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

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Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/29/2020 12:04:28)

Inspired by a short conversation I had in the official discord about Backlash builds, I came up with a set that's designed to synergize with the Dread Fiend of Nulgath guest, and flavorfully ties into the Paladin questline:

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Unhallowed Champion

Fully-offensive Darkness armor. Moderate resistances to Ice and Energy, neutral to Fire and Water, secondary weakness to Wind and Earth, primarily weak to Light.

Mastercraft; comes with a skill and two passives. The skill and the passive are paid for by an MC bonus + price, while the second is paid for by MRM reduction.

Average overall MRM (-3 to pay for one skill); has slightly higher Magic defense and slightly lower Ranged defense

Appearance: Resembles the Champion Holy Armor used by Paladins, but slightly altered and distorted, as though it were an imitation made by something that doesn’t quite know what a Paladin is. The golden armor is significantly dulled, giving a similar look to the old Exalted Paladin Guard when used by Necromancers. The cape is faded and in tatters, and a large crack is visible in the chestplate that glows a sickly yellow. While equipped, a filter is placed over the player’s face to give it a similar “dull” effect (i.e. your character’s entire face looks noticeably more grey.) Click the cape to remove it.

Description: Created by a scholar through various experiments on former Paladins, the Order of the Mantle seized the research and used it to create this special Paladin-slaying armor!

Skills:

As an aesthetic flourish, opening the “skills” menu brings up a menu that resembles one of the menu circles in the Paladin class’s skills menu, but with duller grey colors in the magical sigil. Unlike the Paladin, however, there is only one menu, and it has only three skills. Two of them are passives that only show a description when you hover over them, the third is an active skill.

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Juggernaut (Passive)

Their silly weapons can’t harm you, don’t they know who you are? With your terrifying power, you’ll shrug off damage from Paladins and other Humans!

Against monster category “Paladin,” attacks from the eight standard Elements will target your “Darkness Resistance.” This works similarly to Eye of Osiris style miscs, instead of reducing the damage you take, you instead heal damage equal to (100 - [armor Dark res])% of the damage dealt every time you're hit. [Armor Dark res] does not take into account your shield's Dark resist, except when using the set's shield.

Against monster category “Human” (i.e., humans that aren’t already Paladins, assume “Human” from this point on means “non-Paladin Human”), you will instead heal damage equal to (100 - [armour Dark Res]*2/3 + [armour element res]*1/3)% of the damage dealt to you. Again, [armor Dark res] does not take into account shields or miscs, except for the Paladin Slayer Defender shield.

To prevent abuse with Eye of Osiris-style miscs, any healing you get from misc sources is multiplied by [armor Dark resist] while the ability is triggered. (So if your current [Armor Dark res] is 15%, healing you would get from a misc like the Shattered Horizon is multiplied by *0.15.) Like before, [Armor Dark res] only counts your armor's resistance, except when using the Paladin Slayer Defender shield, in which case [Armor Dark res is] your armor dark resistance plus the Paladin Slayer Defender's dark resistance.

Relentless - Profane Resurrection (Passive)

The souls of the slain imbue your body with strength, granting a reserve of power to rise from the grave! With ten charges, you can resurrect yourself and keep fighting! You currently have [X] charges.

At the end of a fight you have a [RoundsEquipped/TotalRounds*100]% chance to gain [10*MonsterPower] Resurrection Charges. (Charges are rounded stochastically if not a whole number.) This only works if the monster is below [ArmorLevel - 10] or higher**.

Once you have 10 charges, you can recover from death once. Upon “dying” this way, your HP is locked to 1 for one turn, all turn-skipping effects are disabled for one turn. You can hold additional charges beyond 10, for a total of up to 50.

If you extra charges beyond 10, you also heal HP and MP:

- HP Healing: Standard healing spell, uses END for healing. It heals -100+(10 * Extra Charges)% damage.
- MP Healing: 4% of a standard MP spell cost.

*You absorb your foe’s soul and gain X resurrection charges!
**This monster’s soul is not strong enough to gain resurrection charges from it.


To pay for this skill, your armor gets -3 MRM

Wicked Castigation! (Toggle/Active)

You have terrorized the countrysides of Lore, and tormented the spirits of the fallen. Gradually channel their rage and anguish as you take damage (X SP per turn), and release it in a burst of vengeance!

Chargeable Darkness weapon skill. Pay the appropriate SP each turn to charge for four turns; because the skill is weapon-based, elecomp is applied to cost. Then “release” the skill on the fifth turn. Charges are reset between battles.

When you have five charges, release to attack the monster. The skill gets a damage bonus that scales inversely with your current HP percentage: at 100% HP the skill deals +50% damage and at 0% HP the skill deals +150% damage.

Against Humans it seeks between the eight standard Elements + Harm, and against Paladins it seeks between all elements (including Harm + Void).


Set Bonus: If equipped with the Paladin Slayer Defender and Paladin Slayer Axe, all attacks on both sides auto-hit. Attacks from the monster side deal *1.1 damage.† Player-side attacks (player, pet, guest, spell, special, etc.) get no damage penalty, and attacks with type “other” are unaffected.

†Your equipment forms a dirge of unstable magic! Enemy attack up! All player and enemy attacks auto-hit!


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Paladin Slayer Defender

Darkness shield (24% resistance at Level 150).

Mastercraft; heals SP when you get hit. As a flavor effect, increases the damage you take but causes your opponent to take damage in return.

MRM focuses mainly on magic, with a Melee and Ranged weakness. Base MRM starts higher than average due to lower resistance; however, the blocking is then reduced to pay for its effect.

Appearance: Identical to the Paladin Defender, but dulled and grey, similar to the old version of the Exalted Paladin Guard when used by a Necromancer.

Description: This Paladin Guard has been desecrated by Necromantic experiments. Though it no longer possesses the ability to generate a barrier, it will heal your SP for a portion of the damage you take, and lash out against a Paladin’s weapons!

Effect: The shield loses 3 MRM against Paladins and Humans, and 6 MRM against anything else. In exchange, at the end of an opponent’s turn, they are dealt Harm damage equal to 3.24% of the damage they dealt to you (calc: 5/1.1/1.4).

Against monster category Humans, the Harm damage is increased to 7.58% of the damage dealt to you. (calc: [6.67 + 5]/1.1/1.4). Against Paladins, it deals Darkness damage instead of Harm, and the damage is increased to 10.71% (calc: 15/1.4) of the damage dealt.

Mastercraft Bonus: Whenever you’re hit by an attack, you heal SP equivalent to 2.24% melee value, rounded randomly.

(Calc: 5% melee, *1.125 to convert HP to SP. Monster base hit rate is 85%, but since you get -3 MRM against paladins and humans and -6 against anything else, that hit rate is assumed to be increased by an average of 4.5%, so /0.895 for monster hit rate. Then /1.4 for monster damage. /2 for an assumed two hits per monster turn.)


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Paladin Slayer Axe

0-proc Melee Darkness Axe/Magic Darkness Axe/Ranged Darkness Halberd

-5 BTH “lean” on all three modes. (See below)

Click to toggle between Melee, Magic, and Ranged

Appearance: A dulled, greyer variant of the Paladin Axe. The Melee version and Magic version are aesthetically the same, save for a nauseating, seemingly radioactive yellow aura surrounding the axe in Magic mode. In Ranged mode, the weapon appears similar to Melee, except it’s a halberd (so an axe on a very long stick, treated as both an axe and a polearm in-game)

Description: This Paladin Axe has been twisted into a mockery of its former light. Its unstable power reduces your defense and resistance, but it’s expertly crafted for slaying humans and will seek the weaknesses of Paladins!

Effect: Instead of the -5 BTH “lean” being paid for by reduced accuracy, you instead take more damage. In essence, you deal *(90/85) damage with the weapon, but you take +4.2% (calc: [(100 * 90/85) - 100] / 1.4) damage from the monster.

You also deal an additional additive +5% damage while wielding the weapon; in return for this you lose 3 MRM.

Mastercraft Bonus: Against monster category “Paladin,” the weapon will deal +10% damage and seek between the eight standard elements. Against the monster category “Human,” the weapon will deal +6.67% damage (without seeking.)




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (11/9/2020 1:01:40)

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Splendor of Yendor

Neutral-element armor. Attributes depend on your current Moral Compass alignment. Mastercraft; comes with a skill, what the skill is depends on your Moral Compass alignment.

The armor’s main resistance (39% at Level 150) depends on your Moral Compass. If you’re aligned with Good, the armor’s main resistance is Light. If you’re aligned with Evil, its main resistance is Darkness. If you’re aligned with neither, its main resistance is Earth.

For all alignments, the armor has a secondary resistance to Fire (41% at Level 150) and flat resistances to all other elements (84% at Level 150).

If your alignment is Unity, the armor is fully-defensive. If your alignment is Chaos, the armor is Fully-Offensive. If your alignment is neither Unity nor Chaos, the armor’s lean is Neutral.

Two-hit attack at a +0 BTH lean.

Appearance: A armored humanoid character made entirely out of ASCII text outlines. In their right “hand” is a large, swordlike right parenthesis ), and in their left “hand” is an large, tall, and shieldlike left bracket ]. The character’s head is replaced with an @. By clicking on the “at sign,” you can remove it like a helmet, showing your character’s real player face. Your real weapon and shield are displayed below the menu.

When your character dies with this armor equipped, the screen fades to black. A message appears on the screen in white, blocky computer text, above the death prompt, saying “Do you want your possessions identified?”

