Zenn's Suggestion Thread! (Take 2) (Full Version)

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Zennistrad -> Zenn's Suggestion Thread! (Take 2) (6/13/2019 22:41:41)

Since my old thread was nuked from inactivity, let's give it another go! I'll repost my favorite old suggestions here, sorted by table of contents.

Weapons

ArcAxe — 0-Proc energy axe that deals an extra hit of damage to grouped opponents.

Chopalot Prime — A reforged version of the iconic Chopalot, with a massive increase in power to match.

Stormcaller's Scepter — A scepter that, once per battle, can increase the strength of a wind spell for MP.

Arboreal Arming Sword — A melee weapon that can toggle between inflicting Entangled and inflicting Spiritual Seed.

Armors

Elightus Garments — Fully-Offensive Energy Armor with a powerful skill that also increases the strength of the enemy's next attack. Deals Energy damage as backlash when used with the Elightus and Elightus Guard items.

Cactimancer's Couture — Neutral earth/water armor that converts random damage to base damage. Comes with a magic earth skill that applies elecomp to accuracy instead of damage. At Level 150, the base damage for the skill is always 1,000.

Drowned Sailor Costume — Fully-Offensive Water armor with darkness secondary. Comes with an extra-powerful skill that takes a turn to "charge."

Axe Master Armor — A familiar-looking armor that grants bonuses when used with an axe.

Dollmaker's Dressings — A neutral light armor with a powerful skill that can be used three times per battle, at the cost of reduced blocking defenses.

Voltaic Fencer — A fully-offensive energy armor with a toggle. When activated, your attacks are locked to energy, but are 25% more powerful and autohit.

Insurmountable Gatekeeper — An update to the Gatekeeper armor, bringing it up to modern standards. Combines elements of the suggested revamps for the Twilight and Overlord sets.

Darkovian Gear — A fully-offensive Earth/Darkness armor that grants extra damage if you don't have a subrace, and poisons Vampires and Werewolves.

Ultra Elemental Warrior — A a dual fire/ice armor inflicts Burn and Elevuln with each attack.

Splendor of Yendor — Inspired by Nethack, this ASCII-like armor will change depending on your alignment.

Shields

Condemned Shield — A shield with a pseudo-backlash effect. You take more damage, but your enemy takes a portion of the damage they inflict.

Spells

Black Hole Sun — A spell that deals Fire and Darkness damage, and creates an elemental shield against water.

Candy Grab — An Earth spell/skill that can steal candy from your opponent

Pets

Tenderizing Cherub — A wind pet that can tenderize opponents, freezing them and making them vulnerable to Earth

Miscs

Aura of Awe — An offensive misc that boosts damage from Awe weapons, and can transform your Awe weapon into the Prime Blade of Awe.

Sets

Undying Set — A weapon and armor inspired by Undyne from Undertale. Get stronger the closer you are to death, and temporarily revive yourself from death to get one last turn to win.

Warlord Set (Revamp) — An update to the Warlord Set to put it up to current standards, and make it more worth the Z-Token price.

Overlord Set (Revamp) — An update to one of the original mastercraft sets, bringing it up to modern standards.

Twilight Set (Revamp) — An update to one of the original mastercraft sets, bringing it up to modern standards.

Olympian Set — A wind/energy mastercraft set themed around Greek myths. Grants potent bonuses, but inflicts negative status effects on the player for daring to approach the Olympians' godly might.

Soulborne Set — A pair of Z-token packages, one Darkness and one Energy. The weapon burns and ele-seeks against Demons, the shield deals damage on block, and the armor deals extra damage to Demons and comes with a skill that can turn your foe into a Demon.

Void Vigilante Set (revamp) — A revamped HSVV set, updated to modern standards.

Paladin Slayer Set — A twisted mockery of an elite Paladin's equipment, created by the Order of the Mantle to hunt their greatest foes.

Champion of Krenos — A Champion package set modeled after Krenos, the Prime Energy Dragon.

Classes

Fighter (revamp) — A starting class focusing on melee attacks.

Mage (revamp) — A starting class focusing on spells.

Rogue (revamp) — A starting class focusing on dodging attacks and hitting accurately.

Ranger — A starting class for defensive characters focusing on 100-proc weapons.

Scholar (revamp) — A jack-of-all-trades starting class.

Blarney Rogue (revamp) — A variant of the base Rogue class that excels at lucky strikes and stealing gold.

Ninja (revamp) — An advanced Rogue class that focuses even more on dodging and hitting accurately.

Hunter — An advanced Ranger class that focuses on setting traps to immobilize your foe.

Wizard (revamp) — An advanced Mage class focusing even more on powerful spells.

Berserker (revamp) — An advanced Fighter class that focuses even more on attack strength, at the cost of accuracy and defense.

Assassin (revamp) — A Tier 3 Rogue class that specializes in stacking multiple status effects, and has a skill with a chance to instantly kill the opponent.

Mimic — A class for mages with DEX. Can learn new skills by copying the abilities of defeated enemies.

Archmage — A Tier 3 Mage class that focuses on non-elemental magic, and can deal devastating lucky strikes with spells.

Gladiator — A Tier 3 Fighter class with both powerful and accurate weapon attacks, but more intensive SP costs than most classes.

Warden — A Tier 3 Ranger class that stacks multiple triggered abilities for maximum affect, and comes with a versatile quick-cast skill.

Dracomancer (Revamp) — An advanced class usable by both warriors and mages, that can freely swap between Melee and Magic damage.

Duelist — An advanced mage class. Start the battle with 5 random cards, and use cards to perform devastating spells.

Beastmaster (revamp) — A versatile advanced class for characters that use pets and guests. Can summon a wide variety of guests, and can toggle between offensive and defensive.

Savant — A Tier 2 scholar class. Still a jack-of-all-trades class, but with a focus on "free" abilities that use cooldowns instead of having SP costs.

Classes of Loathing

An Adventurer is You! A series of classes based on the six base classes from the comedy web MMO Kingdom of Loathing.

Pastamancer — An offensive beastmage class that can summon three guests, and gains bonuses to both guests and pets, though with a particular focus on guests.

Sauceror — A defensive mage class that specializes in stacking damage-over-time effects.

Disco Bandit — A knife-focused class that can more easily dodge attacks, and builds up a special resource called Disco Momentum for extra-powerful weapon skills.

Accordion Thief — A fully-defensive class based on CHA and DEX, with a wide variety of powerful toggle skills.

Seal Clubber — A fully-offensive warrior class that sacrifices defense for raw attack power, and can deal devastating lucky strikes.

Turtle Tamer — A fully-defensive beastmaster class that makes your pets and guests stronger if you use melee weapons. Comes with three advanced class paths for levels 6-10.

Subraces

Dracopyre of Night — A dracopyre variant for offensive melee beastmasters.

Graceful Dracopyre — A dracopyre variant for offensive beast rangers.

No-Drops

No Drop Revamps — Revamped no-drop armors to slightly buff their capabilities.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/13/2019 22:50:25)

quote:

The Undying

FO Water Armor, resists follow elemental wheel.

