RE: Primate Murder's Suggestion Thread (Full Version)

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Primate Murder -> RE: Primate Murder's Suggestion Thread (12/24/2018 1:02:11)

Look, the current formula makes sense.

If you can tell me where Caden's Wrath gets those numbers, the +38.33% (or rather 28.75, since magic weapon boosts are /.75), perhaps provide the formula with the calculations, I'll change it.

Hell, even give me the general reasoning - this, this and this are boosts; this and this are damage reductions. If it's sound, I'll change the formula. Until then, it will remain the same.


Either way, if there's some hidden modifier, the staff would probably know it better than you or me, and thus be better suited to changing it.




CH4OT1C! -> RE: Primate Murder's Suggestion Thread (12/24/2018 5:36:47)

I've run out of ways to say the same thing. I'm going to try to explain this one last time, because I really like the skill. I just don't think this one is correct mechanically at the moment. If you still don't understand, I'm sorry but we'll just have to agree to disagree. There's no point in running round in circles!

The way your skill is balanced is wrong. We have given you the reason already. That reason is:

- Caden's Wrath makes it so pet and guests do not attack at all. As compensation, it boosts your damage.
- The lepre-chan formula is correct and balanced. This formula is used for a pet attacking. Instead of doing damage, this attack boosts your damage.
- Lepre-chan is a pet. This is an armour.
- This armour does not do the same thing as lepre-chan. Your pet does not act at all. Whilst your theme more closely resembles a lepre-chan system, the mechanic works more like caden's wrath. As such, it should use caden's wrath as a base, not lepre-chan.

This does not mean lepre-chan or caden's wrath are unbalanced. Both of them, according to their respective effects and compensation, are correct. As such, giving you specific numbers would not make any difference. We are not saying that either formula is wrong. We are saying that the lepre-chan formula is inappropriate for this armour because the pet does not attack at all.

As for how to fix your formula, there was a large debate when Caden's wrath was released as part of a game balance issue. That debate involved the mechanics of the boost.


Also: Your formula is still wrong even if using the Lepre-chan formula was correct. Lepre-chan solely boosts your light attacks/specials etc. You're boosting all weapon attacks and specials regardless of element. You need to account for that.




Primate Murder -> RE: Primate Murder's Suggestion Thread (12/24/2018 10:26:22)

If you can give me Caden's actual formula, I'll alter the skill accordingly. Otherwise, I see no reason to continue rehashing the same arguments. Agree to disagree.

This line of conversation is closed and I will not reply to any more posts regarding it.


Your second point is actually sound, so I'm changing the skill's effect slightly.




CH4OT1C! -> RE: Primate Murder's Suggestion Thread (12/24/2018 11:08:38)

Very well.





Primate Murder -> RE: Primate Murder's Suggestion Thread (1/2/2019 3:31:50)

Call Elf Power Armor

Calls an sp- and gold-costing ice guest.

Choose one of the 4 following options for attack. You cannot use options 1 and 2 if you lack gold or sp.

Candy Cane Crush: 1 hit attack at -3 bth lean. Deals +40% damage for a gold cost.

Frostval Spirit Generator: 2 hit attack at -3 bth lean. Deals -50% damage and inflicts Choke (1 turn, -60.5% damage) for a gold cost.* Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.**

Nothing right now. Elf Power Armor does nothing and doesn't cost gold or sp.

You are dismissed. Elf Power Armor is dismissed.

*(Monster Name) is overcome with the spirit of Frostval!
**(Monster Name) resists the spirit of Frostval.


Appearance: The same.
Description: It looks like Kibbles the Elf has been keeping a bit of the gold he has been trading. He's even willing to fight by your side as long as you don't stop donating! Embrace the spirit of Frostval generosity all year long!




l0rdn00b -> RE: Primate Murder's Suggestion Thread (1/13/2019 12:59:59)

Kind of late but I really like the terrain suggestions.

I think it could be cool to take some cues from Pokemon as well!

Buffs/Nerfs to damage depending on the terrain:
Example: Volcano/Fire terrain: Fire does X% more damage, Ice does X% less damage etc. Applies to monster and player!

Weapons/Spells/Skills doing more damage depending on the terrain:
Solar beam on a sunny day?

Pets/Guests/Skills/Spells that can change the terrain!
Against certain bosses where fights take place on disadvantageous terrain, it may be important to bring one of these to the fight.





Primate Murder -> RE: Primate Murder's Suggestion Thread (1/14/2019 15:58:23)

ExTerminator
Class armor.

FO energy armor with light and earth secondaries; pretty bad otherwise to max out elecomp
Average MRM with a focus on Melee.
3 hit attack at +5 bth lean.

Appearance: A slender humanoid mecha covered by a black cloak. Has a gun mounted on one shoulder and a utility belt with pouches and grenades.
Description: DrakelNet sent this magitech armor from the future to kill you before you disrupt their plans for World Domination ™ . With some leprechaun help, you've managed to reprogram it to help you in battle, though it seems to have developed a hunger for gold in the process.


Level 0: Secondary Generator - Passive/Active
The reprogrammed ExTerminator armor runs on almagiscichemically converted gold. With a secondary generator, you can convert some of that energy to add a little extra oomph to your hits, or jury rig it as an explosive and throw it at your enemy!

Passive: Pay 15% melee in gold each round.

Passive: You start the battle with 10 Generator Charges and loose 1 each turn to a min of 0. As long as you have at least 1 charge remaining, you deal +15% damage with all player attacks (/2 for spells, /0.75 for magical weapons). Resets at the end of the battle.