Description: You’ve braved the Doomy Dungeons and come out with their finest Yendorian threads! They look a bit outdated, but its abilities and element change with your Moral Compass!

...What? Ascend the Astral Plane? Offer the Amulet? Who do you think you are?

Skills:

#Engrave (Available only if your Moral Compass is aligned to neither Unity nor Chaos)

Inscribe the name of the Lady of Stars, preventing your opponent from attacking you! Usable once per battle. This quick-cast skill does not take a turn to use.

Quick-cast, once per battle. Costs 48% melee in SP. Your opponent makes a save at a -20 penalty (CHA/LUK vs. CHA/LUK), if they fail they are inflicted with Paralysis for one turn.*

*Your opponent respects the Lady’s name and refuses to attack this turn!
**Your opponent does not respect the Lady’s name.


#Zap (Available only if your Moral Compass is aligned to Unity)

Zap your foe with a Wand of Striking!

Spell-based skill. Costs 100% melee in SP, 125% if your character is wielding a Magic weapon. Deals 1 hit of damage of your weapon’s element and type. Due to the unique hit mechanics, no BTH lean (see below).

Rather than calculating BTH to determine if the attack hits, your opponent makes a save at a -15 penalty (Mainstat/LUK vs. END/LUK). If they fail, they are hit by the attack.* Otherwise, the attack misses.**

The skill’s base damage is equivalent to a standard spell. If the spell’s attack type is Ranged, it instead gets +30.77% damage (calc: 0.75*200/0.65).

*You zap a Wand of Striking!
**You zap a Wand of Striking! [MonsterName] resists!


#Fight (Available only if your Moral Compass is aligned to Chaos)

Your bloodthirsty blade attacks! You’ll deal [armor element] damage and drain HP from your opponent!

Weapon-based skill, locked to the same element as your armor’s top resistance (so Darkness for Evil characters, Light for Good characters, Earth for characters that are neither). Pays extra SP equal to one-quarter of a Melee skill, the cost is then reduced by elecomp.

One hit of damage following your weapon’s type, +10 BTH lean. Has base damage equal to twice that of a standard melee attack. You regain HP equal to 12.5% of the damage dealt.




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

Minor update: the Gladiator class's Level 12 skill, Audax Impetus, has been split into three skills compressed into the level 12 slot (essentially all variations on the same skill with different cost and power).




Mr. Roguish -> RE: Zenn's Suggestion Thread! (Take 2) (1/3/2021 0:56:39)

In regards to your revamps on the Ninja class and Assassin class:

What do you define as your distinction between the classes?

Given the direction of how classes have been updated, my interpretation of the main teirs (and the classes themselves)
Tier 1- (Rogue); supposed to be an introduction into things that have heavy influence from the stats (fighter-STR / mage-INT / Rogue-DEX). In which case maximizing the perks of DEX with skills that boost MRM and provide different means of Ranged attacks (which rely heavily on DEX, though I feel that it should be melee attacks that have damage derived only from DEX like beastmaster weapons rely on CHA). Though currently all it is is just the DEX version of the fighter and mage armors.
Tier 2- (Ninja); should be the first real step into a very specific direction of the deeper mechanics of the game. Still general enough to be indiscriminately useful, but steered towards a specific intended direction of play. As a ninja, they strike me as the ones with all the mystifying/graceful tricks and techniques that do very specific things. The current armor portrays this theme of "synergy" between the skills which, in my opinion, believe to be an appropriate interpretation and implementation of how rogues/ninjas/assassins play given the gamemechanics. If a rogue maximizes DEX by intentional additional buffs to MRM & BtH; then a ninja buffs MRM by inflicting blind/entangled/offbalanced/etc. With those status infliction from the armor, also a buff to the status' power (or synergy) from the weapon and/or misc.
Tier 3- (Assassin); given the result of the paladin class, my interpretation is that of something that is intended for very particular situations. It is only useful in a general sense because of how powerful it is in general (like how the paladin class finds its full potential against undead and demons, but overall is a decently powerful light armor). I believe your description in skill 20 had the right idea:
quote:

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.
but also following the theme as previously mentioned, only able to reach its full potential when coupled with other items that directly enhance all its capabilities. The assassin has no need to do all these tricks and virtually every thing should be focused on dealing damage in one form or another and quickly ending the opponent.

I'm not saying myself or you are right or wrong, but these are my interpretations.

I think the assassin class revamp lacks "synergy". You mention in the table of contents of the description of the assassin as "A tier 3 rogue that specializes in stacking multiple status effects". But I'm not seeing how it is besides a skill that inflicts it which only a few actually deal damage, and a skill that makes the status more likely to inflict, and 1 that extends them and/or makes them more powerful. All these are in the very beginning of the class and then everything else seems just Joe schmoe rogue like abilities. I also fear that the focus on the the statuses (at least in this armor) will take away from the true power this class should have on strike. It seems very geared in the same direction as the neko armors, which takes away from the damage around the actual armor. There would need to be a sacrifice (like how the neko armors requires either a pet or 100% proc weapon) that would allow for those statuses to really shine through as well as more skills directly linked. I think what you mentioned in you skill 20 that I quoted should be the focus.

Or maybe I'm just not seeing it; how does all this fit together?




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (1/4/2021 19:02:08)

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Though currently [Rogue] is just the DEX version of the fighter and mage armors.


Starting classes, IMO, are supposed to be extremely general in their applications. They don't do anything particularly fancy or unique compared to other more advanced classes, and that's precisely because you get them at a point in the game where specialized stat builds are not anywhere close to as much an option as in the endgame.

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I think the assassin class revamp lacks "synergy". You mention in the table of contents of the description of the assassin as "A tier 3 rogue that specializes in stacking multiple status effects". But I'm not seeing how it is besides a skill that inflicts it which only a few actually deal damage, and a skill that makes the status more likely to inflict, and 1 that extends them and/or makes them more powerful. All these are in the very beginning of the class and then everything else seems just Joe schmoe rogue like abilities.


One thing I think you're missing is that the "status lean" effect of the Level 1 ability adds status infliction to all of damage you deal to the opponent from all sources, including all of the available class skills. And since all of my Assassin concept's available active skills additionally inflict a status of their own (Poison on Death from Above, Crippling Injury on Five-Point Exploding Liver technique, etc.), you're often stacking at least two status inflictions whenever you use an active skill. This is made easier by several other class skills which increase the ease of inflicting statuses, extend the power and duration of statuses, etc.

One thing that is worth noting here is that the instant-death effect of the final skill is also a status effect, as unlike PWD or Ultraguardian Dragon its success is reliant successfully inflicting via a stat roll. This is functionally the same as the way Instant Death is treated in most other RPGs, not as a unique mechanic but as a status effect that can be resisted like any other.

The reason that statuses are such a heavy focus for this class is to mechanically distinguish it from both the other Tier 3 classes, as well as from the prior Ninja class. If the Assassin does not specialize in something relatively distinct from the previous Rogue classes then there is no reason not to use it over Rogue or Ninja. My Ninja concept already does basically all of the things an "advanced" Rogue class should do as far as I'm concerned, so making the Assassin do those same things, but with an additional ten skills, renders my Ninja concept functionally useless in comparison.

Status stacking is a good way to do this, in my opinion, as it's more subtle and tricky than just bashing your opponent's head in with a spell or weapon, so it fits thematically. It's also similar in execution to a Rogue skill tree in World of Warcraft called assassination, which similarly specializes in debilitating status effects.




Mr. Roguish -> RE: Zenn's Suggestion Thread! (Take 2) (1/5/2021 16:08:32)

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"Starting classes, IMO, are supposed to be extremely general in their applications......... are not anywhere close to as much an option as in the endgame."

Thats pretty much what I said..:
quote:

• Tier 1- (Rogue); supposed to be an introduction


What I'm trying to say is that a class based around status infliction (especially ones that do damage) is extremely similar to the neko subrace/class. With a weapon or pet (depending on luna or sol) that inflicts a specific elemental burn, poison, or just control, you've essentially replicated the same thing that this class sounds like it mainly does.
Everything else that doesn't directly deal damage or is a set up for essentially nukes that wouldn't be as effective or efficient otherwise is also my point. My point on the intent for the direction of the classes and how they differ. Fundamentally an assassin.. well assassinates; killing is the main point and everything else is just an aid to achieve that. Where as ninjas, assassination is just a facet, there is also, espionage, intimidation, trickery, distraction, false intelligence. While an assassin may employ these same tactics, the end goal is to kill where that isn't necessarily the case for ninjas. Which is why I am skeptical of all the rest of the assassin skills in addition to that the others create a class very similar to the neko armors. You even admit in your assassin skill 20 that:
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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.

Obviously you can do whatever you want, but my feedback is that an assassin should have less "tricks" and get to the point. That being, "take the enemy down quick", might, have a technique or 2 to take down those tanks ones that have a lot of health that will be a drawn out fight no matter what. The ninja, who is supposed to have all these (as they call them) "disciplines", should be the ones with the tricks and maybe status infliction(s) (like how your assassin sounds on paper). Essentially what my feedback in this regard is to swap how you currently have ninja's skills built (who seems to be more direct damage) with how you currently have the assassin's skills built (who has a bunch of tricks that aren't really efficient and effectively killing foes save for a few skills). That way you can still maintain that concept of them playing mechically different. The Assassin would still be different from the other tier 3 classes:
• paladin doesn't really have any synergy, its just super effective against undead and has a crap ton of single element nukes
• necromancer I'm assuming will become something along the lines of a beastmaster

As for the current ninja class (which I think shouldbemore along the lines of the assassinclass as I mentionedearlie), I don't really have much thoughts, more so due to anything, is that it confuses me. You say in the message above it that it has great synergy, but I'm not really able tell how everything fits into each other. Would you be able to explain how this would contextually be played?
Also, with the assumption that tier 3 classes will be getting 20 skills like paladin as a standard, do you think that tier 2 classes should get 15 skills and tier 1 stay with 10? If so, what would the other 5 be?




