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

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Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (4/2/2020 14:12:49)

A small update: I just realized that that Poison ability on the Darkovian Gear is actually just a tad underpowered: the Warlord of Nulgath has a similar ability without the trigger, and it inflicts poison with power 1.25. So presumably, this means that a passive poison/burn/bleed effect on an armor has its power multiplied by the armor's lean bonus.


I've also updated a couple previous suggestions accordingly to reflect this, notably the Overlord and Gatekeeper revamps.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (4/6/2020 22:14:45)

Here's the Dracomancer class revamp concept. This class is designed to be equally good for both mages and warriors, with a togglable class title bonus that lets you choose which stat you want to use to attack. Potentially good for hybrids as well due to its versatility.

quote:

Dracomancer Armor

Class armor. To train as a Dracomancer, you must be a Level 5 Scholar and either a Level 5 Fighter or a Level 5 Mage.

Neutral-lean armor. Primarily resistant to Ice, secondarily resistant to Energy and Wind. (39% Ice and 42% Energy and Wind at level 150).

MRM focuses on Melee and Magic, with a slight ranged weakness.

2-hit attack at a +0 BTH lean.

Appearance: Based on the Elemental Dracomancer from AdventureQuest Worlds. Your character’s weapon and shield appear below the screen, instead you wield a pair of katanas.

Description: Wear this suit of armor to train as a Dracomancer, a powerful half-dragon warrior skilled in both magic and melee attacks!

Level 0: Draconic Aspect - Toggle

Dragons are the perfect marriage of raw might, cunning intellect, and the will to use them both. Click here to switch between using Magic damage or Melee damage for your attacks.

Click to toggle between two different modes. The ability’s name in the menu changes depending on what mode is active, and when hovering over the ability, beginning the battle, or toggling to a different mode you get a message on the top of the screen:

Your aspect is set to Mind of the Dragon. You deal magic damage and use INT for damage calculation.

Your aspect is set to Might of the Dragon. You deal melee damage and use STR for damage calculation.


In each mode, all of your weapon-based attacks will deal the corresponding damage type and use the corresponding stat to calculate damage and BTH. This also affects what type of damage all active Dracomancer skills deal, but does not affect other spells. Normal attacks and specials with magic weapons converted to melee have their base damage multiplied by *(4/3), while normal attacks and specials with melee weapons converted to magic have their base damage multiplied by *0.75.

By default, this ability is set to Mind of the Dragon if your character build has magic-focused stats, and to Might of the Dragon otherwise. If your class title isn't Dracomancer, you don't have a Draconic aspect and your attacks and class skills use normal stats for damage.

As a hidden effect, while your class title is Dracomancer, your character will be tagged as a Dragonkin for all purposes. This applies even when you're outside the armor. (Mostly this just means certain enemies will deal extra damage to you, notably enemies with Dragon Blade weapons.)

Level 1: Dragonbreath Strikes - Passive

Your attacks and spells are infused with the elemental essence of dragons, inflicting minor burns on your opponent.

At the end of your turn, if you hit your opponent with a weapon, special, or spell, they are automatically inflicted with Burn (0.5) * [HitsConnected/HitsAttempted] Power, 1 Turn) without a chance to save. The element of the burn is the element of the last successful hit you made that turn.

If the Level 10 ability is active, the power of the burn inflicted is increased by *1.25 as a lean bonus.

Level 2: Dragon Claw - Active

Pay a moderate HP cost to slash at your foe with a dragon’s claws, leaving your foe bleeding!

Weapon-based skill, costs 50% melee in HP. You perform one-hit variant of a normal weapon attack, lean is +0 BTH. If it connects, your opponent is inflicted with Bleed (Power 0.5). During each of their turns, your opponent can save to resist the bleeding at a +0 bonus (MainStat/LUK vs. END/LUK). If Mind of the Dragon is toggled then MainStat is INT, if Might of the Dragon is toggled then MainStat is STR. Otherwise, MainStat is the higher of your INT, DEX, and STR.

Level 3: Dragon’s Heart - Toggle

Send the blood of dragons coursing through your veins for extra accuracy. You’ll lose HP each turn, but your attacks gain extra bonus to hit.

Costs 10% melee in HP each turn. While active, your weapon attacks get +8.5 BTH, and your spells get +4.25 BTH.

Level 4: Dragon’s Wings - Active

Focus the winds made by a set of mighty dragon’s wings! This attack can knock your opponent off-balance, reducing their DEX.

Spell-based skill. Deals two hits of Wind damage, Melee if you have Might of the Dragon as your Draconic Aspect, Magic if you have Mind of the Dragon as your Draconic Aspect. If you have no Draconic Aspect, it deals Magic damage if you have Magic stats and Ranged damage if you have non-Magic stats.

The spell deals damage equal to a standard spell/skill. The skill deals -25% damage and inflicts Offbalanced (-150 DEX, [HitsConnected] Turns). Opponent can save at a +0 bonus (MainStat/LUK vs. DEX/LUK.) The damage is then multiplied by elecomp.

If you don't have a Draconic Aspect, then MainStat is the higher of your INT, DEX, and STR. If you do have a Draconic Aspect, then MainStat is INT of Mind of the Dragon is active and STR if Might of the Dragon is active.

Level 5: Call Ice Wyvern/Summon Ice Wyvern - Active

Call/Summon a loyal ice wyvern to attack your opponents! Its freezing breath will chill your foe and hinder their ability to attack.

The skill changes slightly based on whether Mind of the Dragon or Might of the Dragon is active. If Mind of the Dragon is active, the skill is “Summon,” if Might of the Dragon is active it’s “Call.” If you have no Draconic Aspect, it defaults to "Call."

Depending on whether Call or Summon is used, the guest that’s summoned/called will use either MP or SP. SP for the Call variant and MP for the Summon variant.

Either way, the skill summons/calls an Ice Wyvern guest. The guest deals two hits of Ranged Ice damage at a +0 BTH lean. The guest takes -25% to its damage and inflicts Chilled, a renamed Daze (-31.51*[IceResist] chance of inaction, 1 Turn). Opponent can save at a +10 bonus (CHA/LUK vs. END/LUK).

Level 6: Dragon Scales - Passive

You possess the resilience of a dragon, granting you extra Melee and Magic resistance.

While equipped with the armor, you gain the intrinsic status effect “Dragon Scales”, which grants you +4.5 Melee and Magic defense.

Level 7: Dragon’s Vigor - Passive

You possess the unyielding stamina of a dragon. Depending on your Draconic Aspect, you’ll either regain MP or regain SP each turn.

If you have a Draconic Aspect, and that aspect is set to Mind of the Dragon, you’ll regenerate 5% melee in MP each turn. Otherwise, you'll regenerate 5% melee in SP each turn.

Level 8: Wyrm’s Mastery - Toggle

Invoke the power of an ancient wyrm to increase your efficacy in battle. If you’re attacking with magic damage, you’ll spend MP to increase your INT. If you’re attacking with melee damage, you’ll spend SP to increase your STR.

A drive toggle whose effects depend on your Draconic Aspect. If your Aspect is Might of the dragon, it costs SP and boosts STR. If your Aspect is Mind of the Dragon, it costs MP and boosts INT. If you have no Draconic Aspect, it boost INT and STR by half each.

Level 9: Great Dragon - Active

Invoke the Great Dragon Kethorat to assault your foe! He won’t always do what you ask, but if he does he’ll blast your foe with Void damage!

Spell-based skill. If you have no Draconic Aspect, or your Draconic Aspect is Might of the Dragon, it costs 75% melee in MP. If your aspect is Mind of the Dragon, it costs 100% melee in MP.

43% of the time, the skill does nothing, causing you to waste a turn. The remaining 57% of the time, Kethorat will deal two hits of Ranged Void damage to your foe, at a +0 BTH lean.

The skill does not receive stat bonuses to damage or BTH, instead having a fixed base damage, random damage, and bonus to hit that scales to your class armor’s effective level. However, it is affected by anything that affects spells.

Calc: The monster’s expected resistance to its opposite element is 130%, and its expected Void resistance is 200%. 200/130 = 1.53846153846. So treating the spell as equivalent to a standard spell of the foe’s weakest element, the chance of it being effective is [100 / (200/130)]%, or 65%. The chance of success is multiplied by *(175/200) for the reduced cost, for a 56.875% success chance, rounded to 57%.

Level 10: Half-Dragon Form! - Toggle

Assume a draconic form to overwhelm your foes! Your defense is decreased, but you’ll deal vastly more damage! Normally this form uses SP, but if you're using Mind of the Dragon it will cost SP and MP, and if you're using Might of the Dragon it will use SP and HP.

A transformation skill, similar to the Level 10 skills of the Vampire and Werewolf subraces. When toggled, all active class skills are disabled, and your lean becomes fully offensive.

The cost per turn depends on your Draconic Aspect. If you have you're using Mind of the Dragon, it costs 25% melee in MP and 50% melee in SP. If you're using Might of the Dragon, it costs 25% melee in HP and 50% melee in SP. If you have no Draconic Aspect, it costs 75% melee in SP.

If you have the MP/SP to pay the per-turn cost, your normal attack becomes a three-hit attack that deals *2 base and random damage, but takes -12.5% (Might of the Dragon) or -25% (Mind of the Dragon) additive damage. This doesn’t affect Lucky Strike damage. Your spells also deal +37.5% damage.

If you don’t have the available MP, HP, or SP, the spell damage boost disappears, and you instead perform a two-hit attack that deals standard base and random damage.




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (4/6/2020 23:32:03)

Dragonbreath Strikes. Why Power 0.63? 5/0.85=5.88% melee, or power 0.588.

Great Dragon. Your turn + cost means you expend 175% melee. In that case, the chance of success should be multiplied by *(175/200), not *0.75.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (4/6/2020 23:57:05)

quote:

Dragonbreath Strikes. Why Power 0.63? 5/0.85=5.88% melee, or power 0.588.


Passive DoT status MCs don't count the chance to hit when calculating status power. (See Warlord of Nulgath).

That said, 0.63 seems to be a leftover from a previous draft, when the armor's base lean was fully-offensive rather than neutral. It should be power 0.5 normally and power 0.63 when the Level 10 skill is active (rounded from 0.625). I've gone ahead and made that change.

quote:

Great Dragon. Your turn + cost means you expend 175% melee. In that case, the chance of success should be multiplied by *(175/200), not *0.75.


Fair. Fixed.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (4/27/2020 19:00:39)

Because it wouldn't be AdventureQuest without gratuitous pop culture references, would it?

quote:

Black Hole Sun

Fire/Darkness spell. Creates an elemental shield against Water. Mastercraft; increases the power of the elemental shield.

Deals two hits of Magic damage at a +0 BTH lean; the first hit is Fire and the second hit is Darkness. Instead of getting the normal *1.1 damage multiplier for neutral elements, it instead grants you an Elemental Shield against Water (-[30/1.4]% Damage, 1 Turn).

Effectively, the *1.1 multiplier is removed for an elemental shield equivalent to 10% spell damage, or 20% melee. (No *0.9 always-useful penalty since it only affects one element.) Then the shield's value is increased by an additional 5% spell damage, or 10% melee, as a Mastercraft bonus.

Appearance: A fiery, sun-like sphere appears and engulfs your opponent, before collapsing into a much smaller black hole before disappearing.

Description: Black hole sun/Won't you come/And wash away the rain?





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (5/6/2020 17:40:25)

Another class concept! This one is based on trading card games, and as such gives you different abilities depending on randomized card draws.

quote:

Duelist’s Trappings
Class Armor. You must be a Level 5 Mage and a Level 5 Scholar to become a Duelist.

Fully defensive armor. Resistant to Light, Water, Darkness, Fire, and Earth (55% resistance at Level 150), weak to all other elements (100% resistance at Level 150.)

Average overall MRM, with a slight Magic focus and slight Melee weakness.

2-Hit attack at a neutral BTH lean.

Appearance: A set of loose-fitting white mage robes with blue markings that appear to glow slightly, with a matching cape that flutters in an invisible wind.

Description: It’s time to P-P-P-P-PLAY CARDS! This is the Duelist class armor, which will let you use cards to cast a variety of spells in battle!

