	1109.8
BTH	2	4	6	9	11	14	16	19
								
MPCost	6	10	15	21	28	35	43	52
SPCost	5	8	12	16	21	26	33	39

Fire	95	93	89	88	88	88	88	86
Water	84	75	68	60	54	48	43	39
Ice	88	79	71	62	56	50	45	41
Wind	90	83	73	71	64	62	55	51
Earth 	95	93	89	88	88	88	88	86
Energy	95	93	89	88	88	88	88	86
Light	90	83	73	71	64	62	55	51
Dark	95	93	89	88	88	88	88	86
								
Fire	-5	-7	-11	-12	-12	-12	-12	-14
Earth 	-5	-7	-11	-12	-12	-12	-12	-14
Water	-16	-25	-32	-40	-46	-52	-57	-61
Energy	-5	-7	-11	-12	-12	-12	-12	-14
Ice	-12	-21	-29	-38	-44	-50	-55	-59
Light 	-10	-17	-27	-29	-36	-38	-45	-49
Wind	-10	-17	-27	-29	-36	-38	-45	-49
Dark	-5	-7	-11	-12	-12	-12	-12	-14
								
Melee	23	26	29	32	35	39	42	45
Ranged	23	26	29	32	35	39	42	45
Magic	23	26	29	32	35	39	42	45
Spreadsheet ~ Ward




Kamui -> RE: Armours - Read the first post! (7/18/2020 2:02:56)

quote:

Felled Gunfighter

Neutral Water/Dark armour, MC effect is all weapon attacks/specials/spells done while in the armour gain +4.25 BtH. Has a 70% chance to do a 1-hit 70% damage attack, 20% chance to do a 3-hit 150% damage attack, and 10% chance to do a 1-hit 210% damage attack. As a flavour effect, all the armour attacks (AKA the usual attack animations) will convert Melee strikes to Ranged, but these will still use Melee stat bonuses.

Old tiers
Level	12	32	52	72	92	112	132	
Type	Z	Z	Z	G	Z	G	Z	
PLvl	45	55	68	75	102	115	142	
								
Updated tiers, final entry is new
Level	15	35	55	75	95	115	135	143
Type	Z	Z	Z	G	Z	G	Z	Z
PowLvl	47	57	70	78	105	118	145	153
								
B/R	241	271	310	334	415	454	535	559
Stat	410.2	476.2	562	614.8	793	878.8	1057	1109.8
BtH	5	7	8	9	13	14	18	19
								
Fire	88	84	84	84	82	81	79	78
Water	77	72	67	63	52	49	42	40
Ice	83	80	80	80	78	77	75	72
Wind	88	84	84	84	82	81	79	78
Earth	83	80	80	80	78	77	75	72
Energy	99	94	93	92	91	90	88	88
Light	99	94	93	92	91	90	88	88
Dark	77	72	67	63	52	49	42	40
								
Melee	33	34	37	38	41	44	48	49
Ranged	36	37	40	41	44	47	51	52
Magic	33	34	37	38	41	44	48	49
								
A-MCP	462	814	1320	19364	2871	1255027	5324	5940
A-MCS	Z	Z	Z	9682	Z	627513	Z	Z
Spreadsheet ~ Ward




Kamui -> RE: Armours - Read the first post! (7/18/2020 2:03:22)

quote:

Voltaic Bloodzerker

MC FO Energy armour

Effect: Whenever you use a weapon attack or special, you pay HP equal to [HPCost] on the first attempted hit, all weapon/special attacks for the turn then deal +20% damage, this boost is /0.75 if you're wielding a Magic weapon.

MC: Comes with a toggle, Electro Fury. Costs [SPCost] SP per turn. This causes your weapon attacks to be upped to skill level (*2 BR, Magic weapons gain a further *4/3 BR multiplier, stat damage is upped to STR/4 (etc)) and locks them to Energy damage.