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (1/5/2021 18:57:40)

quote:

What I'm trying to say is that a class based around status infliction (especially ones that do damage) is extremely similar to the neko subrace/class


You're comparing classes to subraces, which both have different roles in the game and have other considerations to take into besides their skillsets, such as elemental resistance and the fact that Guardians get an extra armor slot for free. Their abilities will naturally overlap with class abilities because your subrace's abilities are meant to be universally available to you once you have one, whereas classes force you to discard a potentially more powerful armor in favor of an armor with more skills. Subraces also cannot be used with other Subraces, unlike Classes, so a DoT stacking class grants that option to characters running a non-Neko subrace.

Nekos in particular are not just about stacking statuses, they're almost universally good for any kind of 100-proc character even if you choose to never toggle on their burn and bleed statuses, because they also come with a number of support options for pets and 100-proc weapons. My assassin concept, by contrast, is equally usable with both 100-proc and non-100-proc weapons due to their lean, and contains less beastmaster support, which grants them a much more specific niche in execution and makes them far more viable than Neko for offensive characters.

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You say in the message above it that it has great synergy, but I'm not really able tell how everything fits into each other. Would you be able to explain how this would contextually be played?


As I conceptualized the assassin, there are two ways to play. You can either attempt to go for the instant-kill on turn 1 and finish things off as quickly as possible, or you can play the longer game and attempt to wear your opponent out through a war on attrition. The former is better for warring when you have large numbers of low-level enemies that are less likely to make the save, but the latter is more consistent and is the only way to effectively use the class against most bosses.

For example, say you start a battle against an enemy. Their END is a bit too high to be able to reliably instakill them, so you have to take them through other means. Thankfully, your Level 17 skill paralyzes your foe on the first turn, which synergizes with your Level 0 skill on your first turn by granting you a +3.33% damage bonus the next time you attack. The following turn, you toggle your lean to inflict Bleed when attacking, then toggle on the Level 19 skill to grant yourself a +10 bonus to inflict bleed. You then follow up with the Level 7 skill, and thankfully succeed in inflicting Fragile and reduces your foe's END for 1 turn (and thus also their maximum HP.)

Once their END is reduced, you should be more likely to instant-kill them, so you follow up with your Level 20 skill. But before you do, you also toggle the level 1 skill to inflict poison instead of bleeding. If the instakill hits, the battle's over. If not, however, your attack will have a strong chance inflict Poison, and because your foe is both Fragile and Bleeding, the attack will get +6.66% damage from the attack. The rest of the battle will play out similarly, with the poison/bleeding damage compounding with other status effects, enhanced by other skills such as the Level 8 skill, as well as boosting your weapon attacks due to the Level 0 skill's passive damage bonus against afflicted foes. Additionally, If you have CHA and a pet and gues that can inflict statuses, you'll be able to stack up to four statuses in one turn, making the Level 0 damage bonus against afflicted enemies very substantial.

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Also, with the assumption that tier 3 classes will be getting 20 skills like paladin as a standard, do you think that tier 2 classes should get 15 skills and tier 1 stay with 10? If so, what would the other 5 be?


Not likely. As I recall, the plan is to have tier 1 and 2 have 10 skills and tier 3 have 20.

This is because the intended level range for advancement in tier 1 and 2 classes are roughly the same (10-40 for tier 1 and 40-70 for tier 2, respectively), but the level range for advancement in Tier 3 classes is almost twice as large (70-120)

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but my feedback is that an assassin should have less "tricks" and get to the point.


I don't think this is feedback, just a personal preference of yours. I'm not even the first to conceptualize these classes this way and I'm not seeing any reasons why they don't work the way I've written them.

It takes a great amount of effort to write these class concepts with a full list of abilities and I'm not going to put in the multiple hours needed to totally rework these concepts from the ground up when I have no reason to think they don't function as it is, especially not when I'm far from the first person to envision Ninjas as primarily a kiting class or Assassins as primarily a status-focused class.




Mr. Roguish -> RE: Zenn's Suggestion Thread! (Take 2) (1/6/2021 11:11:15)

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You're comparing classes to subraces

Yes they have different "roles" but they function fundamentally the exact same. Yes guardians get a free extra subrace armor, but the subrace armors, unlike the class armors, have a plethora of other armors that cover more elements and even overlap one's that a class might grant. And I'm not saying that a subrace or class can't have similar premises, in this regard of stacking statuses. However, there are multiple ways that this can be achieved without the skills it serving nigh the same roles as a whole. Damage dealing statuses arent the only statuses that exist as well as there's nothing stopping the suggestion of a functionally new status infliction.

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Nekos in particular are not just about stacking statuses

Yes, just as you mentioned in your explanation of how your assassin plays, your class follows the same suit, that there are other things that can be utilized than just the statuses. But it is very clear based on the skills of both that the statuses are a more than very significant portion of the build.

quote:

I don't think this is feedback, just a personal preference of yours.

Feedback; noun- information about reactions to a product, a person's performance of a task, etc. which is used as a basis for improvement.
You put your suggestion on a public platform and thus consenting through action for criticism. You may not personally like what my feedback is but it is feedback nonetheless as I am providing you information about my reaction to your product with the basis of improving it.

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I'm not even the first to conceptualize these classes this way and I'm not seeing any reasons why they don't work the way I've written them.

Being first or not doesnt change the feedback, and an appeal to bandwagon doesn't validate your position. Also, i never said they don't work, I said that I think they should be swapped.

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It takes a great amount of effort to write these class concepts with a full list of abilities and I'm not going to put in the multiple hours needed to totally rework these concepts from the ground up when I have no reason to think they don't function as it is

Youre preaching to the choir, as I have ALSO written multiple class concepts with a full list of abilities that took multiple hours if not days.. And again, I'm not saying that these need to be totally reworked from the ground up or that they don't function. I dont know where you're getting all these claims that you keep trying to label on me.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (3/13/2021 7:29:05)

This concept has been sitting in my drafts for a while. Presenting the "Advanced" Scholar class, a generalist class with a variety of costless skills that operate on cooldowns:

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Polymath’s Provisions

Savant class armor. You must be a Level 10 Scholar to become a Savant.

Defaults to neutral lean. Moderate resistance to your no-drop element (45% resistance at Level 150) and flat resistances to all others. If your starting equipment isn’t elementalized, it has flat resists all around.

Average overall MRM, spread evenly across all three defenses.

Appearance: An elaborate and dignified suit resembling early 19th-century male fashion, with a blue vest, white undershirt, ruffled cravat, and brown leather boots with elevated heels. An open robe of slightly darker blue colors covers the character from the shoulders to the ankles, with its lapels and upturned collar patterned with glowing gold runes.

Description: Wear this armor to become a Savant, master of all trades! The armor will resist your no-drop armor element, but its versatile skills and resistances will be useful against foes of any elemental alignment!

Class Mechanic: Cooldowns

The Savant’s skills have a base “cost” 75% melee, but instead of using MP or SP, they instead use cooldowns. If MP or SP is used for these skills, it is used only to bring the damage output for Magic damage variants to a Melee standard.

The base “cost” for each skill is paid by a cooldown timer that requires you wait a number of turns before using a class skill again. The cooldown affects all class skills, so no alternating between different skills on successive turns.

Several of the Savant’s passive skills are also “free” effects, such as armor leans, fluctuating defenses, and base/random damage leans. Each “free” skill actually has the hidden effect of calculating a cooldown timer for skill, assuming 5% melee per turn per each “free” skill. The Level 10 skill, normally a toggle, also functions as a passive to reduce cooldown time.

The base cooldown time per level is as follows:

Level 2: 15 Turns

Level 3: 8 Turns

Level 6: 5 Turns

Level 8: 4 Turns

Level 10: 3 Turns

Note that cooldowns only apply for each turn you spend in the armor, so switching to another armor won’t cause the cooldowns to count down. The cooldowns don’t reset between battles, so for instance if you have two turns remaining when you finish a battle, you have to wait two turns before using that skill again the next battle.

Level 0: Kamui’s Analysis - Passive

Your careful preparation lets you anticipate your foe's first move. If your class title is Savant, you'll take 35% less damage during your first turn.

During the monster’s first turn in battle, if your class title is Savant and you’re wearing the Savant class armor, you take -(50/1.4)% damage from all attacks.

Level 1: Uldor’s Sight - Toggle

This skill lets you equip clairvoyance as an item, somehow. While equipped, it will reduce the damage you take from the last element your foe hit you with.

Compresses a miscellaneous item, Uldor’s Sight, into a skill. The misc costs the appropriate cost for a standard elemental reduction misc. When used, the ability checks your stats; if you have magic stats the misc will cost MP, otherwise it will cost SP.

The misc’s effect is a clone of the Cyclops’ Eye/Zardade: After being hit with an attack, the misc sets itself to the element of that attack. All later attacks of that element are multiplied by the listed amount. The set element remains until the player is hit by another element, but can shift only once per turn. The damage reduction multiplier scales with your class armor’s level.

The misc item is temporary: if you change armors, it is automatically unequipped.

