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

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Ianthe -> RE: Armours - Read the first post! (8/23/2018 16:33:38)

Armor of Awe updates:

Now fully defensive instead of mid-defensive.

Now scales to [Your Level].

Attack is:
  • 90% chance of two hits, *10/11 total damage.
  • 10% chance of three hits, *20/11 total damage.

    MC Bonus:
  • Mighty: Heal 1/400 of your max HP every turn.
  • Deft: +3 blocking
  • Insightful: can create a Chi Shield. This works pretty much like Gandolphin: do one hit of healing to yourself (standard spell at power level = armour power level, *0.5*0.9 damage, uses either INT or END, whatever's higher) but the hit's damage is reduced to 0 immediately before being inflicted. You gain a Chi Shield (power = damage inflicted, efficiency = power/[cost of a Melee skill in SP]).

    FSB: Fear the monster (1 turn, 16.8% chance of not acting). The monster can resist with a save: inflict with (weapon mode)/LUK, resist with CHA/LUK, +0 save.

    DESCRIPTION (for all)
    The Awe-full armor recovered from King Awethur! This armor grows more powerful as you level!

    [img]http://media.artix.com/encyc/AQ/AQPedia2/Armours/AoA_2018.jpg[/img]

    ~Carandor




  • Ianthe -> RE: Armours - Read the first post! (9/1/2018 23:33:08)

    School Uniform

    MC FD armour.

    Follow the Guardian Plate scaling: Light > Wind/Energy > Earth/Water > Fire/Ice > Dark
    Flat blocking

    Normal attack is one hit.

    Skill: Lecture! Spell-like skill, gets elecomp to damage. Deals -44.625% damage. Has a [50*LIGHT]% chance of inflicting the monster with Sleep. The infliction happens automatically, but the save to shrug it off happens at a -10 penalty (inflict with [weapon type]/LUK, resist with CHA/LUK).





    Shiba -> RE: Armours - Read the first post! (9/2/2018 10:44:44)

    Does the status also receive Elecomp?




    The Finnish Phoenix -> RE: Armours - Read the first post! (9/4/2018 17:43:12)

    Just a reminder that the Level 150 Shinyaro Form's Death Fist skill still costs 490 SP for Melee/Ranged as opposed to the 392 SP listed.

    Should be fixed. Clear your cache. Thanks! ~IMR

    Thank you sir, works at 390 SP now!




    Shiba -> RE: Armours - Read the first post! (9/7/2018 9:08:12)

    Sigh, I will try again...

    According to this, Terror Raiment's Fear skill takes -37.1875% damage for 5 turns of 25% fear (5 * 25 = 125%);

    And then we have this: which has a skill that does -29.75% damage for 2 turns of 50% fear (2*50=100);

    The numbers in parantheses indicate the total strength of the fear. Terror Raiment's Fear skill is stronger and it pays a higher penalty for this. Dividing Terror's damage skill by a factor of its Fear strength (1.25), shows that these skills take the same damage penalty per "Fear point" as I call it now:

    -37.1875% / 1.25= -29.75%

    This is all correct and balanced. The issue I have been trying to fix, is that Terror Raiment receives EleComp on top of this (in the form of a lower SP cost), while Black Dragon Rider receives no such bonus at all.

    This is the imbalance I am pointing out.

    Can the Black Dragon Rider please get EleComp to its skill, strengtening the power of the Fear?


    The SP cost for Melee/Ranged is also incorrectly 490 SP. It should cost 392 SP as per the info subs and every Melee/Ranged skill ever.


    Finally, I expect that the School Uniform has the same issue, lacking EleComp to the Sleep status.


    PS: In case you are considering on nerfing Terror Raiment instead, there is another item that gives EleComp to status: this!


    Of course you may think "Well, these items don't deserve EleComp to status at all." However, that is imbalanced.

    Imagine two skills that receive EleComp. One is pure damage, the other is -50% damage for a status. The EleComp is *1.5 for easy maths.

    Pure Damage:100% *1.5 = 150% damage
    Skill: 50% *1.5 = 75%. 75% + 50% damage-equivalent status = 125%

    By not giving statuses EleComp, you make such options inferior to pure damage skills.




    The Finnish Phoenix -> RE: Armours - Read the first post! (9/7/2018 17:42:59)

    Well Terror Raiment is a Z-Token armor and Black Dragon Rider is temporary so I'd imagine cost-based mastercrafting plays a factor into why Terror Raiment would be stronger.

    quote:

    Image of most recent Level 150 Ebil Knight armor's element modifier stats. Look like a «Defensive Darkness armor with Fire and Earth secondaries.»