Scales according to level; below are sample numbers:
Level	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	G
PowLvl	15	35	55	75	95	115	135	153

BR%	145	205	265	325	385	445	505	559
Stat%	199	331	463	595	727	859	991	1109.8
BTH	1	4	6	9	11	14	16	19

Melee	32	35	39	42	45	48	51	55
Ranged	23	26	30	33	36	39	42	46
Magic	23	26	30	33	36	39	42	46

Fire	93	84	75	71	65	61	56	54
Water	97	97	95	95	95	95	95	95
Ice	95	92	88	87	86	85	83	83
Wind	94	88	82	79	76	73	69	68
Earth	94	88	82	79	76	73	69	68
Energy	91	80	71	61	54	48	42	39
Light	93	84	75	71	65	61	56	54
Dark	95	92	88	87	86	85	83	83

HPCost	8	14	21	30	39	49	60	70
Spreadsheet ~ Ward




Kamui -> RE: Armours - Read the first post! (7/18/2020 2:04:01)

Voltaic Bloodmage

FO Energy armour.

Effect: Whenever you cast a spell, you pay HP equal to [HPCost] and the spell deals +50% damage. This doesn't affect Heal-element spells.

MC: Comes with an Energy spell, Blood Thunder. Costs MP. Two hits, Magic Energy. This is treated as a spell. Yes, it gets the above effect.

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

BR%	145	205	265	325	385	445	505	559
Stat%	199	331	463	595	727	859	991	1109.8
BTH	1	4	6	9	11	14	16	19

Fire	93	84	75	71	65	61	56	54
Water	97	97	95	95	95	95	95	95
Ice	95	92	88	87	86	85	83	83
Wind	94	88	82	79	76	73	69	68
Earth	94	88	82	79	76	73	69	68
Energy	91	80	71	61	54	48	42	39
Light	93	84	75	71	65	61	56	54
Dark	95	92	88	87	86	85	83	83

Melee	23	26	30	33	36	39	42	46
Ranged	23	26	30	33	36	39	42	46
Magic	32	35	39	42	45	48	51	55

HPCost	40	71	107	148	193	243	298	348

SPELL
Base	15	30	48	69	93	120	150	179
Rand	28	58	94	136	184	238	298	358
Stat	199	331	463	595	727	859	991	1110
BtH	3	8	13	18	23	28	33	38
EleComp	1.26451	1.42856	1.56359	1.82082	1.86326	1.86326	1.86326	1.84977
MPCost	76	134	201	277	362	456	559	653




Bu Kek Siansu -> RE: Armours - Read the first post! (7/20/2020 13:03:52)

^ Kamui, you meant Dynamancer Bloodmage instead of Voltaic Bloodmage, right? :)



quote:

Dynamancer Bloodmage

«Fully Offensive Energy armour. Scales to player level, table numbers are just for reference. Spells deal increased damage at the cost of some HP. Mastercraft; comes with an Energy spell that receives elemental compensation.»

Location: Golden Giftboxes - Ultra Rare shop
Element: Energy
Type								G
Level	15	35	55	75	95	115	135	150
PowLvl	15 MC	35 MC	55 MC	75 MC	95 MC	115 MC	135 MC	153 MC
CostLvl	15	35	55	75	95	115	135	152
								
Price	0	0	0	0	0	0	0	0
Sell	0	0	0	0	0	0	0	0
COMBAT DEFENCE
Melee	23	26	30	33	35	39	42	46
Ranged	23	26	30	33	35	39	42	46
Magic	32	35	39	42	45	48	51	55
ELEMENTAL MODIFIER
Fire	93	84	75	71	65	61	56	54
Water	97	97	95	95	95	95	95	95
Wind	94	88	82	79	76	73	69	68
Ice	95	92	88	87	86	85	83	83
Earth	94	88	82	79	76	73	69	68
Energy	91	80	71	61	54	48	42	39
Light	93	84	75	71	65	61	56	54
Dark	95	92	88	87	86	85	83	83
ATTACK
Hits: 2
Type: «As Weapon»
Element: «As Weapon»
BR%	72.5	102.5	132.5	162.5	192.5	222.5	252.5	279.5
Stat%	99.5	165.5	231.5	297.5	363.5	429.5	495.5	554.9
BTH	1	4	6	9	11	14	16	19
EFFECT
  • You receive Armour Lean x1.25.
  • Spells deal +50% boosted damage. You pay HP equal to:
    HPCost	40	71	107	148	193	243	298	348
      Note: Does not apply to Heal-element spells.
      Note2: Does not boost damage if the player cannot pay the HP cost.
    MASTERCRAFT BONUS
  • The armour comes with the following spell:

    Blood Thunder - Channel Energy magic through your blood to blast your foe with this powerful spell! Costs «MPCost» MP.
    Hits: 2
    Type: Magic
    Element: Energy
    Damage	9-27	21-63	38-111	63-187	87-258	112-334	140-417	166-497		
    Stat%	125.8	236.4	362.0	541.7	677.3	800.3	923.2	1026.6		
    +BTH	3	8	13	18	23	28	33	38
    	
    MPCost	76	134	201	277	362	456	559	653

    The effect above applies, granted the player can pay the HP cost.
    Damage	14-41	32-94	56-167	94-280	130-387	168-500	210-626	248-745
    Stat%	188.7	354.6	543.0	812.5	1015.9	1200.4	1384.9	1539.9
    +BTH	3	8	13	18	23	28	33	38
    
    MPCost	76	134	201	277	362	456	559	653	
    HPCost	40	71	107	148	193	243	298	348
    DESCRIPTION
    You've got an electric personality, power is in blood, so this armour will let you boost your spells' power by paying a bit of health.

    [image]local://upfiles/198205/A262BBDC00124B0B9667E18782EFFEF1.jpg[/image]

    Numbers thanks to Kamui. Release date thanks to The Hollow (info taken from the GD forum).




    Analysis

    Starts off as a standard armour attack:
    Level	15	35	55	75	95	115	135	150
    PowLvl	15	35	55	75	95	115	135	153
    
    BR%	145	205	265	325	385	445	505	559
    Stat%	199	331	463	595	727	859	991	1109.8
    BTH	1	4	6	9	11	14	16	19
    With two equally powerful hits, each hit does *1/2 damage.


    Spell starts off as a standard spell:
    Level	15	35	55	75	95	115	135	150
    PowLvl	15	35	55	75	95	115	135	153
    
    Damage	15-43	30-88	48-142	69-205	93-277	120-358	150-448	179-537
    Stat	199	331	463	595	727	859	991	1110
    BtH	3	8	13	18	23	28	33	38
    MPCost	76	134	201	277	362	456	559	653
    
    EleComp	1.26451	1.42856	1.56359	1.82082	1.86326	1.86326	1.86326	1.84977
    HPCost	12	25	40	58	79	102	127	151
    Damage is multiplied by the listed EleComp. Deals an additional +50% damage with the listed HPCost. With 2 equally powerful hits, each hit does *1/2 damage.

    All this has ALREADY been factored into the above numbers.



    Updates

    July 16, 2020: The armour was released.


  • Added. ~BKS



    Info Submission: http://forums2.battleon.com/f/fb.asp?m=22382222

    Pedia: http://forums2.battleon.com/f/fb.asp?m=22382330







    Ianthe -> RE: Armours - Read the first post! (8/14/2020 23:29:42)

    quote:

    (standard) Paladin Rider

    FD Light armour. Has access to:
  • Summon Steed: Chase! - Weapon-based skill, 2 hits, gets eleComp to cost, uses CHA for stat bonuses. Locked to Light. Deals -35% damage and inflicts Element Vulnerable (to Light, x[1 + 0.25*hits connected] damage, 2 turns). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).
  • Righteous Inspiration: Weapon-based skill, gets eleComp to cost. Two hits; the first heals HP equal to 1/2 of a standard skill, gets *0.85 for auto-hitting, uses STR/DEX/INT as appropriate for a weapon attack, with damage scaling based on how much HP you've lost, dealing -50% damage at full health and +75% damage at 0 HP. The second hit is locked to Light with a +10 BTH lean.