Active: Click on the skill to make a normal attack with bonus damage worth (ChargesRemaining * 15)% melee. Doing so consumes all your remaining Generator Charges.


Level 1: Chargin' Mah Lazer - Active
Begin the starting sequence on your shoulder-mounted laser cannon. The futuristic interface is rather counterintuitive though, so it may take a while - or just fizzle out at the start.

Quickcast. Pay 50% melee sp to gain the Charging status. At the end of your turn, you make a (MainStat/Luck vs Int/Luck) save at +0 bonus. On success, gain 1 Unit. On fail, discharge an attack (following your weapon element and type) that deals (UnitsCharged * 50)% melee damage, and loose the Charging status. The effect lasts until you fail a save or until the end of the battle.

You cannot use this skill if you already have the Charging status.


Level 2: Optical Camouflage - Passive
The ExTerminator suit automatically adjusts itself to its surroundings, making it incredibly easy to get the drop on your foe - though the Camouflage Module does require some extra energy.

At the beginning of every battle, you pay 50% melee sp and gain +210 initiative. If you lack the sp, you only gain +105.


Level 3: Efficient Generator - Toggle
Redirect some of your defensive nanobots to tinker with your spare generator, increasing its efficiency by 100%!

You take +15/1.4% damage from monster attacks, and gain 1 Generator Charge at the end of your turn.


Level 4: Accumulator - Toggle
Readjust your secondary generator to accumulate energy instead of immediately expending it!

Instead of bonus damage, you gain sp worth 16.875% damage dealt from the Secondary Generator passive. (/2 for spells, /0.75 for magical weapons)

If Generator Overload is toggled, you gain sp worth 33.75% damage dealt instead.


Level 5: Configure WarpDrive - Active
The Unstable Warpdrive creates a localized temporal anomaly that allows you to move at twice the speed (at least as long as your enemy doesn't guess to press that big red button)!

Summons an energy pet. It deals no damage, but as long as it's present and active, you make a (Cha/Luck vs Int/Luck) save at the end of each turn with a -10 penalty. On success, gain celerity for 1 round.

The pet is automatically dismissed if you switch armors.


Level 6: Rapid Repairs - Active
Call upon the transtemporal energies of the Void to make some quick repairs to your armor. They are more effective than is normal, but tend to fall apart quickly.

A healing skill that uses Int for stats. Heals *1.5 hp, but you loose 24% of hp healed for the next 5 turns (120% damage total).

Costs sp of a standard skill.


Level 7: Tachyon Decelerator - Toggle
Tweak your Secondary Generator to slow down your foe's temporal particles, leaving it unable to process the passage of time!

Instead of bonus damage, you have a 25% chance to stun the monster from the Secondary Generator passive. Monster can resist (MainStat/Luck vs Int/Luck) with +0 bonus to save.

If Generator Overload is toggled, the chance increases to 50%.


Level 8: Generator Overload - Toggle
Put your Secondary Generator into overdrive, gaining twice the power - but at twice the cost!

You loose an extra Generator Charge at the end of your turn, but double the Secondary Generator bonus.


Level 9: Ectoplasmic Railgun - Active
Wield the scicane power of e-necro-mage-netic fields to launch accelerated particles of unstable ectoplasm at your foe! Warning: DrakelNet is not responsible for any loss of life or limb incurred while operating the machinery.

Spell-type skill that deals 5 hits of energy damage at +5 bth lean. Has a 20% chance of targeting the player, so deals *55/34 damage to compensate. Gains elecomp bonus to damage.

Costs sp of a standard skill.


Level 10: Timeline Convergence - Active
Reach into an alternate timeline to shop for a new Secondary Generator! The leprechauns are going to charge you through the nose, but they'll do a good job to retain such a profitable customer.

Quickcast. Pay 150% melee in gold and reset your Generator Charges back to 10.




Primate Murder -> RE: Primate Murder's Suggestion Thread (1/25/2019 4:58:50)

Summon Laplace's Demon

Summons an mp-costing dark guest.

Effect: The guest deals 42.8% damage of a standard guest, but inflicts the Predetermined* status on the monster for 1 turn. Predetermined monster is incapable of dodging - all attacks against it automatically hit. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. (calc: status cost = 35*1.4*.7, out of 60% guest damage)

*The Demon calculates (MonsterName)'s future position!

Appearance: A small flying imp surrounded by green flames.
Description: Summon an otherworldly intelligence capable of observing the location and momentum of every atom in the universe. Its demonic insight ensures that your attacks never miss!




Primate Murder -> RE: Primate Murder's Suggestion Thread (2/13/2019 7:09:53)

Well, since challenge Wolfwing doesn't seem to be coming out, I figure I might as well create my own version.


Wolfwing (Challenge)

Dark/earth monster with weakness to fire and light.
Attacks randomly with earth or darkness.

Stats: 50% End, 25% Str and Int.
Has very high hp. Something like maxed out PWD (32k*5 = 160k).

Guardian of the Blood Moon. Passive. Has level-approporiate Regeneration.

Lord of Twilight. Passive. When Wolfwing attacks, he heals HP based on the damage dealt.

Master of the Night. Passive. If the player is a vampire or a werewolf, Wolfwing attempts to inflict Panic each turn. If the player is a werepyre, Wolfwing attempts to Control them each turn.

A Gift and a Curse. Active. If Wolfwing has enough mp and the player is not a werepyre, Wolfwing attempts to inflict them with his curse, changing their subrace to werepyre.

Appearance: Wolfwing in his werepyre form.
Description: Lord of all Werepyres.