Special Mechanic: Cards

The Duelist class has a special resource called cards, represented by a hand of up to five cards at the bottom of the screen. Certain abilities let you “draw” cards, and other class abilities consume them. The most recently-drawn card appears as the rightmost card of your hand; if you draw a card when you already have five cards in hand, it replaces the rightmost card. You cannot have more than five cards in your hand.

There are five types of cards in total: Light, Water, Darkness, Fire, and Earth.

Some skills consume a card of a specific element, others can consume cards of any element. When using an active skill that costs cards, you click on which card you want to use for at the bottom of the screen. Cards not of the required element cannot be clicked on. If you do not have the required cards for a skill, that skill is disabled.

Level 0: Opening Hand - Passive

As a Duelist, you'll each duel by drawing five cards. At the beginning of each turn, if you have less than five cards in hand, you’ll draw an additional card. You can have up to five cards in your hand at a time.


You get -6 MRM, and will draw a card at the beginning of each of your turns. If your class Title is Duelist, you'll also start the battle with a hand of five cards. Each card is worth 10% melee.


Level 1: Spell Card - Active

Spend a card of any element to deal elemental damage to your foe!

Costs 52% of the MP of a standard spell, plus one selected card. Deals two hits of magic damage at a +0 BTH lean, according to the element of the selected card.

The spell’s base damage is 75% that of a standard spell, but then gets multiplied by elecomp. (Elecomp is strongest for Water, Fire, and Earth and weaker for Light and Darkness.)

Level 2: Mise - Passive

Short for “might as well,” as in “you might as well use the card you just drew.” The most recently-drawn card in your hand becomes more effective when used for a spell.

When an active class ability consumes the rightmost card in your hand, that spell will have its damage increased by +9.375%. (Class abilities that don’t deal damage are not affected unless otherwise specified.)

Calc: 50% MC bonus for one battle /2 expected spell uses, /2 for spell damage, then *0.75 for affecting 5/8 elements.

Level 3: Soul of the Cards - Toggle

You can argue all you want about skill, but at the end of the day it’s luck that makes or breaks a duelist. Fortunately, you can spend a bit of MP to increase your LUK stat. (Disclaimer: Does not affect card draws. Terms and restrictions apply. Artix Entertainment, LLC is not liable for any psychological side-effects, including obsession with hair gel and loudly announcing your next move to your opponent.)

LUK drive. Costs MP.

Level 4: Healing Elixir - Active

Light-element duelists use potent magic to heal wounds and prevent any harm from befalling their allies. By consuming one Light card, you can heal your wounds.

Standard healing spell. Costs 92% of the MP of a standard spell, plus one Light card. The amount healed is boosted by the Level 2 ability, so you heal +9.375% damage if the Light card used is the rightmost card.

Level 5: Card of Drawing Two More Cards - Active

...But what exactly does the card do, though? Costs one card to use. Usable once per turn.

Quick-cast, once per turn. Costs 10% melee in MP, plus one card of any element. You draw two additional cards. (This happens after consuming the card for the cost, so you get a net gain of one card.) If this would end up with you having six or more cards in your hand, the rightmost card in your hand after paying the cost is replaced.

Level 6: Spell Counter - Toggle

Water-element duelists are infamous for their ability to shut down their opponents’ spells. While this skill is toggled, you’ll automatically negate your opponents’ magic attacks, at the cost of two Water cards and some MP.

While toggled, you gain a passive ability. Each time you take magic damage, you spend two Water cards and 78% melee in MP. When you do, your opponent makes a save at a -20 penalty (INT/LUK vs. INT/LUK). If they fail, all magic damage you take for the turn is reduced to zero.

*You counter your opponent’s spell!
**You attempt to counter your opponent’s spell, but they respond with a counter-counterspell.
***You lack the cards in hand to counter your opponent’s spells.


Level 7: Nightfell Tutor - Active

Darkness-element duelists will trade anything for further power. By spending one Darkness card, you can obtain a card of any element. Usable once per turn.

Quick-cast, once per turn. Costs one Darkness card. You select one of the five elemental cards, you then draw a card of that element.

Level 8: Might of Redwoods - Active

Earth-element Dueslists evoke the power of the land to strengthen themselves. By spending one Earth card and some mana, you can massively increase your damage for the turn! Usable once per turn.

Quick-cast, once per turn. Costs one Earth card, plus 28% of the MP for a standard spell. Your weapon attacks deal +45% damage for this turn only, +60% damage instead if you’re using a magic weapon. Spells instead deal +22.5% damage for this turn.

Level 9: Duelist’s Wit - Toggle

It’s not just the cards, it’s also how you use them. Spend a bit of MP each turn to increase your intellect so you can play your cards better.

INT drive. Costs MP.

Level 10: Channel Fireball! - Active

Fire duelists are not known for subtlety. Spend one Fire card plus any number of other cards to deal massive damage to your foe, dealing more damage the more cards you spend!

Costs 121% the MP of a standard spell, plus one Fire card. When used, you select a Fire card plus any number of other cards in your hand, those additional cards are also consumed by the spell.

The spell starts out as a standard spell, dealing three hits of damage at a +0 BTH lean. The spell deals +30% damage, and gets an additional +5% damage for each card spent to cast it beyond the first. (So +35% damage if you spend a Fire card plus one other card, +40% if you spent a fire card plus two other cards, etc.)




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (5/7/2020 1:15:21)

Lvl 10. Channel Fireball. 116*1.25 +10 = 155, 5% melee less than required for a 30% spell damage boost.

Other than that, there's nothing to mention balance-wise, though the wording is a little awkward (and you probably want to bold the lvl 5 skill):

- Lvl 4. 'Acts as a standard healing spell' should be enough - the 76.5% part just adds confusion.

- Lvl 6. 'The toggle remains active even if you don’t have the cards, but will fail if you lack the cards necessary.' - not entirely sure what you're trying to say here.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (5/7/2020 13:35:11)

Fixed, thanks!




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (5/19/2020 1:41:26)

Here's my take on what a revamped Beastmaster class could look like. This class is designed to be good with both warriors and mages, and as expected focuses extensively on CHA and pets/guests.

quote:

Feral Garb

Beastmaster class armor. To train as a Beastmaster, you must be a Level 5 Scholar and either a Level 5 Fighter or a Level 5 Mage.

Defaults to neutral, but can switch to fully defensive as a class ability. Primarily resistant to Earth (39% at Level 150), secondarily resistant to Wind and Water (42% at Level 150).

Average overall MRM, with a slight Ranged weakness.

Normal attack is two hits at a +0 BTH lean.

Appearance: Similar to the current armor: a rugged set of leather armor that’s draped with green cloth over the waist.

Description: This totemic armor allows you to unlock your inner beast. Use this armor to unlock skills such as Falcon Claw, Wild Spirit, and Gorilla Rage!

Level 0: Wolf Aspect - Toggle/Passive

Rely on your own strength to deal more damage, or rely on your companions to enhance your defense. Either way, your abilities are enhanced by your CHA.

Lets you toggle between two Wolf Aspects. Lone Wolf and Pack Leader, a neutral and fully-defensive lean, respectively.

If your class title is Beastmaster, you'll also get bonuses depending on what Wolf Aspect you've chosen.

When your aspect is Lone Wolf*, you’ll deal +(Min(PlayerCHA/ExpectedCHA*7.5,10))% damage with weapon attacks. When your aspect is Pack Leader**, you take -(Min(PlayerCHA/ExpectedCHA*7.5,10)/1.4)% damage.

*You howl with ferocious strength, and deal +<<>>% damage with weapons!
**You let your companions do the fighting, and take -<<>>% damage!


Level 1: Predator's Scent - Passive

Your companions are naturally drawn to the scent of your prey, increasing the accuracy of your pet and guest attacks.

Pet and guest attacks get an additional +4.25 BTH.

Level 2: Falcon Claw - Active

Strike with the talons of a falcon for a devastatingly accurate attack! You have a 25% chance of a critical strike for even more damage!

Weapon-based skill. Costs 75% melee in SP, 100% melee in SP if wielding a Magic Weapon.

Deals 1 hit of damage of your weapon’s element and type at a +10 BTH lean, Ranged converts to Melee.

The base and random damage of the skill is equal to 1.5 times that of a standard Melee attack. There is a 25% chance of the attack being a strong hit*, which deals +66.67% damage.

*Critical strike!

Level 3: Call Beast - Active

Call a wild beast to aid you in battle! New beasts become available as you level up.

Lets you summon one of eight different animals as SP guests, with new animals unlocked as you level. Each animal deals two hits of damage, with the damage type and lean chosen randomly from one of two different attacks. To fit the compression, each animal deals 80% damage and costs 120% normal SP.

3: Frog (Ranged Earth, +5 BTH lean/Melee Earth, +0 BTH lean)
4: Hawk (Ranged Wind, +5 BTH lean/Melee Wind, +5 BTH lean)
5: Shark (Melee Water, +0 BTH lean/Melee Water, -5 BTH lean)
6: Dragon (Melee Fire, -5 BTH lean/Ranged Fire, +0 BTH lean)
7: Snake (Magic Energy, -5 BTH lean, Melee Energy, -5 BTH lean)
8: Wolf (Melee Ice, +5 BTH lean, Melee Ice, +0 BTH lean)
9: Bat (Melee Darkness, +5 BTH lean/Magic Darkness, +0 BTH lean)
10: Tiger (Magic Light, +0 BTH lean/Melee Light, +0 BTH lean)

Level 4: Wild Spirit - Passive

You have the soul of a wild animal, deepening your bonds with your companions. Your guest attacks will cost less SP and MP.

SP and MP costs of guests are reduced by an equivalent of 5% melee.

Level 5: Alpha Command - Active

Skip your attack to vastly increase the damage of your pets and guests this turn! The damage bonus will be multiplied by your current armor lean.

Costs nothing except a turn. When used, your pets and guests each deal extra damage during that turn.

If your Wolf Aspect is set to Lone Wolf, your pets and guests deal +125% damage. If your Wolf Aspect is set to pack leader, they'll do +80% damage.

Level 6: Critical Claws - Passive

Your animal companions strike at your opponents' weak points, granting them a chance to deal more damage. Guest attacks can now land lucky strikes.

Attacks made by guests while the armor is equipped can deal Lucky Strike damage. Base Lucky Strike damage for guests is LUK*3/16.

Level 7: Tame Beast Essence/Release Beast Essence - Active

Use this skill to copy the next attack a monster hits you with. If you defeat the monster you copied from, you’ll be able to attack with that monster’s element and attack type, using CHA for any stat bonuses!

Quick-cast, once per battle. Costs 90% melee in SP.

When used, you’ll “absorb” the next hit that a monster makes against you. Absorbing an attack this way does not reduce the damage you take. After an attack is absorbed this way, defeating the enemy will change the skill to “Release Beast Essence.” If you change armors before defeating the enemy, the absorbed attack is lost.*

When Release Beast Essence is used, you’ll perform a spell-based skill with attributes copied from the attack you absorbed. Copied attributes are: Element, # of hits, Damage Type (Melee/Ranged/Magic), base and random damage, and BtH. Special effects, such as life drain or MP damage, are not mimicked. Void damage from an attack mimicked this way is converted to Harm. Any stat bonuses to damage are calculated using the formula CHA/8.

Release Beast Essence costs nothing to use, but can only be used once per attack absorbed. After using it, you will have to absorb a new attack.

*Your absorbed beast essence vanishes as you change armors!

Level 8: Mastered Beastmastery - Toggle

You’re good at telling beasts what to do, and that’s that. For a small SP upkeep, you can increase your CHA.

CHA drive. Costs SP.

Level 9: Call Wild Pair - Active

You know what’s better than calling a wild beast? Calling TWO wild beasts.

Lets you summon two different guests from the “Call Beast” ability at once. The combined guests function as a single guest with double the SP upkeep.

The damage of the two guests is also multiplied, depending on the relative position of their respective elements on the Elemental Wheel:

Allied Elements: *1.05

Neutral Elements: *1.1

Poorly-Related Elements: *1.155

Opposite Elements: *1.2

Level 10: Gorilla Rage! - Active

Briefly invoke a gorilla for a devastating attack! Your pets and guests will be too frightened to attack this turn, but you’ll deal massively boosted damage!

Spell-based skill. A massive gorilla appears on the screen and smashes your opponent with two fists, before running off. Deals two hits of damage of your weapon’s element and type at a -5 BTH lean, Ranged converts to Melee.