    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	310	145	205	265	325	385	445	505	559
    Stat	562	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	97	91	84	72	67	64	60	54	51
    Water	97	91	84	72	67	64	60	54	51
    Ice	98	94	92	86	85	82	81	79	78
    Wind	100	100	95	95	94	94	91	91	89
    Earth 	100	100	95	95	94	94	91	91	89
    Energy	98	94	92	86	85	82	81	79	78
    Light 	93	87	77	69	61	54	48	42	39
    Dark	115	110	105	100	100	100	100	100	100
    									
    Fire	-3	-9	-16	-28	-33	-36	-40	-46	-49
    Earth 	0	0	-5	-5	-6	-6	-9	-9	-11
    Water	-3	-9	-16	-28	-33	-36	-40	-46	-49
    Energy	-2	-6	-8	-14	-15	-18	-19	-21	-22
    Ice	-2	-6	-8	-14	-15	-18	-19	-21	-22
    Light 	-7	-13	-23	-31	-39	-46	-52	-58	-61
    Wind	0	0	-5	-5	-6	-6	-9	-9	-11
    Dark	15	10	5	0	0	0	0	0	0
    									
    Melee	29	30	34	37	37	44	47	50	53
    Ranged	24	25	29	32	32	39	42	45	48
    Magic	26	27	31	34	34	41	44	47	50
    

    Crimson Paladin Rider

    Crimson: FO Fire armour. Has access to:
  • Summon Steed: Charge! - Weapon-based skill, 2 hits, gets eleComp to cost, uses CHA for stat bonuses. Seeks between Light and Fire.
  • Righteous Retribution - Weapon-based skill, gets eleComp to cost. Seeks between Light and Fire. Damage scales based on how much HP you've lost, dealing -50% damage at full health and +75% damage at 0 HP. Has a +10 BTH lean.
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	310	145	205	265	325	385	445	505	559
    Stat	562	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	93	87	77	68	61	54	48	42	39
    Water	100	100	93	93	93	93	90	87	85
    Ice	113	110	105	100	100	100	100	100	100
    Wind	97	92	90	77	73	73	72	69	67
    Earth 	100	100	93	93	93	93	90	87	85
    Energy	97	92	90	77	73	73	72	69	67
    Light 	95	89	80	72	66	58	52	45	42
    Dark	113	110	105	100	100	100	100	100	100
    									
    Melee	29	30	34	37	37	44	47	50	53
    Ranged	24	25	29	32	32	39	42	45	48
    Magic	26	27	31	34	34	41	44	47	50
    

    Champion Paladin Rider

    FO Light armour. Has access to:
  • Summon Steed: Trample! - Weapon-based skill, 2 hits, gets eleComp to cost, uses CHA for stat bonuses. Seeks between Light and Energy. Deals -35% damage and inflicts Daze ([50*hits/attempts *LIGHT resistance]% chance of not acting, 2 turns). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).
  • Overwhelming Light - Spell-based skill, 2 hits, seeks between Light and Energy. Costs *1.4 as much SP, and deals +25% damage.
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	310	145	205	265	325	385	445	505	559
    Stat	562	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	97	92	90	77	73	73	72	69	67
    Water	113	110	105	100	100	100	100	100	100
    Ice	100	100	93	93	93	93	90	87	85
    Wind	97	92	90	77	73	73	72	69	67
    Earth	100	100	93	93	93	93	90	87	85
    Energy	93	87	77	68	61	54	48	42	39
    Light	95	89	80	72	66	58	52	45	42
    Dark	113	110	105	100	100	100	100	100	100
    									
    Melee	29	30	34	37	37	44	47	50	53
    Ranged	24	25	29	32	32	39	42	45	48
    Magic	26	27	31	34	34	41	44	47	50
    
  • Spreadsheet ~ Ward




    Primate Murder -> RE: Armours - Read the first post! (8/14/2020 23:46:32)

    quote:

    Costs *1.4 as much SP, and deals +25% damage.