Starts with average MRM, even blocking across the board. Gets -3 MRM to pay for skill.

Standard attack is two hits, +0 BTH lean

Appearance: A pitch-black set of plate armor that faintly glows with a teal aura. When the resurrection ability activates, the armor becomes larger with multiple spikes on the shoulders, and a large, sharply glowing teal heart on the chest plate. Both forms of the armor have no shield visible, instead displaying it on the bottom of the screen. May or may not come with appropriate music.

Skill: Justice Volley — Spell-based skill. Deals either ranged or magic damage, depending on INT. Costs 100% melee in SP if ranged, or 125% melee in SP if magic.

Summons a volley of glowing blue spears of mystic energy, dealing four hits of water damage for a total of [150 + (MaxHP - CurrentHP) / MaxHP * 100)]% melee damage. So, 150% melee at max HP, 175% melee at 75% HP, 200% melee at 50% HP, 249% damage at 1% HP, etc. Damage is multiplied by elecomp afterward.

Set Bonus: When wielded with Soul of the Undying, all weapon attacks deal +[(MaxHP-CurrentHP) * 20 / MaxHP]% damage (so +5% at 75% HP, +10% at 50% HP, etc.), and the armor skill gets that bonus /2.

Mastercraft: When you're reduced to 0 HP and have at least 29% melee in SP, you attempt to resurrect yourself at 1 HP*. Monster can resist at a +0 bonus ([Higher of STR or INT]/LUK vs. INT/LUK). If you fail the save or don't have enough SP, you die as normal**. If you survive, your armor is replaced by an armor called "Undying's Last Stand." You get one more turn to act at 1 HP, and are prevented from changing armors. While in the Last Stand armor your HP total can't change (you're effectively immune to all healing and damage), but you die automatically at the end of the monster's next turn. Normal attacks in Undying's Last Stand get +100% damage, /2 for spells (including armor skill).

*"I, [playername], will STRIKE YOU DOWN!"
**But your fate refused to change.

Half the mastercraft bonus pays for the revival. This is equivalent to 2.5% melee. You are assumed to be dealt 140% melee per turn, so monster damage is worth *1.4 melee damage. That means the standard damage reduction for half an MC is -(2.5/1.4)% melee per turn. Using the 20-turn model, this means overall damage reduction for half an MC bonus is (2.5/1.4 * 20)% melee.

Multiply the value of the resurrection by two for a a 50% activation chance for roughly 71.4%, rounded down to 71%. Assuming an extra turn has base 100% melee damage, the remaining 29% melee for the turn after resurrection is paid in SP.

The other half of the MC is used for the damage bonus while resurrected. Using the standard 20-turn model, one fight's worth of MC is is worth (2.5 * 20)%, or +50%. Multiply this by 2 for a 50/50 save for resurrection to get +100%.

The monster's extra turn after your resurrection is ignored in this calculation, as it is functionally not taking an extra turn at all - you die regardless of whether it acts if you don't win immediately after resurrecting.

quote:

Soul of the Undying

0-proc water weapon. Can swap between a melee sword, ranged spear, and magic spear. In melee mode it has a neutral BTH lean, in magic and ranged modes it has a +3 BTH lean.

Appearance: A glowing teal weapon forged from pure magic. In magic mode its appearance is identical to ranged mode, except the glow is much brighter.

Effect: Your attacks deal +10% damage and you take +(10/1.4)% damage. For the Magic version, you take +(7.5/1.4)% damage instead.

Mastercraft: Deals +((MaxHP-CurrentHP) * 10 / MaxHP)% damage, so +2.5% damage at 75% health, +5% at 50% health, etc.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (6/14/2019 1:46:03)

Your thread's not really gone, you know?

Just change your settings to All Topics.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/15/2019 15:18:32)

Hm. Well, I think I'll just migrate to this one regardless, it will make it easier to catalog the entries by table of contents.

I've already got all the entries I want to migrate archived, so I'll just let the old one expire or ask a mod to delete it.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/21/2019 23:42:52)

The first of a series of class designs based on the web MMO Kingdom of Loathing, here's the Pastamancer class, an offensive beastmage class. There are a few minor tweaks I've made to the original post in my old thread, but otherwise it is largely unchanged.

quote:

Pastamancer's Robe
Class Armor

Neutral-lean earth armor with darkness and fire secondaries
Below average MRM with a focus on Magic.
2 hit attack with a neutral lean

Appearance: The outfit consists of robes overlaid with a white chef's apron, and the robe itself appears to be woven out of angel hair pasta. Your character wears a steel colander over their head, which can be removed by clicking it.

Description: In a faraway dimension, the Pastamancers serve the Lord of Pasta and all his noodly splendor. Through their mysticality, they can harness devastating spells and call upon powerful pasta thralls.

Level 0: Stringozzi Symbiosis — Toggle

You no longer need to rely on charisma — your mysticality lets you empower your pets and guests with luck and intellect instead!

Your pets and guests use combination INT and LUK in place of CHA for damage/BTH calculations. This does not affect booster pets and guests, e.g. Poelala.

Level 1: Spaghetti Spear — Active

Pierce your foe's defense with a spaghetti noodle forged from raw mana!

A spell-based skill that summons a massive, uncooked spaghetti noodle and launches it at your opponent. Guarunteed to hit, and deals Harm damage.

The spell has 60% of the MP cost of a standard spell. Deals *0.75 damage for reduced MP cost, *0.65 for autohit (assuming the player has INT), then *0.9 for Harm damage, giving it a base damage of 87.75% of a melee attack.

Level 2: Bucatini Bloodbond — Toggle

Your skilled manipulation of life force lets you pay for guests with HP instead of MP or SP!

When toggled, MP and SP costs of guest actions will instead be converted to an equivalent HP cost.

Level 3: Entangling Noodles — Active

Entangle your foe in a wad of sticky noodles! Usable once per turn.

Summons a burst of sticky noodles from the ground to inflict entangled on your opponent. Costs *0.5 the MP of a normal spell. Quick-cast, once per turn.
Auto-hits, but the opponent can shrug off the effect with a save at a +0 bonus. (INT/LUK vs. STR/LUK)

Level 4: Syphon Thrall — Passive

Draw from the life force of your guest to empower your magic, restoring your MP as it hits.

All damage dealt by guests restores (7.5/0.6)% of the damage dealt as MP.

Level 5: Bind Pasta Thrall — Active

As a pastamancer, you can bind the spirits of the departed to a culinary vessel, summoning a thrall to use for your own ends.

Call an MP-costing guest. Skill has a one-time MP cost for the compression.

Choose one of the following options:

Bind Vermincelli — Summon a vermincelli; a melee earth guest resembling a rat made out of pasta. Deals -50% damage, but inflicts poison.

Bind Vampieroghi — Summon a vampierogi; a magic darkness guest resembling a floating pierogi with vampire fangs. Deals -20% damage, but heals the player.