Level 2: Drakongal’s Tactics - Passive

You’ve practiced combat extensively, and know the best fighting style to use with your equipment. Your armor lean will change to match your weapon.

Depending on the proc rate of your weapon, your armor lean will change. This effect is indicated by a popup message on the top of the screen whenever you equip a new weapon, equip the armor, or at the beginning of battle.*

The leans for each weapon class are as follows:

0-10 proc: Fully Offensive

10-30 proc: Mid-Offensive

100-proc: Fully Defensive

All others: Neutral

*Your armor resonates with your weapon! You now have a <<lean>> lean.

Level 4: Nimrod’s Arsenal

Perform a skillful attack with your weapon. If you’re using a 100-proc weapon like a bow or wand, you’ll instead perform a normal attack for extra damage.

Weapon-based cooldown skill. If you’re wielding a magic weapon, it has an additional cost of 25% melee in SP.

Attacks for two hits at a +0 BTH lean, following your weapon’s element and type. Deals the damage of a standard skill, but gets -12.5% damage.

If you’re wielding a 100-proc weapon, you instead perform a normal attack, but the attack does +75% damage, *(4/3) that boost for Magic 100-procs. This boost also affects true specials of 100-proc weapons.

Level 5: Zadd’s Minion - Active

Call an Azamay Golem to assist you in battle. Its runestone will change to match your weapon, dealing the same element as your weapon attacks.

Calls an Azamay Golem. Defaults to using MP if you have Magic stats, and SP otherwise. You can click the guest to switch its cost between MP and SP.

The guest has two randomly alternating attacks it uses with a 50% rate each: a smash attack and a beam attack. The smash attack deals two hits of Melee damage at a -5 BTH lean, and the beam attack deals two hits of Magic damage at a +5 BTH lean.

The element of the golem’s attacks are the same as the element of your currently equipped weapon.

To fit the compression, the golem’s SP upkeep is 125% of a normal guest, and it deals only 85% damage.

Level 6: Kalanyr’s Precision - Passive

You adapt to your foe’s defenses with every strike. If you miss an attack, your next attack will become less powerful, but more accurate. If you hit, your next attack will be stronger and less accurate.

A clone of the Scholar Robes no-drop effect. Each time a weapon attack, special, spell, or skill misses, that attack gains a +1 stacking BtH lean, each time one of the mentioned attacks hits, that attack gains a -1 stacking BtH lean. This caps at a max of +15 or -15 BtH lean, and is rolled per hit.

Level 7: Aquella’s Psystrike

Perform a psychic attack to dis... das... er, hold on. Daisy? Days? Diss? DAZE, that was it. Use the attack to daze your foe. (And be careful where you’re aiming it. Sheesh.)

Spell-based cooldown skill. Checks stats to determine if Melee, Ranged, or Magic damage should be used. The element follows the element of your weapon. For magic stats, it has an additional cost of 20% of the MP of a standard spell.

Deals three hits of damage according to your weapon’s type and element, +0 BTH lean. Deals the damage of a standard skill, but deals -42.25% damage.

If at least one hit connects, the skill attempts to inflict Daze([100 * Hits/Attempts]% chance of inaction, 1 Turn). The opponent can save at a +0 bonus ([MainStat/LUK] vs. END/LUK).

(Calc: 50% chance of paralysis is worth 119 * 0.5% melee, or 59.5% melee. 175 - 59.5 = 115.5% melee. 1 - (115.5/200) = 0.4225, or -42.25% of 200%.)

Level 8: Loco’s Tenacity - Active

Like a certain Demipower, you never let your strength be held back for long. This quick-cast skill can reset cooldowns below 4 turns, and reduce other cooldowns by 3.

Quick-cast skill, costs 75% melee in SP. Usable once per turn.

When used with 4 or less cooldown turns, all cooldowns are reset, allowing use of other active skills immediately. If the number of cooldown turns remaining is > 4, the number of cooldown turns remaining is instead reduced by 3.

Level 9: Tomo’s Restoration

Use this ancient healing magic to cure your wounds!

Healing spell. If your character has magic stats, it has an additional cost of 20% of the MP of a standard spell. Uses END normally, INT if your character has magic stats.

Starts off equivalent to a standard healing skill, but gets an additional multiplier of *(175/200) to the amount healed.

Level 10: Zhilo’s Patience - Toggle

Strike only when the time is right, for the wrong man in the right place can make all the difference in the world. With this ability active, your skills will be more powerful, but will take twice as long to recharge.

When toggled, all active class skills have their base damage (or Healing for the level 9 skill) multiplied by *(250/175), but have the following cooldown after use doubled. Detoggling this skill does not decrease already-active cooldowns.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/23/2021 3:38:41)

It occurs to me that I never actually got around to posting the Revamp of my Tier 3 Ranger (100-proc) class, the Warden. Let's fix that!

As before, the class trainer is Kirion, an experienced elvish Warden on the western edge of Greenguard Forest. The class storyline involves an encroaching army of undead, raised by an unnamed Necromancer using the souls of those slain by the great wars of the west as fodder.

spoiler:

The Necromancer is actually Gravelyn, though she's considerably weaker compared to her AQW counterpart. She is raising undead in a bid to regain her power, but how she lost that power is left ambiguous. She and Kirion have a history, and it's implied that the remaining Wardens are the survivors of an elf kingdom that Gravelyn destroyed.


The new class has been given the full suite of 20 abilities for a tier-3 class; in addition, it's also been given some minor Beastmaster support in the form of some of its abilities. It still retains it extremely wide variety of triggers to deal considerable damage with bows and other 100-procs, but most of the new abilities put greater focus on its emphasis on playing defensively and winning a slow war of attrition.

quote:


Verdant Vesture

Warden class armor. You must be a Level 10 Hunter, a Level 10 Ranger, and a Level 10 Scholar to train as a Warden.

Fully-defensive armor. Resistant to Earth, Light, and Darkness. (42% Resistance at level 150). Highly weak against Fire (your enemies would burn Greenguard Forest to the ground if given the chance), secondarily weak to Wind and Ice.

MRM focuses on Ranged and Magic, at the expense of Melee.

Standard attack is two hits at +0 BTH

Appearance: An especially fancy-looking ranger's outfit consisting of a forest green tunic and cape, and leather boots and gloves. The tunic is worn over a visible suit of mithril chain mail and decorated with dark gold trim, in a similar pattern to the Guardian Armor's yellow markings. The tunic has a hood that is draped over the character's head by default, this can be moved to below the menu and back by clicking. A leather strap belt carries a small mithril shortsword by your waist; if you aren't wielding a 100-proc weapon then your character will wield it while your weapon is shown below the menu. Shield is also shown below the menu at all times. Finally, a quiver of arrows remains slung across your character's back at all times.

Description: Become a Warden, an ancient protector of the wilds! With your arsenal of abilities, your arrows will strike the weakness of any target!

Level 0 (Title Ability): Trueshot - Passive

While bearing the title of Warden, your attacks with bows and crossbows are inhumanly accurate. As long as you continue to wield a bow, your attacks will grow more accurate still.

As long as your class title is Warden, all attacks with bow and crossbows get +2.125 BTH.

In addition, at the end of each turn you have a bow or crossbow equipped, you will gain an additional +0.85/(sqrt(monster power)) BTH on weapon attacks, capping at an additional +8.5 BTH. This additional bonus will reset at the end of battle, or if you change to a weapon that isn’t a bow or crossbow.

Level 1: Arrow of the Meek - Passive

The Wardens shelter the meek and vulnerable, protecting them from those who abuse strength. When fighting a foe with more than 0 STR, your 100-proc attacks deal extra damage.

If you’re facing an opponent with > 0 STR, attacks with 100-proc weapons deal +10% damage, or +13.3% damage for Magic 100-procs.

Level 2: Warden’s Longbow:

Equip yourself with the favored weapon of the Wardens. This earth weapon can swap between Ranged and Magic, and will deal more damage the more consecutive shots you hit!

Equips a Wildwood Bow, a temporary 100-Proc Earth bow that can swap between Ranged and Magic by clicking the body. (Defaults to Ranged if you don’t have Magic stats).

Starting at class Level 12, the Bow becomes mastercrafted, and will deals bonus damage based on the number of your attacks that connected the previous turn. The bonus is +(5.94*Hits/Attempts)%.

Level 3: Infuriating Taunt - Toggle

Irritate your foe with a taunt, blinding them with rage! They'll become less accurate if you succeed, but they will gain STR and hit you harder either way.

When activated and at the beginning of each of your turns, your opponent makes a save (CHA/LUK vs. CHA/LUK). If they fail, they gain the Berserk (-15 BTH and *(85/70) damage, 1 turns) and Blind (-12 BTH, 1 turns) statuses.

Has no SP or MP cost, but while toggled your opponent gains +28 STR, and you take +(10/1.4)% damage from all attacks.

Calc: Berserk effect is a lean shift, which is free. Ability is worth 10% melee, *2 for save, then *0.6 to convert damage to player MRM, giving -12 BTH for the enemy. Cost is calculated as 10% melee = 28 STR given to the opponent, using Buffalot's Beach Bod as a basis (no /1.4 for enemy damage, since monster stats = player stats). Assuming about half of monsters use STR effectively doubles the cost for an additional 10% damage taken, /1.4 for monster damage.

Level 4 (Title Ability): Staggering Shot - Passive

A vigilant warden will strike their foe before they can retaliate. Attacking with a 100-proc weapon when your foe is about to unleash an SP skill will have a chance to stun them.

