Shield of Agony's Blood (Full Version)

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Carandor -> Shield of Agony's Blood (12/31/2017 5:49:19)

Shield of Agony's Blood

«Fire shield. Monster attacks are less accurate, but deal more damage. Mastercraft; damages the monster if you block an attack.»

Location: Adder's Forge
Element: Fire
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

Price	
47	178	1226	9682	77859	627513	5059007	24205166
Sell	23	89	613	4841	38929	313756	2529503	12102583
DEFENCE MODIFIERS
Melee	+2	+4	+7	+9	+11	+13	+14	+14
Ranged	+0	+2	+4	+8	+8	+10	+11	+11
Magic	+4	+6	+9	+11	+13	+14	+15	+16

Fire	-7	-14	-19	-21	-23	-24	-25	-26
EFFECT
  • Monster takes -10 BTH and deals *85/75 damage.
  • After the monster's turn, the shield does the listed amount of Harm damage to the monster, multiplied by [HitsBlocked]/[HitsAttempted], then Heals you by the damage dealt.
    Damage	1-2	3-5	5-10	8-15	11-22	14-29	18-35	20-41
    Stat%	0	0	0	0	0	0	0	0
    *Your opponent hits your shield, which drains «» HP from it into you!

    DESCRIPTION
    Touching this shield will shock your opponent's blood and transfer some back to you. Fortunately, staying away from it will be difficult - this thing's MASSIVE! It'll improve your blocking, but it also throws off your balance and makes hits hurt more.

    [img]http://media.artix.com/encyc/AQ/AQPedia2/Shields/Shield_of_Agonys_Blood.jpg[/img]

    Numbers thanks to In Media Res. Image, description and popup thanks to Syth.




    Analysis

    MC: Deals *0.05*[HitsBlocked]/[HitsAttempted]*85/25/2 of an expected Melee attack against the monster and Heals the player by the damage dealt. An expected Melee attack is:

    quote:

    numPlayerBase = (5.25 + 0.5625*PowLvl + 0.00375*PowLvl*PowLvl) / 2;
    numPlayerRand = (5.25 + 0.5625*PowLvl + 0.00375*PowLvl*PowLvl);
    intExpectedSTR* = 2.1462*PowLvl + 10.399
    intExpectedLUK* = 0.7123*PowLvl - 19.111 (if PowLvl < 90) or 5*PowLvl - 400
    numPlayerStat = (200 + 13.2*PowLvl)/200 * (intExpectedSTR/8 + intExpectedLUK*3/80);
    numPlayerAvgDamage = numPlayerBase +numPlayerRand/2 + numPlayerStat/2;

    Base = numPlayerAvgDamage*LEAN
    Rand = numPlayerAvgDamage*(1-LEAN)*2
    Stat = 0%

    *Min 10; max 200; rounded to the nearest 5
    *Min 0; max 200; rounded to the nearest 5

    LEAN = 2/3

    This has ALREADY been factored into the above numbers.



    Updates

    August 18, 2016: The shield was released.




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