Solutions for underrepresented Rogue aesthetics (Full Version)

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Mr. Roguish -> Solutions for underrepresented Rogue aesthetics (8/27/2020 15:29:49)

TABLE OF CONTENTS


Post 2: CLASS ARMORS UPADTE
• Assassin class updated skills
• Ninja class updated skills

Post 3: CONCEPT IDEAS
• Built-in armor weapons
• Assassin lean

Post 4: HOLIDAY IDEAS
• SNUGGLEFEST- Hopeless Romantic
• BLARNEY- Ninjachaun
• APRIL FOOLS- Guise of the Kitsune
• MOGLOWEEN- Nosferanobi
• HARVESTFEST- Luna Neko Ninjacket

Post 5: SUBRACES
• Luna Neko Ninjacket
• Human Demon? (in works)

Post 6: ARMORS
• Yajuu ninja form
• Sneak Leathers
• Cutthroat Garb
• Sneenja
• Intellectual Rogue
• White Ninja

Post 9: WEAPONS
• Tanto of Assassination
• Element of S Dagger
• Magic variant of Shadow Mistress's Katana
• UPDATED Gauntlet of the Galin'

Post 9: SHIELDS
• Shield of Disregard

Post 12: MONSTER/ENEMY
• Void boss- Shadow Mistress Elizabeth (return)
• Void boss- Wallo - Legendary Assassin (return)
• Void boss- Shii - Legendary Assassin (return)

Post 13: QUEST IDEAS
• Update Huntress, the Hunted!

Suggestions thread 1
• Wolf Lord




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:34:28)

CLASS ARMORS UPADTE



Assassin class updated skills


New version has more of an emphasis of drawing from the previous classes since completely mastering being a rouge and mastering being a ninja were prerequisites along with being an adept scholar (meaning that you are experienced in being patient and observant, studying your quarry, and emulating what you've learned). Especially how the assassin class is a very direct continuation of the prior 2 classes unlike how paladin is for fighter or mage. You are basically expected to be an expert and learn a few techniques from your experiences and hanging around Wallo and Shii; and if your knowledgeable of the skills of the other classes and their names, you can see how they were implemented in with a twist.
Skills 0-5 represent you putting aside mostly what you think you already know so you can effectively learn.
Skills 6-10 Represent you getting a bit more comfortable and slowly applying what you know to what you're being taught starting with your rouge training. It ironically works out since the outdated rouge class is kind of built like a ranger class and Wallo is a ranger with his gun as well as later in the class quest line he disappears (which could represent you starting to learn skills from Shii).
Skills 11-15 represent the same concept of 6-10 but at a higher level, now implementing the ninja skills along with Shii's training. This also ironically fits because the yajuu techniques are considered to be ninja skills that were forbidden, and both Shiii and Elizabeth are female lol.
Skills 16-20 represent you mastering your own art of assassination, essentially creating your own skills with a slight amalgamation of everything that you've learned prior.
• As for the shadow part; it is referenced in the Conjure shadow (spell) that Lord Barrius taught you how to create your own shadows by weaving light and darkness magic as opposed to reaching into the shadow realm itself. In reference to Elizabeth utilizing the "Stance of the living shadow" and the current skill 3 referencing being able to "shadowstep". There is already a present link of manipulating shadows. Along with the theme of learning things from other places and adding it to your repertoire, it would make sense to seek out a master of shadows to learn something, maybe even steal.
• The skills that have "#-#" mean that I don't care which order they go in between designated range.

OPTION 1: What skills below are based on
• Keep base elemental modifiers the same- Overall damaged will be reduced from "After image" skill which should equate to lower elemental resistances (intention of bases armor taking as much damage as a 45% elemental modifier) so it should balance itself out
• Keep combat defenses the same- Armor's earned passives are stronger than normal with total MRM at max class rank pretty high.

OPTION 2: or can be advanced armors like paladin
• Make wind, fire, and earth variants
• Make base MRM 55
• Make armor offensive lean- Armor has an offensive lean. Gain +8 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks).
• Make all passives that boost MRM only provide a +3 MRM

As far as the armor look- I would like for it to follow the idea in the CONCEPT IDEAS SECTION (weapon and shield at the bottom of the screen; weapon held by armor is the "heartrender" dagger like the Star Slayer armor and fiend of Vergil armors have weapons locked to the armors)

Armor builds charges per turn called Opportunity.

LEVEL 0: HEIGHTENED SENSES - Passive
There's a reason you needed to be a bit of a scholar. To be an assassin, you need to study your environment and target, learn their habits and routines, your enemies will never see you coming and then strike like a Gogg!

First, you get +105 Initiative. Second, if you get the jump on the monster, then you gain Celerity, for the first round of combat only and the monster makes a save roll

Major: 200 vs MonsterINT
Minor: YourLUK vs MonsterLUK

LEVEL 1-3: EXPLORER'S WISDOM - Passive
You have learned to take what is useful from others and add it to your own skill set.

+3 MRM


LEVEL 1-3: SEEK WEAK POINT - Active
All armors have their cracks, and all monsters have their weak spots -- it's just a matter of finding them. By testing your opponent's defenses first, you can pinpoint where to aim to have the best chances of connecting with your next attack!

*****Same as original*****


LEVEL 1-3: ADAPTIVE TACTICS - Active
It's not what you use, but how you use it. Switch styles of combat to help get past your opponent's defenses, just make sure you know how to use it! For 3 SP per round you make and attack, your attacks are converted to Melee, Ranged, or Magic of your choice!

-----You have 4 options

-----Melee (attack modifiers rely on STR)

-----Ranged (unlocks at class level 10) (attack modifiers rely on STR and DEX)

-----Magic (unlocks at class level 15) (attack modifiers rely on INT)


LEVEL 4: PROPERLY PREPARED - Active
A wise assassin is patient for the perfect opportunity, once that opportunity presents itself you must make sure your spirit is ready to capitalize on it! Once you have enough charges, you can regenerate some SP. This quick-cast skill doesn't take a turn to cast.

*Gain one charge per turn*

Quick-cast skill. Consumes 5 Charges to regenerate the listed SP.
ClassLvl --4----10----15----20
SPRegen 217--288--335--395


LEVEL 5: STALWART SOLITUDE - Active
Sometimes the only person you can rely on is yourself. Play it defensively for a round and strike from a distance.