When attacking with a 100-proc weapon, if your opponent has enough SP to perform an SP skill, the attack will have a 70% chance of attempting to inflict Daze (100% chance of inaction, 1 Turn). The opponent can resist at a +20 bonus (DEX/LUK vs. END/LUK).

Calc: Opponent is assumed to use up to two SP attacks per battle. Two triggers per battle is worth 25% melee, inflicting inaction for 1 turn is worth 119% melee. +20 bonus for save gives 119 * 0.3% melee, giving 35.7% melee value. 35.7% melee is then multiplied by 0.7x chance of triggering, giving 25%

Level 5 (Title Ability): Elfshot - Passive/Toggle

Lower your damage to give your 100-proc weapons different effects, depending on what kind of monster you're fighting. Affected monsters include undead, dragons, flying monsters, shadows, and zards!

While toggled Your weapon attacks and specials deal -20% damage, or -26.667% damage for magic weapons. In return, 100-proc weapons have one of several different effects depending on the monster’s tags. If the monster has two or more different compatible tags, one ability is chosen at random each turn. (So attacking a flying undead dragon will have one of three random effects, for example.)

However, the last enemy tag listed overrides all of the others. This is because it is treated as a passive ability, rather than a true toggle like the others.

quote:

Armor/Metallic*

Your attacks with 100-proc weapons inflict Elevuln of your element’s weapon. (+(16.807 * [Hits/Attempts]% damage), 2 turns.) Opponent can resist at a +0 bonus. (DEX/LUK vs. DEX/LUK.)

Calc: 20 / 0.85 for hit requirement, /1.4 for affecting your whole side. Two turns for 50/50 save.

Demons**

After you attack with a 100-proc weapon, your opponent makes a save (DEX/LUK vs. END/LUK). If they fail, your opponent is inflicted with Elevuln (+(8.403 * [Hits/Attempts])% damage, 2 turns) and Exorcized (renamed Choke, -(8.403 * [Hits/Attempts])% damage reduction, 2 turns).

Calc: 20/0.85/1.4/2 for each status

Dragons/Dragonkin/Drakel***

Your attacks with 100-proc weapons inflict Scale Rot (renamed defLoss, -14.286*[Hits/Attempts] MRM, 2 turns.) Opponent can resist at a +0 bonus (DEX/LUK vs. END/LUK).

Calc: 20% melee *2 for save = 40%. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 28.57142857143%. Divided over two turns gives -14.286 MRM.

Flying Monsters****

Attacks with 100-proc weapons have an 80% chance of autohitting with each hit.

Calc: assumes a base 75% hit rate for ranged 100-procs for expecting STR and DEX, which is worth 25, 20/25 = 0.8. For magic 100-proc weapons the assumption is also 75%, since you're expected to have both INT for the weapon and DEX to take advantage of the Warden's saving throws.

Weres^

Your 100-proc attacks inflict Disease equal to 113.625% of the damage dealt. Your opponent does not get a save.

Calc: Disease effect is equivalent 20% melee in damage. *0.9 for being non-elemental, *1.01 for delayed turn = 18.18%. 18.18 / 0.8 for expected damage, then *5 for Disease effect.

Shadows^^

Whenever you attack with a 100-proc weapon, you get Elemental Shield against Light and Darkness (-12.86% damage, 1 turn.) Opponent does not get a save, and you do not need to hit the opponent.

Calc: 20/1.4, then *0.9 for always useful, since Shadows almost always deal exclusively light and darkness damage.

Undead/Zombies^^^

Your attacks with 100-proc weapons inflict Afraid (2 turns, 16.807 * [hits/attempts])% chance of inaction). Opponent can save at a +0 bonus (DEX/LUK vs. CHA/LUK).

Calc: 20 / 0.85 for hit requirement, /1.4 for monster damage. Two turns for 50/50 save.

Zards^^^^

Your attacks with 100-proc weapons inflict Bleed (0.235 * [Hits/Attempts] Power). Opponent can save at a +0 bonus (DEX/LUK vs. END/LUK).

Calc: 20% melee = 0.1 base power, *2 for save, then /0.85 for requirement to hit, then *2 for save.

spoiler:

Shadowscythe


Your attacks with 100-proc weapons deal +30% damage and seek between the eight standard + Void damage. (This negates the damage penalty from the Elfshot toggle, so you actually deal +10% damage.)


In addition, the Elfshot ability is toggled on automatically when you enter battle with monsters with this tag, and cannot be toggled off.

If your enemy is not tagged with one of the above, the toggle is disabled, and you get a short message from trying to click on it.††

*Your acid-coated projectiles melt through your opponent’s resistance!
**Your Lohkaista-infused attack weakens your demonic foe!
***Your dragonbane ammo rots your foe’s scales!
****Your anti-air attack strikes your foe for an automatic hit!
^Your wolfbane ammunition hinders your foe’s natural healing!
^^Your luminous shots create a veil of protection around yourself!
^^^Your consecrated shots leave your undead foe cowering in terror!
^^^^Your piercing shots tear through the zard’s thick hide!
†You strike true against your destined nemesis!
††You don't have any special elfshot techniques for this kind of foe.


Level 6 (Title Ability): Anti-Mage Arrows - Passive

The third eye is just another eye to shoot. If your opponent has more than 0 INT, your 100-proc attacks deal extra damage.

If you’re facing an opponent with > 0 INT, attacks with 100-proc weapons deal +10% damage, or +13.3% damage for Magic 100-procs.

Level 7: Call Forest Spirit - Active

Call a forest spirit to lend its aid. It can deal Earth damage to your foe, and at Class Level 11 it can increase the damage and BTH of your 100-proc attacks.

Summon a Forest Spirit, an SP-costing guest. By default it starts out in Damage Mode, but starting at Class Level 11 you can click the guest to switch it to Booster Mode:

Damage mode: Deals two hits of Magic Earth damage at a +5 BTH lean. Standard SP upkeep.

Booster mode: Costs 1.5x the SP cost of a standard guest upkeep. While active attacks with 100-proc weapons deal +27% damage, multiplied by *(0.5 + 0.5*CHA/VStat) to a max of *1.1, modified by Dunamis’s outlevelling formula with no buffer. The boost for Magic 100-procs is multiplied by *4/3.

In addition, attacks with 100-proc weapons also gain +23 BTH. This is likewise multiplied by *(0.5 + 0.5*CHA/VStat) to a max of *1.1, modified by Dunamis’s outlevelling formula with no buffer

Level 8: Prepared for Anything - Toggle

Wardens have the nimbleness and grace to adapt to any situation. For a minor SP cost, you can increase your dexterity to deal with any foe.

DEX drive, costs SP.

Level 9: Eyes of the Forest - Passive

You see with the eyes of all the forests’ creatures, making it harder to lower your dexterity and bonus to hit.

You gain Unobstructed Sight status, a status that gives you +10 to save against any status ailment that would lower your DEX or BTH. (Such as Blind, Crippled, Entangled, The Cold, etc.)

Level 10: Quicksilver Arrow - Active

Let loose a barrage of arrows so fast that it doesn't even use a turn! Usable once per turn, and only when you have a 100-proc weapon equipped.

Quick-cast, once per turn, usable only with a 100-proc weapon equipped. Costs 100% melee in SP, 75% melee if you’re wielding a magic 100-proc weapon.

You perform a normal attack, except that attack does not take a turn to perform.

Level 11 (Title Ability): The Bigger They Are... - Passive

...Well, you know the saying. Your 100-proc attacks will deal extra damage to foes with more than 0 END.

If you’re facing an opponent with > 0 END, attacks with 100-proc weapons deal +10% damage, or +13.3% damage for Magic 100-procs.

Level 12: Sylvan Ritual (Title Ability) - Toggle

Once per battle you can commune with the forest to change your armor lean, sacrificing defense to increase status potence or blocking. The forest will respond to your empathy, increasing the effects with greater CHA.

Brings up a menu with three toggles to change your armor lean.

quote:

Wildwood Ritual - Switch your armor lean to a fully-defensive lean.

Available by default. Your armor’s default lean, a fully-defensive lean.

Veilwood Ritual - Sacrifice your defense to increase your blocking. This effect is greater with higher CHA.

Available at Level 12. Instead of taking *0.8 damage from your armor lean, you take *1.0 damage.

In return, you get additional MRM. The amount of blocking gained is equal to +10+9*[Your CHA]/[Expected CHA], up to a maximum of +21 in total.

Blightwood Ritual - Sacrifice your defense to increase the chance of inflicting status effects. The effect is greater with higher CHA.

Available at Level 17. Instead of taking *0.8 damage from your armor lean, you take *1.0 damage.

In return, you gain the Status Potence intrinsic. The status potence bonus is equal to +10+8*[Your CHA]/[Expected CHA], up to a maximum of +20 in total.


Level 13: Summon Eagle - Active

Call your trusty scout eagle to attack your foe, with more powerful effects with higher CHA. More options are unlocked as you level.

Spell-based skill. Has three options, unlocking as you level:

quote:

Dive - It might not be able to carry you home after a long journey, but an eagle can still deal Wind damage to an unsuspecting foe.

Available starting Lv. 13. Standard skill, two hits, locked to Wind and Ranged, gains elecomp to damage. Uses CHA in place of INT/STR for damage and BTH calculation. Costs 125% melee in SP if you have magic stats, 100% melee otherwise.

Gust - Your eagle companion will rock your foe like a hurricane. It deals greatly reduced damage, but can knock your foe off balance.

Available starting Lv. 16. Standard skill, two hits, locked to Wind and Ranged, gains elecomp to damage. Uses CHA in place of INT/STR for damage and BTH calculation.