Deals the damage of a standard skill, but gets additional bonus depending on whether you have a pet or guest out. The bonuses stack with each other, for a maximum bonus of +80% damage.

Pet Active: +20% damage
Guest Active: +30% damage
Two Guests Active*: +60% damage.

*Only applies to guests from the Level 9 Beastmaster ability, or from certain specially tagged guests like the Doomquake Minions.

When the skill is used, your pets and guests won’t act during that turn, and you won’t pay guest upkeep. This does not cause the backlash damage normally had from having pets and guests unable to act.

The base cost of the skill is 100% melee in SP, or 125% melee if using a magic weapon. If you have a guest active, the cost of the skill is increased by the default SP cost for a guest of your armor level. If you have two guests active, the cost of the skill is increased by twice that amount.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (5/21/2020 15:55:54)

EDIT: Removed




Primate Murder -> RE: Zenn's Suggestion Thread! (Take 2) (5/22/2020 0:35:27)

Lore: What does Artix have against werewolves? Admittedly, I didn't memorize every quest involving him, but I don't recall the paladin having any ideological opposition to those guys. Hell, they fight undead and occasionally even use light magic - wouldn't they be his natural allies?

Lvl 1. Holy Might. Nothing wrong with the skill per se, but FD armors usually use spell-based skills. 100-procs' proc overrides the skill itself, and if you use anything else, you take a 20% damage reduction.

Lvl 6. Blessed Strike. Overcharges costs are only balanced on magic-cost skills. For ranged, you pay 33% extra melee for a 20% bonus, leaving the skill underpowered.

Lvl 7. Radiant Ward. First, let me say that I loved the description - it was pretty awesome. That said, isn't it a bit overpowered? Protocea's skill pays 12% melee for 1-turn +10 DoT resistance (not including Prismatic Burn), and while you can halve that (since you can't change a passive like you can a misc), you still get resistance to a lot of effects.

Lvl 9. Lay on Hands. Only monster's hp was *1.4, the player's total hp is still 2k% melee. Half that is 1k. 1250 * .9 *.85 = 956% melee, so you can disperse with the save altogether and just pay 44% melee sp. (I'm also unsure if *.85 is necessary, since many other not stat-based heals, like cupcake or z-finity gauntlets, don't use it, but that's just conjecture).

Lvl 10. Blazing Archon! Admittedly, I got lost in your calculations. The lean change gives you 45% melee extra damage, meaning you have the remaining 30% boost your damage by... 62.5%? Like I said, I got lost.

Paladin's Redemption. Working on the assumption that Regeneration acts as a Power 1 Heal Burn, 25% melee = 2.5 turns of Regeneration. *.9 (always useful) /4 (number of turns) = 56.25% chance of regeneration each turn.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (5/22/2020 4:26:21)

quote:

Lore: What does Artix have against werewolves


Nothing, per se, but Lycanthropy is the product of an extremely infectious magical virus that was crafted by Erebus's machinations. It is linked to unholy forces even if most werewolves aren't evil, or even enemies of the Paladin order.

(Really though, this is mostly a way to give a broad set of triggers in the vein of the Tarnished Caliburn)

quote:

Lvl 1. Holy Might. Nothing wrong with the skill per se, but FD armors usually use spell-based skills. 100-procs' proc overrides the skill itself, and if you use anything else, you take a 20% damage reduction.


Fair. Changed.

quote:

Lvl 7. Radiant Ward. First, let me say that I loved the description - it was pretty awesome. That said, isn't it a bit overpowered? Protocea's skill pays 12% melee for 1-turn +10 DoT resistance (not including Prismatic Burn), and while you can halve that (since you can't change a passive like you can a misc), you still get resistance to a lot of effects.


I don't necessarily think it's that unreasonable — I view this skill as a logical counterpart to the Taladosian Pendant, whereas that offers a bonus to inflict "mental" status effects, this offers an equivalent bonus to resist "physical" status effects. The Pendant offers a +10 roll bonus for six different statuses, and the passive offers protection against only three more (and really effectively only two more, since Prismatic Burn is generally treated as a variant of Burn.)

As a compromise though, I'll reduce the save bonus to 7.5.

quote:

Lvl 9. Lay on Hands. Only monster's hp was *1.4, the player's total hp is still 2k% melee. Half that is 1k. 1250 * .9 *.85 = 956% melee, so you can disperse with the save altogether and just pay 44% melee sp. (I'm also unsure if *.85 is necessary, since many other not stat-based heals, like cupcake or z-finity gauntlets, don't use it, but that's just conjecture).


Fair. Fixed. (I'm going with the *0.85 for this one, to be safe.)

quote:

Blazing Archon! Admittedly, I got lost in your calculations. The lean change gives you 45% melee extra damage, meaning you have the remaining 30% boost your damage by... 62.5%? Like I said, I got lost.


I think you might have been looking at the calculation I had before I made an edit to the skill. In its current form, archon starts at fully-offensive, then uses 50% melee to reduce damage output and the rest to increase outgoing damage:

quote:

Starts as a fully-offensive form. Of the 75% melee cost, 50% is used to reduce incoming damage to x0.8 damage taken. 1 - (0.8/ 1.25) = 0.36, so reducing *1.25 damage taken to *8 damage taken is a 36% reduction. 36 * 1.4 for monster damage gives a 50.4% cost for the lean damage reduction, rounded to 50%. The remaining 25% is used to increase your outgoing damage.


quote:

Working on the assumption that Regeneration acts as a Power 1 Heal Burn, 25% melee = 2.5 turns of Regeneration. *.9 (always useful) /4 (number of turns) = 56.25% chance of regeneration each turn.


It's actually 33.75% melee, since the base damage of the skill is 135%, 25% * 135 = 33.75%.

It seems that I forgot that burns don't factor in chance to hit in their power calculation, so I'll have to redo this.

So that would make the calculation:

25% * 1.35 = 3.375 turns of regen, *0.9, /4 = 75.9375% chance of regeneration each turn. So that would mean that the 25% melee damage reduction would be *(100 / 75.9375) to give 32.92% damage reduction.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/2/2020 12:38:58)

quote:

Ultra Elemental Warrior

Fully-Offensive Fire/Ice Armor (40% to each at Level 150). Flat resists to other elements. Mastercraft; inflicts Burn and Elevuln.

Standard attack is two hits at a +0 BTH lean.

MRM focuses mainly on melee defense, with a significant ranged weakness.

Appearance: As the AQWorlds armor of the same name.

Description: Become a master of the elements with this legendary armor from AdventureQuest Worlds! Your fire and ice resistances are excellent, and your elemental aura burns foes and makes them more susceptible to damage!

Mastercraft Bonus: Each weapon attack, weapon special, and spell you use in the armor attempts to inflict Burn ([Element of Last Hit], Power 0.63 *[Hits/Attempts], 1 Turn), and Elemental Vulnerability ([Element of Last Hit], 1 turn). If you're wielding a melee or magic weapon, the power of the Elemental Vulnerability applied is +5.495% damage. If you're wielding a ranged weapon, the power of the Elemental Vulnerability is +4.762% damage. Opponent can save against each status individually at a +0 bonus (MainStat/LUK vs. END/LUK).

Calc: If you're wielding a Melee or Magic weapon, you're assumed to have either STR or INT, bringing your base hit rate to 65%, so the formula is +[2.5 / (1.4 * 0.5 * 0.65)]% damage. For ranged weapons you're assumed to have both STR and DEX, so your assumed hit rate is 75%, bringing the elevuln formula to +[2.5 / (1.4 * 0.5 * 0.75)]




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/16/2020 11:59:19)

quote:

Condemned Shield

Light shield. Deals damage to opponents who hit you. Not mastercraft.

Appearance: As golden shield with a tormented face engraved on its exterior, wailing in agony.

Description: This shield is a symbol of disgrace and exile. Carrying it makes you more vulnerable to damage, but its wrath will strike back at those who dare to hit you.

Average MRM, focused heavily on Magic but with a severe Melee weakness.

Effect: You take +(10/1.4%) damage from all attacks. In return, at the end of the monster's turn, they take Harm damage equal to 6.49% (calc: 10%/1.1/1.4) of the damage they dealt to you that turn.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/26/2020 12:36:26)

Some minor changes to most of my class suggestions:

* All of my suggestions for offensive-lean class armors are now neutral lean by default (though some can become offensive-lean through certain skills.) This seems to be the standard for offensive classes/subraces going foward, based on the trend established by Vampire/Werewolf/Werepyre and now the Paladin class.

* Since it's been established that Tier 3 classes will have 20 skills instead of 10, I'll be attempting to rework my suggestions for Tier 3 classes appropriately. I'll also be substantially reworking my suggestions for the Dracopyre subrace, under the assumption that they would be a Tier 3 subrace.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/28/2020 19:04:40)

quote:

Stormcaller's Scepter

0-proc magic scepter with a +3 BTH lean.

Apperance: A small golden scepter with a miniature tornado circling around its head.

Description: This mystical scepter will let you strengthen your wind spells once per battle!

Mastercraft Bonus: Comes with a quick-cast skill, which you can use by clicking the scepter's head. Usable once per battle. Costs 50% melee in MP, or 40% of a standard spell. When used, the next Wind spell you cast this turn will deal +43.75% damage.

Calc: +50% spell damage once per battle, *0.75 for magic weapons, then /2 gives a +18.75% boost. Added 50% melee value gives an additional +25% spell damage for +43.75%.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/7/2020 23:58:16)

An update to my old Assassin class concept, based on the new standard of Tier 3 classes having 20 skills.

As before, the assassin Class will have a more involved storyline than most other class quests, much like the original. As expected, the class trainers are Wallo and Shii, though this time around the story is a mystery involving an attempt made on both of their lives at once.

spoiler:

Wallo and Shii are both responsible for the attempt. Due to internal politics, they each hired an assassin from a rival guild to kill the other, but unknowingly hired the exact same person, who decided to make it simpler and kill them both at once. Whoops.


quote:

Whispering Raiment
Assassin class armor. You must be a level 10 Ninja, a Level 10 Rogue, and a level 10 Scholar to train as an Assassin.

Neutral-lean armor. Resistant to Darkness, Wind, and Water (42% at Level 150). Highly weak against Light (you don't want to be seen), secondarily weak against Energy and Earth.

MRM focuses on melee and ranged, with a slight magic vulnerability. Slightly higher overall defenses than normal.

2-hit attack at a +3 BTH lean. Slightly lower base damage than normal.

Appearance: Similar to the existing Whispering Raiment, though slightly taller.

Description: Train as an Assassin, with skills that can inflict deadly status effects, sometimes even killing your foe instantly!

Level 0 (Title Ability): Euthanize - Passive

Bearing the title of Assassin, poisons and deadly afflictions are your calling card. Your attacks get a boost the more status effects your foe has.

You weapon attacks, weapon skills, and specials get +((10/3)*[StatusCount])% damage, where StatusCount is the number of negative status effects your opponent has. (E.g. you deal normal damage with zero negative status effects. +3.33% damage with one, +6.67% damage with two, +10% with three, etc.) Spells get half of this boost.

Level 1: Hissatzu Waza - Toggle

Use one of several special techniques to change your armor lean. You’ll take more damage, but will inflict debilitating status effects. More techniques are unlocked every five levels.

Brings up a menu with different toggle options, which allow you to change your lean to take *1.1 damage, in return for inflicting status ailments with every attack. You unlock new options as your class level progresses.

Starting at Level 17, if your class title is Assassin, you'll also gain the option of using an "enhanced" version of each toggle, titled Chou [Toggle Name]. This instead causes you to take *1.25 damage, but increases the value of the status inflicted as well as the duration of the effect.

quote:

Me-Eguri - Attack your foe’s eyes and render them blind!

Available by default.

Your armor lean changes. Instead of taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, skills, and spells attempt to inflict Blind (-14.12 * [Hits/Attempts] BtH, 2 turns). Opponent can resist at a +15 bonus (DEX/LUK vs. DEX/LUK).

When Chou Me-Eguri is toggled, you'll instead take *1.25 damage, the Blind value is increased to -23.53*[Hits/Attempts] BTH for 3 turns.

Calc: Value is 14% melee, *3/5 to convert to MRM gives 8.4, /0.85 since it requires hitting the foe. This gives 9.88235294118, /0.35 for save, then /2 for being spread over two turns. For Chou Me-Eguri, the value is increased by *(35/14)*(2/3)

Ashikubi-kiri - Slice your foe’s tendons and reduce their ability to dodge!