*****Same as original*****


LEVEL 6: DUAL WIELD - Toggle
Equip a second weapon from the assassins' secret stash in your off-hand to do more damage! Select the skill to open a sub-menu to configure your weaponry. Each weapon has a different element. Those with the Assassin title can Dual Wield more efficiently.

CHANGE: No multiple weapons, only "heartrender" dagger; dagger is purely aesthetic and is not treated as a separate weapon (damage element stays the same as equipped weapon)

While active, your normal attack (as in, what you do when you click the "Attack" button) deals 150% Base, Random, and Stats damage. You also deal an extra hit with your off-hand weapon. The off-hand attack is:

OFF-HAND ATTACK
Hits: 1
Type: «As Weapon or "weapon finesse" skill»
Element: «As Weapon or "weapon finesse" skill»
Damage: [As Normal Attack] 150% Base, Random, and Stats each
BTH: round(0.125*UnscaledPowerLevel - 0.5) + 5 plus Stats

*****The rest is the same as the original*****

At class level 20- unlocks Shadow Mistress Katana to be equipped as a temporary primary weapon.

Not sure of idea- Having dual wield unequip shield but providing a +160 DEX boost for implied increase to mobility. Essentially- "Ninjas don't need shields. Ninjas have super reflexes that let them dodge any attack more effectively than any shield ever could"


LEVEL 7 or 8: SUPERIOR AGILITY IN SHADOWS - Toggle
You move with incredible agility and grace, improving your defenses and resistances.

+50 DEX


LEVEL 7 or 8: CALL IN FAVOR - Active

-----You have two options.

-----CALL HITOKIRI
-----Call your Hitokiri, an aspiring assassin from a faraway land.
-----You can pick your Hitokiri's attack pattern with the button below, and new attacks will become available as you train together. *All attacks deal harm damage (instead of darkness)*

-----Summons Hitokiri as a guest. Cast again to dismiss. At certain levels, certain attacks for the Hitokiri will be unlocked; wearing the armor allows you to control their choice of attacks (see the guest entry for more details).

----------OPTION #1 (Attack) - Control (available when skill is unlocked)
----------The Hitokiri will perform normal attacks!

----------OPTION #2 (Smoke grenade) - Control (available at class level 9+)
----------The Hitokiri will shroud you with smoke, boosting your defenses!

---------------EFFECT
---------------• +10 MRM

----------OPTION #3 (Poison) - Control (available at class level 10+)
----------The Hitokiri will try to poison the enemy with envenomed needles!

*****The rest is same as the original but buffed*****

----------OPTION #4 (Shuriken) - Control (available at class level 15+)
----------The Hitokiri will try to lacerate the enemy causing them to bleed with a flurry of razor-sharp shuriken!

---------------EFFECT
---------------• Inflicts bleed

-----SUMMON SHADOW (available at class level 16)
-----Your mastery over the shadows let you create and command your own!
-----You can pick your shadow's attack pattern with the button below, and new attacks will become available as you train together.

-----Summons Your Shadow as a guest. Cast again to dismiss. At certain levels, certain actions for Your Shadow will be unlocked; wearing the armor allows you to control their choice of attacks. Only functions when wearing armor (see the guest entry for more details). Pay the listed [HP Cost] at end of each turn as harm damage (acts like bleed status).

----------OPTION #1 (Attack) - Control (available when skill is unlocked)
----------The Shadow will perform normal attacks!

Guest and attack animation is a like an extra whispering raiment armor

Standard guest stats

----------OPTION #2 (Mirror movement) - Control (available at class level 17)
----------It may seem like they aren't moving, but they are actually moving so perfectly coordinated with you that they attack at the same time boosting power of each strike; almost as if its attached to you like your shadow...

---------------EFFECT
---------------• Instead of attacking normally, this pet boosts all attacks made by the player on the next turn by +40%

----------OPTION #3 (Become Shadow) - Control (available at class level 20)
----------Become literally one with the shadows letting it act as your cloak and dagger! You won't have access to most of your skills but your shadow itself is still pretty capable!

---------------• Clothes turn completely black
---------------• Lose access to all skills and passives except PROPERLY PREPARED, DUAL WIELD (does not deactivate shadow mistress katana), ADAPTIVE TACTICS, MERCILESS STRIKE FROM THE SHADOWS, and SMARTER NOT HARDER
---------------• Base MRM becomes 55
---------------• Base elemental modifiers all become 80
---------------• Primary elemental modifiers stay the same, triggers against shadow monsters
---------------• Gains effect:

---------------EFFECT
---------------• Has a 25% chance of anything attacking you to take -15 BTH*. This doesn't apply to Healing effects.
---------------• The damage you take from light and/or darkness element is multiplied by 0.80
---------------• TRIGGER- Multiplies damage from shadow creatures by an additional 0.64 (or simply *0.5125 total)


LEVEL 9 - BLADE SHOT - Active
Call upon your alliance with Wallo to set up a combo attack utilizing his gun! Pulling the trigger harder won't make to bullet any more powerful, its all in the accuracy and where you shoot!

Hits: 1
Type: Ranged
Element: «Ele-Seeking; if all elemental modifiers are below 95%, deals harm damage»

-----You have 3 options

-----Center Mass
-----Aim for the largest part of the body so you don't miss!

----------Attacks deals *0.675 damage, but always hits

-----In the foot
-----Best way to make sure you have the advantage over your opponent, reduce their mobility

----------BtH: [«As Weapon» - 2]

----------EFFECT
----------Inflicts Cripple for 9999 turns (can only be applied twice)

-----Head Shot
-----Everyone knows head shots do the most damage, just make sure your aim is good enough!

----------Damage: 200-700
----------Stat %: 1550
----------BtH: [«As Weapon» - 4]

----------*Wallo takes stat bonuses from the player's Dexterity stat. Lucky Strikes are possible, but the bonus to damage is LUK/[15/8 * 0.75] instead of LUK/2.

*****The animation is the same as the original*****


LEVEL 10: DEATH FROM ABOVE - Active
Use this autocrossbow from Wallo's own armory to unleash a variety of special attacks, but be sure to load it first! The gun holds up to eleven arrows and uses different amounts of ammunition for each ability.