Bind Spice Ghost — Summon a Spice Ghost; a cloud of spices animated by a poultergeist, taking the shape of Space Ghost. Acts as a ranged fire guest that deals -50% damage, but inflicts choke.

Level 6: Manicotti Meditation

Meditate on the Manicotti Mandala to achieve oneness with the pasta that underpins all reality, boosting your INT and LUK!

INT/LUK drive, costs MP

Level 7: Weapon of the Pastalord — Active

Call forth a powerful weapon from the Pastalord's very own armory to smite your foe!

An MP-cost, spell-based skill that summons a weapon made of pasta (randomly either a sword, axe, or bohemian earspoon), striking for two hits of Magic damage with your equipped weapon's element.

The BTH lean of the attack depends on which weapon is summoned, but the different weapon animations have no difference otherwise. The sword version has a neutral BTH lean, the axe has a -3 BTH lean, and the earspoon/polearm has a +3 BTH lean.

Level 8: Thrall Unit Tactics — Passive

Take advantage of openings created by your thralls to hit with extra potency!

All weapon/special/spell attacks deal +([Guest Hits Connected / Guest Hits Attempted] * 5/0.85*10/9)% damage if your guest attacked last turn, /2 bonus for spells and /0.75 for Magic weapons.

Level 9: Noodles of Fire — Active

Summon noodles enveloped in flames of vengeance to bind and scorch your foe!

MP-cost, spell-based skill with an accurate lean. Deals four hits of fire damage and attempts to inflict both Bound (renamed paralysis, 1 turn) and Burn (0.5 x hits connected power, 4 turns). Skill receives elecomp, but also receives a damage reduction for both status effects. Costs the MP of a standard spell. Opponent can save against both statuses at a +0 bonus (INT/LUK vs. STR/LUK for bound, INT/LUK vs DEX/LUK for burn.)

Level 10: Thrall Catalyst — Toggle

Exhaust the power of your pet and guest to act — but also greatly boost the strength of your spells!

Activate the toggle to play a short animation showing your character syphoning mana from the pet and guest spaces on the battle screen. While the skill is toggled, all spells will deal +30% damage if a guest is present, +20% damage if a pet is present, and +50% damage if both are present. However, neither your pet or guest will be able to act while the toggle is active. If neither slot is occupied, the toggle does nothing. This skill will cause cause your active pets and guests to deal damage to you at the end of your turn, as they did not act.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/27/2019 23:46:35)

The second of the Kingdom of Loathing classes, the Sauceror is the more defensive of the "mysticality" classes, specializing in damage over time effects.

quote:

Sauceror's Robes
Sauceror class armor

Fully defensive fire/ice armor with good water resistance. Weak against energy.

Average MRM, focused on magic

Regular attack is one hit at a neutral lean. Melee and ranged convert to magic, and deal 75% damage.

Appearance: A set of wizard's robes overlaid with a white chef's apron. The character wears a saucepan on their head, which can be removed by clicking on it.

Description: Long engaged in an uneasy truce with the Pastamancers, Saucerors devote their Mysticality to the Ancient Brotherhood of Gravymakers.

Level 0: Cursive Spelling - Passive

You're an expert in all spells curse-related. Your curses will foil your foes again and again.

You gain the Curse Potence intrinsic. Your opponent gets -10 to save against all passive damage statuses (Backlash, Bleed, Burn, Control, Poison, and Prismatic Burn) and all renamed variants.

This is enough to cancel out the save bonuses to the Sauceror's curses, reducing their damage penalty for their effects and allowing them to deal comparatively increased damage. However, Curse Potence also applies to other statuses as well.

Level 1: Conjure Soup Spoon - Active

Summon a special spoon to assault your foes with hot soup!

Replaces your no-drop weapon with the Mystic Spoon, a temporary 100-proc magic wand. The wand’s attack summons a glob of hot soup, dealing two hits of fire damage at +0 BTH.

Level 2: Salsaball - Active

If there's one thing you've learned from parties, it's that nobody can avoid eating the chips and salsa. You don't have any chips, but you can conjure a ball of unavoidable salsa at will.

Spell-based skill. Deals 1 hit of Fire damage, and automatically hits. Costs 60% of the MP of a standard spell. Deals *0.75 damage for reduced MP cost, *0.65 for autohit (assuming the player has INT), giving a total of 97.5% of a standard melee attack. Elecomp modifier is minimal due to the armor's ice resistance.

Level 3: Curse of Vichyssoise - Active

Before you can learn to make sauce, you have to learn to make soup. Thankfully it's still pretty effective, and will deal ongoing damage from the sheer cold.

Spell-based skill, costs the MP of a standard spell. Deals 1 hit of magic ice damage with +5 BTH, with minimal elecomp due to the armor's fire resistance. If the skill hits, the skill is disabled until the status wears off.

Starts off as a standard spell, but deals -17% damage. If it hits, it attempts to inflict Curse of Vichyssoise, a renamed Ice Burn (Power 2, 5 Turns). The opponent makes a save at a +10 bonus (INT/LUK vs. END/LUK). Damage is multiplied by elecomp.

Calc: Status is equal to 34% melee, /0.85 for requirement to hit, then /0.4 for save. Divided over five turns gives a burn of Power 2.

Level 4: Simmer - Active

Sometimes your spells need a little bit more time to cook. Spend a turn seething to make your next spell hit extra hard!

Costs the SP of a standard magic skill (so 490 SP at level 150.) Upon activation, your character spends a turn "charging." During your next turn, the next spell you cast deals *2.005 damage.

Level 5: Utensil Lore - Passive

You know all about the tools of the sauce trade. You get more out of your wands - especially if that wand is a spoon.

Normal attacks with wands deal +7.5% damage. If the wand contains "spoon" in its name, it also restores MP equal to 11.25% of the damage dealt.

(Calc: 5% for normal passive, increased to 7.5% for restriction. Double restriction boosts damage bonus to +15%, half the damage bonus is used for MP restoration. Multiply 7.5 by 1.5 to convert bonus to MP, giving 11.25%)

Level 6: Curse of Marinara - Active

This curse causes writhing tendrils of marinara sauce to burst from your foe, siphoning their life force and injecting it into you. It's too gruesome to animate, so use your imagination.

Costs MP of a standard spell. Deals 1 hit of magic fire damage at a +5 BTH lean, with minimal elecomp. Takes a damage penalty to pay for the effect.

Starts off as a standard spell, but deals -17% damage. If it hits, it attempts to inflict Curse of Vichyssoise, a renamed Fire Burn (Power 1, 5 Turns) that heals you equal to the damage it deals. The opponent makes a save at a +10 bonus (INT/LUK vs. END/LUK). Spell damage is then multiplied by elecomp.

Unlike other burns, this burn does stack with other burn effects with different names, rather than adding to their power (e.g. you can have both Curse of Marinara and Curse of Vichyssoise affecting your opponent at the same time.)

Calc: Same as the Curse of Vichyssoise status, with the burn power cut in half for healing you equal to damage dealt.

Level 7: Saucy Salve

Transmute a health potion into a saucy salve to heal your wounds! This skill doesn't take a turn to use.