Primate Murder -> RE: Primate Murder's Suggestion Thread (2/14/2019 11:23:14)

Purify

1 hit of light damage at +10 bth lean. MC goes into a trigger: when used against Undead, the spell deals +50% damage and removes the 'undead' tag.

Costs mp of a standard spell.

Appearance: A flash of light.
Description: Cleanse the taint of undeath from your foe!




Primate Murder -> RE: Primate Murder's Suggestion Thread (3/12/2019 11:32:56)

After Martial Artist and Knight, I've decided to do a branching class of my own, and this one is meant to fill the only niche left untouched by the neko subrace - that of FD beastmages.


Shaman's Coat
Shaman class armor.

FD earth with water and wind secondaries
MRM average
2 hit standard attack

Appearance: A garb of hides and beast pelts, decorated with feathers and skulls. Has a togglable mask resembling the head of a crow.
Description: With the Ley Lines destroyed, the attention of those seeking power has turned to the realm of the spiritual. But the spirits are not limited to humans or demi-humans, and their power does not belong to paladins and necromancers alone. Draw upon the primal power of the spirits of nature, of beasts and plants and storms, and become one with the world around you!


Level 0: Spiritual Guidance - Toggle
Open your mind to the spirits, trusting them to guide your actions.

Use Cha in place of Dex for spells.


Level 1: Ancestral Knowledge - Passive
Draw upon the memories of your ancestors to enhance the fortunes of your spells!

You gain +15% Lucky Strike rate and +100% Lucky Strike damage on all spells.


Level 2: Trusted Summoner - Passive
Your knowledge of the spirits grants their strikes increased accuracy!

All your guest attacks gain +7 bth.


Level 3: The One Between - Passive
As a shaman, you live with one foot in the realm of the spirits, leaving your soul open to renewal and rejuvenation.

Lowers Heal Resistance by 10%.


Level 4: Dormant Power - Passive
Your companions can draw upon the endless well that is the realm of spirits to enhance their attack!

Your guests have 8% chance to make an attack with increased damage. This is treated as a Lucky Strike, uses your Luck for numbers (with *.6 modifier) and applies any modifiers that affect your Lucky Strikes.


Level 5: Totem - Active
Summon a totem to enhance your spiritual powers!

Equip a temporary Totem pet. It deals no damage, but enhances the effectiveness of your spiritual passives (shaman abilities 1-4) by *(2 + Cha/VStat)%.


Shaman of the Great Serpent

FD water armor with earth and wind secondaries
MRM average, with a slight focus on Ranged
3 hit attack at +5 bth lean

Appearance: Dark leathers with a greenish tint, and a large ghostly serpent coiling around the player.
Description: Since ancient times, snakes have been symbols of poison and medicine, of death and rebirth. Follow the Path of the Great Serpent and draw upon the abilities of powerful snake spirits such as Jormungandr and Basilisk!


Level 6: Summon Jormungandr - Active
Summon a legendary sea serpent with venom so potent it can slay even a god!

Choose one of the following options:

Summon Jormungandr - summon an mp-costing guest that deals 50% damage and inflicts Poison (power 2 for 3 rounds) at a 50/50 save (Cha/Luck vs End/Luck). The guest follows the element of your weapon in Shaman armors and defaults to water outside of them.

Eitr Venom - An efficient spell (75% melee mp), only usable when Jormunganrd guest is out. Does no damage, but for one round Jormungadr's attack inflicts Power 12 poison instead.


Level 7: Neurotoxin - Passive
Snake venoms often contain neurotoxins that attack the nervous system. If such a poison reaches vital organs, death is assured.

Every time the monster takes damage from a poison status, the damage has a 2% chance of being equal to the monster's current hp.


Level 8: Summon Basilisk - Active
Call upon the King of Serpents himself! While its gaze is not strong enough to kill your foe, it will certainly leave them stunned!

Call an sp-costing earth guest that toggles between damage and inflicting 1-turn Paralysis. Monster can resist (Cha/Luck vs Cha/Luck) at +7 bonus to save.


Level 9: Medicine Man - Active
Examine the paralyzing malady afflicting your foe - then use your spiritual energies to make it worse!

Quickcast, requires the monster to be paralyzed. Pay 50% melee sp to consume 1 round of Paralysis and replace it with 1 round of Petrified.


Level 10: Ouroboros - Active
The cycle goes on.

Increase the duration of all effects on the monster by 1. Costs 140% melee mp.


Shaman of the Primordial Storm

FD wind with water and energy secondaries
Average MRM with a slight focus on Magic
2 hit attack at +3 bth lean

Appearance: Loose dark-blue robes. The player is constantly surrounded by a spectral storm - strong winds, torrential downpour and the occasional flash of lightning.
Description: It is only from chaos that order can arise. Follow the Path of the Primordial Storm to draw upon the abilities of powerful storm spirits like Thunderhawk and Great Roc!


Level 6: Summon Thunderhawk - Active
Summon a vicious bird of prey to assault your foe every time it comes near you!

Choose one of the following options:

Summon Thunderhawk - summon an mp-costing guest that deals 50% damage and gives you 1-turn Storm Reaction status with power=DamageDealt. Each time the monster hits you, it takes (guest element) damage equal to SR's power. Effect can be resisted (Cha/Luck vs Dex/Luck) with +0 bonus to save. The guest follows the element of your weapon in Shaman armors and defaults to energy outside of them.

Thunder Clap - An efficient spell (75% melee mp), only usable when Thunderhawk guest is out. 5 hits of damage, each equal to Storm Reaction power.


Level 7: Eye of the Storm - Active
A moment of calm and contemplation in the middle of the raging storm.

Heal mp worth 3.75x Storm Reaction power.