Turn prismatic burn into prismatic poison

*****The rest is same as the original but buffed and extreme reduced cost due to turn being taken to load weapon which should be a cost free skill*****


LEVEL 11-13: TRIBUTE TO YAJUU - Toggle
The only way to appease Yajuu is to provide blood. You've learned how to make it's your opponent's and not your's!

EFFECT
• At the end of your turn, there's a (# of hits connected) / (# of hits made) chance of making the monster Bleed**. The monster makes a save at a +0 bonus:

Major: YourDEX vs MonsterEND
Minor: YourLUK vs MonsterLUK

If it fails, then it starts bleeding, with the listed power. The Bleed can stack and increase its power***. If the monster fails a second save, then you just add the new bleed power to the old power. Monster categories Undead, Golem, Robot, Mecha, and Incorporeal are immune to this effect.


MUST BE LVL 100:

LEVEL 11-13 - MERCILESS STRIKE FROM THE SHADOWS! - Passive-Toggle
When striking a helpless foe you have a chance to perform a merciless strike for greater damage! Those with the title Assassin have double the chance.

• Untoggled- 5% base chance of a double damage MSFTS attack
• Toggle- (base%+10%) chance of a quadruple damage MSFTS attack
• (base%+5%) chance if opponent is Blind
• (base%+10%) if using Stalwart Solitude
• (total%*2) chance if using skill CALL IN FAVOR- SUMMON SHADOW- OPTION #3 (Become Shadow)

Toggle + Stalwart Solitude + blind opponent + shadow armor = 60% chance of a quadruple damage MSFTS attack


LEVEL 11-13: DRAGON DOUBLE EVASION - Passive
You always wonder if Shii hails from ninjas knowing the forbidden arts of Yajuu.. Make sure you aren't forgetting your ninja training!

†You gain +3 MRM


LEVEL 14: KISS OF DEATH - Active
Call upon your alliance with Shii to set up a combo attack that can mortally wound your foe!

Hits: 1
Type: Magic
Element: Harm

If hit connects there is a chance of making the monster Bleed (Power: Class LVL/9). The monster makes a save at a -1 bonus:

Major: YourDEX vs MonsterEND
Minor: YourLUK vs MonsterLUK

If it fails, then it starts bleeding, with the listed power. The Bleed can stack and increase its power***. If the monster fails a second save, then you just add the new bleed power to the old power. Monster categories Undead, Golem, Robot, Mecha, and Incorporeal are immune to this effect.


LEVEL 15: YAJUU DAGEKI - Active
The infamous Strike of the Beast, this demonic technique was forbidden among the ninja for its evil nature, but an assassin utilizes every skill to dispatch their target. When performed correctly, this skill calls upon the ravenous Yajuu to devour your opponent's vital essence. Beware, however, that Yajuu is a maddened creature who may not always grant you his favor... Dual Wielding has a special effect on this skill.

The skill has a 40% chance of success if monster is not bleeding; 95% if monster has bleeding status. You perform a normal attack (also including an offhand attack, if it's on), but all hits deal 225% Base/Random/Stats damage and have their Elements become Harm. Also consumes all active Bleeding on the monster for additional damage: +0.7*[1-reduction multiplier]*(1 / (100-[Save DC]).


MUST BE LVL 120

LEVEL 16-18: AFTER IMAGE - Passive
Your speed and reflexes have become so advanced that your enemies can't seem to make full contact.

All opponent attacks receive a damage penalty per hit.
(1 / (1 + [your DEX] / 200) - 0.3) / 0.7
Monster damage will be multiplied by formula above.

LEVEL 16-18: SMARTER NOT HARDER - Toggle
Have you ever messed up something you felt completely sure of that made you question your intelligence? Turning out successful will revitalize your confidence in your intelligence

At the beginning of your turn, if you dodged the last attack that the monster did, then you heal some MP. You heal round(17/3 * round(0.75 * round(0.04* round(38.1 + 2.3375*PowLvl + 0.01125*PowLvl^2)))) MP

Costs 20 MP per turn


LEVEL 16-18: STEALTH - Passive
As a Master, use your knowledge an experience to use your talents even more effectively. Dodging will also help build your Opportunity faster with each hit that misses!

Armour gains an additional (DEX/16) to Melee, Ranged and Magic defences

EFFECT
At the beginning of your turn, if you dodged the last attack that the monster did, then you gain (1*[HitsMissed]/[HitsAttempted]) charges


LEVEL 19: ASSASSIN'S CREED - Active
Combo attach that joins harmony and mercilessness into one. Your masters will lend you a hand, but if they aren't finished after that, it'll be up to you to hurry up and finish them off!

*Can only be used once per battle*

EFFECT
• Inflicts powerful Fragile (-200 END) for 5 turns
• Inflicts Elemental Vulnerability for 5 turns
• Grants you Elemental Empowerment status for 5 turns

*****The animation is the same as the original*****


LEVEL 20: FINISHING BLOW - Active
The ultimate skill of a master assassin, to assassinate in plain sight. You subdue your killer intent and make your foe not recognize you as a threat to lower their guard and capitalizing their vulnerability. It will take the totality of all your abilities and concentration!

EFFECT
Inflicts dark conduit like status on opponent that builds in power the same. Deals void damage and only inflicts damage once skill is activated again and if hit connects. Is deactivated if they hit you with any element at least once.

Requires 5 charges to initiate and inflict status (1 charge built per turn; these are not Opportunity charges) to activate status, 0 charges to activate damage. Charges reset after each fight.


Ninja class updated skills


Revamped following the original theme of synergy.

Level 0: Substitute shadow
With your enhanced speed sometimes you'll be able to avoid the brunt of your foes attacks, leaving them hitting mostly your shadow!

-There's a 1/3 chance of taking 25% less damage during your next round* (affects all effects that target you and deal nonzero stats damage. It doesn't affect healing attacks).


Level 1: Swift Slash - Active
Slash at ninja speeds, making it hard for the enemy to dodge!

-Grants "Quickened" (Opposite of "slowed"); status buffed if Skill 10- Ninjato equipped

-10% chance to attempt to gain Celerity after attack, 15% if you miss.

*****Everything else is the same as original but buffed*****


Level 2: Ninja Evasion - Passive
You learn to adapt your movements as your foe strikes you, to increase defenses.

-When the monster attacks and a hit connects, you gain +1 to the hit's Type (Melee/Ranged/Magic). This applies to a maximum of 9 times

--Boosts maximum to 12 if Skill 10- Ninja Reflexes is equipped

---SNEAK ATTACK - Active
You've managed to get the jump on your opponent -- now capitalize on your advantage with a powerful sneak attack!