Unlocked at Class Level 6.

Your armor lean changes. Instead of taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, and weapon skills attempt to inflict Defloss (-12.5 * [Hits/Attempts] MRM, 2 turns). Opponent can resist at a +10 bonus (DEX/LUK vs. DEX/LUK).

If Chou Ashikubi-Kiri is toggled, you'll instead take *1.25 damage, and the Defloss value is increased to -20.83 * [Hits/Attempts] MRM for 3 turns.

Calc: 14% melee value, *0.85 to convert to BTH gives 11.9, /0.85 since it requires hitting the foe, then /1.4 for affecting the player’s whole side. This gives 10. /0.4 for save, then /2 for being spread over two turns. For Chou Ashikubi-Kiri, the value is increased by *(35/14)*(2/3)

Dokuken - Envenomate your foe with a deadly poisonous blade!

Unlocked at Class Level 11.

Changes your lean. Instead of taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, and weapon-based skills inflict Poison (1.56 * [Hits/Attempts] Power, 2 Turns). Monster can save at a +5 bonus (DEX/LUK vs. END/LUK).

When using Chou-Dokuken, the poison's power is increased to 2.59 for 3 turns.

When attacking in this mode, your character draws a knife dripping with green poison and either slashes with it (melee/magic) or throws it (ranged.)

Calc: 14% melee / 0.45 / 2. For Chou Dokuken, the value is increased by *(35/14)*(2/3)

Chimeishou - Slash your foe’s jugular to inflict a bleeding injury!

Unlocked at Class Level 16.

Changes your lean. Instead taking *1 damage, you take *1.1 damage. In return, your weapon attacks, specials, and weapon-based skills inflict Bleed (0.14 * [Hits/Attempts] Power). Monster can save at a +0 bonus to end the effect (DEX/LUK vs. END/LUK). For Chou-Chimeishou, the Bleed power is increased to *0.25.

Seijou Kougeki - Avoid risk by attacking normally, taking less damage.

Available by default.

Switches your armor lean to a standard neutral lean.


Level 2: Master of Mutilation - Passive

You know just how to strike your foe to inflict maximum injury. Your attacks are more likely to land status effects.

You gain +5 Status Potence, giving you +5 to all rolls to inflict status ailments.

Level 3: Unyielding Affliction - Active

Extend the duration of your foe’s Blind, Defence Loss, and Poison ailments, while also increasing the power of their Bleed statuses! This skill doesn’t take a turn to use, and is usable once per battle.

Quick-cast, once per battle. Each of your foe’s Blind, Defloss, and Poison ailments is extended by one turn. In addition, each of your foe's bleed statuses has their power multiplied by *1.125.

The SP cost is variable depending on how many of the three statuses your opponent has, and the power of those statuses.

This is calculated as:
SPCost = ([BlindVal + DefLossVal + PoisonVal + BleedVal] - 50)% Melee Value, with a minimum cost of 0.

BlindVal = MonsterBTHPenalty * 0.85 * (5/3)

DefLossVal  = MonsterMRMPenalty * 1.4

PoisonVal = Poison Power * 10

BleedVal = Bleed Power * 25


This ability only affects Blind, Bleed, Defloss and Poison, other statuses aren't counted.

Level 4: Dual Wield - Active

Use a jitte in place of a shield. It won’t increase your elemental resistance, but it will help you parry attacks, and will grant you an extra hit when attacking.

Equips the Assassin's Jitte, a temporary “shield” in your no-drop shield slot. This “shield” grants an even bonus to MRM (+18 Melee, +11 Ranged, and +11 Magic at level 150).

The “shield” grants no elemental resistance. Instead, it grants you an additional hit when performing a normal attack, allowing you to deal extra damage. This hit follows your equipped weapon’s element and type. It’s base damage is 36.4% (calc: 26 * 1.4%) of the damage of a standard melee attack, *0.75 if you’re wielding a magic weapon. Weapon specials also get +36.4% damage while the “shield” is equipped, and class skills also deal +18.2% damage.

Level 5: Jakusha Touta - Active

You decide who lives and who dies, and in that sense your job is like a shepherd culling the weak. Against foes that are blind, bleeding, poisoned, or have their defenses reduced, this skill will deal extra damage!

Weapon-based skill, deals damage according to your weapon’s type and element. Costs 75% melee in SP, or 100% melee if using a magic weapon.

Starts off as a standard skill, but deals -17.5% damage. However, if your opponent is bleeding, blind, poisoned, or has defence loss, then the damage penalty is reduced to -5%.

Level 6: Call Hitokiri - Active

Call a mercenary to help you take out your opponent. He costs less SP than a normal guest, but he will demand payment in gold.

Calls a Hitokiri, an SP-costing Darkness guest. The guest deals standard damage, but costs only 65% of a normal guest’s SP upkeep. In return, each turn it consumes gold equivalent to 3.75% of a normal mob’s gold drop for its level.

The guest also has three different modes, which you can toggle by clicking:

Normal Attack - The Hitokiri will perform normal attacks!

Two hits of Melee damage at a neutral BTH lean.

Backstab - The Hitokiri will step through the shadows for an accurate backstab!

One hit of Melee damage at a +10 BTH lean.

Shuriken - The Hitokiri will throw inaccurate but deadly shuriken!

One hit of Ranged damage at a -10 BTH lean.

Poison - The Hitokiri will strike with deadly poison!

One hit of Melee damage at a neutral BTH lean. This attack takes -20.83% damage and attempts to inflict Poison (Power 1.39, 2 Turns). Opponent can resist with a +5 bonus (CHA/LUK vs. END/LUK).

Level 7: Keiraku Senko - Passive

You know exactly where to stab your foe to make their body break down. Hit your foe with a series of strikes to reduce their END for a turn!

Weapon-based skill. Costs 75% melee in SP, 100% if you’re using a Magic weapon.

You perform a ten hit attack, at a +0 BTH lean, following your weapon’s element and type. The attack starts as a standard skill, but gets -37.5% damage.

After making the attack, your opponent makes a save (DEX/LUK vs. END/LUK). If they fail*, they gain the Fragile status (-5*Hits END, 1 Turn).

*“Omae wa mou shin de iru.”
**Nani!? Your opponent resists your pressure point attack!


Level 8: Pain Magnification - Passive

Your malicious intent magnifies the wounds inflicted on your foe. Damage dealt by poison and bleed statuses is increased.

Damage your opponent takes from Poison and Bleed statuses is increased by +25%.

Level 9: Stealth - Passive

Assassins are skilled at avoiding notice, particularly by those with big, heavy swords. Your chance of dodging is increased, especially against Melee attacks.

Your armor gets +4 Melee defence, +3 Ranged defence, and +2 Magic defence.

Level 10 (Title Ability): Gisei Yuketsu - Active

Perform an involuntary blood transfusion on your Hitokiri, healing you and dealing massive damage. Costs two health potions.

Spell-based skill. Costs two health potions. Usable only if the Hitokiri guest is active. Deals two hits of Darkness damage of your weapon’s type, at a +0 BTH lean. After using the skill, your guest is dismissed/unsummoned before it can attack for the turn.

The skill’s base and random damage starts out as that of a standard skill, but takes -12.5% damage penalty if dealing Magic damage. It also gets an additional damage bonus scaling with your CHA.

The formula for this damage bonus is +(15 + Min(PlayerCHA/ExpectedCHA*15,15))%. Taking this all together, some examples of net damage bonuses are:

Magic, 0 CHA: +2.5% damage

Magic, Max CHA: +17.5% damage

Melee/Ranged, 0 CHA: +15% damage

Melee/Ranged, Max CHA: +30% damage


After calculating that additive bonus, the skill’s damage is then multiplied by elecomp.

Lastly, after using the skill, you heal HP as though you just drank a health potion, with the healing multiplied by *0.5.

Level 11: Death From Above - Active

Spend a turn loading your crossbow. If it's already loaded, you'll instead fire a deadly shot that will fall on your foe next turn.

A skill with two functions. Using this skill with no ammunition loaded costs 100% Melee in SP, and uses a turn. This loads your crossbow with four bolts, shown by a counter on the bottom-right of the screen. Bolts you have loaded are retained between battles.

If you have at least one bolt loaded, the skill becomes a spell-based skill. This skill is usable once per turn and does not take a turn to use. It consumes a bolt, which flies into the air and disappears. At the end of your opponent's next turn, the bolt will fall and damage your foe.

The falling bolt follows the element of your equipped weapon as it falls. The damage type follows your equipped weapon’s type, but Melee converts to Ranged. It deals damage equal to 51% of a standard melee attack, with a +10 BTH lean. If you're using a magic weapon, it instead deals damage equal to 44.75% of a melee attack. (Calc: [175/4] + 1%).

Level 12: Five-Point Exploding Liver Technique - Active

This legendary five-hit skill will cause your opponent’s liver to burst, harshly limiting their ability to move and causing them to take damage every turn.

Weapon-based skill. Costs 100% melee in SP, 125% if you’re using a Magic weapon.

You perform a five-hit attack that follows your weapon’s element and type, each hit has a +0 BTH lean. The skill has the base damage of a standard skill, but deals -25.8% damage. (Calc: 129% melee value * 0.4 base chance of infliction, /2 for skill damage)

After making the attack, your opponent makes a save at a +10 bonus (DEX/LUK vs. END/LUK). If they fail*, they gain the Crippling Injury status (4*[Hits]% chance of inaction, 5 turns).

The Crippling Injury status is a new status effect that acts as a combination of Daze and Control. They have a [Chance] percent of inaction per turn, and at the end of each of their turns, regardless of whether they acted, they take 10% melee worth of Harm damage.

*Your opponent’s liver explodes!
**You attempt to make your opponent’s liver explode, but they walk it off.


Level 13: Sublime Jitte - Passive

Your skill at parrying with your Jitte has increased. When blocking an attack with it, you’ll counterattack for extra damage.

The Assassin's Jitte "shield" gains an additional Mastercraft bonus. If you have the Assassin’s Jitte equipped, then dodging at least one attack will cause you to counterattack at the end of the monster’s turn.

The counterattack is treated as a normal armor attack. This attack is one hit, +5 BTH lean. The attack starts with normal base and random damage, but gets a -80.39% damage penalty.

(Calc: Assumed 0.15 block chance, multiplied by an assumed two hits for a 0.3 block chance against at least one hit. 5% value /0.3 gives 16.667% value, then /0.85 for chance to hit with counterattack gives 19.60784313726% melee value for the attack, or a normal attack -80.39215686274%.)

Level 14 (Title Ability): Toxic Tempest - Active

Fire all of your crossbow bolts at once to rain down on your opponent, poisoning them in the process!

Spell-based skill, usable only if you have at least one bolt loaded from Death from Above. Consumes all of the bolts you have, and deals multiple hits of damage at a +10 BTH lean. The damage type follows your equipped weapon’s element, and the damage follows your weapon’s damage type, except Melee converts to Ranged.

The skill starts at one hits, but deals an additional hit for each bolt consumed, so it will always deal between one and four hits. Each hit deals 50% the damage of a standard melee attack, or 37.5% if Magic damage.

Afterward, your opponent makes a save at a -20 penalty (DEX/LUK vs. END/LUK). If they fail, they are inflicted with Poison (Power 1.43*(85/95)*[Hits/Attempts], 10 Turns).

Calc: Up to 200% melee worth of bolts is consumed by the skill. The poison value is treated as equivalent to 100% melee from the turn used by the attack: 100/0.7 infliction chance = power 1.428571 poison, rounded to 1.43.

Level 15: Cunning Evasion - Active

Sometimes, when getting the job done, it’s best to play it safe. With this skill active, you’ll attempt to fade into the shadows to dodge your foe’s attacks. But beware, for it will only work once per battle.

Quick-cast skill, costs nothing to use. Usable once per turn.

When used, your opponent makes a save at a +0 bonus (DEX/LUK vs. DEX/LUK). If they fail, you will automatically dodge all hits attempted against you during the opponent’s next turn that are not marked as auto-hit, and the skill is disabled for the rest of the battle.

*You sidestep into the shadows, and will dodge your opponent's attacks next turn!
**Your opponent anticipates and counters your evasive technique.


