How does MC work with the number of effects? (Full Version)

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Kurtz96 -> How does MC work with the number of effects? (8/18/2019 22:51:35)

When new items come out users say "the MC is spent on (insert effect here)" so I presume that means the 5% bonus damage is replaced with the effect right?

How does the balancing judge what 5% is worth in terms of blind/poison etc?

And how can some items like Zealot's Wrath have 3 effects (m/r/m toggle, each with unique lucky strike boost, and damage boost) with no penalties?




Necromencer -> RE: How does MC work with the number of effects? (8/18/2019 23:31:36)

MRM toggles are free. I think some older items have a cost for having a ranged toggle but not anymore. Zealot's MC is a x1.5 LS modifier, applied differently based on MRM. They all even out to be the same so it's okay. The damage boost is paid for by taking additional damage.

For statuses, from the Master List of Game Formulae
quote:

Attacks without status effects are the "standard" actions. If a player does an action that applies or attempts to apply a negative status effect on the enemy, the particular item will directly do less damage than a standard action. The usual rule is:

Damage Reduction: (Expected Status Attempt Rate) * [50 - (Enemy's Save Bonus)] * (Effect Value)

The Expected Status Attempt Rate is almost always affected by the attack's hit rate. If a special with a BtH Mod of -5 requires both of its hits in a two-hit special to connect to attempt a status effect, and the status effect is only attempted 50% of the time when that condition is met, then the Expected Status Attempt Rate is 0.8 (first hit lands) * 0.8 (second hit lands) * 0.5 (50% chance to try) = 0.32.

The Effect Value is a measure of the status effect's usefulness. Some examples are included below.

Turn Loss with no extra effect: 1.4 * (Melee Power)
Frozen/Petrification: 1.6 (Melee Power)
Poison/Burn/etc: (Turns of Poison/Burn/etc) * (Poison/Burn/etc's Damage Per Turn)
Blind: [(BtH Reduction)/70] * (Turns of Blinding) * 1.4 * (Melee Power)

Damage reductions apply before multi-element multipliers.




Primate Murder -> RE: How does MC work with the number of effects? (8/18/2019 23:32:07)

5% melee is considered worth 3 bth (5 *.85 for accuracy /1.4 for 140% monster damage), so a blind at a 50/50 save is worth -6 bth.

Power 1 Poison deals 10% melee damage - which is a 5% MC *2 for a 50% chance of infliction (presuming +0 save).


As for Zealot's, MRM shifting is considered a free effect. The LS boost is just the same 5% melee used in different ways - to boost rate or damage, or provide a half boost to both. Versatility is not really penalized in AQ.


Edit: ninja'd!




Kurtz96 -> RE: How does MC work with the number of effects? (8/18/2019 23:46:46)

Thanks for the info. So how does the MC work for armors?

Like the Umazen armor has its MC as the attempt to blind the enemy.
While Gwenwog rider has: 2 elements and 2 skills with elecomp for each. I thought MC was only 1 skill or compression.

I think I read somewhere that MC is usually used to pay for penalty of compression items.




Legendary Ash -> RE: How does MC work with the number of effects? (8/19/2019 1:12:07)

Compression has a *.9 or -10% damage penalty if the price of the item does not pay for compressed equipment and the MC bonus' +10% extra cost.
Its a rare find that items don't pay for compression and/or MC, such an example are Shadowpegasus, Shadowpony, Shadowunicorn, which are MC, but don't pay for the *2 price of compressing two elements, therefore they deal *.95 damage.

Compression generally pays for three compressed slots at maximum, such an example is Tribal Shaman's three skills.
Examples of compression stretched to its limits are Ultimate Dragon Scythe of Elements, whose MC reduced the penalty by 5%, and Golem Summoner takes an additional *.95 penalty for having a trigger, the summonable Golems pay *1.2 upkeep for compression if used outside of the Golemancer armor.




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