Level 8: Summon Great Roc - Active
Call upon a spirit bird so massive, it creates hurricane winds with a single beat of its wings!

Call an sp-costing wind guest that toggles between damage and granting you Storm Winds status. While affected, make a save every time the monster hits you (Cha/Luck vs Str/Luck) with -7 penalty. On success, you automatically block the hit.


Level 9: Spirits of the Storm - Active
Assault your foe with a dozen storm spirits, leaving it raw and vulnerable to follow-up attacks!

Efficient SPell (75% melee sp); deals 25% damage of a standard spell and inflicts the monster with weapon element EleVuln (+59.5% damage) for 4 turns. Monster can resist (Int/Luck vs Cha/Luck) with +20 bonus to save


Level 10: Ball Lightning - Toggle
Gather a sphere of elemental energy, charging it up to unleash a bolt of lightning against your foe!

At the end of your turn, pay 25% melee mp to gain Charging (power 1). Monster can disrupt your concentration (Int/Luck vs Int/Luck) with +0 bonus to save. When the power reaches 3, it's consumed and you throw a lightning bolt at the monster, dealing (weapon element) damage of an efficient spell.


Shaman of the World Tree

FD earth with good overall resists; weak to fire and lightning
Average MRM with a slight focus on Melee
2 hit attack at -3 bth lean

Appearance: A green cloak, resembling moss, over brown hides. There are ghostly trees in the background and your attack leaves behind a trail of autumn leaves.
Description: Rather than worshipping one of the many calamities that befall your people, you chose to pay respects to the oldest protector of all. Follow the Path of the World Tree, receiving the resilience and renewal powers of the nature itself!


Level 6: Summon Blood-drinking Vines - Active
Summon spiritual vines to attack your enemy! They will leave your foe bleeding, nourishing the soil - and with a little mana, you too can get some of that nourishment!

Choose one of the following options:

Summon Blood-drinking Vines - summon an mp-costing guest that deals 50% damage and inflicts Bleed (power 0.3) at 50/50 save (Cha/Luck vs End/Luck). The guest follows the element of your weapon in Shaman armors and defaults to earth outside of them.

The Circle of Life - An efficient spell (75% melee mp), only usable when Vines guest is out. Deals no damage, but at the end of the round, when monster takes Bleed damage, you heal hp equal to 5x damage dealt.


Level 7: Verdant Meditation - Active
Rest in the shadow of the World Tree, trusting it to protect you from harm.

You take -50% damage from monster attacks and gain +5 Status Resistance for one round. Your guest makes a 50/50 save (Cha/Luck vs Cha/Luck) to gain celerity.


Level 8: Wellspring of Renewal - Active
Summon a mystical spring from beneath the roots of the Great Tree to replenish your mana reserves!

Call a guest with a 2x sp upkeep. The guest deals no damage, but heals your mp for 2x heal of a standard guest.


Level 9: Entrapping Roots - Active
Distract your foe as the strudy tree roots climb up its legs, leaving it unable to move!

Quickcast, 1/turn. Monster is Trapped - paralyzed until it succeeds on a 50/50 save (Cha/Luck vs Str/Luck) to escape. While Trapped, the monster takes only 50% damage from all weapon attacks, specials, spells, pet and guest attacks. This is treated as an Entangling effect for the infliction purposes.

Costs 49% melee sp.


Level 10: World Totem - Toggle
Your totem is carved from a branch of the World Tree, and by concentrating some of your mystical energies, you can vastly increase its effectiveness!

Pay 40% melee mp and double your Totem pet's effects.




Primate Murder -> RE: Primate Murder's Suggestion Thread (3/22/2019 4:39:51)

The Lost Pot
LS boosting misc with a compressed spell.

Effect: Luck boost.

Effect2: 3x boosted LS rate.

Effect3: Click on the pot to cast the Aurum Sacrifice spell. The spell deals 7 hits of random element damage with *132/109 damage as compensation. It also deals +50% bonus damage for a gold cost. Costs mp of a standard spell and gold worth 100% melee (55,150 at lvl 150 using Nezujimbo for numbers).

Has an sp upkeep.

Appearance: A leprechaun's pot of gold with eerily glowing red eyes. The spell summons seven trapped leprechaun spirits to attack the monster.
Description: You have found O'Meany's pot of gold! ...at least you think that's what it is. This sentient pot will not yield any of its gold, but you can appease it with sacrifices of precious metal to strike down your foes!




Primate Murder -> RE: Primate Murder's Suggestion Thread (3/23/2019 4:07:54)

Abjuration Ward

Energy shield.
Has a slight focus on Magic defense.

Effect: Whenever you cast a spell, you gain an energy EleShield -(25/1.4)% damage for one turn.

Appearance: A triangular shield with glowing runes.
Description: This arcane shield reacts to your magic, manifesting a shielding glyph to protect you from harm!




Primate Murder -> RE: Primate Murder's Suggestion Thread (3/31/2019 9:54:37)

Duelist's Dagger

Wind shield.
MRM has a focus on Melee.

Effect: The shield has three modes; you can switch between the modes by clicking on the Dagger. In basic mode, you gain +3 MRM. In Parrying Mode, you pay 25% melee in sp and gain +15 MRM. In Dual Wielding Mode, you pay 25% melee in sp and make an extra hit against the monster at the end of your turn. The hit is considered a bow attack, deals 25% melee damage and has +5 bth lean.

Appearance: A delicate dagger with a silver filigree.
Description: This slim dagger, wielded by duelists in the off-hand, can be used to parry the attacks of your foes or strike at them for extra damage!