    What if you're using Str instead of Int for MainStat?


    Edit: Also, would it be possible to post the sp costs of the skills?




    Zennistrad -> RE: Armours - Read the first post! (8/15/2020 4:48:16)

    Can we get the elecomp values for the skills? I assume the spell-based skills get elecomp to damage, is that correct?




    Bu Kek Siansu -> RE: Armours - Read the first post! (8/15/2020 10:09:12)

    quote:

    Crimson Paladin Rider

  • Righteous Retribution - Weapon-based skill, gets eleComp to cost.

    Damage scales based on how much HP you've lost,
    dealing -50% damage at full health and +75% damage at 0 HP.


  • It'll kill you for the +75% damage at 0 HP. So, you'd never get the full damage boost.

  • Can it be adjusted to deal some +«»% damage that less than +75% damage at +«» HP?

    Or, the +75% damage is as a standard damage boost at 0 HP that cannot be adjusted.

    Or, the damage boost will grow down that scales based on how much HP you've lost.
    As an example, it'll deal +75% damage at 0 HP, +50% damage at «» HP, +25% damage at «» HP.
    If so, can we get the numbers (damage boost and how much HP you've lost) for this? Or?




  • joac1144 -> RE: Armours - Read the first post! (8/15/2020 18:14:12)

    @Bu Kek Siansu
    The skill is based on this formula:
    1.75 - 1.25 * ([currentHP]/[maxHP])




    Lv 1000 -> RE: Armours - Read the first post! (8/16/2020 11:25:56)

    Paladin Armors - SP Costs/EleComp (to power)

    Paladin Rider
    Summon Steed/Righteous Inspiration
  • Light: 104 SP (Melee/Ranged) / 202 SP (Magic)


    Crimson Paladin Rider
    Summon Steed/Righteous Retribution
  • Fire: 165 SP (Melee/Ranged) / 263 SP (Magic)
  • Light: 249 SP (Melee/Ranged) / 347 SP (Magic)


    Champion Paladin Rider
    Summon Steed
  • Energy: 105 SP (Melee/Ranged) / 203 SP (Magic)
  • Light: 177 SP (Melee/Ranged) / 275 SP (Magic)

    Overwhelming Light
  • Energy: *1.82738
  • Light: *1.61262




  • The Game -> RE: Armours - Read the first post! (8/20/2020 23:30:24)

    Paladin Rider
    [image]https://i.ibb.co/bm1Y615/Paladin-Rider.png[/image]

    Champion Paladin Rider
    [image]https://i.ibb.co/16Yq6qJ/Champion-Paladin-Rider.png[/image]

    Crimson Paladin Rider
    [image]https://i.ibb.co/MsmkBPL/Crimson-Paladin-Rider.png[/image]




    Kamui -> RE: Armours - Read the first post! (8/27/2020 19:47:30)

    quote:

    Sunscale Dragon

    Summoned by the Light of Sunscale weapon. The Light version summons the armour with the below resists. For the Fire version just swap the Fire/Light and Ice/Dark resists. Both versions have a spell-based skill that seeks Fire/Light damage on the mob and follow's player's equipped weapon for MeRaMa.

    Level	-	5	28	51	72	92	112	132	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	5	15	35	55	75	95	115	135	153
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat%	133	199	331	463	595	727	859	991	1109.8
    BTH	0	1	4	6	9	11	14	16	19
    									
    Fire	95	90	82	74	67	59	53	46	42
    Water	99	95	89	86	86	86	86	85	84
    Ice	99	95	89	86	86	86	86	85	84
    Wind	97	93	85	78	77	76	76	75	70
    Earth	97	93	85	78	77	76	76	75	70
    Energy	95	90	82	74	67	59	53	46	42
    Light	92	88	80	70	61	54	48	42	39
    Dark	100	97	95	95	95	95	95	95	95
    									
    Melee	24	25	26	31	34	37	40	43	45
    Ranged	24	25	26	31	34	37	40	43	45
    Magic	24	25	26	31	34	37	40	43	45
    Spreadsheet ~ Ward




    joac1144 -> RE: Armours - Read the first post! (8/28/2020 5:09:04)

    The second hit of the Sunscale Dragon armor only does 25% damage instead of 50%. This means that the total damage in the armor (when attacking normally) only does a total of 75% damage instead of the intended 100%.