Level 16: Yajuu Dageki - Active

Banned by the Ninja clans for its evil nature, this skill invokes the ravenous Yajuu to devour your opponent's vital essence. Yajuu’s uncontrollable madness makes it highly inaccurate, but it will occasionally deal Void damage.

Weapon-based skilll. Costs 100% melee in SP, 125% if using a magic weapon. Deals two hits of damage according to your weapon’s type and element at a -5 BTH lean. The skill then gets an additional -6.46 BTH, but has a 20% chance of dealing Void damage instead of its normal element.

Calc: Expecting enemy resistance is 130% to your currently equipped weapon, and void resistance of 200%. 200/130 = 1.53846153846, or +53.846153846%. 53.846153846% * 0.20 = -10.7692307692% damage. *3/5 to convert damage penalty to BTH penalty, rounded to -6.46.

Level 17 (Title Ability): Assassin Trespassin’ - Passive

Sneak up on your foe to catch them unaware, causing them to lose their first turn.

At the beginning of the battle, you attempt to inflict Unaware (renamed Paralyze, 1 Turn) on your opponent. Opponent can resist at a +14 bonus (DEX/LUK vs. DEX/LUK).

(Calc: 50% melee value, /0.357 chance of infliction = 140% melee value. 0.357 is rounded to 0.36, giving a +14 bonus.)

Level 18: Satsujin Shoudou - Toggle

This forbidden technique lets you increase your dexterity, at the cost of damage to your body.

DEX drive. Costs HP.

Level 19: Fuji no Fushou - Toggle

You’ve perfected the art of inflicting all manner of ailments. For a bit of SP per turn, you can grant yourself increased status potence.

Costs 10% Melee in SP per turn. While active, you gain +10 Status Potence. This stacks with the Status Potence from the Level 2 skill, so you actually have +15 Status Potence while the skill is active.

Level 20 (Title Ability): Sokushi - Active

At the end of the day, you’re only here for one thing. This weapon-based skill can only be used once per battle, but can instantly kill your opponent. If you fail, you’ll still deal extra damage.

Costs 100% melee in SP, or 125% if using a magic weapon. You perform a weapon-based skill, dealing five hits of your weapon's type and element at a +5 BTH lean. This attack's base damage is 150% melee.

However, there is a 40% chance of this attack attempting to instantly kill the foe. When this happens, your opponent makes a save at a +0 bonus (DEX/LUK vs. END/LUK). This save is affected by Status Potence. If you fail the save, you use the default weapon-based skill. If you succeed, you instead use a spell-based skill that deals 5 hits of Death-element damage and autohits, killing your foe instantly.

If your opponent resists or reflects Powerword Die, has the Boss Boost intrinsic, or is more than 10 levels higher than your armor’s power level*, then the instant-kill chance is reduced to 0%. In this case, the weapon-based skill's damage is multiplied by *(5/3).

Note that this respects your weapon special, so if your weapon special occurs when using the skill, you do not get either the damage boost or the instakill chance. However, if this happens you can use the ability again next turn.

*This foe is too strong to be killed so easily.

Calc: Based on the proc rate of PowerWord die, assuming 50% melee per battle is worth a 10% chance. The once/battle restriction empowers the "fallback" weapon attack, where the 100% melee pays for a 20% chance of instant death, /0.5 for save.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/14/2020 4:47:16)

Update for my Gladiator class concept. This expands on the concept of a class based on accumulating charges and using those charges for active skills. The charges generally cost a fair amount of SP, and many of the Gladiator's passives have an additional SP requirement, making this class rely a lot more on tight resource management but having very powerful payoffs. To become a Gladiator, you must be a Level 10 Berserker, a Level 10 Fighter, and a Level 10 Scholar.

As before, the class trainer for the Gladiator is Gaius Artorius Invictus, a retired general from a foreign empire and owner of The Pit, an arena on the road to Lolosia and just to the southwest of the Ninjutsu Temple. Gaius claims to have enticed what he calls "barbarians" into competing with the promise of riches, and as an experienced Berserker you come to the Pit in search of a good fight. Taking you under his wing, Gaius provides you with room, board, and an education during his extensive training regimen for area's favorite combat sport. The questline primarily involves investigating the Pit's dark past, including persistent rumors that the opponents Gaius has you fight are actually indentured servants and slaves.

spoiler:

You find out that the rumors are 100% true; many of the Pirates in Lolosia are escaped slaves themselves. The questline ends with you freeing the slaves and leading a revolt against Gaius.


quote:

Armatura Secutoris

Gladiator class armor. You must be a level 10 Berserker, a Level 10 Fighter, and a Level 10 Scholar to train as a Gladiator.

Defaults to Neutral lean, becomes Fully-Offensive at Class Level 17. Resistant to Fire, Light, and Earth (42% resistance at level 150.) Highly weak against Ice (You’re not wearing much!), secondarily weak against Wind and Darkness.

MRM focuses on Melee and Ranged, with a Magic weakness.

2-hit attack at a +0 BTH lean.

Appearance: Based on the secutor (pursuer) class of gladiators in ancient Rome. Your character wears a red loincloth (plus a matching cloth over their torso if female), iron shinguards with bare feet, an iron armguard on the arm where they hold their weapon, and a full iron helmet with two small eye-holes.

Description: Become a gladiator, paying SP for powerful and accurate weapon attacks!

Class Mechanic: Gladiator Charges

Certain abilities build “Gladiator Charges,” which can be spent on powerful class skills. Each charge is worth 25% melee, and you can have up to ten of them. Gladiator charges are retained between fights.

Level 0 (Title Ability): Are You Not Entertained? - Passive

With the title of Gladiator, you'll push yourself to your limit. You’ll lose a bit of SP each turn, but your attacks are more powerful and accurate. If you don’t have the SP, you’ll lose HP instead.

Your attacks and specials deal +5% damage and get +4.25 BTH. Spells and class skills instead deal +2.5% damage and get +2.125 BTH.

In exchange, you lose 5% melee in SP each turn. If you don’t have the SP, you instead lose that amount of HP / 1.125.

Level 1: Firmandum - Passive/Toggle

Strengthen yourself over the course of battle. Each turn you have a chance of gaining one Gladiator charge. By spending some SP, you can guarantee you’ll gain a charge each turn.

Each turn, you have a 20% chance of gaining one Gladiator charge.

While toggled, you instead spend 20% melee in SP each turn, and are guaranteed to gain a Gladiator charge at the beginning of your turn.

Level 2: Gladiator’s Shield - Active

Equip yourself with a standard-issue shield. While equipped, you’ll take less damage as you build Gladiator charges.

Equips yourself with a Scutum Secutoris, a temporary shield in your no-drop slot. The scutum has even resistances to Fire and Earth and a slightly lower resistance to Light (-19% to Fire and Earth and -17% to Light at level 150.) The shield has a heavy lean towards Ranged blocking, with a Magic weakness. (At level 150, defenses are +14 Melee, +7 Ranged, and +14 Magic)

While the shield is equipped you take -(1/1.4)% damage from all attacks for each Gladiator charge you have. To pay for this, the shield gets -6 to Ranged blocking (already factored in above.)

Level 3: Anima Immortalis - Passive

A gladiator’s spirit never dies. For each Gladiator charge you have, you’ll regain some SP each turn.

At the beginning of each turn, you gain 1% Melee in SP for each Gladiator charge you have.

Level 4: Modus Pugnae - Passive/Toggle

Change your fighting style to suit your needs. You’ll always have one active, and each costs SP. If you don't have the SP, you'll lose HP instead. You learn more styles every five levels.

Click to open a menu with multiple toggle options. One is always toggled (defaulting to Modus Potentiae) and each costs 5% melee in SP per turn; you cannot toggle off. If you don’t have the SP for either ability, you instead lose that amount of HP / 1.125.

Starting at Level 17, each Modus Pugnae toggle is transformed into a new version, titled Modus Superior [Mode Name]. So Modus Potentiae becomes Modus Superior Potentiae, etc. These versions of the toggles grant your armor a fully-offensive lean, so essentially your lean becomes fully-offensive at Level 17.

quote:

Modus Potentiae - Make your attacks more powerful!

Available by default. You gain +10% damage to all attacks and weapon specials. Spells and class skills get +5% damage.

Modus Accuratio - Make your attacks more accurate!

Available by default.

You gain +8.5 BTH on all attacks and weapon specials, and +4.25 BTH on class skills and spells.

Modus Felicis (Title Ability) - Increase your lucky strike rate!

Available starting at Level 9.

Your lucky strike rate is increased by +10%.

Modus Superbiae (Title Ability) - Adopt a boastful persona fueled by your many victories. Your untouchable pride will grant you extra defense and increased attack power. But pride comes before a fall, so if you miss an attack your foe will automatically hit for extra damage.

Available starting at Level 14.

You get +10 MRM, +15% outgoing damage for attacks and specials, and +7.5% outgoing damage for spells and class skills.

However, if you miss at least one attempted attack against your opponent, that opponent will automatically hit with all attacks during their next turn, and will deal +41.61% damage.

Calc: Starting a base 115% chance to be hit by a monster attack, the assumed LUK for Gladiators (to take advantage of lucky strike skills) gives -5%, plus -10% from the MRM boost, so that brings to 100%. This means that the opponent is already assumed to always hit, so the enemy autohitting is "free" for them. Again assuming LUK, and also assuming STR, gladiators have a base 75% hit rate, plus the 4.25 BTH boost from the Level 1 skill gives 79.25. Assuming two hits per attack gives a (0.7925 * 0.7925) = 62.805625% chance of hitting both, or a 37.194375% chance of missing at least one.

So when the opponent autohits, they deal bonus damage equivalent to the MRM boost plus the damage bonus, or 10*(5/3)% melee plus 15% melee. -10% for the value paid for by the skill, so ([10*5/3] + 5)% melee. /0.37194375 for chance of missing, then /1.4 for monster damage.

Modus Libertatis (Title Ability) - Cast off the chains that bind you in an act of defiance! You’ll gain resistance to any status that can immobilize you.

Available starting at Level 19.

You get +20 Stun Resistance, giving you a bonus to save against any status that would cause you to skip your turn. (Daze, Paralyze, Freeze, etc.)


Level 5: Rete Irretiens - Active

Cast a net to ensnare your foe, reducing their dexterity.

Spell-based skill. Costs 75% melee in SP plus one Gladiator charge, or 100% melee in SP plus one Gladiator charge for magic weapons. Deals one hit of damage according to your weapon element and type, at a +0 BTH lean.

Deals damage of a standard skill, but gets -12.5% to damage. Afterward, if the hit connected, it attempts to inflict Entangled (-75 DEX). Monster can save during each of its turns at a +0 bonus (STR/LUK vs. [Mainstat]/LUK).

Level 6: Call Lolosian Lion - Active

The lion you’ve spared has shown you gratitude, and will now aid you in battle. It costs less SP than a normal guest, but its golden hide is very valuable, so your enemies will hit extra hard to get their hands on it.

Calls a Lolosian Lion, an SP-costing guest. Attacks for two hits of melee Light damage at a +0 BTH lean.

The guest costs only 41.67% the upkeep of a standard guest. However, while it is active you take +25% damage from enemy attacks.

Level 7: Genius Ludi - Passive

Embrace the spirit of the games by beating the crud out of your opponent. As you deal damage to your foe, you’ll regain SP.

Normal attacks and weapon specials heal SP equal to 5.625% of the damage done. Spells and class skills heal that amount /2.

Level 8: Telum Fulgens - Active

With your fights getting ever more demanding, Gaius has taught you a technique for attacking multiple opponents at once.

Weapon-based skill. Costs 75% melee in SP plus one gladiator charge, or 100% melee in SP plus one gladiator charge for magic weapons. Starts out as a standard weapon-based skill, dealing one hit of your weapon’s type and element at a +0 BTH lean.

Against single opponents, the skill gets a -12.5% damage penalty. Against a mob with two or more monsters, it instead gets +12.5% damage bonus. It gets a further +12.5% damage bonus for each monster in the mob beyond the first, so +12.5% for three-monster mobs and +37.5% for four-monster mobs.

When used against mobs, the number of hits of the attack changes to the number of monsters in the mob, hitting each opponent once, and having damage evenly split among each target. So for two-monster mobs, it deals 50% damage to each monster in the mob, for three-monster mobs it deals 33.33% damage to each of the three monsters, etc.