Efficient skill, so costs 25% melee in SP for Ranged, and 50% melee in SP for Magic.

The skill deals -37.5% damage. It then gets an additional -12.5% damage, for a total of -50% damage compared to a normal spell/skill.

If the skill connects, it attempts to inflict Offbalanced (-75 DEX, [HitsConnected] Turns). Opponent can save at a +0 bonus (CHA/LUK vs. DEX/LUK).

*Your foe is knocked off-balance by the gust of wind!
**Your foe manages to retain their footing.


Screech - Disorient your foe with your eagle’s piercing battle cry, potentially reducing their blocking permanently.

Available starting Lv. 19. Spell-based skill, two hits, locked to Wind and Ranged, gains elecomp to damage. Uses CHA in place of INT/STR for damage and BTH calculation. Costs 125% melee in SP if you have magic stats, 100% melee otherwise.

The skill deals -12.5% damage. In return, it permanently reduces the foe’s MRM by 3.57*(HitsAttempted/HitsConnected), rounded randomly. Opponent can save at a +0 bonus (CHA/LUK vs. DEX/LUK).

Calc: 25% melee value, /2 for save gives 50%. *0.85 to convert to BTH bonus, then /0.85 for requirement to hit. /1.4 for affecting your whole side gives 35.7, /10 for assumed ten turns MRM loss.


Level 14: Spirit Trap - Active

Set a special trap to detonate when your foe uses SP! Usable once per battle, and doesn't take a turn to use.

Quick-cast, costs 75% melee in SP, usable once per battle. Cost is increased to 100% if your character has magic stats.

You set a trap that detonates the next time your foe uses SP, dealing one hit of magic Harm damage. This autohits and deals damage equal to 84.375% of a melee attack, multiplied by [SPSpent/ExpectedCost]. The damage uses the average expected damage of a melee attack for your level for calculation, so it does not get stat boosts or random damage.

ExpectedCost = 0.6 * [38.1 + 2.3375*MonLvl + 0.01125*(MonLvl^2)]

Calc: [75 + 50]% for once per battle, *0.9 for Harm and *0.75 for autohit. Expected Monster SP Cost is their expected MP cost *0.75, then *0.8 for expected melee and ranged damage from the monster. (Since monsters with INT are typically expected to use MP instead of SP.)

Level 15: Mending Essence - Active

Surround yourself with the vital essence of the wilds, curing Burn, Poison, and Bleed and healing your wounds! If you’re not afflicted by any of these statuses, you’ll gain resistance to those statuses for four turns.

Brings up a menu that compresses three skills.

quote:

Healing Essence - Cast the standard version of the healing skill, with greater healing based on END.

Unlocked at Level 15.

Healing skill, one hit, costs SP (125% melee for Magic stats, 100% melee otherwise.) Uses END in place of INT for “damage” calculation.

If you're inflicted with Bleed, Burn, or Poison with a power = ArmorPowLvl+20, then the spell attempts to remove the statuses:

Curing a Bleed costs it (Status Power) / ((100- Save DC)/100) /2.

Curing a Burn or Poison costs it (Status power)/10 * (Status Duration) /2.

The spell then heals you by `*0.9*0.85-(what you spent on curing statuses) of a standard skill.

If you’re not inflicted with any statuses, you instead gain +10 DoT resistance for four turns. The spell then heals you by *0.9*0.85 of a standard skill and pays 20% of the spell’s healing (40% melee) for the resistance effect.

Wild Essence - A riskier but more potent healing skill that guards you against enemies of the Earth realm. Uses CHA for healing based on your foe's Earth resistance, but has a chance of missing.

Unlocked at Level 17.

Healing skill, one hit, costs SP (125% melee for Magic stats, 100% melee otherwise.) Uses CHA in place of INT for “damage” calculation. Healing is at a neutral BTH lean (see below).

The skill functions exactly as Healing Essence does (either curing DoTs or providing DoT resistance, and then healing by the remaining SP value), except the amount healed does not get the *0.9 “always useful” penalty or the *0.85 auto-hit penalty when calculating the amount healed.

Instead, the amount healed is multiplied by the opponent’s Earth resistance, and you have a chance of “blocking” the healing based on your own MRM and dodge chance, as you would with an enemy attack.

Revitalizing Essence - An advanced healing skill that is more expensive, but will heal you much more greatly the lower your health is, with even greater healing based on END.

Unlocked at Level 19.

Healing skill, one hit, costs SP. Uses Either END in place of INT for “damage” calculation. Overcharged, so the skill costs 175% melee for Magic stats and 150% melee otherwise.

The skill functions exactly as Healing Essence does (either curing DoTs or providing DoT resistance, and then healing by the remaining SP value), except the amount does not get the *0.9 “always useful” penalty, and gets a *1.25 bonus for being overcharged. The amount healed does get the *0.85 auto-hit penalty, however.

Finally, the amount healed also gets an additive bonus which starts at -100% at full health and scales to 150% at 0% health.


Level 16 (Title Ability): Foe-Slayer - Toggle

Your skill at slaying enemies of the wilds is legendary. For a bit of SP, you can increase the damage bonuses you get against foes with STR, INT, or END.

Costs 7.5% melee in SP per turn. The damage bonuses from the Level 1, Level 6, and Level 11 abilities are increased from +10% to +15% each. For magic weapons, the bonus is instead increased from +13.3% to +16.7%.

Level 17 (Title Ability): Hidden in Plain Sight - Passive

Wardens have perfected the art of camouflage and ambush tactics. You'll automatically perform an extra normal attack at the start of battle.

At the beginning of battle, if you're wearing the Warden armor, you will get an extra turn. During this extra turn you will automatically perform a normal attack with your equipped weapon. The damage dealt by this attack is multiplied by *0.5, or by *0.67 instead if you’re wielding a magic weapon.

The extra starting turn and its attack will happen after the pre-battle menu if the "Change Equipment Before Battle" menu in game options are selected, and will thus happen after any extra starting turns the monster gets. This means monsters that get a free attack on you like the Am-Bush will still always get the drop on you, but you still get the extra turn.

Level 18: Outnumbered by One - Passive

It’s not fair when your opponents gang up on you. Not fair for them, that is. When facing more than one opponent at once, you have a chance of obtaining Celerity each turn.

Whenever you’re fighting a mob with more than one opponent (i.e. with selectable targets,) after your first attempted weapon hit that turn (including with bows and other 100-procs), you have a 10% chance of gaining Celerity for yourself and your misc item for one turn if you do not have celerity. Opponent can prevent the Celerity with a save at a +0 bonus (DEX/LUK vs. CHA/LUK)

The chance of gaining Celerity increases by an additional 10% for each monster in the mob beyond the second (so a 10% chance against two-monster mobs, a 20% chance against three-monster mobs, a 30% chance against four-monster mobs, etc.)

*You ready another attack against the horde!
**Your foes are not intimidated by your one-man-army reputation.


Level 19 (Title Ability): Custosilva’s Might! - Active

A long time ago, the Wardens were allied with the great Oathkeeper of the Forest, Custosilva. During your quest, you’ve reawakened the ancient dragon, and gained the ability to call upon his power!

Spell-based skill, costs 225% melee in SP for mages, 200% melee in SP otherwise. Usable once per battle.

Deals three hits of Earth damage, +0 BTH lean, Magic if using mage stats and Ranged otherwise. Damage dealt is equivalent to a standard skill, the skill then gains elecomp to damage.

Afterwards, if at least one hit lands, the monster is inflicted with Spiritual Seed (3 Rounds, Power 1.5 * [HitsConnected / 3] * Elecomp, Earth element). The opponent can save at a +0 bonus (DEX/LUK vs. END/LUK).

*Custosilva’s breath implants a seed of ruin in your foe’s soul!
**Your foe resists Custosilva’s spiritual seed.


Level 20 (Title Ability): Gaea’s Vengeance - Toggle/Active

You’ve become one with the wilds. To harm you is to harm the earth itself. With this skill prepared, you can strike with the fury of the Earth itself! You currently have [X] Vengeance charges.

Each turn, you gain 1 Vengeance charge. You cannot gain Vengeance charges against foes that are more than 20 levels lower than your armor level.* The maximum amount of Vengeance charges you can hold is 40.

Clicking the button for this skill brings up a menu with two further options - a toggle and an active skill.

quote:



Build Vengeance - Increase the amount of damage you take to build an additional four Vengeance charges each turn!

Select the toggle on to charge the skill. You cannot toggle the skill against foes that are 20 or more levels beneath your armor’s power level.

While toggled, you take +(20/1.4)% damage from all sources, but will gain an additional +4 Vengeance charges per turn, for a total of +5 per turn.

Unleash Vengeance! - Unleash all of your Vengeance charges at once for an immensely powerful attack!

Spell-based skill, standard SP cost (so 125% melee for Magic stats and 100% melee otherwise.) The skill deals two hits Earth damage at a +0 BTH lean, Magic if using Magic stats and Ranged otherwise, and gets elecomp applied to damage.

When cast, the spell will consume all of your vengeance charges, and then get an additive damage bonus. The bonus is equal to +(2.5 * [ChargesConsumed])%. So this would be +2.5% damage with one charge consumed, +50% damage with 20 charges consumed, and +100% damage with 40 charges consumed, etc.



*You cannot charge Gaea’s Vengeance against a foe that much weaker than you.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (6/24/2021 22:01:15)

Inspired by a post from Arcanum37 on the Discord:

quote:



Cursed Shamrock Scimitar

Melee earth weapon, +0 BTH lean, slight random lean. Click the weapon to swap to Magic damage.