*****Same as original but buffed*****


Level 3: Viper's Bite - Active
Strike certain points on your opponent to disrupt their power and greatly reduce their effectiveness! It is even more effective if you catch your opponent being reckless!

-Hits: 2
--Type: «As Weapon»
--Element: «As Weapon»

---Inflicts choke for 5 rounds
----Choke Power is doubled if foe is inflicted with Berserk/Enraged


Level 4: 1000 years - Active
Throw a cheap shot at your opponent to use psychological warfare to make them fight more reckless. Just be careful!

-Hits: 1
--Type: «As Weapon»
--Element: «As Weapon»

---Inflicts Berserk for 5 rounds


Level 5: Shinobi Dance - Active
Display your precision and grace only achievable through intense training to bind or out maneuver your foe!

-Hits: 5
--Type: «As Weapon»
--Element: «As Weapon»

---Option 1: Inflicts Entangle
---Option 2: Inflicts Offbalanced

----Status infliction is extra strong when using Skill 10 weapons that have the same effect with corresponding options.


Level 6: Summon Ninjat - Active
Bring havoc to the battle by summoning the truly evil Ninjat.

-Summons a Ninjat as a guest. Cast again to dismiss it.

--If it goes through its attack animation, then it gets the following effect until the beginning of your turn: when your opponent attacks, it makes a save for each hit:
--Major: YourDEX vs MonsterDEX
--Minor: YourLUK vs MonsterLUK
--If it fails the save, then the hit takes -12 BTH.


Level 7: Ninja Stars - Active
Throw Ninja stars for accurate Ranged damage!

-Hits: 8
--Type: «Ranged»
--Element: «As Weapon»
--Damage:
**Base/Rand/Stat:*****Buffed*****

---Inflicts Bleed

---Does extra damage with Skill 10- Kunai equipped


Level 8: Smoke Bomb - Active (Quick-Cast)
Throw down a smoke bomb to decrease your enemy's accuracy!

-While in effect, the monster takes -5 BTH. This lasts four rounds or until you switch armors (whichever comes first), but lasts in between battles.


Level 9: Caltrops - Active (Quick-Cast)
Caltrops serve purposes, first they hurt like heck if one steps on them, especially if you can't see them. Then they also make it difficult to fight around them. Luckily for you, being a ninja means you can fight around them flawlessly, your foe, not so much!

-Grants Caltrops (deals damage on attack attempt, regardless of being hit or not) for 3 rounds
-Inflicts Slowed

--Does extra damage if enemy is blinded (smoke bomb, blinded, dazzled)


Level 10: Ninja armory - Toggle
Sometimes, having the right tools for the job, makes all the difference, summon these sacred tools to outclassed your foes!

-These count as weapons in of themselves with their own properties, not costume weapons and are only equippable in class armor. Each weapon changes armors attack animation, all attack animations do 3 hits. All weapons are 0% proc magic (except kunai and ninjato) of harm damage. Status infliction is based on number of hits not a weapons special.

Armory:
--Ninja Reflexes (shield)
Ninjas don't need shields. Ninjas have super reflexes that let them dodge any attack more effectively than any shield ever could.
---Replaces current shield
---- +20 MRM
---- -5 to all elemental modifier %
---- Extra synergy with Ninja Evasion
----- 1/3 chance of lowering enemy BtH on an attack by 9*.
--Ninjato:
This Short blade will keep you light on your feet and more maneuverable.
--- +4 MRM (passive)
----Extra synergy with Swift Slash
--Kusarigama:
This sickle and chain weapon can bind your target.
---Inflicts Entangled
----Extra synergy with Shinobi Dance
--Nunchaku:
Smack your foe hard enough to make them forget where the ground went.
---Inflicts Offbalanced
----Extra synergy with Shinobi dance
--Eclipse Stiletto:
The Eclipsing Sun and Moon in the blade this dagger allows it to focus on the power of light itself.
---Inflicts Blind
--Kunai:
Small and efficient, good for throwing that your foe won't see them coming
---100% proc ranged weapon
----Extra synergy with Ninja Stars
--Wakizashi:
The graceful blade made for nothing but killing.
---Increases merciless and Death strike chances


Level 11: Dragon Double - Active
Use ninjitsu to create an illusionary double, if the enemy misses you can counter attack against the helpless foe!

-This takes one turn. You gain +5 to your Combat Defenses until the beginning of your next turn.

-If your opponent's first hit against you misses, then you perform the following attack at the beginning of your next turn. (Any attacks by the monster after the first are irrelevant.):

*****Same as original but buffed*****


Level 12: Merciless - Passive
When striking a helpless foe you have a chance to perform a merciless strike for greater damage! Those with the title Ninja have double the chance.

-This only applies to counterattacks performed by Dragon Double (regardless of the status of the monster)

--5% chance of a double damage attack, with a 15% melee toggle that quadruples the damage.

*You strike without mercy!
**You strike with deadly precision!


Level 13: Sacred Duality - Passive
There is duality in everything. They say life is full of second chances. Use forbidden magics to bend reality to make that apply double the chances of success!

-All and only skill status rolls are rolled twice. The second roll has a greater save for monster or smaller percentage of success for you.

--Failed rolls reroll
--Initial successful rolls' effects have a chance to be stacked


LEVEL 14: ZETSUBOU DAGEKI - Active
This forbidden technique inundates your foe in crushing spiritual despair. In time, their spiritual feedback will become so immense that it will explode out of them with crippling force.

*****Same as original but buffed*****


Level 15: Ninja Death Strike - Active
A weak attack possessing great synergy with Merciless! If merciless succeeds the damage of this attack is greatly increased!

*****Same as original but buffed*****




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:38:36)

CONCEPT IDEAS


I have been pondering for a long time about the issue of rogues not aesthetically-feasibly able to use daggers; as daggers are melee weapons and melee weapons benefit from STR which doesn't make sense for a sly, stealthy, nimble, rogue to be super STRONG.

Mr. Uber originally had the idea:
quote:

My short suggestion on this is to have most daggers/knives (that aren't thrown) have the same effect as the Hunting horn, where as they may attack with melee, however their stat bonus is based off of DEX instead of STR. This will also give daggers/knives some uniqueness and versatility instead of just being statistically weaker but slightly (but still not worth it) more accurate swords.