Primate Murder -> RE: Primate Murder's Suggestion Thread (4/1/2019 7:01:25)

In honor of Sham and his, er, genius plan, I give you the spell of a true Loco worshipper:


Loco's Blessing

Costs sp of a standard skill.

Effect: Quickcast. For the next two rounds, your attacks use random element, but deal *132/109 damage to compensate.

Appearance: Loco's face in the background.
Description: Call upon Loco to give you his blessing! Not the smartest thing to do, mind you...




Primate Murder -> RE: Primate Murder's Suggestion Thread (4/1/2019 7:20:22)

Assassin's Off-hand Crossbow

Darkness shield.
MRM has a focus on Ranged.

Effect: You take +(15/1.4)% damage from all enemy attacks. When you block a hit, you have a (Blocks/Attempts) chance to make a bow attack against the enemy worth 100% melee.

Appearance: A short, stubby crossbow.
Description: This small crossbow, easily concealed by a cloak or robe, is a favored tool of assassins, allowing them to take advantage of a foe's blunder to stick a crossbow bolt in their gut!




Primate Murder -> RE: Primate Murder's Suggestion Thread (4/1/2019 7:31:21)

Cosmic Radiation

3 hits of light damage, autohit. Does not have an autohit penalty, but afterwards the monster has a (70/1.4)% chance to become Supercharged, dealing +50% damage for two turns.

Costs mp of a standard spell.

Appearance: Waves of multicolored light.
Description: Assault your foe with waves of unblockable radiation! Just make sure they don't get any superpowers afterwards...




Primate Murder -> RE: Primate Murder's Suggestion Thread (4/11/2019 12:03:33)

DragonSlayer
Dragonslayer class armor.

FO fire, earth secondary, weak to other elements.
High MRM with a slight focus on Melee.
1 hit attack at +3 bth lean, with high Base damage (because it's pretty hard to miss a big honking dragon).

Appearance: Based on the original, but with more scales, helmet (togglable) becomes a real dragon skull and the cape (also togglable) becomes dragon's wings.
Description: As you don this armor of alchemically-treated dragonscale, you can almost feel its hunger for dragons' souls. Slay the great wyrms and seize their ancient might for yourself!


Level 0: Mantle of the Dragonslayer - Passive
The world first realised the true danger of dragons after Akriloth's invasion. Draw upon the stereotype of brave warriors standing up to dragonfire to protect yourself against all dragon elements!

All dragons only deal fire damage to you.


Level 1: Slayer's Guard - Passive/Toggle
Your knowledge of dragons allows you to better guard against their attacks.

You gain +9 MRM when fighting dragons, +3 MRM against draken and dragonkin, and loose 3 MRM against everything else.

When fighting dragons, you can also click on the skill to toggle on Enhanced Guard. Costs 20% melee sp and grants a futher +12 MRM.


Level 2: Fearless - Passive
Those who wear the armor of the DragonSlayer are made of hardy stuff.

Gain +10 Fear Resistance.

The effect is tripled if you're fighting Dragons.


Level 3: Slayer of Dragons - Passive/Toggle
Your Dragonslayer training has taught you how to strike hard and deep against dragons and their kin!

You deal +15% damage against all dragons, +5% damage against drakel and dragonkin, and -5% damage against everything else. Magic weapons gain *4/3 and spells get /2 of the boost.

When fighting dragons, you can also click on the skill to toggle on Enhanced Technique. Costs 20% melee sp and boosts your damage by a further 20%.


Level 4: Poison Dragon - Active
Coat your weapon with a homemade dragonbane poison!

Spend a turn coating your weapon in Homemade Dragonsbane.

The next time you hit with a weapon attack, monster becomes inflicted with Dragonsbane Poison. Monster can shake off the effect at the beginning of each turn (MainStat/Luck vs End/Luck) with +20 bonus to save, +10 bonus for drakel/dragonkin and +0 bonus for dragons.

While thus poisoned, the monster looses 10% MaxHP each turn.


Level 5: Finishing Blow - Active
The difference between a Dragonslayer and a Dragonfighter is that Slayers know how to deliver that final blow with extreme prejudice.

2-hit weapon based skill, follows your weapon element.

- Against dragons, deals damage worth (50/1.4)% of the monster's missing hp.

- Against Drakel/dragonkin, deals damage worth (45/1.4)% of the monster's missing hp.

- Against anything else, deals damage worth (35/1.4)% of the monster's missing hp.

Costs sp of a standard skill.


Level 6: Fortified Armor - Passive/Toggle
Your armor is optimized for fighting dragons, but with a bit of spiritual magic you can make it even better.

You take -(15/1.4)% damage from dragons, -(5/1.4)% damage from drakel and dragonkin, and +(5/1.4)% damage against everything else.

When fighting dragons, you can also click on the skill to toggle on Enhanced Armor. Costs 20% melee sp and boosts your protection by a further (20/1.4)%.


Level 7: Close Quarters Combat - Passive
The dragon is a massive beast. In order to use its strongest attacks, it needs space to move, to attack, to breathe. Get up close and personal to deny your foe just that, leaving them struggling and unable to attack with their full might!

Your weapon attacks inflict Disease (sp) worth 56.25% damage dealt. Monster can resist (MainStat/Luck vs Dex/Luck) with +10 bonus to save, -10 penalty for drakel/dragonkin and -20 penalty for dragons.


Level 8: Fafnir's Bane - Passive/Toggle
Your weapon was designed specifically to slide past the scales and into the soft underbelly of the wyrm. With some spiritual magic, you can make it even better.

