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				  Ianthe ->   RE: Armours - Read the first post!   (11/5/2018 16:05:56)
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				    Just fixed a bunch of bugs with the Werepyre armours.      Core armour:   PLvl	40	43	46	49	52	55	58	61	64	67	70
											
BR%	220	229	238	247	256	265	274	283	292	301	310
Stat	364	383.8	403.6	423.4	443.2	463	482.8	502.6	522.4	542.2	562
BtH Mod	5	5	5	6	6	6	7	7	8	8	8
											
Fire	105	104	103	102	101	100	99	98	97	96	95
Water	100	99	98	97	97	96	95	95	94	93	92
Ice	95	95	94	94	93	93	93	92	92	91	90
Wind	95	95	94	94	93	93	93	92	92	91	90
Earth 	77	75	74	72	71	69	68	66	65	63	62
Energy	85	85	84	84	83	83	83	82	82	81	80
Light 	105	104	103	102	101	100	99	98	97	96	95
Dark	77	75	74	72	71	69	68	66	65	63	62
											
Melee	35	35	36	36	37	38	38	39	39	40	40
Ranged	27	27	28	28	29	29	30	30	31	31	32
Magic	35	35	36	37	37	38	38	39	39	40	40
 High-level:   Lvl	95	120	135	150
PLvl	95	120	135	150
				
BR%	385	460	505	559
Stat	727	892	991	1109.8
BtH Mod	11	15	16	19
				
Fire	95	94	90	90
Water	91	89	85	82
Ice	85	83	80	78
Wind	85	83	80	78
Earth 	54	48	43	40
Energy	78	75	72	70
Light 	95	94	90	90
Dark	54	48	43	40
				
Melee	44	48	50	53
Ranged	36	40	42	45
Magic	44	48	50	53
 Golden Horror:   Fire	85	84	80	79
Water	75	74	70	67
Ice	94	94	93	93
Wind 	55	48	43	40
Earth	85	84	80	79
Energy	90	88	85	82
Light	55	48	43	40
Dark 	94	94	93	93
 Malicious Devil   Fire 	55	48	43	40
Water	85	84	80	79
Ice	94	94	93	93
Wind	75	74	70	67
Earth	90	88	85	82
Energy	55	48	43	40
Light 	94	94	93	93
Dark	85	84	80	79
 Heartless Beast:   Fire	94	94	93	93
Water	55	48	43	40
Ice	55	48	43	40
Wind	90	88	85	82
Earth	75	74	70	67
Energy	85	84	80	79
Light 	85	84	80	79
Dark	94	94	93	93
 TITLE - FORCE OF THE NIGHT   Toggle, causes all Melee and Magic player attacks to use INT/16 + STR/16 for damage and STR*3/40 + INT*3/40 + LUK/40.  Magic attacks also get +1/3 damage (LS damage not affected) to bring them up to Melee standard.  This doesn't affect Ranged attacks and doesn't affects attacks that already have their stat damages changed by another source.  For future reference, this is called "hybrid" stats.        LEVEL 1 - SUPERIOR CLAW   Active skill.  Perform one armour attack, with the element seeking between Earth and Dark, and with it using "hybrid" stats.  If it connects, the monster starts Bleeding (x1 modifier).  The monster can resist with a save at +0 bonus (inflict with max(INT,STR)/LUK, resist with END/LUK).   Cost: 40% of a standard skill in SP and MP, each.   PLvl	70	95	120	135	150G
					