Level 9: Fors Fortuna - Passive

Strangely enough, Loco is the patron deity of the Gladiator Pit. As is custom, you offer a bit of SP to him each turn, and in exchange your lucky strike rate is boosted.

...Hopefully he won’t notice who’s giving him the SP.


You lose 5% melee in SP each turn. In exchange, your lucky strike rate is boosted by +10%. If you don’t have the necessary SP, you instead lose that amount of HP / 1.125.

Level 10 (Title Ability): Finish Him! - Active

This brutal technique costs four Gladiator charges, and can only be used on foes with less than 1/4 of their maximum HP. You don’t like the idea of killing already-downed combatants, but there’s no denying its effectiveness...

Weapon-based skill. No SP cost, but costs four gladiator charges. Can only be used if the opponent is below 1/4 of their maximum HP.

Deals one hit of damage at a +0 BTH lean, damage is equivalent to your weapon’s type and element. Damage is equal to a standard skill, but deals -12.5% damage if you’re wielding a Magic weapon.

Level 11: Adrenaline Rush - Passive

When you’re cornered, you fight harder than ever. You’ll occasionally recover SP at the start of your turn, with the chance increasing as your HP lowers.

At the beginning of every turn, you have a [10 + (1 - [CurrentHP / MaxHP] * 20)]% chance of gaining 25% melee in SP. (So, 10% chance at 100% health, 20% chance at 50% health, 25% chance at 25% health, 29.8% chance at 1% health, etc.)

Level 12: Gladiator's Impetus (Title Ability) - Active

Compresses three skills.

quote:

Cautus Impetus - Perform a cautious maneuver to attack your foe. You'll deal little damage, but are guaranteed to gain at least one Gladiator charge.

Available from class level 12. Costs nothing except a turn. You perform a normal armor attack, except the attack deals -37.5% damage. Afterward, you gain one Gladiator charge, with a 50% chance of gaining two Gladiator charges instead.

Audax Impetus - Perform a daring maneuver to assault your foe! Afterwards you’ll gain at least one Gladiator charge.

Unlocked at class Level 12.

Weapon-based skill, two hits, +0 BTH lean. Costs 100% melee in SP, 125% if you’re using a magic weapon. Damage starts off equal to a standard skill, with damage following your weapon’s element and type. It then gets -18.75% to damage.

Afterwards, you gain one Gladiator charge, with a 50% chance of gaining two Gladiator charges instead.

Incautus Impetus - Perform a reckless maneuver to assault your foe! You'll gain at least two Gladiator charges, but will take more damage in return.

Unlocked at class level 19.

Weapon-based skill, two hits, +0 BTH lean. Costs 100% melee in SP, 125% if you're using a magic weapon. Damage is equal to a standard skill, with damage following your weapon’s element and type. After the attack, there is a [hitsconnected/hitsattempted] chance of the monster's attacks dealing +(62.5/1.4)% damage during their next turn*.

After using the attack, you gain 2 gladiator charges, with a 50% chance of gaining 3 Gladiator charges instead.

*Your reckless maneuver leaves you wide open to counterattacks!



Level 13: Plus Ultra (Title Ability) - Active

Push your body further beyond! You’ll spend two Gladiator charges and gain a good amount of SP. Usable once per battle.

Quick-cast, once per battle. Costs two Gladiator charges. You gain 100% melee in SP.

Level 14: Durius, Melius, Citius, Fortius - Toggle

A gladiator’s work is never over. For some SP, you can push yourself to deal more damage, take less damage, resist statuses, and gain a small chance of Celerity each turn.

Costs 20% melee in SP per turn.

While active, you get +5 Status Resistance, deal +5% damage with all attacks/specials and +2.5% damage with spells/class skills, take -3.57% damage, and have a 5% chance of gaining Celerity for yourself only at the end of your turn.

Level 15: Vulcan Iron (Title Ability) - Active

A gladiator is nothing without their weapon, and a weapon is nothing without the fire of the forge. Call upon that fire to smite your foe and prove your worth. Uses two Gladiator charges.

Weapon-based skill. Base cost is 100% melee in SP, or 125% melee in SP for magic weapons, reduced by elecomp modifier. As an additional cost, the skill uses two Gladiator charges. Deals two hits of Fire damage according to your weapon’s damage type. +10 BTH lean.

Damage starts as a standard skill, but deals +25% damage.

Level 16: Blood for Bloodsport - Toggle

Both spirit and flesh are strong. By activating this ability, you can split costs among both HP and SP.

While toggled, all armor abilities that cost SP (both toggled, passive, and active) have their costs reduced by 25%. In exchange, you also pay 22.22% of the original cost in HP. This does not affect the SP cost of the Lolosian Lion guest.

Level 17: Pervicacia - Passive

Even with your strength exhausted, you find a second wind. Once per battle, if you have no Gladiator charges, you’ll gain back two of them.

Once per battle, if you have 0 Gladiator charges at the start of your turn, you gain 2 Gladiator charges.

Level 18: Musculus Maximus - Toggle

You’ve trained your body so hard that just flexing in someone’s direction knocks them out cold. For a moderate SP cost, you can increase your STR.

STR drive, costs SP. Slightly more powerful than standard STR drives, but also costs slightly more SP per turn.

Level 19: Desperate Gambit (Title Ability) - Active

Gaius’s punishment for your insubordination has pushed you to your breaking point, yet in your darkest moments you’ve found incredible strength. Though highly inaccurate, this skill becomes massively powerful when you're below half health! Costs four Gladiator charges

Weapon-based skill. No SP cost, but costs four Gladiator charges. Deals two hits of damage that follow your weapon’s element and type, -10 BTH lean.

The skill's base damage starts off as a standard skill, but deals +[([MaxHP-CurrentHP] * 50/ MaxHP) - 25]% damage. (So -25% damage at 100% health, -0% damage at 50% health, +12.5% damage when you're at 25% health, +24.5% damage when you're at 1% health, etc.

Level 20 (Title Ability): I Am [Playername]! - Active

The ultimate show of solidarity. Unite with your allies and cast off your chains, crushing those who stand in the way of freedom! You can consume gladiator charges to reduce the cost of this attack.

Spell-based skill. Variable cost, base cost is 350% melee in SP. The cost is reduced by 25% melee for each gladiator charge you have, up to a maximum of 250% melee cost reduction, or ten charges. When used, all of your gladiator charges are consumed.

You call a stampede of former gladiators that overruns the entire screen. Deals 12 hits of damage according to your weapon’s type and element. Alternates between +0, +5, and -5 BTH leans. This means the first, fourth, seventh, and tenth hits have a +0 BTH lean, the second, fifth, eighth, and eleventh hits have a +5 BTH lean, and the remaining hits have a -5 BTH lean.

Starts off as a standard skill, but deals +125% damage, +112.5% damage if magic.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/18/2020 23:17:04)

Here's an update to my Archmage class concept, reflecting the new 20-level standard for Tier 3 classes.

As before, while the Wizard focuses mainly on elemental magic, and the elemental specialist subclasses can be extraordinarily powerful, the Archmage class ditches the traditional elemental focus in favor of non-elemental magic. While this means it is less capable of exploiting elemental weaknesses than the Wizard, it's also excellent at dealing with foes that have no particular weakness. It also comes with one of the most powerful nukes in the game, though it will leave you vulnerable should your foe survive, since it drains all of your MP and the Archmage has much less powerful standard attacks than the Wizard.

The class quests for this Archmage will once again be more story-focused, with the class trainer this time being Beleqwaya. The storyline involves investigating a hostile and powerful entity from the Void that is attempting to emerge into Lore, causing severe damage to Lore's environments due to its escape attempts.

spoiler:

The "entity" isn't actually hostile at all; it's a fragment of Beleqwaya's subconscious mind, left behind in the Deep Void while the rest of him was restored. It wants nothing more than to reunite with Beleqwaya, and all the damage it caused was completely unintentional.


quote:

Cosmic Mantle

Archmage class armor. You must be a level 10 Wizard, a Level 10 Mage, and a Level 10 Scholar to train as an Archmage.

Neutral-lean armor. Resistant to Ice, Darkness, and Energy. (42% Resistance at level 150). Highly weak against Earth (you’re unconcerned with most earthly matters), secondarily weak against Light and Water.

MRM heavily focused on magic, at the expense of ranged and melee

Standard attack is two hits at a neutral BTH lean.

Appearance: Similar to the archmage armor in the old preview image. Your shield appears below the menu when equipped.

Description: Train as an Archmage, an almighty wizard with powerful non-elemental magic!

Level 0 (Title Ability): One With the Weave - Passive

As an Archmage, your life force has ascended, becoming part of the very essence of magic. Though this has decreased your maximum hit points, your mana regenerates at a constant pace.

If your class title is Archmage, as long as you’re wearing the Archmage armor, your maximum HP is decreased by an equivalent of 50% melee. In exchange, you heal 10% melee in MP every turn.

Reducing maximum HP by switching to the archmage armor also reduces your current HP by the same amount, no matter how much HP you have. When you switch out of the archmage armor, you gain back the HP you lost.

Level 1: Critical Spell - Passive

You’ve optimized your spells to deal maximum damage when they strike your foes’ weak points. Your INT is added to your LUK when calculating lucky strike damage.

Instead of the normal formula, Lucky Strike damage from spells is calculated by ([LUK * 3/8] + [INT * 9/16]).

Calc: 5% mastercraft bonus * 10 turns = 50% boost. /2 for expected number of spells cast per battle, /2 for spell damage *0.6 for omni-elemental, means that one mastercraft bonus for spells is 7.5% of a spell. Since spells already get /2 lucky strike damage, this bonus is multiplied by 2 for 15%. *10 for 10% lucky strike chance gives 150%. INT Boost to Lucky Strike damage is thus 150% of the LUK boost, or 9/16. So with max INT and LUK, this means lucky strike damage is multiplied by *2.5.

Level 2: Probability Manipulation - Passive

By warping the laws of quantum mechanics, you’ve increased the lucky strike chance of your spells.

You get +15% lucky strike chance with spells.

Calc: Same as above.

Level 3: Psychic Corrosion - Active

Assault your opponent’s mind to dissolve their sense of identity, rendering them more vulnerable to the Void’s influence. If successful, they’ll become weak to the Harm element.

Spell-based skill, costs *0.6 the MP of a standard spell. Deals three hits of Magic Harm damage at a +0 BTH lean.

The spell deals -56.42% damage. If at least one hit connects, it attempts to inflict Elemental Vulnerability (Harm Element, +[6*Hits]% damage, 2 Turns). Opponent can save at a +0 bonus (INT/LUK vs. INT/LUK).

(Calc: Spell gets -25% damage for reduced cost, then an additional -10% for always useful. The effect is calculated as ((21.42 / 0.50) / 0.85 / 1.4), for 36% elevuln, divided over two turns for 18% elevuln. This gives it a total of -56.42% damage.)

Level 4: Archmage’s Focus - Toggle

Call forth a staff built specifically for channeling the Void! You’ll need a minor MP upkeep to keep it equipped, but it will deal Harm damage!

Equip a Void Magestaff, a temporary 40-proc Magic Harm weapon with a +0 BTH lean. Special is one hit, Magic damage. The staff also requires and MP upkeep of 10% melee to use, if you lack the MP then the weapon is automatically unequipped and your no-drop weapon is equipped instead.

The Magestaff gives +9.375% damage to Harm-element spells, and deals -5% damage with weapon attacks/specials. At class level 11, it becomes mastercrafted and loses the -5% weapon damage penalty.

Level 5: Flecks of Uncreation - Active

You've studied the phenomenon of the Bizarre Flecks and have learned to replicate their power!

Compresses three different Harm spells.

quote:



Curious Microfleck — Unlocked at Level 5

Manipulating uncreation energy is complicated, and takes many decades of study. Thankfully, it’s rather simple to pick up a rock made of it and throw it at your opponent.

Has *0.4 the cost of a standard spell. Deals one hit of Magic Harm damage at a +5 BTH lean.

The spell deals -52.5% damage. However, it has a 5% chance of dealing Void damage instead of its normal element.*

(Calc: -37.5% for efficient spell, then -10% for always useful and -5% for chance of Void damage.)

*Raw uncreation energy rips through your foe!

Strange Fleckling — Unlocked at Level 10

Getting closer...

Costs the MP of a standard spell, deals one hit of Harm damage at a +0 BTH lean.