Quick-cast, once per turn. Costs 80% of the MP of a standard spell. Consumes a health potion, and heals you as though you drank a health potion.

Level 8: Goldilocks Invocation - Toggle

Mutter this incantation to stabilize your foe's resistance to hot and cold, ensuring your spells hit just right.

While toggled, the enemy's base resistance to Fire and Ice become equal. Both are set to ([Starting FireRes + Starting IceRes] / 2). So if a monster's Fire resistance is 30% and its ice resistance is 130%, both are set to 80%. Opponent can save each turn or when the toggle is activated, at a +0 bonus (INT/LUK vs. INT/LUK). If they successfully make the save, the skill is disabled for one turn.

Level 9: Curse of Mystery Gravy - Active

You know mystery meat? Well, mystery gravy is what you make from it. Hit your foes with this curse to confuse them with its inscrutable origin.

Spell-based skill. Costs MP of a standard spell. Deals 1 hit of magic darkness damage at a +5 BTH lean, with elecomp. Takes a damage penalty to pay for the effect.

Starts off as a standard spell, but deals -21.83% damage. If it hits, it attempts to inflict Curse of Mystery Gravy, a renamed Control (33.33% chance of inaction, 3 Turns). The opponent makes a save at a +10 bonus (INT/LUK vs. END/LUK). Damage is multiplied by elecomp.

Calc: Based on the Carnation-In-Full-Bloom. The MC effect has it take -43.375% damage to inflict 50% control at a +20 bonus, because it's an MC effect this means the control is worth (48.375 * 0.4)% melee. /0.3 for 30% chance to inflict means it's worth 64.5% for a 50% chance. This means the base value inflicting control for one turn is 129% melee. This is 10% higher than the value of inflicting paralysis for one turn, which is 119 (140 monster damage * 0.85 monster hit rate). 129 * 0.4 base chance of infliction is 51.6% melee, *0.85 for requirement to hit gives 43.86% melee, or -21.83% spell damage.

Level 10: Saucestorm - Active

Summon a supreme storm of sauce, flaying your foe with a hail of hot and cold condiments!

Spell-based skill. Costs the MP of a standard spell, plus 60% melee in SP. Deals four hits of alternating fire and ice damage for *1.2 the damage of a standard spell due to alternating elements, with a further +30% additive damage bonus due to the SP cost.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/30/2019 2:09:43)

EDIT: Nevermind




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/30/2019 18:29:53)

I've updated the Sauceror's Level 7 skill to be more in line with what I feel would work. Now it's:

quote:

Level 7: Saucy Salve

Transmute a health potion into a saucy salve to heal your wounds! This skill doesn't take a turn to use.

Quick-cast, once per turn. Costs the MP of a standard spell. Consumes a health potion, and heals you as though you drank a health potion.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (6/30/2019 23:30:56)

I think you can use "costs 80% mp of a standard spell" or "100% melee in mp". After all, drinking a potion costs a turn, which is 100% melee (different mage turn value notwithstanding), and a standard mp spell costs 125% worth of melee.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/1/2019 9:17:30)

Fair. Done.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/1/2019 21:44:38)

Since the topic of energy axes came up in the release thread, I'll go ahead and repost this:


quote:

ArcAxe

0-Proc Melee Energy Axe. Mastercraft, deals an extra hit of damage against group enemies.

Has a -3 BTH lean.

Effect (passive): When wielded against mob enemies, the axe will deal an additional hit of damage at the end of your turn. The extra hit is equal to 10% of the damage of a normal melee attack, and selects the next target in the mob. (E.g. if 1 is selected, it hits 2, if 2 is selected, it hits 3, if the last is selected, it hits 1, etc.) If there is only one enemy left alive in the mob, the extra hit does not occur.

Mastercraft goes into lack of downtrigger.

Appearance: A large, chrome-colored, twin-bladed battleaxe: however, the edge of each blade is removed, instead replaced with an electrified coil.

Description: This electric battleaxe will strike like chain lightning, dealing extra damage to enemies in a group!




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/7/2019 1:30:20)

quote:

Elightus Garments

Fully-Offensive energy armor with secondary earth resist. Mastercraft, comes with a built-in skill.

Average MRM, with a slight focus on melee and ranged.

Appearance: A plate of armor similar to the Elightus and Elightus Guard items, black primary colors with light green secondary colors, pulsing at all times with green electricity.

Description: Forged from electric crystals, this armor can supercharge your foe with an intense burst of lightning! Use it with the Elightus weapon and Elightus Guard shield to shock any foe that hits you.

Skill: Supercharge Burst! — Spell-based Energy skill, deals two hits of damage at a +0 BTH lean, with elecomp. Deals magic damage and costs 125% melee in SP if INT is high enough, otherwise it costs 100% melee in SP and deals ranged. Deals +50% damage, but afterwards your opponent has a [HitsConnected]/2 chance of dealing +(50/1.4/0.85)% damage with their next attack*

FSB: When used with the Elightus weapon and Elightus Guard shield, if the monster successfully dealt damage to you during their turn, they take Energy damage equal to ([Monster Hits Connected / Monster Hits Attempted] * 5 / 1.4 / 0.85)% of the damage they dealt, multiplied by Elecomp. (Calc: Elightus weapon currently has 5% bonus damage for using with the shield, giving it half of a FSB. A true FSB is worth 10% melee by current standards, so the the armor gets a passive worth 5% melee.)

*Your opponent absorbs the excess energy, supercharging their next attack!





CH4OT1C! -> RE: Zenn's Suggestion Thread! (Take 2) (7/7/2019 4:23:18)

I like the Elightus garments, but the original armaments had that main draw of being earth/energy compression. I know you have secondary earth resistance, but that seems more like an afterthought than a major effect. Perhaps having it become a compression armour? (or a bit like moglord, with toggle swap and a skill?)




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/7/2019 4:49:10)

Secondary earth resist was more of an aesthetic choice than anything else, referencing the fact that the Elightus set defaults to energy when you log in. It could feasibly be a compression armor though (i.e. 40% at level 150 for both elements), I don't think it would actually make that much of a difference in practice.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/8/2019 22:43:14)

The math for this one was tricky and I'm not 100% sure I got it right, but this was a fun concept to come up with.

quote:

Cactimancer's Couture

Neutral Earth/Water armor with Light secondary. Weak against Ice and Wind. Mastercraft, comes with a skill.

Average MRM, with a heavy focus on melee (you don't want to get close to those spines!) and a secondary focus on magic, with low ranged defense.

2 hit attack with a neutral BTH lean.

Effect: All random damage dealt is converted to base. This means that all weapon attacks, specials, and spells will always deal exactly the median amount of damage for each hit, rounded to the nearest integer. The effect is free, as it does not effect average damage output.

Skill: Needle Shower! — Spell-based skill, deals ten hits of magic Earth damage. Though the skill starts off with a neutral lean, the elecomp is converted to a BTH bonus instead of damage. The skill deals +(48.46918 / 2)% the damage of a normal spell. At level 150, this is enough to make the spell do exactly 1,000 damage, before boosts, multipliers, and the enemy's elemental resistance are applied. Costs about 92.091836735% melee in SP, and 92.091836735% melee in MP. At Level 150, this is 361 SP and 270 MP.