I attempted a suggestion of a potential dagger; but also potentially revamping the whole DEX system to make it stand alone and not require or rely on STR so heavily if at all.

I recently had an epiphany and realized that the simplest solution that would also satisfy what I would like to achieve as well as what everyone I debated with alluded to. Ultimately the designs of the weapon are irrelevant toward their function and any class or build can use any weapon regardless of whether or not they would get the maximum benefit from it. I'm suggesting that past and future rogue armors like the Frostval Mercenary Garb get built in daggers, tantos, ninjatos, like how the almost exact replica StarSlayer does. Not that I care, but for some other people, maybe make the armor's weapon toggle-able like some armors' helms, like the Armor of AWE. I see this as an absolute win; I left my original take on the concept I explain at the beginning of this at the bottom as I no longer see a need for it but am reluctant to just throw away something I put A LOT of effort into.


Assassin lean
As mentioned in multiple suggested armors:

• You receive offensive Armor Lean; Gain +5 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks)




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:41:33)

HOLIDAY IDEAS!



SNUGGLEFEST


Name: Hopeless Romantic

«Mastercraft Fully Offensive Fire armor.»

Element: Fire

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

ATTACK
Hits: 2
Type: «As Weapon»
Element: Fire locked
BR%: 223.6
Stat%: 443.92
BTH: 19

SKILL - EMPATHY*
Hits: 1
Type: Ranged if {STR+DEX = INT*3/2} or {STR/5+DEX/20 > INT/4} ; Magic otherwise
Element: Fire

Damage: 73-364
Stat%: 451.18
BTH: 38

Cost: SP
Note: This is treated as a spell. You can't use the skill if you don't have the listed SP cost for the Ranged (SP-Ran) or the Magic (SP-Mag) attack**.

EFFECT
• You receive Armour Lean x1.25.
• All normal player attacks are converted to fire element. Receives damage buff (deals 130.77% damage)
• Armour gains +4.5*(CHA/VStat) to Melee, Ranged and Magic defences*, to a maximum of +6.

• The skill toggles normal player attacks have a 50%*[hits connected]/2 chance of inflicting "Emotional Instability" (Renamed Berserk) the monster. (-20 BTH lean, 2 rounds). The monster can resist with a save at a +10 bonus:

Level: PowLvl vs MonsterLvl
Major: {YourCHA, whichever is higher} vs MonsterCHA
Minor: YourLUK vs MonsterLUK

Description: They say love hurts; but some people never learn! Your charisma makes your foes fight passionately (if a bit sloppy).

[image]https://i916.photobucket.com/albums/ad5/BlackAces_/Karuna.jpg[/image] Not literally Karuna herself, but similar clothes. And both male and female versions.


BLARNEY


Name: Ninjachaun

Concept: Armor intended to virtually solely rely on LUK for all bonuses and stats, large LUK drive to bring armor to normal standards. Intentional nerf of deactivated/nerfed state to justify additional LUK to make up for weakness


«Mastercraft Fully Offensive Light/Earth armor»

Element: Light/Earth

Level: 150 (with weaker versions)
PowLvl: 153 MC


Defense Modifiers:
-----Melee: 10
-----Range: 10
-----Magic: 10
Elements:
-----Fire: 96
-----Water: 88
-----Wind: 96
-----Ice: 96
-----Earth: 42
-----Energy: 88
-----Light: 42
-----Darkness: 96

ATTACK ANIMATION
Same as the ninjachaun (monster)


ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
BR% 150
Stat% 2,800
+ BtH 5

SKILL
You think watching a video and putting on this ninja get-up will do you any good? You need the skill (or a bunch of luck)!

LUK boost/Revert size
• You gain 2,400 LUK
• If clicked from tiny or giant size, reverts back to normal size
• If clicked while in normal size, deactivates LUK boost
Cost: 50 SP for activation and for every turn with the skill activated

Tiny size
You'll become harder to hit and are much more able to land those critical attacks, but can't hit as hard!

• You gain 1,900 LUK
• Rate of lucky strikes is increased to 20% and stat bonuses from Lucky strikes are reduced by a half. (For Example: Regular attacks receive Luck/2 stat bonus to damage on lucky strikes, with skill they will receive Luck/4 instead)
• +11 MRM
*Shrinks character model size*
Cost: 50 SP for activation and for every turn with the skill activated

Giant size
You'll be easier to hit (well as easy as a normal ninja), and it will be harder to land those critical hits, but your foe will definitely feel it when you do!

• You gain 1,800 LUK
• Rate of lucky strikes is decreased to 5% and stat bonuses from Lucky strikes are doubled. (For Example: Regular attacks receive Luck/2 stat bonus to damage on lucky strikes, with skill they will receive Luck/1 instead)
*Increases character model size*
Cost: 50 SP for activation and for every turn with the skill activated

EFFECT
• You receive Armor Lean x1.25

MASTERCRAFT BONUS: When doing a normal attack, you have a 10% chance of the dealing 200% more damage.* (The chance is rolled separately per spell hit.)*

*That wasn't luck that was skill!

Description: You finished sham's ninja school! He didn't get around to teaching you the secrets in the extras menu, but you picked up some leprechaun tricks along the way!

Appearance: Replica of Shamnobi's costume (picture below), short but less chubby, while holding sais like the ninjachaun (monster) (could not find picture). Equipped weapon and shield at the bottom of screen:

[img]https://i.ytimg.com/vi/qz6-jA_bpek/hqdefault.jpg[/img]

I feel like this an armor we should gotten back in 2018; especially because rogues need it, and EVERY TIME Sham has donned some other gear or armor, we have gotten either the same thing or some variant:
Posts: 2, 3, & 5 = this
Post 4 = this
Captain Sham (no direct monster link) = this
• Mr. Frostvalverse (no direct monster link that I could find) and that one with the muskets (during frostvale; no direct monster link that I could find) = Festive Leprechaun (no direct link)
Love potion Sham (I don't remember true monster name & no direct monster link I could find) = this and this (if I remember correctly)
And it doesn't make sense for the one time it would benefit rogues, we don't get anything.

