Ele-Locked Skill Armors (Full Version)

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badguts -> Ele-Locked Skill Armors (9/10/2019 17:25:31)

Maybe a dumb question, but isn't it counter intuitive to have the armor skill element match the element of the armor? For example, if you are equipping the Taladosian armor because you need the energy resist; that enemy will most likely have negative or very low energy resist which would make the skill pretty ineffective.





Lord Markov -> RE: Ele-Locked Skill Armors (9/10/2019 17:45:24)

Generally speaking you're expected to use the skills against enemies that don't have good resistance to that element, i.e. use Taladosian skill against water monsters.

Because of the poorly matched resists, the skill gets an additional modifier known as ele-comp, which basically buffs it. Taladosian in particular gets a very large buff because it's a very old armor.

Obviously if you get hit while wearing the armor you could be in trouble, but people work around this several ways. One option is to use it as a finisher move. Another is to use it in conjunction with celerity from Shadow Feeder Pendant or various stun effects like Mesmerize from the Vampire subrace armors. By doing this you can ensure the monster doesn't act or you have another turn to switch to a better armor for defending in if you want to.

This is actually how a lot of players fight at least standard mobs these days: get several free turns by stacking celerity and stuns, then just sitting in an armor and nuking away while refilling the SP bar with Essence Orb as needed. Very few monsters can survive more than two or three armor skills being unloaded on them, especially when boosters and misc items like Blood Contract are added in.




Legendary Ash -> RE: Ele-Locked Skill Armors (9/10/2019 19:04:43)

The Elemental compensation of skills are intended to be used against the monster's lowest resistance with respect to the player's armor's best resistance.
For example a Fire skill in a Fire armor receives 130/70 = 1.857 modifier against a standard Fire monster with 130% to Ice and 70% to Fire, therefore its as strong as using a normal Ice attack.

The majority of Elecomp skill tend to lock the skill's element to be the same as their armor's best resistance, which will produce the highest Elecomp values and as a result are most desirable when the player doesn't expect to be attacked on the upcoming turn due to Celerity on the player or immobility status conditions on the monster.
For other skill elements that are ally//neutral/poor/opposite with respect to the Armor's element, their Elecomp will be 115/100/85/70 divided by 70 and multiplied by the armor's resistance.

For old standard Elecomp armors namely Horo-show Void Vigilante, Taladosian, White Knight, Lord of the Skies, they have Elecomp values over 2x for the last tier, this means that a player using a resistance misc with the target resistance being 53% or lower would have damage output gains over damage intake losses due to the max multiplicative resistance being -50% to an element. It is calculated using a Lv 150G resistance of 2*14% + 25% of shield.

Modern standard Elecomp armors are capped at 1.857*85/80 MRM lean = 1.973.

Essence Orb operates at half efficiency in converting Hp to Sp so it will consume health pretty quickly, equipment with Hpcost operate at standard efficiency like BloodBlades and Beserker Blades, Bloodmage and Bloodzerker.




AliceShiki -> RE: Ele-Locked Skill Armors (9/11/2019 7:28:48)

To clarify a few things... First, the thing of the skill being of the armor's element is mostly a flavor thing. You're using an skill from an ice armor, it only makes sense the skill is of the ice element.

Then, since you'd usually use an ice armor against an ice enemy, the skill receives bonus damage to compensate and make it deal the same amount of damage it would deal if it was Fire element. That's how they're balanced.

... What people usually do though, is to use ice skills against fire monsters to deal tons of damage. But the intent of those skills is to be used against same element mobs.




badguts -> RE: Ele-Locked Skill Armors (9/11/2019 7:53:45)

So if i'm understanding correctly, the skill damage vs a same element monster is boosted up to the caps mentioned above by dividing the element that matches your armor skill with its opposite.

So using that skill, even though its the same element, would be efficient up until a certain gap where the elemental weakness goes beyond the available ele-comp boosted damage?




AliceShiki -> RE: Ele-Locked Skill Armors (9/11/2019 12:17:09)

Not quite, the damage is always boosted by the listed amount.

For example, the built-in skill of Flame Guardian Dragon Form always has its damage boosted by *1.86326 (see "Analysis" section of the pedia entry to find those numbers), so... If you use it against a fire monster with a 70% resistance, it will deal the same amount of damage an ice spell would deal at 130% resistance.

On the other hand, if you use it against an ice monster with a 130% resistance to fire, you'll deal tons of damage because your output is multiplied by *1.86326, far more than any spell could hope to compete against... But well, you'll take tons of damage on the monster's turn because of your poor ice resistance.

So... The items are balanced while thinking of you using it against monsters of the same element, but you can use it against others if you want.




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