Calc: The average power of a weapon attack at level 150, assuming max-level equipment, a 0-proc weapon, no lucky strikes or misses, a neutral armor, and fully-supported stats, is 404.34875. A standard spell's damage output is twice of a normal attack, or 808.6975, rounded up to 809. The extra 191 damage is worth 191/404.34875, or 47.23645% of a melee attack. So the base SP cost is (100 + 47.23645)% melee, which at Level 150 rounds to 577 SP. Multiply by 1.25 for the magic damage cost for a base cost of 721.25 SP. The cost is then split across MP and SP, with 1 SP = 0.75 MP, for 360.625 and 270.46875 MP. Round for the final cost of 361 SP and 270 MP.

Appearance: A set of bright green mages robes covered from head to toe in thick, sharp cactus spines.

Description: Become a Cactimancer and harness the power of the desert to rain precision needles on your foe! Highly resistant against earth, water, and melee attacks.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/9/2019 23:04:35)

A revamp of the Warlord Set, to standards I feel are more fitting for its Z-Token price and would make it a decent alternative to a Bloodzerker setup.

The armor is the one with the most changes: the weapon-based skill of the current set is overcosted by current standards, so the price has been appropriately reduced. The Full Set Bonus skill has been reworked to be quick-cast, making it more useful.

quote:

Armor of the Warlord

Fully-Offensive Fire Armor. Mastercraft, comes with a skill. Has a second skill as a full-set bonus.

Average MRM, with a slight focus on Melee and Ranged.

Regular attack is two hits, no BTH lean.

Skill: Ares's Might! - Weapon-based skill. Three hits, no BTH lean. Costs 100% melee in SP if wielding a melee or ranged weapon, 125% if wielding a magic weapon (so 385 if ranged, 481 if magic at level 150). Deals damage of your weapon's element and type, so no elecomp. Deals 200% the damage of a normal attack, *4/3 if using a magic weapon.

Full Set Bonus Skill: Warlord's War Cry! - Quick-cast, costs 75% melee in SP. Boosts all weapon damage by +25% for three turns, or by +33.333% for magic weapons. If you unequip any of the Warlord Set items, the boost vanishes. In addition, all weapon damage is multiplied by elecomp while the boost is active, due to being locked to exclusively Fire element equipment during its duration.


The shield has been reworked so that its skill is now weapon-based, allowing for synergies with the set's weapon, and possibly with non-set equipment.

quote:


Shield of the Warbringer

Fire shield with slight melee and ranged focus. Mastercraft, comes with a built-in skill. The Daze effect has been reduced to two turns' duration, but with a greater chance of preventing enemy action.

Mastercraft Bonus: Clicking on the shield will perform a weapon-based skill that uses your shield as a “weapon,” dealing two hits of ranged fire damage, or magic damage instead if your INT is high enough. The skill’s base cost defaults to 100% melee in SP for the ranged version, or 125% in SP for the magic version.

The skill’s SP cost is then reduced by elecomp, calculated using your resistance with your currently-equipped armor + the shield.

The skill does reduced damage, and attempts to inflict Daze, with a [MonFireRes%]*50% chance of inaction over two turns. The monster can resist at a +10 bonus ([INT or DEX]/LUK vs. STR/LUK).


Finally, the weapon has been made 0-proc to synergize better with the armor's weapon-based skill, and has been given a +10% offensive lean in addition to its mastercraft bonus, making it only slightly less powerful than the Bloodzerker's Blazing Sword.

quote:

Sword/Spear/Quarterstaff of Ares

0-Proc Melee Sword/Ranged Spear/Magic Staff. Mastercraft, deals extra damage and you take extra damage.

Sword has a neutral BTH lean, Staff has a -2 BTH lean, Spear has a +3 BTH lean.

Mastercraft Bonus: All weapon attacks deal +15% damage, and you take +(10/1.4)% damage. Mastercraft bonus pays for 5% of the extra damage, the remaining 10% is paid for by taking extra damage equivalent to 10% melee.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (7/9/2019 23:20:57)

The Shield uses Int or Dex as MainStat, but not Str? I can already hear the wrathful cries of vengeful warriors hunting for your scalp. [:D]

Btw, is there any reason you're using +10% damage instead of +15%?




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/10/2019 0:15:08)

quote:

The Shield uses Int or Dex as MainStat, but not Str? I can already hear the wrathful cries of vengeful warriors hunting for your scalp.


That's mostly just because it works that way already, and I feel ranged attacks in general should default to using DEX over STR for status infliction, since it gives FO rangers something that FO warriors don't have. Prolly just a personal preference of mine, though.

quote:

Btw, is there any reason you're using +10% damage instead of +15%?


Mostly just to keep it from getting too excessively strong when paired with the FSB boost and the Ares' Might skill, which by my estimation could get pretty ridiculous due to both the boosts to weapon damage. +15% seems to be the default for offensive-lean weapons (Zealot's Wrath, Agony's Embrace), and this is effectively an offensive-lean weapon with 5% damage reduction.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/14/2019 21:22:49)

quote:

Drowned Sailor Costume

Fully-Offensive Water Armor with Darkness Secondary. Comes with a skill that spends a turn waiting, then unleashes an extra-powerful attack. Not Mastercraft.

Average MRM, evenly spread across all three defenses. Gets -3 MRM to pay for the skill.

Regular attack is two hits at a -3 BTH lean, with a sluggish animation. You're a drowned sailor, after all.

Skill: Seaweed Curse — Spell-based skill, deals either ranged or magic damage based on your character's INT. Costs 100% melee in SP if ranged, 125% if magic. The first turn you use the skill, you spend a turn doing nothing. Then, on your next turn, you summon a torrent of seaweed vines to assault your opponent. This skill deals +(50 * 20/19 * [MonsterHitsAttempted]/[MonsterHitsConnected])% the damage of a normal armor skill, before applying the elecomp multiplier.

Appearance: The garb of a 16th-century European sailor, ragged and dirty and covered in seaweed from spending who knows how long underwater. Your character's build is gaunt and desiccated when they equip the armor, giving them the appearance of a corpse.

Description: This drowned sailor costume is more convincing than it has any right to be. Harness the power of the restless dead of the seas, and strike back at foes who foolishly disturb you!




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/27/2019 16:09:59)

Copied from my previous thread, here's the next Kingdom of Loathing class, the Disco Bandit:

quote:

Leisure Suit Larcenaire
Disco Bandit class armor

Neutral-lean darkness armor, resists follow the elemental wheel, but have slightly lower-than-average resistance for all elements

Slightly higher-than-average MRM, with a focus on melee and ranged

Has two standard attacks, both at a +5 BTH lean:
· First attack deals two hits and occurs 60% of the time, dealing 90% overall damage
· Second attack deals three hits and occurs 40% of the time, dealing 115% overall damage.