    Lv 1000 -> RE: Armours - Read the first post! (8/28/2020 10:09:10)

    Sunscale Dragon Form (Light) - lv 150 Version

    Skill EleComp
    Light - 1.71145
    Fire - 1.50386


    Sunscale Dragon Form (Fire) - lv 150 Version

    Skill EleComp
    Light - 1.50386
    Fire - 1.71145




    Kamui -> RE: Armours - Read the first post! (9/5/2020 2:53:39)

    quote:

    Veywild Mount

    FO Earth armour, neutral BtH lean on attacks. Is similar to Paragon Fiend Mount in that you can be mounted and attacks follow weapon element, or dismount and your attacks will get locked to Earth and get a boost as though they were a spell-type armour skill. Resists are Earth < Dark/Water < Light/Wind < Ice/Energy < Fire. Scales, so sample numbers are below. In both states, you have a 20% chance to do the skill's animation for 180% damage, or your normal attack for 80% damage.

    Also has two skills, one when mounted, one when dismounted.

    Mounted uses weapon for element and damage type and is a 3-hit weapon-based skill. Costs 100% Melee in SP if using Melee/Ranged, or 75% Melee in SP if using Magic. The skill does 200% damage as a base (still follows armour lean for this).

    The dismounted skill uses weapon for damage type, but is locked to Earth and is a 3-hit spell-based skill. Costs 100% Melee in SP if using Melee/Ranged, or 125% Melee in SP if using Magic. Skill does 200% damage base, and is not affected by armour lean. It then pays 77.8% Melee for a (Hits/3)% chance to attempt a 1 turn Petrify on the foe. This has a neutral save, inflicts with (STR/DEX/INT, depending on if using a Melee/Ranged/Magic weapon)/LUK, mob resists with END/LUK.

    Level	-	5	28	51	72	92	112	132	150
    Type	B	B	B	B	B	B	B	B	B
    PowLvl	5	15	35	55	75	95	115	135	153
    									
    MPLvl	5	12	33	54	74	94	114	134	152
    125%SP	38	51	96	148	205	268	338	415	490
    100%SP	30	41	76	118	164	214	270	332	392
    75%SP	23	30	57	89	123	161	203	249	294
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat%	133	199	331	463	595	727	859	991	1109.8
    BTH	0	1	4	6	9	11	14	16	19
    									
    Fire	100	97	95	95	95	95	95	95	95
    Water	95	90	82	74	67	59	53	46	42
    Ice	99	95	89	86	86	86	86	85	84
    Wind	97	93	85	78	77	76	76	75	70
    Earth	92	88	80	70	61	54	48	42	39
    Energy	99	95	89	86	86	86	86	85	84
    Light	97	93	85	78	77	76	76	75	70
    Dark	95	90	82	74	67	59	53	46	42
    																		
    Melee	24	25	26	31	34	37	40	43	45
    Ranged	24	25	26	31	34	37	40	43	45
    Magic	24	25	26	31	34	37	40	43	45
    Spreadsheet ~ Ward




    Lv 1000 -> RE: Armours - Read the first post! (9/5/2020 17:55:29)

    Shouldn't the weapon based skill cost 125% Melee in SP for magic instead of 75% Melee in SP.


    Unmounted Normal Attacks / Unmounted Skill EleComp: 1.71145 (lv 150)




    Ward_Point -> RE: Armours - Read the first post! (9/13/2020 6:10:42)

    10 page lock. 243 seems like a nice place to do it.




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