Gain +12.75 bth against dragons, +4.25 bth against drakel/dragonkin, and loose 4.25 bth against anything else. Magic weapons gain *4/3 and spells get /2 of the boost.

When fighting dragons, you can also click on the skill to toggle on Absolute Bane. Costs 20% melee sp and makes all your attacks autohit. (the cost changes to 11.25% with magic weapons and 55% for spells)


Level 9: Dragonsblood Elixir - Active
Never stop. Never surrender.

Usable once per battle. Pay sp of a standard skill to gain Regeneration (power: 10) for 2 rounds.

If your opponent is a dragon, the effect lasts for 3 rounds.


Level 10: Burning Dragonslayer - Active
Draw upon the power of Kian of the Eternal Flame to strike with the power of a Dragon's Heart!

1-hit spell type fire skill, gains EleComp to damage. Against Dragons, the skill seeks between Fire, Harm and Void damage. Against Dragonkin/Drakel, it seeks between Fire and Harm damage. Against anything else, it deals -5% damage.

Costs sp of a standard skill.




Primate Murder -> RE: Primate Murder's Suggestion Thread (4/21/2019 6:07:39)

Shadowslayer
Shadowslayer class armor.

FO earth/dark armor, mostly even resist to the rest.
Average MRM with a focus on Melee.
2 hit attack at +3 bth lean.

Appearance: I'd say the original is pretty good.
Description: Shadowslayers embody the hope of the former Luminovia, the refusal to go quietly into the dark, the promised return of the brighter days. Use your array of holy weaponry alogside a keen tactical mind to protect the peace and freedom of your people, one slain monster at a time!


Level 0: Slayer Tactics - Passive
You may be pretty squishy compared to the monsters you fight, but with skill, observation and analysis you can ferret out the weak spot of any enemy!

You take +(15/1.4)% damage from monster attacks and gain +40% Lucky Strike damage every turn. Caps at 400% bonus LS damage and resets at the end of the battle.


Level 1: Slayer's Strike - Active
Your ShadowSlayer training has taught you how to expose weaknesses of your enemies, especially if they're creatures of Shadow!

Perform a normal attack. If it connects, the monster is inflicted with EleVuln (+20% damage from WeaponElement) for 5 rounds. Monster can resist (MainStat/Luck vs Dex/Luck) with +10 bonus to save, or -20 penalty if they are tagged as vampires, lycans, skeletons, zombies, ghosts, and mummies (further referred as trigger monsters).

Costs 70% melee sp.


Level 2: Evilproof Aura - Passive
Your experience and skill allow your statuses to affect enemies of your class more easily!

Gives you Shadow Potence status. All saves made by opponent vampires, lycans, skeletons, zombies, ghosts, and mummies take a -10 penalty.


Level 3: Boss Breaker - Toggle
You kill immortal monsters for a living. Why would this one be any different?

Gain +20 to inflicting any status that immobilizes or reduces the monster's damage capabilities.

Costs 20% melee sp.


Level 4: Tools of the Trade - Active
Attack with an array of Holy weaponry specifically designed to fight the enemies of Darkovia!

A skill with different effects against trigger monsters; if monster fits into none of the categories, the skill automatically fails.* This is treated as a weapon attack and follows your weapon type, but does not apply any of your weapon effects and weapon specials cannot occur.

Has no cost, but can only be used once per battle.

- Against vampires, 1 hit of light dealing 33% melee damage and put them to Sleep.** Monster can wake up with a (MainStat/Luck vs Dex/Luck) save at -20 penalty.

- Against werecreatures, 2 hits of fire, 30% melee each, and inflict Silver Poisoning until the end of the battle.*** Monster takes damage as if from a Power 1 fire poison; additionally, if it's inflicted with Disease, when the monster attempts to heal hp, it instead takes damage equal to the amount it would have healed (the amount that Disease prevented it from healing). The infliction can be resisted (MainStat/Luck vs End/Luck) with -20 penalty to save.

- Against zombies and skeletons, 1 hit of light dealing 13% melee and Entangle them (-400 Dex until save).**** Monster can break free (MainStat/Luck vs Str/Luck) with -20 penalty to save.

- Against ghosts and mummies, 1 hit of light dealing 60% melee and inflict Begone Foul Spirit (-50 End until save).***** Monster can escape the effect (MainStat/Luck vs Int/Luck) with -20 penalty to save.

*You're not equipped to fight (Monster Name).
**Stake the vampire in the heart to put them back to sleep!
***Poison the blood of your lycan foes with a silver blade!
****Snare your shambling foe with an enchanted net, limiting their movements!
*****Exorcise evil spirits from the world of living, leaving them brittle and fragile!



Level 5: Slayer's Feint - Active
Feint a second strike at your foe to observe how it moves to protect itself. The insight gained will help the accuracy of your strikes for a little while.

Perform a normal attack. Regardless of whether it connects, you gain a Bth Boost (+15 bth) for the next 5 rounds.

Costs 88% melee sp.


Level 6: Preparation - Passive
Load your guns and sharpen your blades in preparation for today's hunt!

If you're fighting a trigger monster, heal 100% melee in sp at the beginning of the battle.


Level 7: First Strike - Passive
Your experience in tracking down monsters allows you to get the drop your foe, inspiring panic and preventing them from an efficient retaliation.

You gain +50 Initiative. If this allows you to go first, your first attack makes the monster Panic -(30 * DamDealt/Exp)% damage until save. Monster can shake off the effect (MainStat/Luck vs Cha/Luck) with -20 penalty to save.


Level 8: Silver Coating - Passive
Coat you weapons with an alchemically-treated silver alloy to deny your enemies the ability to regenerate!