I know +2K LUK seems like its a lot, but it really isn't. Do not get confused, it SHOULD be powerful, however main damage is from lucky strikes and each attack does 1/4 the total (to get the actual crazy damage would have to have all hits be lucky strikes). However shouldn't be a problem since:
warriors have been getting away with this and this. I shouldn't have to explain what mages have been capable of. This only puts it on an even playing field.


APRIL FOOLS


Name: Guise of the Kitsune

«Mastercraft Fully Offensive Fire/Energy dual armor with each other being secondary when the other is primary»

Element: Fire with Energy secondary

Level: 150 (with weaker versions)
PowLvl: 153 MC
MPLvl: 152

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

Elements:
-----Fire: 40
-----Energy 45

ATTACK
Hits: 3
Type: «As Weapon»
Element: «As Weapon»
BR% 262
Stat% 520
+ BtH 24
Attack animation

EFFECT
• You receive Armor Lean x1.25
• Gives a -[Potence] penalty to saves for Curse status effects you inflict ( Berserk, Blind/Dazzled, Entangle, Offbalanced, and Unlucky)
• Armor has a charge counter to activate skill (1 charge per turn in armor maximum of 5 charges; charges carry over until used)

[img]http://res.cloudinary.com/teepublic/image/private/s--jQUKSA4B--/t_Resized%20Artwork/c_fit,g_north_west,h_1054,w_1054/co_ffffff,e_outline:53/co_ffffff,e_outline:inner_fill:53/co_bbbbbb,e_outline:3:1000/c_mpad,g_center,h_1260,w_1260/b_rgb:eeeeee/c_limit,f_jpg,h_630,q_90,w_630/v1564215963/production/designs/5430995_6.jpg[/img] (without the mask), with the stance of the Ratliver

SKILL

Kyuubi Form/Revert form
Kyuubi Form Appearance: (Picture too large)


Fully realize your trickster ways to unpredictably inflict curses on your opponent!

Requires 5 charges (quick cast)
• Charges reset to zero after use
• Charges cannot be obtained whilst in Kyuubi form

Defense Modifiers:
-----Melee: 60
-----Range: 60
-----Magic: 40

Elements:
-----Fire: 45
-----Energy: 40

ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
Attack animation

BR% 270
Stat% 568
+ BtH 24

EFFECT
• At the end of each turn, attempts to inflict one of either for 3 turns:
- Berserk*
- Blind**
- Dazzled***
- Entangle****
- Offbalanced*****
- Unlucky******

The monster can resist with a save at a +0 bonus.

Level: PowLvl vs MonsterLvl
Major: VStat vs MonsterINT
Minor: YourLUK vs MonsterLUK

BtH: -25
VStat: 200

*Your opponent has tired of your tricks and gone berserk!
**Your majestic poise has blinded your opponent!
***Your majestic moves have left your opponent dazzled!
****Trying to keep up, your opponent has got their foot stuck!
*****Your opponent was thrown off balance by your quick moves
******You curse your opponent and their family with misfortune!

Description: Kitsune are know for being cunning, agile, tricksters that usually shape-shift into humans. Take a trick from their book and take the guise of one, it will allow you to trick and curse anyone unlucky enough to cross your path!


GRENWOG FESTIVAL


Name: TO BE DETERMINED




MOGLOWEEN


Name: Nosferanobi

Concept: Armor intended to basically capitalize on the effect that the Vampire Lords (monster) have, and have access to one of the skills from the vampire subrace armors to augment that ability.


«Mastercraft Fully Offensive Darkness armor.»

Element: Darkness

Level: 150 (with weaker versions)


Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

EFFECT
• You receive offensive Armor Lean; Gain +5 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks)
• Every turn your opponent makes a save roll. If they fail, they will suffer decrease to their BtH and defense[color=red*. Else they resist this effect**.

* - Your dark aura overpowers your opponent's will! (-«25» to BtH, -«5» to Defense)
** - Your opponent's strength of will overcomes your unearthly presence!

MASTERCRAFT BONUS
• The armor comes with the following quick-cast skill:

MIST FORM
Temporarily transform into a cloud of mist to escape sight, then leave a cloud of mist over the battlefield, enhancing your blocking!

Cast this skill to gain 3 turns of Defense Boost, granting +24 to all combat defenses**. This costs 392 SP*** and doesn't take a turn to use.

Description:
[img]https://pm1.narvii.com/5725/2ed48a2ef6055706e5d357010d2df7eb34469133_hq.jpg[/img] but akin to (with red eyes & no horse): [img]https://i.imgur.com/b9FmpYm.jpg[/img]


HARVEST FEST


Name: Luna Neko Ninjacket

See SUBRACE SECTION (don't think NEEDS to be a part of Harvestfest).

If it were, I would imagine a Samurat - Ninjat War (suprised this hasn't been done yet actually..)


FROSTVAL DECORATE THE TREE


Name: TO BE DETERMINED




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:43:56)

SUBRACES


So I decided recently to switch from vampire to Neko to test what would be the more effective armor for my playstyle, and it donned on me.
1. "Neko" is Japanese for "cat"
2. Ninjas originated in Japan, the rogue class is before the ninja class and the rogue guest is a black cat (Neko)
3. There is already a Ninjat (ninja cat) temp armor AND pet

Why aren't Neko Ninjat's a thing?! I understand that the theme behind how the sol and luna sets were made were to give both beastmasters and rangers a bone (which they do a REALLY good job of even though no one seems to recognize the luna for the ranged). So I think it would be right to only have 1 Neko Ninjat armor so nekos don't have too much that other people don't want to play the other subraces. Between sol and luna however, given the theme of the night and attacking for oneself instead of having pets and guests do the majority of the damage, I think the Luna side would make the most sense. Except this would be the only Neko armor that skills apply to counter attacks from dodging.
Since this would be the only armor of its kind for neko, and that it is essentially a version of the base no drop luna neko transformation, it'd be really cool if this could have the option of replacing the no drop subrace slot.


Name: Luna Neko Ninjacket

Concept: Status inflictions similar to regular neko armors activated from dodging


«Mastercraft Fully Offensive Water or Ice /Darkness compression armor.»