Has a special resource called "Disco Momentum." One Disco Momentum is gained every time you use certain combat skills, up to a maximum of three. Each Disco Momentum is worth roughly 75% melee in SP.

Aesthetic: A slim, white leisure suit jacket with matching white bellbottom pants, with the top three buttons left open. For male faces, the armor shows a thick carpet of chest hair through the unbuttoned jacket, for female faces it shows the character wearing a peace sign necklace. Your character’s face is replaced with a face with a large afro and a black domino mask, with male faces having a bushy 70s ‘stache. The shield is not visible while the armor is equipped, instead being shown on the bottom of the screen. All attack and skill animations greatly emphasize the character’s nimbleness.

Description: The Disco Bandit boogies to and fro, hither and yon. Whence come they? No man knows. Whither strikes they next? All men live in fear of their moxie.

Level 0: Moxious Maneuver - Toggle

You know how to hit your foes with STYLE. Your attacks become stronger with dexterity, especially when using a knife!

When toggled, the following effects are applied:

· Your melee weapon attacks use DEX/16 + STR/16 for bonus stat damage

· Your magic weapon attacks use DEX * 3/64 + INT * 3/64 for bonus stat damage

· If your weapon is tagged as a dagger, your weapon attacks use DEX/8 for bonus stat damage and DEX*3/20 + LUK/40 for stat Bonus to Hit

In addition, all armor skills use DEX/8 for bonus stat damage and DEX*3/20 + LUK/40 for stat Bonus to Hit, regardless of whether the skill is active.

Level 1: Tricky Knifework - Passive

You've got a knack for knives. Your attacks with knives deal extra damage. Knifty.

When wielding a weapon tagged as a dagger, your weapon attacks do +7.5% damage.

Level 2: That's Not a Knife - Active

Sometimes you need a knife, and you certainly aren't going to PAY for a knife.

Quick-cast, summons a temporary no-proc melee dagger that scales to (CharLvl - 10). More knife options are added as you level the class. Costs SP to fit the compression.

· Level 2 - Boot Knife: A leather knife fashioned out of one of Donovan's boots. Deals Darkness damage.

· Level 3 - Sharpened Spoon: A spoon from Yulgar's Inn, with the reverse end sharpened to a point. Deals Earth damage.

· Level 4 - Soap Knife: Blackhawke never uses soap, so you took his and sharpened it, somehow. Deals Water damage.

· Level 5 - Broken Hot Sauce Bottle: You nicked a bottle of ebil hot sauce from Zorbak, smashed it, and now it's roughly the shape of a knife. Deals Fire damage.

· Level 6 - Candy Cane Knife: You stole this candy cane from Frostvale, and sucked on the tip until you could stab people with it. Deals Ice damage.

· Level 7 - Drakel Beam Knife: You don't know what this weird knife's made of, but Uldor doesn't seem to mind that it's gone. Deals Energy damage.

· Level 8 - Slightly-Used Arrow: Robina doesn't need arrows she's already fired, right? Deals Wind damage.

· Level 9 - Suncrystal Knife: Remember the Solaris quest? Well, you managed to yoink this from Warlic when he wasn't looking, and now it's a knife. Deals Light damage.

· Level 10 - Sharpest Solidified Void Knife in the World: How the heck did you even MAKE this!? Deals Harm damage.

(Note: the Harm Knife deals -10% damage, as with most Harm weapons.)

Level 3: Smooth Movement - Passive

You've mastered the art of smoothness. When you don't have a big heavy shield cramping your style, you can more smoothly dodge enemy attacks.

When your shield is unequipped, each of your combat defenses gains a bonus equal to (3 + Expected sDef + [Expected sRes * 3/5])

Expected sDef: round((0.25*CharLvl+0.5)/3, 0)

Expected sRes: round(0.0000108*CharLvl^3 + 0.004*CharLvl^2 - 0.5256*CharLvl, 0)

(Note: Numbers here are based on the Shield of Awe!!!, it is possible I could be getting something wrong here.)

Level 4: Disco Dance of Doom - Active

Bust a slick move to damage your foe and build Disco Momentum!

Spell-based skill, costs 75% melee in SP, +0 BTH lean. Deals two hits of melee damage, with total damage equal to 100% the damage of a melee attack, using the the element of your equipped weapon.

Afterward, if both hits connected, you gain one Disco Momentum.

Level 5: Sneak and Shank - Passive

Your opponents won’t be okay; you’re the epitome of a smooth criminal. If you dodge an attack while wielding a knife, you’ll strike them back for extra damage.

At the end of the monster’s turn, if you’re wielding a knife and blocked at least one hit, you make a weapon attack, dealing ([Monster Hits Blocked / Monster Hits Attempted] * (0.75 / 0.15) * 0.85)% the damage of a standard melee attack. This attack autohits, and doesn’t trigger your weapon special.

Level 6: Disco Face Stab - Active

When all else fails, stab your opponent in the head. Costs 1 Disco Momentum.

Consume 1 Disco Momentum to perform a single-hit, weapon-based melee attack with a +0 BTH lean. Deals damage equivalent to a normal melee attack.

If the attack hits, the monster starts bleeding (Power: 0.75). The monster can shrug off the status at a +0 bonus (DEX/LUK vs END/LUK).

Level 7: Disco Dance II: Electric Boogaloo - Active

Electrify your foe with the highly anticipated sequel!

Spell-based skill, costs 75% melee in SP, +0 BTH lean. Deals two hits of ranged energy damage, equal to 100% the damage of a standard melee attack. Elecomp multiplier is only slight due to Darkness and Energy being poorly-related elements.

Afterward, if both hits connected, you gain one unit of Disco Momentum.

Level 8: Knife in the Dark - Active

Slip into the shadows and stab your foe! Costs 1 Disco Momentum.

Consume 1 Disco Momentum to perform a single-hit, weapon-based melee attack at a +0 BTH lean, dealing Darkness damage. Deals 175% the damage of a standard melee attack, multiplied by elecomp. (Since the skill does not cost SP, the elecomp is instead applied to damage, as it would with a spell-based skill.)

Level 9: Disco Dance III: Back in the Habit - Active

Disco is back, baby! Hey, baby, I'm just kidding -- disco never left!

Spell-based skill, costs 100% melee in SP, +0 BTH lean. Two hits, deals melee damage with the element of your equipped weapon, with total damage equal to 125% the damage of a melee attack.

Takes a damage penalty to inflict both Impressed (renamed Defloss) and Disco Dazzled (Renamed Choke) for [hits connected] rounds. Your opponent can resist each status at a +0 bonus (DEX/LUK vs. CHA/LUK).

Afterward, if both hits connected, you gain one unit of Disco Momentum.

Level 10: Disco Inferno! - Active

You’re so hot, you’re on fire! Literally! For 3 Disco Momentum, you can set your opponent ablaze with your disco passion!

Spell-based skill, costs 3 Disco Momentum. Deals four hits of ranged fire damage at +0 BTH. Total damage is equal to 325% of a standard melee attack, multiplied by elecomp.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/29/2019 0:25:21)

Since there hasn't been any word on a Dracopyre revamp, I thought I might take a crack at what I think it could look like. For now, I'll start with the Dracopyre of Night revamp.