The spell deals -20% damage. However, it has a 10% chance of dealing Void damage instead of its normal element.*

(Calc: -10% for always useful and an additional -10% for chance of Void damage.)

*Raw uncreation energy rips through your foe!

Bizarre Fleck (Title Ability) — Unlocked at Level 15

Now THAT’s more like it! Call forth the raw energy of uncreation to smite your foe!

Costs *1.4 the MP of a standard spell. Deals 1 hit of Harm damage at a -5 BTH lean.

The spell deals the damage of a standard spell. It also has a 15% chance of dealing Void damage instead of its normal element.*

(Calc: +25% damage for overcharged spell, -15% for chance of void damage, then -10% for always useful, so net damage is +0%).

*Your foe is briefly uncreated! They return to reality missing a few organs.


Level 6: Summon Void Golem - Active

Summon a Void Golem to smash your foes! It’s hard to control so it won’t always attack, but when it does it is especially powerful!

Summons a Void Golem, a Harm guest. Costs MP, and deals two hits of Melee damage at a -5 BTH lean. Has an additional +6% melee upkeep in MP as an always-useful penalty.

The guest will only attack 2/3 of the time, but its attacks deal *1.5 damage.

Level 7: Void Vaccination - Toggle

Through controlled exposure to the Void, you can lower your combat defenses to grant yourself Harm resistance. By lowering your blocking even further you can grant yourself Void resistance, too!

Comes with three toggle options: inactive, a "weak" effect, a "strong" effect.

While the weak effect is toggled, your elemental resistance modifier to Harm is reduced by -5%. So in effect, your Harm resistance becomes 95%). However, you also get -4.2 MRM. (This is displayed as -4, but it's actually -4.2.)

When the strong effect is toggled, you get the aforementioned Harm resistance as well as -10% Void resistance. So in effect, your Harm resistance becomes 95% and your Void resistance becomes 190%. In exchange, you get -12.6 MRM. (This is displayed as -13, but it's actually -12.6).

Level 8 (Title Ability): Black Body Radiation - Toggle

Through your studies, you've discovered that the Void emits constant radiation. Spend SP to emit that radiation each turn, letting your Harm spells hit your foe's weakest element!

While toggled, casting any Harm-element spell causes you to lose an additional amount of MP equal to 9.6% of a standard spell after casting, or roughly 12% melee in MP. The MP loss happens after the initial casting of the spell, so you can still cast a spell if you do not have enough MP to pay for the toggle; if you lack the additional MP after casting then the toggle is disabled automatically.

In exchange, whenever you cast a Harm spell, your opponent makes a save at a +10 bonus. (INT/LUK vs. END/LUK.) If they fail the save, the damage dealt by the Harm spell is multiplied by [highest elemental resistance among the eight standard elements]/100. (i.e. if your opponent has 130% Light resistance, the Harm damage they take is multiplied by *1.3). This does not change the fact that they are taking Harm damage, so they are still affected by things like Elevuln against Harm, etc.

Calc: Assumes your opponent has 130% as their highest elemental resistance. 12% melee cost, /0.4 for save gives +30%.

Level 9: Archmage Shield - Toggle

It’s important for a squishy wizard to guard their squishy parts. With this technique you can redirect a portion of the damage you take to your MP.

While active, you take 7.14% less damage from monster attacks. In return, monster attacks damage your MP by an amount equal to 11.53% of damage dealt to your HP.

Calc: The damage prevented is worth 7.14% / [(100 - 7.14%) *100] of the damage taken. *1.5 for HP to MP.

Level 10: Temporal Decay - Active

Briefly expose your foe to the unstoppable passage of time, leaving them weakened, slowed, and fragile!

Spell-based skill, costs the MP of a standard spell. Does no damage, but instead attempts to inflict Fragile (-50 END, 3 Turns), Slowed Strikes (Renamed Blind, -10 BTH, 3 Turns), and Weak (Renamed Choke, -11.9% damage, 3 Turns). Opponent gets a seperate save for each individual status, each at a +0 bonus (INT/LUK vs. END/LUK for all three.)

Calc: Fragile status is worth 150% melee, Blind and Choke are each worth 25% melee each.

Level 11 (Title Ability): Cosmic Incantation - Passive

Your advanced magic lets you manipulate the fabric of reality, as well as the fabric of your robes. Once per battle, you can change your armor lean.

Brings up a menu with three toggles, which let you change your lean. You can change your lean only once per battle. Lean changes persist across battles.

quote:

Incantation of Balance - Switch your armor lean to a neutral lean, receiving and dealing normal damage from attacks and spells.

Available by default. Switches your armor to a neutral lean.

Incantation of Shielding - Sacrifice your spell power to greatly enhance your defense!

Available by default. Switches your armor to a defensive spellcaster lean. (You take *0.8 damage, but deal *1 damage with weapon attacks and *0.7 damage with spells.)

Incantation of Destruction - Sacrifice your defense and weapon damage to even further boost your spell power!

Available from Level 17 onwards. Switches your armor to a full spellcaster lean. (You take *1 damage, deal *0.8 damage with weapon attacks, but deal *1.375 damage with spells.)


Level 12: Exsanguinate Mana - Active

Siphon your opponent's life force to restore your mana!

Spell-based skill, costs 125% melee in SP. Deals two hits of magic Harm damage at a +0 BTH lean, equal to 45% of the damage of a standard spell. You then gain MP equal to 1.5 * the damage dealt.

Level 13: Temporal Paradox - Active

Once per battle, you can attempt to undo the damage you took last turn, resetting your HP to its value on the previous turn.

Quick-cast, once per battle. Costs 20% melee in MP.

Your opponent makes a save at a +12 bonus (INT/LUK vs. INT/LUK). If they fail, your HP is reset to its value on the start of your previous turn. Unlike effects such as Purple Rain, this does not affect your MP or SP, or your opponent’s HP, MP, or SP. This technique cannot be used unless you’ve had the Archmage armor equipped for at least one turn.

Calc: Assumes you took 140% melee damage on your last turn. Starts off as a 50/50 save, so the value of healing 140% melee is 70%. Once-per battle pays for 50%, leaving a 20% melee cost. As an always-useful and autohit penalty for healing, the chance of success is multiplied by *0.85 *0.9, giving a base 38.25% chance of success, rounded to 38%.

Level 14 (Title Ability): Voidmage Master - Passive

You’ve performed intense research on the Deep Void, obtaining an understanding unlike any other mage. Your spells from the eight standard elements have a small chance of dealing Void damage instead.

All spells from the eight standard elements (e.g. not Harm, Healing, etc.) have a 13.9% chance of dealing Void damage instead of their normal element with each hit.

Calc: Assuming you're casting a spell that deals damage to the monster's weakness, the monster's expected resistance is 130%. Void resistance defaults to 200%, 200/130 is 1.5384615384615, or +53.84615384615%. MC pays for +5% damage over ten turns, or +50% /2 for expected number of spells cast, /2 for spell damage, *0.6 for omni-elemental, giving +7.5% spell damage. 7.5 / 53.84615384615 = 0.1392857142857, or a 13.92857142857% chance.

Level 15: Gravitational Collapse - Active

Crush your opponent with powerful gravity waves, dealing Harm damage equal to 28% of their current HP!

Spell-based skill. Costs the MP of a standard spell, plus 12.5% melee in SP. On cast, your opponent makes a save at a +0 bonus (INT/LUK vs. END/LUK.) If they fail, they automatically take Harm damage equal to 27.87% of their current HP. This damage cannot be boosted by passives, class abilities, or leans, does not deal lucky strikes, and is not affected by your opponent's Harm resistance; it always deals exactly 27.87%.

Calc: Using the ten turn model, two turns of spells equal to 200% melee each = 400% melee, or 400/1400 of the damage expected to be dealt to the monster over the battle (so, 28.57% the monster’s max HP.) This means two turns of standard spells will reduce a monster to 71.43% of their current HP.

This spell's base damage starts at reducing a monster to roughly 84.51%, or [100 * root(0.7143)]% of their current HP. The spell then deals double damage for using a 50/50 save, then the damage gets multiplied by *0.9 for the always useful penalty. So that means the base damage of the spell is (100 * [1 - root(0.7143)] * 2 * 0.9)% of the monster's current HP, or about 27.87%. Since the spell autohits, it costs an extra 25% melee (assuming archmages have a 75% hit chance due to having INT and LUK), /2 since it still has a base 50% chance of failing.

Level 16: Quantum Certainty - Toggle

You do not play dice with the universe. By collapsing all probabilities into one, you can guaruntee lucky strikes with spells, at the cost of lower bonus damage.

While toggled, all spells (including class abilities) deal guarunteed Lucky Strikes, but the bonus damage from Lucky Strikes is multiplied by *0.25. (Assuming a 25% LS rate from spells with the Level 2 skill)

Level 17 (Title Ability): Elemental Transposition - Active

Invert your opponent’s elemental resistances, damaging them in the process! Usable once per battle.

Once per battle skill, costs nothing to use except a turn.

Your opponent makes a save (INT/LUK vs. END/LUK), if they fail, you cast a one-hit autohitting Harm-damage spell that deals -49.375% damage. When the spell hits, each of the foe's elemental resistances is swapped with its opposite for the rest of the battle.

In other words, when successful, the opponent’s resistances will swap like this:

Fire <--> Ice
Water <--> Energy
Wind <-->Earth
Light <--> Darkness

(Calc: Archmages are assumed to have both INT and LUK, in order to take advantage of spells and abilities that boost lucky strikes with spells. This gives the class an assumed 75% hit rate for a normal attack worth 75% melee. Since this attack has a base 50% hit rate, it has 2/3 the accuracy of a standard attack, so its damage is /0.667. This gives it a base damage value of 112.5% melee, *0.9 for always-useful gives 101.25% melee, or -49.375% damage of a standard spell.)

Level 18 (Title Ability): Spacial Warp - Passive

By squashing and stretching spacetime, you can move at incredible speeds, making you more likely to get the drop on your opponent.

You get a passive +105 initiative boost for as long as you wear the armor.

Level 19: Arcanum Vitae - Toggle

You've sold your soul to unlock the secrets of the universe. By paying a bit of HP each turn, you can increase your INT and LUK.

INT/LUK drive. Costs HP. Each stat is boosted by about half the boost of a normal stat drive (so +25 INT and +25 LUK at Level 150).

Level 20 (Title Ability): Mana Burst! - Active

Unleash all of your mana at once in a devastating burst! The blast is too massive to be dodged, so it will always hit!

Spell-based skill. Deals one hit of magic Harm damage. The skill automatically hits, so no BTH lean.

Has a “cost” of 0 MP, but then drains all of your MP. Starts off with damage equivalent to a standard spell, and then gets an additive damage bonus/penalty of similar to the one used in Drop the MOAP. Since it also autohits, and Archmages are assumed to have INT and LUK, the spell also takes an additional -25% damage penalty, as well as an additional -10% damage penalty for always-useful, giving -35%.

Taken altogether, this means the formula for the damage bonus/penalty is +[(125*[MPPaid/StandardSpellMP]-125)/2 - 35]%. So with 0 MP spent it deals 2.5% damage, with the MP cost of a standard spell spent it deals 65% damage, with double the cost of a standard spell spent it deals 127.5% damage, with three times the cost it deals 190% damage, four times the cost of a standard spell it deals 252.5% damage, etc.

(Note: because the spell drains all of your MP upon cast, you will not have the mana required to pay for the Level 8 skill's toggle when using this skill, so it will automatically toggle off.)




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (8/9/2020 3:07:06)

A few edits to the existing classes:

Starting at Level 17, the Assassin's "Hissatsu Waza" now has the option of inflicting more powerful statuses in exchange for multiplying damage taken by *1.25 instead of *1.1. Essentially, this means that you can now have an equivalent of an FO lean at Level 17.

The Gladiator class has a permanent FO lean starting at Class Level 17.

The Archmage class's Level 11 skill now lets you choose between a Neutral Lean, a modified defensive lean (*0.8 damage received, but *0.9 damage dealt with weapon attacks and -12.5% spell damage), and a full spellcaster lean (*1.25 damage received, *0.8 damage dealt with weapon attacks and specials, and +50% spell damage.) Like the Paladin's Mantra of Alignment, this can only be used once per battle.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/15/2020 18:54:56)

Well, my idea for a token package got passed up in favor of a more backlash-oriented set. Might as well post this here too, then!

quote:

Soulborne Inquisitor/Soulborne Zealot

Fully offensive mastercraft armor. Inquisitor variant has primary Darkness resistance and secondary Fire and Energy resistance, Zealot variant has primary Energy resistance and secondary Fire and Darkness resistance. Mastercraft; triggers to deal extra against Demons, and comes with a skill that can turn your foe into a demon.