    I can confirm that Ebil Knight is fully-offensive with a 1.25* lean. It has many similarities to White Knight Z including entrance animation, attack animation, toggle-able animated cape, skill animations, and defenses. Ebil Knight has better elemental resistances (537% combined) compared to White Knight Z's 589%, with the unfortunate trade-off that Sullen Lance is significantly weaker than Radiant Lance, consistently performing at about 2/3 of the damage. Radiant Lance is the best skill in the game so it's a high bar, but still somewhat disappointing as the skill's damage is much more important than slightly better resistances across mostly irrelevant elements.




    RedEyedDrake -> RE: Armours - Read the first post! (9/11/2018 23:05:24)

    Here are the armors from among the items on the list that I managed to put together, IMR. See the weapons thread for more details.

    The armors:

    Ebil Knight, all Neko armors other than the basic Sol Neko armor, Gorarog Form, Thunderbird Mount armor and Velocizard Rider.




    Shiba -> RE: Armours - Read the first post! (9/12/2018 4:10:09)

    School Uniform's skill apparently allows your weapon special. Bug or intended?

    Also, please see my previous post.




    Rayimika -> RE: Armours - Read the first post! (9/13/2018 11:05:34)

    VelociZard Rider
    [image]https://i.imgur.com/k9PVVJ7.png[/image]
    Description: Ride a VelociZard into battle! This speedy creature lets you focus on damage and unleashes accurate strikes! It grants great resistance to Wind attacks and defence against Melee and Ranged, but doesn't do well versus Magic.




    Ianthe -> RE: Armours - Read the first post! (9/14/2018 16:45:54)

    quote:

    New GGB UR item: Abyssal Hydrocampus

    MC FO Water armour

    Normal attack is one hit, -3 BTH lean.

    MC: +105 Initiative Bonus
    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	115	145	205	265	325	385	445	505	559
    Stat	133	199	331	463	595	727	859	991	1109.8
    BtH Mod	0	1	4	6	9	11	14	16	19
    									
    Fire	100	100	96	95	94	94	94	93	91
    Water	96	91	80	67	60	54	48	42	39
    Ice	99	98	94	84	84	83	81	76	74
    Wind	100	100	96	95	94	94	94	93	91
    Earth 	99	98	94	84	84	83	81	76	74
    Energy	110	110	105	105	105	105	105	105	100
    Light 	102	102	100	100	97	97	97	95	95
    Dark	99	94	84	72	63	57	51	45	42
    									
    Melee	29	32	36	39	42	46	49	52	55
    Ranged	29	32	36	39	42	46	49	52	55
    Magic	21	22	26	29	32	36	39	42	45
    
    MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
    MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
    

    Spreadsheet ~ Ward




    Lord Markov -> RE: Armours - Read the first post! (10/4/2018 14:00:21)

    There is an error in the Vamp armor entry, it says that skill level 9 "Nightfall" has 1 hit, when it in fact has 2.




    blex12345 -> RE: Armours - Read the first post! (10/12/2018 8:05:28)

    Was there a info sub for VelociZard Rider?




    Spiritual Guardian -> RE: Armours - Read the first post! (10/12/2018 8:24:34)

    ^ Unfortunately, no. :( All we have is the info that an user named KuronekoAlchemist provided for us.

    quote:

    Lvl. 150 Velocizard Rider

    FO

    Wind 39%
    Fire/Water 45%
    Everything else 91%

    MRM 52,52,45

    2 hit attack, no armor skill.


    http://forums2.battleon.com/f/tm.asp?m=22337973&mpage=2 (last post)




    AliceShiki -> RE: Armours - Read the first post! (10/24/2018 5:42:49)

    quote:

    In the Armor Index, the Elahi Waqaya of Osiris is listed as Elahi Waqaya of Seth! >.<

    Sorry for the bother and thanks in advance! ^^)/

    Got this. ~Carandor




    Ianthe -> RE: Armours - Read the first post! (10/26/2018 0:41:09)

    quote:

    From the new package: Rastille armour. Kam says:

    FO armour, Fire primary, Darkness/Energy secondaries, neutral to Earth/Wind, poor vs Ice/Light, opposed to Water.