Against trigger monsters, all your weapon attacks inflict Disease (hp) equal to damage dealt. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.


Level 9: Turn Shadow - Active
Strike at the mind of your foe, paralyzing them with doubt and indecision!

Deals no damage, but Paralyzes the monster for 3 turns. Monster can resist (MainStat/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if it's a trigger monster.

Costs 78.5% melee sp.


Level 10: Slay - Active
You have stacked the odds in your favor. Now it's time to see if it was enough.

Perform a normal attack; it's an automatic Lucky Strike. Afterwards, you're inflicted with Hypocritical for 9 rounds, lowering your LS rate by 10% (to 0).

If you are fighting a trigger monsters and haven't yet used Tools of the Trade, you expend them and the attack gains *1.5 bonus from Slayer Tactics.

Has no cost, but can only be used once per battle.





Primate Murder -> RE: Primate Murder's Suggestion Thread (4/21/2019 9:50:49)

NightHunter
Nighthunter class armor.

FO earth/dark armor, weak to fire and light to max out elecomp.
MRM is slightly above average and focuses on Melee
2 hit attack at -3 bth lean.

Appearance: I'm rather fond of the original one.
Description: Embrace what it truly means to be a Darkovian, accepting reality without the naivete and nostalgia of Shadowslayers. Nighthunters are unafraid to wield the gifts of the enemy and draw upon the darkest aspects of the Shadow to unite the land under a single rule.


Level 0: Lunacy - Passive
You stared into the abyss and found it wanting.

At the beginning of each turn, you gain 11 Madness. If this brings you to or above 110, you loose 110 Madness and are controlled for one round (no save). Resets at the end of the battle.

In return, if you belong to one of the mentioned subraces, you gain the following benefit on all attacks (/2 for spells, /0.75 for magical weapons, as usual):

- Werewolves inflict Fear - (25 * DamDealt/Exp)% chance of inaction for one round. Monster can resist (MainStat/Luck vs Cha/Luck) with -4 penalty to save.

- Vampires heal hp equal to 16% damage dealt.

- Werepyres deal +16% damage.

- Dracopyres inflict weapon element Burn (power 1.6 * DamDealt/Exp) for 2 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.


Level 1: Hunter's Assault - Toggle
Your NightHunter training has taught you how to draw the most power out of your darkovian subrace!

Triple the benefit of Lunacy.

Costs 32% melee sp.


Level 2: Shadow Secrets - Passive
Your power and mastery allow you to avoid the statuses of the enemies of your class more easily!

Grants Status Resistance. Gain +10 bonus to saves against hostile statuses inflicted by opponent vampires, lycans, skeletons, zombies, and humans (further referred to as trigger monsters).


Level 3: Boss Boost - Toggle
Shrug off damage-reducing effects like a boss!

Gain +20 to resisting any status that immobilizes or reduces your damage capabilities.

Costs 20% melee sp.


Level 4: Tools of the Enemy - Active
Your methods of dealing with opposition are much simpler than those of Shadowslayers. Rip, Savage and Terrify your foes into submission!

A weapon-based attack following your weapon element and type. Has different effects against trigger monsters; if monster fits into none of the categories, the skill automatically fails.* Costs 50% melee sp.

- Against zombies and skeletons, make a save (MainStat/Luck vs End/Luck) with +0 bonus, or +20 bonus if Madness > 55. On fail, perform a normal attack. On success, deal *2 damage.**

- Against vampires and werewolves, make a save (MainStat/Luck vs Cha/Luck) with +0 bonus, or +20 bonus if Madness > 55. On fail, perform a normal attack. On success, gain DefBoost (+30 * DamDealt/Exp MRM) for 2 rounds.***

- Against humans, make a save (MainStat/Luck vs Cha/Luck) with +0 bonus, or +20 bonus if Madness > 55. On fail, perform a normal attack. On success, gain Celerity for one round.****

*You don't need any special techniques to take down this guy.
**Rip apart the rotting corpses of your foes!
***Savage your prey until even the idea of attacking you makes it flinch!
****Terrify the hapless mortal into giving you another round of attacks!



Level 5: Vanish - Active
Wrap the everpresent darkness of Darkovia around yourself, disappearing from the sight of your opponent!

Quickcast, 1/turn. Gain DefBoost (+20 MRM) for 3 rounds.

Costs 100% melee sp.


Level 6: Feast - Passive
Drain the energies of Shadow from your foe's corpse to regain some of your power!

Gain 100% melee sp when you reduce a trigger monster to 0 hp.


Level 7: Essence of the Hunt - Passive
Surrender some of your self-control and allow the bestial instincts of your subrace to guide you!

Gain a benefit based on your subrace:

- Werewolves gain 5 less Madness from the Lunacy passive.

- Vampires gain Mesmerizing Presence, inflicting control (100% chance of inaction, 1 round) on the monster at the beginning of the battle. It can resist (MainStat/Luck vs Cha/Luck) with +11 bonus to save.

- Werepyres use Str+Int for stats on all Melee and Magic attacks; Magic attacks also gain +1/3 damage. Basically, a copy of werepyre's lvl 0 toggle.

- Dracopyres gain 20 more Madness at the beginning of the turn, and make a 50/50 save (MainStat/Luck vs Cha/Luck). On success, their pets and guests deal +50% damage.


Level 8: Vitality Link - Passive
Bond your life force to that of your enemy, regaining hp every time they heal!

When fighting trigger monsters, all your weapon attacks inflict Vitality Linked on the monster, with the power equal to damage dealt. It's a disease-type effect, but instead of inhibiting healing, it heals your hp equal to what the monster healed (up to Link's power). Monster can resist the effect (MainStat/Luck vs Int/Luck) with +0 bonus to save.