MRM focuses slightly on Melee.

2-hit attack at a +0 BTH lean.

Appearance: An armor set reminiscent of Victorian Gothic horror, consisting of a long coat, black boots, gloves, and a tricorne hat. As the name of the set suggests, its appearance is inspired by From Software's Bloodborne.

Description: The Order of the Soulborne are fanatically devoted hunting Lore's demons — and deem anyone who stands in their way a demon. Your attacks are stronger and more accurate against demons, and you can wield a searing brand that seeks between Fire and [Darkness/Energy] and demonizes foes!

Passive: Against any foe tagged as a Demon, all player attacks and weapon specials deal +7.5% damage. Magic weapon attacks get this boost /0.75, and spells get this boost /2. If you're wielding a Soulborne weapon and shield, the boost is increased to +10%. Against any foe not tagged as a Demon, your attacks get -4.25 BTH (/0.75 for Magic weapons and /2 for spells.)

Skill - Demon Brand: Summon a searing brand to mark your foe as a demon, making it vulnerable to your righteous power!

Spell-based skill. Costs the 100% melee in SP, 125% melee in SP for mage characters. Deals one hit of damage at a +10 BTH lean, with the damage type depending on your mainstat. Element seeks between Darkness and Fire for Inquisitor, Seeks between Fire and Energy for Zealot. If the attack hits and your foe isn't already a demon, they make two saves, each at a -20 penalty (MainStat/LUK vs. CHA/LUK and Mainstat/LUK vs. END/LUK). If they fail both saves*, the enemy is tagged as a Demon for the remainder of the battle. Deals -49% the damage of a standard skill against non-demons and +10% the damage of a standard skill against demons. Damage is then multiplied by elecomp.

The animation of the skill shows a burning, brand-like stamp appearing over their foe before disappearing.

*Your searing brand marks your foe as a demon!
**You try demonize your opponent, but they shrug it off with good PR.


quote:

Soulborne Pistol/Soulborne Flintlock

Darkness/Energy "shield." Pistol is darkness, Flintlock is Energy.

MRM focuses slightly on Melee.

Apperance: A wooden flintlock pistol, wielded in your character's shield hand.

Description: The Order of Soulborne choose to forsake shields, believing them to breed complacency. Wield this pistol in place of a shield to parry your foe's attacks with a precision shot, parrying more easily if your foe is a demon!

Trigger: Against demons, you get +3 MRM. Against anything else, you get -3 MRM.

Mastercraft Bonus: At the end of the monster's turn, if you blocked at least one attack, you perform a Ranged weapon attack (Darkness for Pistol, Energy for Flintlock) at the beginning of your turn equal to ([Monster Hits Blocked / Monster Hits Attempted] * [5 / 0.15])% the damage of a standard melee attack. The attack's power is further multiplied by *0.75 if you're wielding a melee or magic weapon and by *0.85 if you're wielding a ranged weapon. This attack autohits, doesn’t trigger your weapon special, and has a fixed damage range unaffected by stat boosts. The damage from attack is multiplied by elecomp for your expected shield+armor resistance (Darkness resistance for Pistol, Energy resistance for Flintlock). If your foe is a Demon, this attack element seeks between Ice, Light, and Harm.


quote:

Soulborn [Inquisitor/Zealot] Armaments

0-Proc Weapon. Inquisitor is Darkness, Zealot is Energy.

Click the weapon to shift between Melee, Ranged, and Magic. Melee form is a mace with a -5 BTH lean, Magic form is a scepter with a +0 BTH lean, and Ranged for is a flail with a -3 BTH lean

Appearance: A blunt weapon made of silver. For Inquisitor, the weapon is engraved with glowing dark purple runes. For Zealot, the runes are a deep orange. Melee form is a medium-length mace, Ranged form is a flail with a long handle and a head on a chain, and Magic form is a small scepter.

Description: The Order of Soulborne wield blunt weapons to avoid staining themselves with the blood of the unclean. Against demonic foes, this weapon will seek between Ice, Light, and Harm, and will leave your foe burning!

Mastercraft bonus: Against Demons, the weapon seeks between the Ice, Light, and Harm, and weapon attacks attempt to inflict Burn* (Power 0.75, 2 Turns). The element of the burn is the element of the damage dealt to the opponent by the weapon. If you're also wearing a Soulborne armor and Soulborne shield, the burn power is increased to 1. Opponent can save at a +0 bonus.**

* Your holy weapon burns your demonic foe!
** Your opponent resists the burning power of your weapon.






Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/15/2020 20:31:18)

This, uh, might not get approval for what it is, but [;)]

quote:

Tenderizing Cherub

Wind pet. Mastercraft; makes your opponent more vulnerable to effects that both immobilize and increase elemental resistance.

Appearance: A small male angel with massive muscles, caveman-like proportions, and comically-tiny wings, wielding a just-as-comically-massive tenderizer mallet.

Description: Can't get a date this Snugglefest? Then be sure to thoroughly beat your... opponent. This little guy will tenderize your foe, stunning them and making them vulnerable to slicing blades of Earth!

Mastercraft Bonus: While pet is active, you get the intrinsic status Forceful Pounding, which gives you a +20 bonus to inflict statuses that both immobilize opponents and increase their elemental resistance

Comes in two modes, damage mode and status mode. Click to swap

In damage mode, the pet deals normal damage, two hits Melee, -5 BTH lean.

In status mode, the pet will deal one hit of Melee damage at a -10 BTH lean. The attack gets -60% damage. If the attack connects, there is a 50% chance of attempting to inflict Tenderize (Opponent is paralyzed for one turn, and their Earth resistance is increased by 1.5x Wind resistance.) Opponent can save at a +10 bonus (CHA/LUK vs. END/LUK).

*[PetName] treats your foe like a piece of meat, tenderizing them for one turn!
**[PetName] attempts to tenderize, but your opponent is so hard right now that it doesn't work.


Calc: 160% melee value for petrification-like effect, *0.75 for hit chance (factoring in -5 BTH lean) gives 120% melee value. *0.5 of chance of inflict gives 60% melee value, *0.4 for chance of succeeding stat roll gives 24% melee value, or 60% of a pet attack.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/22/2020 12:51:14)

Since Mogloween is coming up:

quote:

Candy Grab

Earth Spell. Has a Magic variant that costs MP and a Melee variant that costs SP. Mastercraft; has a chance to steal candy from the monster.

Deals 2 hits of damage. 0.1 Base lean (crane claws are blunt) and -10 BTH lean (because it's hard to grab things in a crane game). The spell deals -13.53% damage to pay for the effect.

Appearance: A giant claw resembling that of a Claw Crane appears and clamps down on the opponent, before pulling away and disappearing.

Description: Candy, I can't let you go
Life is crazy
Candy baby


Mastercraft Bonus: If at least one hit of the spell lands, your opponent makes a save at a -20 penalty (Inflict with INT/LUK for MP version and inflict with STR/LUK for SP version, resist with DEX/LUK). If they fail, you gain 100*[Hits] candy.

Calc: based on the cost of the damage buff for the Sugar Gobbler, 1 Candy is equal to 0.3% Melee value. 10% melee MC bonus for spell, +27.06% Melee value of spell damage reduction = 37.06% melee value. *(85/75) for lean gives 42.001% melee value. /0.7 for save gives 60%, or 200 candy.

*You grab [X] candy from the monster!

**Your foe burns your heart, and won't let go of their candy.






Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/26/2020 17:27:38)

A revamped HSVV set, keeping its general strength while updating it to modern standards

quote:

(Horo-Show) Void Vigilante

Fully-offensive Ice armor. Horo-Show version is mastercraft and comes with a skill

As high an overall MRM as can feasibly be allowed for an FO armor

Resistant to Ice (40% resistance at max level), low resistances to all other elements. Resistances are lower on average to pay for increased MRM

2-hit attack at a -1 BTH lean

Appearance: Same as the current version

Description: Same as the current version

Skill (Horo-Show Only): Cryo-Chrono Blast!

Siphon kinetic energy from your future to blast your foe with entropy! Deals massive Ice damage, but time will be slowed for you on your next turn.

Spell-based skill, deals two hits of ice Damage at a -1 BTH lean. Damage type follows that of your weapon. Costs 100% melee in SP for Melee and Ranged, 125% melee in SP for Magic. Elecomp is applied to damage.

The skill also deals an additive +25% damage. Afterwards, you are inflicted with Slowed Strikes (Renamed Blind, -21.25 BTH, 1 Turn) and Slowed Reflexes (Renamed Defloss, -15 MRM against all elements, 1 Turn)*. You do not get a save against these statuses.

*Your attack drains your kinetic energy, reducing your accuracy and blocking next turn!

Full Set Bonus: If you have a VV weapon and shield equipped, you get an additional +6 MRM. You can mix and match both the normal and Horo-Show versions to get this effect.

(Horo-Show) Void Vanquisher/Void Victimizer

Vanquisher is a Melee Ice Sword, Victimizer is a Magic Ice Sword. Both have a -5 BTH lean. Horo-Show variants are Mastercraft, an have the ability to swap between Ice and Harm damage

Appearance: Vanquisher is the same as the current version. Victimizer is similar in appearance, but slightly shorter and broader in shape.

Description: Same as the current version

Mastercraft Bonus (Horo-Show only): Can toggle between Ice and Harm damage. Harm toggle for Vanquisher costs 10% melee in SP, for Victimizer it costs 7.5% melee in SP. If you do not have the SP, the weapon switches back to Ice.

(Horo-Show) Void Vindicator

Ice shield. Lower-than-average resistance (-24% at max Level.) Horo-Show is Mastercraft; drains HP and restores SP on block

MRM has a slight Melee lean, higher-than-average overall blocking.

Appearance: Unchanged

Description: Unchanged

Mastercraft Bonus (Horo-Show Only):

Every time you block an attack, the opponent takes Harm damage equal to (16.67 * [HitsBlocked/HitsAttempted])% of a standard Melee attack. You heal SP equal the damage dealt * 1.125.

(Horo-Show) Void Visor

Ice Misc, increases blocking. Horo-Show is mastercraft; can toggle to increase resistance to Harm and Void

Appearance: Unchanged

Description: This helmet is the perfect match for your Void Vigilante armour and Void Vanquisher weapon. It greatly increases your blocking and Ice resistance, [and can also increase your resistance to Harm and Void]!

Mastercraft Bonus (Horo-Show Only): Can toggle between three modes: Ice Resist mode, Harm resist mode, and Void resist mode. The Harm and Void resistance multiplier in Harm and Voids modes are higher than the standard Ice resistance multiplier. (E.g., at max level the Ice resistance multiplier is 0.5, the Harm resistance multiplier is 0.6, and the Void resistance multiplier is 0.75).

Full Set Bonus: If you have a VV Armor and Weapon equipped along with the misc, at the end of each of your turns will passively attempt to inflict Slowed Strikes on your opponent*. (Renamed Blind, -8.57 BTH, 1 turn). Opponent can save at a -20 penalty (VStat/LUK vs. INT/LUK). You can mix and match both the normal and Horo-Show variants for this effect.

*The resonating power of your armor, weapon, and helmet slows your opponent in time!




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/29/2020 9:49:12)

A few changes to my Wizard and Archmage concepts:

Wizard:

Sacred Spell now sets all elecomp multipliers for Elemental Robes' class skills to *1, to account for the fact that you're effectively dealing non-elemental damage with it active

Archmage:

* Compressed the Level 5, 10, and 15 skill into the Level 5, since they're all effectively variants of the same spell

* Gravitational Collapse has been moved to Level 15. The fixed damage it deals is now 100% fixed, and not affected by your opponent's Harm resistance.

* The new Level 8 skill, "Black Body Radiation," allows your Harm attacks to hit your foe's weakest non-Harm/non-Void elemental resistance for an MP upkeep, with save.

* The new Level 10 skill is a spell that deals no damage, but can inflict Fragile, Blind, and Choke for three turns





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