Much like Donovan himself excels at manipulating and controlling others for his own gain, the Dracopyre of Night makes use of your character's Charisma, making it ideal for offensive melee beastmasters. Flavor-wise, the subrace's abilities make extensive reference to "glamour," the magical disguises that various supernatural beings (vampires, fey, etc.) use to walk unnoticed among humans.

quote:

Dracopyre of Night
Dracopyre Subrace Armor, neutral darkness/wind armor

Average MRM, with a focus on magic

2-hit attack with a neutral lean

Appearance: A dark-grey-skinned human wearing a suit, with white hair, similar to Donovan’s human form. When using the “Become the Beast” skill, the armor dons an appearance similar to the current Dracopyre of Night armor, a large black wolf with vampiric fangs, dragon wings, and menacing shoulder spines.

Description: You’ve been turned into a Dracopyre by Nightreign — a charismatic beast of terrifying power.

Subrace Ability: Midnight Glamour — Toggle

Your magic not only hides your terrifying appearance to others, but enhances your natural charm. You can alter your Melee attacks to use STR, CHA, and LUK for stat bonuses.

While active, your normal attacks will use CHA/16 + STR/16 for stat damage and STR*3/40 + CHA*3/40 + LUK/40 for BTH. This doesn't affect Ranged or Magic attacks, and doesn't affects attacks that already have their stat damages changed by another source. For future reference, this is referred to as “glamour” stats. Attacks using glamour stats get -25% to damage to bring them to Magic standard, due to using CHA.

Level 1: Charm — Passive

Your charismatic aura will lower the enemy’s guard, reducing their combat defenses.

While wearing a Dracopyre of Night subrace armor, your opponent’s combat defenses are each passively reduced by 3.03.

Level 2: Midnight Healing — Passive

You possess a supernatural healing factor, one that is made more powerful by your Charisma.

Each turn you heal HP equal to (Maximum HP at [Armor Power Level] + Current CHA)/400.

Level 3: Midnight Allure — Toggle

Darkovia is a land of political machinations, where only the strongest force of personality can come out on top — provided they have plenty of literal strength to back it up. For [SPCost] per turn, you can increase your CHA and STR.

CHA/STR drive, costs SP.

Level 4: Intimidate — Active

Briefly dismiss your glamour to show your opponent a glimpse of your true form, weakening their resolve in combat!

Quick-cast, usable once per turn. Inflicts Shaken on the opponent, a renamed Blind. (2 turns, -12.755 BTH.) Costs 50% melee in SP. Monster can resist at a -20 bonus (CHA/LUK vs. CHA/LUK).

(Calc is based on the Eclipse Shield, which takes a 50% penalty, or a penalty equal to 100% melee, for a blind effect twice as powerful as this one.)

Level 5: Call Underlings — Active

Summon your draconic underlings to do your bidding in battle!

Lets you summon one of two guests for free, a Dracovampiress or a Dracowolf. Both guests are SP guests.

The Dracowolf is a melee wind guest that deals reduced damage, but inflicts bleed. The Dracovampiress is a magic darkness guest that deals reduced damage, but heals you when it attacks.

Level 6: Midnight Healing — Active

Use your vampire magic, lycan vigor, and draconic blood to heal yourself!

Standard SP healing spell, uses CHA in place of INT.

Level 7: Blood Command — Passive/Toggle

You’re an expert at manipulating people to achieve maximum results, no matter the cost to yourself. Your pets and guests deal extra damage, and by paying [HPCost] per turn, you can increase their strength even further.

When untoggled, your pets and guests deal +5% damage. When toggled, you pay 10% melee in HP each turn, and your pets and guests deal +15% damage.

Level 8: Midnight Offering — Passive

Sometimes, your minions outlive their usefulness. Once you’ve disposed of your pets and guests, your attacks will become dramatically stronger!

When you have no active pet or guest, your weapon attacks and specials deal +28.75% damage, /0.75 for Magic weapon attacks or Melee weapon attacks with Midnight Glamour active. Boost is /2 for spells.

Level 9: Midnight’s Call — Passive

Use your dracopyric blood to unleash a powerful attack that seeks between Darkness and Wind.

Spell-based SP skill, seeks between Darkness and Wind. Deals ranged damage, but uses glamour stats for damage calculation. Gets elecomp to damage.

Level 10: Become the Beast! — Toggle

Dismiss your glamour and assume your true form, increasing your damage at the cost of your defense.

Your armor becomes fully-offensive. All of your weapon attacks are forced to use glamour stats, and your normal attacks deal *2 base and random damage, divided over four hits. Costs 100% melee in SP each turn, if you don’t have enough SP, you instead use a 2-hit attack that deals the damage of a normal armor attack.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (7/29/2019 1:43:46)

I really like the thematic component of the armor. Current Darkovian subraces are all rather brutish, with armor and violent attacks. Having a guy (or a girl) in a suit is really quite nice, and a focus on charm and misdirection is a breath of fresh air.

Of course, the skills are not w/o their flaws:

Midnight Glamour. This is the largest problem I can see. First of all - are you making Str a requirement for the subrace? Is it locked to mages? Maybe something like Cha + MainStat (choose between Str and Int) would be a better choice? Secondly, making the Magic attacks deal extra damage without any investment into Int is really unbalanced. And even if you change the above formula from Str+Cha into MainStat+Cha, that would still be unbalanced, since you can cast spells and deal extra damage on normal attacks. It doesn't make sense either thematically or balance-wise.

Charm. A passive (5% melee) is worth 3 MRM, not 4 (because 4.25/1.4=3).

Call Underlings. How do you compensate for having two different guests? And for different elements, at that?

Midnight Offering. I take it, you used Caden's Wrath for stats? Please keep in mind that Caden's is a magical weapon, which means +38% damage on it is equal to +(38*0.75)% on melee or ranged weapons.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/29/2019 22:40:57)

quote:

Midnight Glamour. This is the largest problem I can see. First of all - are you making Str a requirement for the subrace? Is it locked to mages? Maybe something like Cha + MainStat (choose between Str and Int) would be a better choice? Secondly, making the Magic attacks deal extra damage without any investment into Int is really unbalanced. And even if you change the above formula from Str+Cha into MainStat+Cha, that would still be unbalanced, since you can cast spells and deal extra damage on normal attacks. It doesn't make sense either thematically or balance-wise.


This is a secondary STR subrace, as I intended it. Minor spoilers, but my Graceful Dracopyre concept will trade STR for DEX in terms of stat focus. Offensive beastmages already have the base Vampire subrace, so I figured there's no need to give this INT support.

You're right about the magic attacks though, I copied that from the WerePyre subrace but didn't think it through. Fixed

quote:

Charm. A passive (5% melee) is worth 3 MRM, not 4 (because 4.25/1.4=3).


Done, fixed.

quote:

Call Underlings. How do you compensate for having two different guests? And for different elements, at that?