Level 9: Embrace Shadow - Active
Let the Hunt begin!

Quickcast, usable once per battle. Gain Hunting status, which grants +(TurnRemaining*20)% damage boost for 3 turns. (so +60% on first turn, +40% on second and +20% on third.)

Gives +70 Madness.


Level 10: Hunter in the Night - Active
Draw upon your inner Shadow to show those that resist what a true Hunter looks like!

Standard weapon-based skill that seeks between earth and darkness. Has the following 3 effects:

- The skill consumes all DefBoost statuses affecting the player to deal bonus damage.

- The skill deals +(Madness/2)% damage and doubles your current Madness.

- The skill gains 10% damage during night (server time 6 pm - 5:59 am) and looses 10% damage during day (server time 6 am - 5:59 pm).

Costs sp of a standard skill, reduced due to elecomp.




Primate Murder -> RE: Primate Murder's Suggestion Thread (4/26/2019 6:47:17)

Chronomancer Bloodmage

FO neutral armor.
MRM has a focus on Magic.
Standard 2-hit attack.

Effect (passive): Pay hp worth 100% melee when you cast a spell, and the monster makes a save (Int/Luck vs Int/Luck) with +10 bonus. If it fails, it's inflicted with Stolen Time (renamed Paralysis) for one turn. Once per turn, if the monster is inflicted with Stolen Time, you (not pet or guest) gain celerity.

Temporal Distortion.* 2 hits of Harm element. Gains a slight elecomp bonus to damage due to neutral armor resists.
Costs mp of a standard spell.

*Channel Time magic through your blood to blast your foe with this powerful spell!

Appearance: More steely version of bloodmage with a clock behind the back.
Description: Pay in blood for your stolen moments, and crush your foe inbetween the indomitable clogs of time.




Zennistrad -> RE: Primate Murder's Suggestion Thread (5/4/2019 17:59:26)

These are some neat class armor ideas.

What level would you anticipate them being at? I can imagine third-tier classes (Assassin, Necromancer, Etc.) having power comparable to subrace, and the rest being of generally lower level.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/5/2019 0:30:58)

I don't really things tiers are going to be a thing if the staff decide to revamp classes. It just doesn't make sense to spend so much time updating underleveled armors when something like 50% of your playerbase are level 150.

Personally, I think scaling classes could (and probably would) be a thing - though by the time the staff get to tier one classes like warrior/scholar/mage, it would probably be something like 2025.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/7/2019 3:18:28)

Blood Shedder Set
Dark set centered around Bleed.


Blood Shedder Demon

Neutral darkness armor with a fire secondary
MRM focuses on Melee, looses 3 for the last effect
5 hit attack at +5 bth lean.

Effect (passive): The player takes +(25/1.4)% damage, and inflicts Bleed (Power 0.05 * HitsConnected) on all weapon attacks, specials and spells. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: +20 Bleed Potency.

Effect (passive): One per turn, when the monster successfully saves against Bleed, it's inflicted with Bleed (power = 0.5 of the Bleed it saved against). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Appearance: Tall, but hunched over skeletal-thin demonic figure. The entire body is covered in hooks, barbs and spines, and has a tail; skin color your guardian customization. Inspired by barbed devils of d&d.
Description: Take the form of Heck's most sadistic torturer! This demon will shed your blood so expertly that it will never stop flowing!


Blood Spiller

Dark melee claw
+5 bth lean
no proc, but instead of extra damage inflicts Bleed (power 0.05*HitsConnected). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Effect (passive): weapon attacks do -25% damage, but inflict Bleed (power 0.125 * HitsConnected). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

Effect (toggle): click on the weapon to toggle Blood Spiller mode. This costs 25% melee in sp, and doubles the Bleed inflicted (to 0.25 * Hits/Connected).

Appearance: A demonic claw with 3 long talons.
Description: Wield the right claw of Heck's most sadistic torturer! Its barbed talons ensure that you rip open bleeding wounds with every strike!


Bloodletter

Dark shield
MRM has a focus on melee, looses 3 for the first effect.

Effect (passive): Inflict Bleed (power 0.025 * HitsConnected) every time the monster hits you. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

MC: has three modes.
- in standard mode, Bloodletter increases the damage of all your Bleed effects by 25%.
- second mode has the player pay 15% melee in sp, and doubles the damage of all your Bleed effects.
- third mode has the player pay 35% melee in sp, and triples the damage of all your Bleed effects.

Appearance: A demonic claw with shorter, but wider talons.
Description: Wield the left claw of Heck's most sadistic torturer! Bloodletter has inherited the demon's sadistic tendencies and can make your foes writhe in agony from even the slightest of cuts!


FSB (armor + weapon + shield): Against Bleeding foes, you have 25% chance to paralyze the monster with crippling agony. Monster can resist (MainStat/Luck vs Cha/Luck) with +0 bonus to save.




Primate Murder -> RE: Primate Murder's Suggestion Thread (5/8/2019 15:06:38)

Bard's Ukulele

Wind magic 'bow'
3 hit attack
no special-special, but instead of yourself, your pets and guests deal *1.1 damage.

Effect (toggle): Click on the Ukulele to switch between Standard Mode and Storytelling Mode. In Storytelling mode, all your weapon attacks deal -(20/0.75)% damage, but your pets and guests gain celerity (guest must pay the upkeep twice if they act twice).

MC: Uses Cha instead of Int for stats.

Appearance: The ukulele from Bard of War armors.
Description: The ultimate proof that the ukulele is mightier than the sword!




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