Appearance: A golden curved scimitar with a green shamrock on the hilt, though the scimitar itself is heavily worn and dulled.

Description: This powerful scimitar will deal lucky strikes more than most weapons — but beware, for some of that luck will rub off on your opponent.

Mastercraft Bonus: You get +5% lucky strike chance when wielding this weapon.

Flavor Effect: The weapon gets an additional +15% Lucky Strike chance, for a total of +20% lucky strike chance. In return, your opponent also gets a +10.7% lucky strike chance.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/3/2021 3:09:19)

A new Champion package concept, based off everyone's favorite energy dragon, Krenos:

quote:

Breath of Krenos

Fully-offensive Energy armor with secondary Earth and Ice resistance. Even MRM, attack is two hits at a neutral BTH lean.

Mastercraft; comes with the usual weapon skill/full-set bonus skill of Champion packages.

Appearance: A set of thick plate armor modeled after Krenos, colored bright blue. Wrapped snugly around the chest, arms, and legs are grey-colored adornments that resemble Krenos's horns.

Description: Worn by the champions chosen by Krenos, the Prime Energy Dragon, this armor grants powerful Energy attacks. With the full set you can unleash a torrent of lightning that can leave your foe bleeding!

Skill:

Shocking Lunge!

Infuse your weapon with the Energy element and strike for massive damage!

Standard weapon-based skill. Costs 100% melee in SP, 125% if using a magic weapon. Deals one hit of Energy damage, damage type follows weapon type. Receives reduced SP cost as elecomp.

Full Set Bonus Skill:

Maw of Thunder!

Conjure an apparition of Krenos to tear your opponents apart, leaving a bleeding wound that never heals!

Spell-based skill. Costs 100% melee in SP, 125% if using a magic weapon. Deals three hits of Energy damage, damage type follows weapon type. Receives elecomp to damage.

The skill deals -50% damage and attempts to inflict Unhealing Wound*. This is a special variant of Bleed that only requires a single save, the save is calculated upon infliction similar to Burn, rather than at the end of each turn. Once inflicted, the status is permanent. The opponent can save at a -20 penalty ([Mainstat]/LUK vs. END/LUK). The power of the Unhealing Wound is (0.28 * Hits/3 * MonsterEnergyRes * Elecomp).

Unhealing Wound will stack with repeated inflictions, but other Bleed effects do not stack with Unhealing Wound, they will be inflicted seperately as normal bleeds (that can be healed, etc.) Unhealing Wound is still treated as a Bleed, so it is affected by Bleed potence, Bleed triggers, etc.

*The thunderous maw rips and tears at your opponent's flesh!
**Your foe resists your ripping and tearing with their huge endurance.


Calc: 100% melee bleed value, /0.7 for save, /5 for lasting an expected ten turns (5x longer than standard bleed expectation of two turns).

Fang of Krenos

0-proc energy weapon. Toggles between a Melee sword, a ranged spear/polearm, and a Magic dagger. Melee mode has a +0 BTH lean, Magic and Ranged modes both have a +3 BTH lean.

Mastercraft; deals increased damage against bleeding foes.

Appearance: A sword/spear/dagger matching the appearance of the armor. The blade appears to be made from an incredibly large and heavily sharpened dragon's tooth. When its damage bonus is triggered, the weapon glows with a faint blue aura.

Description: This weapon embodies the flesh-tearing might of Krenos, and will deal additional damage against bleeding foes!

Mastercraft Bonus: Against foes inflicted with Bleeding (including the Unhealing Wound variant above), the weapon deals +10% damage.

Horns of Krenos

Energy shield. MRM is evenly split across all three defenses. Mastercraft; can inflict Mindlock.

Appearance: A shield matching the appearance of the armor. Notably, it sports a pair of massive, curved grey horns on its sides, resembling Krenos's horns.

Description: This shield embodies the thundering will of Krenos! It can unleash a shocking aura that overloads your foes' mana, preventing them from using MP!

Mastercraft Bonus:

Click the shield to activate a toggle. While toggled, you will pay 25% Melee in SP per turn in order to attempt to inflict Mindlock (Duration: 1 turn) on the opponent at the end of your turn. Opponent can save at a +0 bonus (Mainstat/LUK vs. INT/LUK.)

*Click to unleash a shocking aura that can short out your opponents' mana!
**Your opponent's mana flow is overloaded!
***Your opponent resists your shield's shocking aura.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (7/11/2021 1:08:59)

I've thought for a while that it would be neat if the Prime Blade of Awe from AQW were adapted into AQ Classic for those who aren't a fan of relying on weapon specials for their Awe-related shenanigans. Since I think it's extremely unlikely that another no-drop Awe weapon will be added, I've found a workaround that I think could reasonably adapt the Prime BoA into a temporary weapon instead.

This item, and its associated temporary weapon, would be locked behind an optional challenge battle version of Awethur, who would be one of the most difficult and punishing fights in the entire game.

quote:


Aura of Awe

Non-elemental miscellaneous item. Boosts INT, STR, and outgoing damage dealt with Awe weapons (+40, +40, and +20% at Level 150, respectively.) Damage boost is /0.75 for Magic Awe weapons.

Mastercraft; can temporarily replace your Blade of Awe no-drop with the Prime Blade of Awe.

Appearance: A shining, translucent orb of yellow light, with the runes of the Blade of Awe encircling it.

Description: As a prize for besting Awethur in his prime, you've received a legendary magic that will boost your stats as well as your damage with Awe weapons. It can also transform your Awe weapon into the Prime Blade of Awe!

Effect:

Click on the item to replace your current no-drop with the Prime Blade of Awe temporary weapon. This will only work if a non-Prime Awe Weapon is currently in your active no-drop slot (i.e., you cannot equip the Prime Blade of Awe if you have Adventurer weapons, Guardian or Ultraguardian weapons, or another temporary weapon in your no-drop slot.) If you currently have the Prime Blade of Awe in your no-drop slot, clicking the aura again will give you back your regular no-drop Awe weapon.

* The Aura of Awe further enhances your fearsome blade!
** The Aura of Awe will only work with Awe weapons.




quote:

Prime Blade of Awe

0-proc Melee Sword/Ranged Glaive/Magic Sword. Element is your current no-drop element, defaults to Earth if your no-drop equipment isn't elementalized. +0 BTH lean on the Melee and Magic variants, +3 BTH lean on the Ranged variant. Which variant is equipped to you when you click the Aura of Awe is dependent on whether your no-drop Awe weapon was a melee, ranged, or magic weapon. (You cannot swap between variants, so this is essentially three weapons with the same name and abilities.) Deals increased damage against "boss" enemies (see below for info).

Mastercraft; the weapon has no downtrigger.

Appearance: Similar to the AQW Prime Blade of Awe, though the ranged variant is modified to be a glaive instead.

Description: Could this be the real thing? Though its awesome aura weakens your ability to block, it deals even more damage than the normal Blade of Awe! Against an especially powerful foe, it grows even stronger!

Flavor Effect: Your weapon attacks deal +5% damage. In return, you get -3 MRM.

Mastercraft Bonus:

Against various "boss" enemies, the weapon also gets an additional damage bonus:

Against foes who do not resist or reflect Powerword Die, but have the Boss Boost or Freedom intrinsic: Weapon attacks deal an additional +5% damage (for a total of +10%).

Against foes who resist Powerword Die: Weapon attacks deal an additional +7.5% damage (for a total of +12.5%).

Against foes who reflect Powerword Die: Weapon attacks deal +15% damage (for a total of +20%).





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/28/2021 20:38:58)

My general concept for some no-drop revamps that I posted in the Game Balance Discussion subforum. The idea for all of these is to allow all of them to be as generally useful as the current Insightful Armor of Awe, which is the only no-drop armor with real value.

This way any of them can fill the niche of an elemental armor when elementalized, without being stronger than most high-tier Mastercraft armors in that element.

quote:

Mighty Armor of Awe

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

Flavor Effect: All attacks deal -5% damage. In return, you heal 1/400th of your max HP each turn.

Skill: Mighty Rejuvenation

Use your awesome strength and unshakable might to heal yourself. This skill doesn't take a turn to use.

Quick-cast healing spell, usable once per turn. Uses END or STR for stat bonuses, whichever of your current stats is higher. Costs 125% melee in SP if END is higher and 100% melee if STR is higher.

Starts off as a standard healing spell (so *0.9*0.85 for always useful and autohit), but has its base healing further reduced by a variable multiplier for the quick-cast effect. If END was used, the healing is multiplied by *0.625. If STR was used, the healing is multiplied by *0.5.

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


quote:

Deft Armor of Awe

Fully-defensive no-drop armor. Scales to your level. With the Awe!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

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

Flavor Effect: All attacks deal -5% damage. In return, you passively gain +3 MRM.

Skill: Deft Deflection

Use your dexterity and fortitude to create an aura that boosts your defenses and heals you when you block. This skill doesn't take a turn to use.

Quick-cast skill, costs 100% melee in SP.

Gives you two turns of the Deft Aura status, a modified Defense Boost status that boosts your defenses by +24.3 each. (base +30 MRM, *0.9 for always useful, and *0.9 to pay for the secondary effect).

10% melee worth of the defense boost is spent for Deft Aura's secondary effect: while Deft Aura is active, dodging any attack will heal you by 25.45% melee in HP. (Calc: assumed 85% hit chance for monster, reduced by 24.3% gives 60.7% chance to hit, or a 39.3% dodge chance. 10/0.393 = 25.45% Melee).