SP	37	46	59	67	87
MP	49	61	79	89	116
 LEVEL 2 - INVIGORATING RAGE   Passive, heal damage equal to 5% of your outgoing damage, unmodified by the monster's element resistance.  This only counts weapon attacks and spells.  For spells and skill attacks (weapon attacks that have their stat damage doubled to STR/4, etc) the healing is halved.      LEVEL 3 - DEADLY PREDATOR   Toggle, increase INT and STR by paying SP.   Stat boost: 5*ROUND(2/3*(0.00000995*PowLvl^3 -0.00292*PowLvl^2 +0.2846*PowLvl))   SP Cost: ROUND(2*0.75*2*((49.11+0.16*BOOST)*2*BOOST/16*1.193/100+0.16*BOOST*2*1.193))   PLvl	70	95	120	135	150G
STAT	30	30	30	30	35
SP	42	42	42	42	49
 ... That's a lot more boring than I've been led to believe, but anyway!      LEVEL 4 - TERROR   Active skill, Inflict Panicked on your foe (-5/28 damage).  It automatically inflicts it, but the monster can shrug it off with a save at a +0 bonus (inflict with max(INT,STR)/LUK, resist with CHA/LUK).  This doesn't take a turn, and you can only use it once per turn.      LEVEL 5 - SUMMON WOLFBAT SWARM   Summons guest      Click to swap between:   Two hits, Melee, seeks between Dark and Earth, +10 BTH.  The monster gets Defence Loss (1 turn, -10*[connects]/[attempts] MRM) and Element Vulnerable (1 turn, Earth and Dark, +25*[connects]/[attempts]% damage).  -21.12% damage on the attacks.  Both can be separately resisted at saves at +10 bonuses (inflict with CHA/LUK, resist iwth DEX/LUK).   One hit, Magic, seeks between Dark and Earth, +10 BTH, targets SP.  If it connects, you heal SP equal to [15 + 15*CHA/XCHA]% (max 33%) of a Melee skill.   Level	70	95	120	135	150	95	115	135	150
Type	-	-	-	-	G	-	-	-	G
PowLvl	70	95	120	135	153	95	115	135	153
CostLvl	70	95	120	135	152	95	115	135	152
MPCost	45	63	84	98	114	63	80	98	114
Base	28	42	57	67	81	42	54	67	81
Rand	20	27	38	45	53	27	35	45	53
Stat	632.25	817.875	1003.5	1114.875	1248.525	817.875	966.375	1114.875	1248.525
BTH	17	23	30	33	38	23	28	33	38
 LEVEL 6 - LUNAR VIGOR   Active skill, standard healing spell, uses "hybrid" stats.  *0.85 for auto-hitting but not *0.9 for being always useful.   Level	70	95	120	135	150G
Base	63	93	127	150	179
Rand	126	184	253	298	358
Stat	562	727	892	991	1109.8
BtH	17	23	30	33	38
MPCost	103	145	192	223	261
SPCost	77	109	144	168	196
    LEVEL 7 - UNSTOPPABLE   Passive, breaks you free from the following statuses: daze, fear, freeze, hypersalinate, paralyse, petrify, sleep, thermal shock.  This costs SP, except for the first time per battle, which is free.   Level	70	95	120	135	150G
SPCost	154	217	288	335	392    LEVEL 8 - BLOODLUST   Toggle, at the beginning of your turn: (1) Pay HP to heal MP.  (2) Pay HP to heal SP.  For both, it doesn't occur if it would kill you or if it would bring you above the max.   HPCost	5	8	11	13	15
MPHeal	21	29	38	45	53
SPHeal	15	22	29	34	40    LEVEL 9 - DUAL FANGS   Active skill.  Spell-like attack, seeks Earth/Dark, follows your weapon type.  Uses "hybrid" stats.  Gets eleComp to damage.   Level	70	95	120	135	150G
Base	63	93	127	150	179
Rand	126	184	253	298	358
Stat	562	727	892	991	1109.8
BtH	17	23	30	33	38
eleComp	1.46307	1.51798	1.52871	1.54177	1.55831
MPCost	103	145	192	223	261
SPCost	77	109	144	168	196
    LEVEL 10 - BECOME THE BEAST   Toggle, has you pay SP and MP every turn to bring all your weapon attacks up to skill level and force them to use "hybrid" stats.  For spells, it causes them to deal +50% damage and forces them to use "hybrid" stats.  Also turns armour FO.   Level	70	95	120	135	150G
MPCost	103	145	192	223	261
SPCost	77	109	144	168	196
   
				  
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