I don't think having two different guests needs compensation, since a) The guests are in the armor's base elements and c) the two guests are functionally equivalent to a single seeking guest. The WolfBat swarm on the WerePyre subrace is actually more versatile than these two guests together, since it not only seeks between Earth and Darkness but also lets you select which of its two status effects to use, wheras here the status effects are tied to a particular element.

quote:

Midnight Offering. I take it, you used Caden's Wrath for stats? Please keep in mind that Caden's is a magical weapon, which means +38% damage on it is equal to +(38*0.75)% on melee or ranged weapons.


You're right, fixed.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (8/2/2019 1:41:21)

Here's the other Dracopyre sub-subrace, the DEX counterpart to the Dracopyre of Night's STR:

quote:

Graceful Dracopyre
Dracopyre Subrace Armor, neutral earth/energy armor

Average MRM, with a focus on ranged

2-hit attack with a neutral BTH lean

Appearance: A very attractive human-like figure in leather armor, with green skin and long, bright red hair. The armor is light and emphasizes freedom of movement. In the "become the beast" form, you appear similarly to the current Graceful Dracopyre, a large red-maned wolf creature with green draconic skin and vampire fangs.

Description: You’ve been turned into a Dracopyre by Gracefang — a beautiful yet terrifying beast of the night.

Subrace Ability: Moonlight Grace — Toggle

You're beauty, you're grace, you'll hit them in the face. You can use DEX, CHA, and LUK for stat bonuses with Ranged attacks, or attacks with daggers.

While active, your normal Ranged attacks will use CHA/16 + DEX/16 for stat damage and CHA*3/40 + DEX*3/40 + LUK/40 for BTH. This doesn't affect Melee and Magic attacks (with the exception listed below), and doesn't affect attacks that already have their stat damages changed by another source. For future reference, this is referred to as “graceful” stats.

Melee and Magic attacks with dagger weapons are also altered to use "graceful" stats. Melee daggers and Ranged weapons get a -25% damage penalty to bring them to Magic standard due to using CHA, while Magic daggers are unchanged.

Level 1: Graceful Strikes — Passive

You can strike swiftly and skillfully, hitting your opponent with greater accuracy.

Your weapon attacks and specials each get +4.25 BTH.

Level 2: Graceful Healing — Passive

Your deft movements enhance your natural healing ability. Whenever you dodge an attack, you’ll restore your HP.

Whenever you dodge one or more of the monster’s attacks, you gain ([Monster Hits Blocked/ Monster Hits Attempted] * 5 / 0.15)% melee in HP.

Level 3: Graceful Allure — Passive

You can move with the fluidity of a coursing river, a sight that is truly breathtaking to behold. By spending SP, you can enhance your CHA and DEX.

CHA/DEX drive, costs SP.

Level 4: Graceful Boon — Active

Channel the moon’s power to enhance the speed of yourself and your allies, granting you celerity! This quick-cast skill is usable once per turn.

Costs 70% melee in SP. You attempt to grant Celerity to your entire side, opponent can resist at a +0 bonus (CHA/LUK vs. CHA/LUK).

Level 5: Call Nightraider — Active

Call upon the aid of a loyal Nightraider — a fearsome hybrid of a bat, wolf, and dragon.

Summons a Nightraider guest, which costs SP. The guest has two attacks: a melee Earth attack and a ranged Energy attack, and always uses whatever element your opponent is more vulnerable to.

The Energy attack deals reduced damage but inflicts Elemental Vulnerability, the Earth attack deals reduced damage but inflicts Spiritual Seed (renamed to Exploding Spikes).

Level 6: Graceful Insight — Active

Anticipate your foe’s next move, boosting your chance of dodging. This skill doesn't cost a turn to use.

Costs 100% melee in SP. You gain Defense Boost for three turns, giving +20 to all combat defenses. This effect vanishes if you change out of a Graceful Dracopyre subrace armor.

Level 7: Slayers’ Bond — Passive/Toggle

Those who hunt the shadows know the importance of standing together. Your presence inspires your pets and guests to strike more accurately, and by paying an SP upkeep you can guarantee they’ll hit.

When untoggled, pets and guests get +4.25 BTH. When toggled, you’ll pay 25% melee in SP each turn to guarantee that pets and guests hit.

(Calc: Graceful Dracopyres are expected to have both DEX and CHA to take full advantage of subrace skills, meaning expected pet/guest hit rate is 50%, plus 12.5% for DEX, plus 12.5% for CHA, so 75% total. 25% melee pays to eliminate the remaining miss chance.)

Level 8: Moonlight Reflexes — Passive

Under the moonlight, your perceptions are so vastly heightened that you can react to threats before they even happen. You will occasionally be able to dodge any attack, no matter its accuracy.

You have a 3.57% chance of a guaranteed block against any hit that is not considered unmissable.

Level 9: Graceful Claw — Active

Use a portion of your true power to manifest your claws and strike, seeking between Earth and Energy.

Spell-type skill, costs SP. Deals three hits of damage at a +3 BTH lean, seeking between Earth and Energy. The skill deals melee damage, but uses “graceful” stats for stat bonuses. Gains elecomp to damage.

Level 10: Become the Beast! — Toggle

Assume your true form and strike with elegant yet terrifying power!

Your armor becomes fully-offensive. All of your weapon attacks are forced to use “graceful” stats, and your normal attacks deal *2 base and random damage, divided over four hits. Costs 100% melee in SP each turn, if you don’t have enough SP, you instead use a 2-hit attack that deals the damage of a normal armor attack.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (8/2/2019 2:28:24)

While we're at it, here's another one, inspired by Primate Murder's Sword Master Armor concept:

quote:

Axe Master Armor
Fully offensive Wind armor with Earth secondary.
Higher-than-average overall resists but low MRM, with a focus on Melee defense.

Equal chances of a 1-hit attack and 2-hit attack. The 2-hit attack deals 80% the damage of a normal attack, and has a 0 BTH lean. The 1-hit attack deals 120% the damage of a normal attack and has a -2 BTH lean.

Appearance: Similar to the armor of Zhilo. By default it has the same colors as his, but if you’re a Guardian it follows your no-drop’s custom colors.

Description: Train yourself in the ways of the axe to become the strongest warrior!

Gets -4.25 BTH to pay for skill compression.

Trigger: When using axes, you get +2.125 BTH instead of the penalty.

Downtrigger: When using anything other than an axe, the penalty is -8.5 BTH instead.

Mastercraft: When using axes, all your weapon attacks have a chance to inflict Defense Loss (-4.5*[HitsAttempted / HitsConnected] MRM, 2 rounds). Monster can save at a +0 Bonus (STR/LUK vs. DEX/LUK).

Skill: Great Cleave — Weapon-based SP skill, deals one hit of melee damage with the element of your weapon, at a +0 BTH lean. Costs 100% melee in SP, or 125% if wielding a magic weapon. No frills otherwise.

Mini-FSB: When used with the Axe Master Emblem, your weapon attacks deal an additional +5% damage.




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