    Level	55	75	95	115	135	150
    Type	B	B	B	B	B	B
    PowLvl	59	78	98	118	138	153
    						
    MPLvl	58	77	97	117	137	152
    SPCost	127	171	222	279	342	392
    						
    BR%	277	334	394	454	514	559
    Stat%	489.4	614.8	746.8	878.8	1010.8	1109.8
    BTH	7	9	12	14	17	19
    						
    Fire	68	60	53	47	42	39
    Water	95	95	95	95	95	95
    Ice	86	86	86	85	85	84
    Wind	76	76	76	75	75	70
    Earth	76	76	76	75	75	70
    Energy	73	65	58	51	45	42
    Light	86	86	86	85	85	84
    Dark	73	65	58	51	45	42
    						
    Fire	-32	-40	-47	-53	-58	-61
    Water	-5	-5	-5	-5	-5	-5
    Ice	-14	-14	-14	-15	-15	-16
    Wind	-24	-24	-24	-25	-25	-30
    Earth	-24	-24	-24	-25	-25	-30
    Energy	-27	-35	-42	-49	-55	-58
    Light	-14	-14	-14	-15	-15	-16
    Dark	-27	-35	-42	-49	-55	-58
    						
    Melee	31	34	37	40	43	45
    Ranged	31	34	37	40	43	45
    Magic	31	34	37	40	43	45
    Spreadsheet ~ Ward




    PD -> RE: Armours - Read the first post! (10/26/2018 1:41:17)

    What is the eleComp of the above armor's skill? Should we assume it's the standard amount?




    AliceShiki -> RE: Armours - Read the first post! (10/26/2018 7:13:52)

    Lord Of The Skies is tagged as Rare even though Airenal's Lance is still available for sale! >.<




    Ianthe -> RE: Armours - Read the first post! (11/5/2018 16:05:56)

    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
    




  • Primate Murder -> RE: Armours - Read the first post! (11/6/2018 0:46:41)

    The Superior Claw seems to cost much less than the identical skill from werewolf. Is this due to elecomp?
    Yes.

    Invigorating Rage mentions spells twice - their healing is halved, right?
    Yes.

    Terror seems to be much weaker than other qc subrace statuses, despite having almost the same cost (131 mp and 98 sp at top level) - and can only be cast once per turn. Is there any particular reason for this?
    Tsk, you're right, I threw in an extra /2.

    Finally, Dual Fangs seems to have a much stronger elecomp that werewolf or vamp armors skills. I'm not complaining, mind you, but is it correct?
    Yes.

    Anyway, thanks for the propmt info subs!




    arcanum37 -> RE: Armours - Read the first post! (11/6/2018 1:13:58)

    @IMR Are spells stills still forced to use hybrid stats in beast form even if you don't get the boost?
    Currently no, but I'm not sure if I should change it.




    AliceShiki -> RE: Armours - Read the first post! (11/6/2018 1:42:03)

    @Primate Murder Considering how the bleed skill has no elecomp in the damage, it should go into the cost instead~

    Spells' heal with Invigorating Rage is definitely halved!

    The reasoning behind Terror is proooobably because the status is "permanent" (or at least until the monster passes a save)... It does seem a bit too weak to me though.

    Earth and Dark (Werepyre elements) are allied elements, if you're fighting an Earth Monster, you're expected to hit a 85% resist in darkness, so the elecomp needs to be big to compensate.
    Wind and Dark (Vamp elements) on the other hand are almost opposite on the elemental wheel, if you're fighting a Wind Monster, you're expected to hit a 115% resist on darkness, so you get a pretty small elecomp.




    Primate Murder -> RE: Armours - Read the first post! (11/6/2018 2:07:00)

    @ Alice

    Huh, I forgot about the vamp/were secondaries, thanks.

    The 'on-save' effects are considered to be worth 2 turns, IIRC. That means at 50/50 save Panic should lower monster damage by around 40-ish% for the cost of 50% melee.




    AliceShiki -> RE: Armours - Read the first post! (11/6/2018 2:50:31)

    @Above 40%ish at quickcast is 20%ish! xD

    So... It seems about right that we get 18%~




    Primate Murder -> RE: Armours - Read the first post! (11/6/2018 3:01:04)

    Nope. Standard qc spells are /2 power of standard spells, but that's because they don't cost you a turn, so loose 100% melee. They still have 100% (or 125%) melee worth of power.

    Jaania's Orb looses 25% spell power (or 50% melee) to inflict -47.6% damage reduction panic.

    Terror costs around 50% melee in sp and mp, and uses all of those 50% melee to inflict Panic. Shouldn't the panic be closer to 40% then?


    Edit: That's also consistent with werewolf. Snarl costs 50% melee and inflicts (3*25/63) power fear at -20 penalty, which would be 85% chance of inaction for one turn at 50/50 save. That's 42.5% damage reduction for 2 turns.




    Ianthe -> RE: Armours - Read the first post! (11/7/2018 13:44:50)

    Update: Finally rolled out Rastille's skill. It's a standard weapon-based skill, locked to Fire element.
    Lvl	55	75	95	115	135	150G
    						
    SP						
    MelRan	72	76	93	112	137	141
    Magic	104	119	148	182	222	239
    




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