The effects of this spell depend on the user's stats: the MRM boost scales with DEX and the healing scales with END. The MRM boost is multiplied by *(0.5 + 0.5[PlayerDEX/ExpectedDEX]). The healing on block is multiplied by *(0.5 + 0.5 *[PlayerEND/ExpectedEND]).

Once the effect is active, you will not be able to cast Deft Deflection again until the effect wears off.

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


(Insightful Armor of Awe is the same as it is currently, save that it gains a flavor effect of -5% attack damage for slight passive MP regeneration.)

quote:

Mighty Ultraguardian Plate

Fully-offensive no-drop armor. Scales to your level. With the Ultra!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Two hits, 100% damage.

Flavor Effect: You take +(5/1.4%) damage from all attacks. In return, all weapon attacks, specials, and spells deal +5% damage (*4/3 for magic weapons, /2 for spells).

Skill: Ultra Impact

Focus your might for a powerful four-hit [armor element] strike.

Weapon-based skill, costs 75% melee in SP, 100% if wielding a magic weapon. Perform a four-hit attack that deals the damage of a standard weapon skill, but then deals -25% damage. If your equipment is elementalized, the skill's damage is locked to your no-drop element, but receives a reduction in SP cost as elecomp.


quote:

Deft Ultraguardian Leathers

Fully-offensive no-drop armor. Scales to your level. With the Ultra!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Two hits, 100% damage. (See below)

Flavor Effect: You take +(5/1.4%) damage from all attacks. In return, you passively gain +6 Ranged defense.

Skill: Ultra Illusion

Adopt an evasive stance to dodge enemy attacks (of all elements/of the [opposite element] element). On the next turn, your counterattack will deal extra damage!

Weapon-based skill, costs nothing to use.

The turn you use the skill, you will gain Defense Boost against all elements for one turn, giving you +21.6 MRM. (40% melee *3/5 to convert to MRM, *0.9 for always useful) This is not a quick-cast skill, so you do not attack that turn. If your equipment is elementalized, the MRM bonus is increased to +(24*Elecomp) MRM, but only for the element opposite your armor's current element.

The next turn, you will unleash a three-hit weapon skill which deals additional damage based on the amount of hits you dodged. Starts as a standard weapon skill, but gets a damage penalty of -25%, or -50% for magic weapons. It also gets a damage bonus of +(0.5 + [5/0.39]*[Hits Dodged/HitsAttempted])%.

(Calc: 40% melee is spent on the Defense boost, and 10% on the additional damage. This leaves 50% melee to carry over to the next turn for Melee/Ranged weapons, and 25% left over for Magic weapons, so a -25% damage penalty melee/ranged weapons, totalling 150% base melee damage, and a -50% damage penalty to magic weapons, for a base 100% melee damage.

Damage bonus formula assumes an 85% hit chance for the opponent, minus the base 24 MRM bonus gives 61%, or a 39% chance of dodge. Take the 10% melee paid for the effect , *0.5 for percentage damage bonus to base 2*melee skill damage, giving 5/0.39*[dodge ratio]. Add an additional +1% melee damage bonus for delayed turn effect, or 0.5% base skill damage.)


quote:

Insightful Ultraguardian Robe

Spellcaster-lean no-drop armor. Scales to your level. With the Ultra!!! upgrade, it scales to your Guardian Level instead. Mastercraft; comes with a skill.

Two hits, 100% damage. (See below)

Flavor Effect: You take +(5/1.4%) damage from all attacks. In return, you gain +(2.5/0.85)% melee in MP every time you are hit by an attack.

Skill: Ultra Insight

Use your insight to identify your foe's weak points, greatly enhancing the accuracy of your [armor element] spells.

Toggle. Costs 25% melee in SP per turn. While active, your spells gain +8.5 BTH.

If your equipment is elementalized, only spells of your armor's element will be affected. However, an elecomp modifier will be applied to that spell's base BTH, in addition to the above BTH bonus, while the effect is active.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/31/2021 18:15:28)

An Arbor-day themed weapon, intended for next year's Arbor Day in the Limited Time Shop

quote:

Arboreal Arming Sword

0-proc melee Earth sword. +0 BTH lean and a very slight Base lean. Mastercraft, toggles between three modes.

Appearance: A shortsword made of wood. The wood appears to be fully alive, covered in leafy twigs.

Description: A living thing in its own right, this sword can entangle your foe with sticky sap or plant a powerful spiritual seed!

Mastercraft: The sword can toggle between three different modes. Clicking on the sword brings up a menu.

Sturdy Strikes - No need to be hasty, now. Strike your foe normally, without extra effects.

Attack normally, without damage reduction.

Sticky Sap - Sacrifice some of your damage entangle your foe with tree sap.

Your weapon deals -15% damage. In return, your weapon attacks will attempt to inflict Entangled (-45 DEX). Monster can save during each of its turns at a +0 bonus (STR/LUK vs. STR/LUK).

Sapling Seed - Plant a powerful seed in your foe that damages them in three turns!

Your weapon deals -25% damage. In return, your weapon attacks will attempt to inflict Earth Spiritual Seed (Power 0.25). The monster can save at a +0 bonus (STR/LUK vs. END/LUK.) If the monster is already inflicted with a Earth Spiritual Seed, then this increases the power of the existing Seed by +0.25. If the monster is already inflicted with a non-Earth Spiritual Seed, then this does nothing and you wasted the effect.





Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (11/2/2021 22:33:45)

Some edits to tier 3 class suggestions earlier in the thread:

Assassin:

* The Level 0, 10, 14, 17, and 20 abilities are now Class Title abilities.

* The Level 1 ability is now a partial class title ability (i.e., the initial form does not require a class title of Assassin, but the upgraded form of it granted at Class Level 17 does).

* The Level 16 ability now has a 20% chance of dealing Void damage instead of a 10% chance. To compensate, the inbuilt BTH penalty of the skill has been doubled.

Archmage:

* The Level 0, 8, 11, 14, 17, 18, and 20 abilities are now Class Title abilities.

* The Level 5 ability is now a partial class title ability - the third compressed spell in the ability, Bizarre Fleck, is now exclusive to those with the Archmage class title.

* The Level 11 ability has been altered to reflect the current standards of the spellcaster lean. Incantation of Destruction switches your lean to the current spellcaster lean (*1.375 spell damage, *0.8 weapon damage, and *1.25 damage taken), while Incantation of Shielding now has a new "defensive spellcaster" lean (*0.8 damage taken, *1 damage dealt with weapons, and *0.7 damage dealt with spells.)

* Fixed the damage formulas for the level 3 and level 5 abilities - damage penalties for always-useful and effects are now purely subtractive, rather than multiplicative.

Will update the other Tier 3 suggestions in my thread later this week, once I have more spare time




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (1/6/2022 10:01:55)

More updates (got caught up with real-life stuff and had to put it off):

Gladiator:

* The Level 0, 10, 12, 13, 15, and 20 abilities are now title abilities.

* Three out of five of the options for the Level 4 ability are now title-exclusive.

Warden:

* The Level 0, 4, 5, 6, 11, 12, 16, 17, 19, and 20 abilities are now title abilities.




Zennistrad -> RE: Zenn's Suggestion Thread! (Take 2) (10/21/2022 14:53:37)

I'm not dead! Here's my idea for a light/darkness armor with a unique mechanic that I don't think has been done before.

quote:

Crepuscular Seraph

Spellcaster lean Light/Darkness armor (40% resistance to both at level 150). Mastercraft, comes with two skills.

MRM has reduced melee and ranged defenses but high magic defenses.

Moderate Wind and Energy resistances, flat resistances to everything else.

Attack is two hits, 100% damage.

Appearance: A hooded, winged figure wearing purple robes that shine with the color of twilight, covered in glimmering stars. The figure carries no weapon or shield (they both appear below the command menu), and instead the attack animation shows them raising a hand and causing a flash of energy to strike their opponent. The color of the blast corresponds to the element of the armor attack.

Description: It's said the darkest night is followed by the brightest dawn. This astral form will empower your light spells if you cast a darkness spell the previous turn!

Flavor Effect: The armor takes an additional +(5/1.4)% damage from monster attacks. In return, you get a unique boost to Light-Element spells. When you cast a darkness spell, you get a "charge," which lasts until the end of your next turn. Then, if you cast a light spell in the armor, that charge is consumed and the spell deals *1.4 multiplicative damage (for opposite elements) and gets +25.5% damage (50% melee bonus, assuming two spells cast per battle, +1% melee for 1-turn delay.) You can only hold one charge at a time, and the charges are lost at the end of battle.

Effectively, you get a significant bonus to damage dealt by light spells iff the last spell you cast was darkness-element.

Note that this effect only works with the built-in armor skills, as well as spells that have a light or darkness icon in the spell bar. Inventory spells that have a "?" icon in the shop or the spell bar will not be affected by this bonus.

Skill: Darkest Hour

Smother your opponents with this overcharged spell of darkest night...

Overcharged magic spell-based skill, costs the 1.4 * the MP of a standard spell. Three hits of Darkness at a +10 BTH lean. Gets elecomp to damage (Elecomp should be roughly *1.25 at level 150), and also receives and additional *1.25 damage for the overcharged skill.

Skill: Dawnbreak

...and then blast your opponent with light the rising sun!

Standard magic spell-based skill, costs the MP of a standard spell. Three hits of Light at a +10 BTH lean. Gets elecomp to damage. (Elecomp should be roughly *1.25 at level 150).





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