Element: (Water or Ice) /Darkness compression

Level: 150 (with weaker versions)

Appearance: I figured there could be two options depending how the Devs ended to go about it with:
1. Actual ninjacket armor like originally cat size made with Skill 10 "Neko Overlord" being human size neko heavy hitter armor like the other subraces
2. Human size wearing ninjacket garb and skills are as follows:

Defense Modifiers:
-----Melee: 55
-----Range: 50
-----Magic: 55

EFFECT
• You receive Armor Lean x1.25

SKILLS:
Level 0: Apex Hunter - Passive
As a member of Feline Assassins, Inc., you have mastered the secret art of patty cake. You capitalize on parrying your opponent's attacks and striking when they least expect it!

Based on the % of attacks you block, you will then do a hit of damage at the end of the monsters' turn worth (5/0.15*0.85*0.5Blocks/Attacks)%*2.5 Melee (stronger than a shield because Armor and does not recieve heal)

Level 1: Luna Technique- Active
Infuse the power of Luna into your strike

<Ninjacket temp armor 5 hit attack animation.>
Element: «As Weapon», «As Weapon», «As Weapon», Wind, Wind
Attack Type: «As Weapon», «As Weapon», «As Weapon», Ranged, Ranged
Base/Rand/Stat: Same as original

Level 2: Nine Lives - Toggle

*****Same as original*****

Level 3: Feline Superiority - Passive
A lot of people think that cats are HUGE jerks who think they're better than everyone else, but now that you're a neko, you KNOW that you're better than everyone else! You just learned how to boost your LUK now cement your superiority by jinxing them for crossing your path!

Whenever the monster attacks, there is a 35% chance of lowering the BTH on that attack by 10.

Level 4: FURocity - Toggle
You're out of the bag now! Extend your claws and leave your foe bleeding after parrying, at the cost of lowering your defenses.

Changes the lean of the armour. Decreases damage taken by +20% (eg: You go from x1.2 damage taken to x1.0 damage taken, or x1.0 to x0.8), blocking/dodging/parrying attacks attempt to make the enemy Bleed.

*****The rest is the same as original*****

Level 5: Neko's Grace - Toggle

*****Same as original*****

Level 6: Feline Fine - Active

*****Same as original*****

Level 7: Elenyantal Attunement - Toggle
Call on ancient neko jinx magic! You'll take more damage while this is active, but your parry strikes will leave your foes burning!

Changes the lean of the armour. Decreases damage taken by +20%, dodge/block/ parried attacks attempt to make the enemy Burn.

*****The rest is the same as original*****

Level 8: Purrfect Malice - Passive

*****Same as original*****

Level 9: Cataclysm - Active
Draw on your neko powers to provide a massive boost to your counter attack damage, just make sure you don't lose at your own game!

Quick-Cast ability. Consumes 40 Luna Charges to gain +100% damage to counter attack damage for this turn. You have to stay in the Luna Armour for it to be applied.

Level 10: Nekoverlord - Active

*****Same as original*****


Name: Human Demon

«Mastercraft Fully Offensive Fire/Darkness compression armor.»

Element: Fire/Darkness compression

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

EFFECT
• You receive offensive Armor Lean; Gain +5 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks)
SKILLS:

Level 1: ~~~
~~~



Level 2: ~~~
~~~



Level 3: ~~~
~~~



Level 4: ~~~
~~~



Level 5: ~~~
~~~



Level 6: ~~~
~~~



Level 7: ~~~
~~~



Level 8: ~~~
~~~



Level 9: ~~~
~~~



Level 10: ~~~




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:46:16)

ARMORS



Name: Guise of the Kitsune

See HOLIDAY ITEAS section (don't think NEEDS to be a part of April Fools)


Name: Yajuu ninja form

Concept: Armor is intended to create a similar effect of the Psionic Link between you and your opponent which is to help, but not solely for the regeneration of the losses of the HP loss from bloodzerker like buff


«Mastercraft Fully Offensive Fire/Darkness compression armor.»

Element: Fire/Darkness compression

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

ATTACK
Hits: 3
Type: «As Weapon»
Element: «As Weapon»
Attack Animation: Like Whispering Raiment skill 2- Yajuu Dageki

EFFECT
• You receive offensive Armor Lean; Gain +5 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks)
• At the end of each turn, you attempt to set up a Blood Ritual between you and your opponent (a re-named Bleed). You heal HP based on the (damage dealt*0.25)
• Pays [HP Cost] + MC to deal an additive +20%(Melee) / +5%(Magic) boost)

MASTERCRAFT BONUS: Bleed and burn statuses do more damage

Description: There exists a secret ninja sect that not only continues to practice the forbidden techniques of Yajuu but sell their souls and become part demon! Beware, the beast demands blood whether that be from your foes or you!

[img]https://pm1.narvii.com/7280/353e9a34f7c20d65a1e57738fde64cf256b1d41cr1-350-371v2_00.jpg[/img]Red version not blue, no weapon or shield in hand- tekko kagi on both arms instead (true weapon & shield at bottom of screen)


Name: Sneak Leathers

Concept: Armor intended to passively inflict poison, skill intended to take built effects of poison and turn into a save based status infliction instead of duration.


«Mastercraft Fully Offensive Earth armor.»

Element: Earth

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

ATTACK
Hits: 2
Type: «As Weapon»
Element: Earth locked
Animation: like Vasillus

EFFECT
• You receive offensive Armor Lean; Gain +5 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks)
• EleComp for EleLocked attacks
• At the end of each turn, you attempt to inflict Poison. The monster can resist with a save, with a +0 bonus

Level: YourLevel vs MonsterLevel
Major: [2.1462*PowerLevel + 10.399] vs MonsterEND
Minimum 10, maximum 200, rounded to the nearest 5
Minor: YourLUK vs MonsterLUK

• If it fails, then the monster becomes Poisoned (2 turns, power: 9.99*[hits connected]/2; Level=YourLvl; Harm damage). If the monster is already Poisoned, then the old poison is enhanced.
• While in the armor, Poison statuses deal +25% damage.

MASTERCRAFT BONUS:
SKILL - Venom Injection
Hits: 1
Type: «As Weapon»
Element: Earth

• This is treated as a normal Player attack. If your weapon's Special occurs, you don't pay any SP.
• Hit deals 0 damage and the monster makes a save at a -20 penalty:

Level: 153 vs MonsterLvl
Major: 200 vs MonsterEND
Minor: YourLUK vs MonsterLUK

• If it fails, then the monster is inflicted with Venom status (functions the same as bleed but is not a renamed bleed). This cuts duration of current poison in half, copies level and powerlevel/2 of poison.

IF EASIER: HAVE VENOM IN PLACE WHERE POISON IS AND VICE VERSA

Description: <Description goes here, IF I HAD ONE lol>

[img]https://static.wikia.nocookie.net/powerrangers/images/1/11/MMPR_Boom-Shredder_Green_Ranger.png[/img]Less "Power Ranger-y" and more like a sneak (Spikes/Claws like on Nemesis armor (no big boots), sneak claw instead of gold, no shawl, etc.); no weapon or sheild in hand (weapon and shield at bottom of screen)


Name: Cutthroat Garb

Concept: Armor intended to go off of theme of Garrott Cutthroat and use effects similar to Sneak Garb (armor; no link) and Zfinitity gauntlet: Time


«Mastercraft Fully Offensive Wind and Darkness compression armor.»

Element: Wind/Darkness

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»

EFFECT
• Every turn, there is a 15% chance of gaining Celerity for your entire side of the field (guest and pet as well). The monster can resist** this with a save, for which it takes a +0 penalty:
Level: Powlevel vs. MonsterLevel
Major: PlayerDEX vs. MonsterDEX
Minor: PlayerLUK vs. MonsterLUK

MASTERCRAFT BONUS
The armor comes with toggle skill:

Unpredictable movement
Move so fast and irregular that will cause your foes hesitate; the best thing for an assassin!

Cost: SP for activation and for every turn with the skill equipped.

EFFECT
After your attack animation, you attempt to inflict Slowed Reflexes and Slowed Strikes on the monster. The monster can resist with a save at a +0 bonus:
Level: PowLvl vs MonsterLvl
Major: YourDEX vs MonsterDEX
Minor: YourLUK vs MonsterLUK
`If it fails, then you inflict Slowed Reflexes and Slowed Strikes* on the monster for two turns. The BtH and MRM penalty for two rounds is equivalent to Zfinity Gauntlet: Time (misc) based on HitsConnected/HitsAttempted. HitsConnected and HitsAttempted are the number of normal player attack/weapon special/spell hits that connected and were attempted respectively.

Description: Become the fast and deadly opponent like the legendary assassin!

[img]http://media.artix.com/encyc/AQ/AQPedia/Monsters%202/Garrott_Gutthroat_41.gif[/img]Should be updated artwork


Name: Sneenja

Concept: Armor intended to be somewhat of a parody to the Metal Gear and Naruto series. Box losing MRM buff as turns pass supposed to signify opponent figuring out which box is the player (essentially through process of elimination). Because skill takes multiple turns, when activated, damage should scale to turns missed.


«Mastercraft Fully Offensive Earth/Energy compression armor.»

Element: Earth/Energy compression

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

ATTACK
Hits: 3
Type: «As Weapon»
Element: «As Weapon»


MASTERCRAFT BONUS
The armor comes with quick-cast skill:

Boxbushin-no-jutsu: Quick-cast skill, costs SP as appropriate for an overcharged weapon-based skill.
Scatter boxes every where and hide in one yourself. If your opponent can't figure our which one you are in in time, you'll deal a massive attack! There is no exaggeration to say that your success hinges on how you use that cardboard box, but a cardboard box is only paper, be carful or it won't be of much use to you.

EFFECT
• +50 blocking that decreases by 10 each turn until skill is deactivated. Inflicts Berserk each turn; monster attacks take a -5 BTH lean and increases damage and inaccuracy by 5 each turn until skill is deactivated
• Each hit landed on opponent after activation will additionally reduce granted blocking by 1
• Skill has a hit and turn counter, once any combination of dodging per hits attempted and/or turns passing totaling up to 5 or greater is reached, automatically activates overcharged weapon-based skill
• Skill is automatically deactivated when hit or count has reached more than 4

Description: A cardboard box is ideal for fooling your enemies and who better with one than a sneevil? Show your enemies the way of the box!

[img]https://i.imgur.com/ICOKO1V.png[/img] Brown instead of white outfit


Name: Intellectual Rogue

Concept: Armor supposed to be the idea if a rogue had mastered being a mage that use the spells they learned to further enhance their rogue skills.


«Mastercraft Neutral Water armor.»

Element: Water

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 53
-----Range: 53
-----Magic: 59

ATTACK
Hits: 1
Type: «As Weapon»
Element: Water locked

EFFECT
• EleComp for EleLocked attacks
• There's a 1/3% chance of Activating "Elemental barrier" taking 20% less damage during your next round* (affects all effects that target you and deal nonzero stats damage. It doesn't affect healing attacks).
• At the beginning of your turn, if you dodged the last attack that the monster did, then you steal some MP from your opponent. You heal round(17/3 * round(0.75 * round(0.04* round(38.1 + 2.3375*PowLvl + 0.01125*PowLvl^2)))) MP

MASTERCRAFT BONUS
The armor comes with quick-cast skill:

Barrier
(MP version of Haunted Dragonlord's Will (shield))
Incoming HP damage is taken out of barrier instead of your HP.

Description: Most rogues don't use magic, some makes use magic to compensate where they lack physically. What happens if you have the skills of a master AND use magic to be even better?!

[img]http://media.artix.com/encyc/AQ/AQPedia/Armours/TaladosianRobes.jpg[/img] No shoulder pads or necklace, dark brown instead of green, yellow, and red, add hood)


Name: Bleached Ninja
Appearance: I had envisioned the Frostval Mercenary Garb with all the parts colored only white and the head being that of the White Gi and the three swords on the back replaced with one katana horizontal across the back like this.

«Mastercraft Fully Offensive Light/Earth armor.»

Element: Light

Level: 148 (with weaker versions)
PowLvl: 148 MC

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55
Elements:
-----Fire: 84
-----Water: 66
-----Wind: 95
-----Ice: 75
-----Earth: 50
-----Energy: 75
-----Light: 40
-----Darkness: 95

ATTACK
Hits: 4
Type: «As Weapon»
Element: «As Weapon»
BR% 150
Stat% 299
+ BtH 24

EFFECT
• Has a 25% chance of anything attacking you to take -12 BTH*. This doesn't apply to Healing effects.
• You receive offensive Armor Lean; Gain +5 to blocking (not already factored into armor stats) and deal *1.26 damage (the rest turned into additional damage that is taken from monster attacks)
• Getting hit with Earth lowers MRM by 1 per hit but increases Earth resistance by 1 per hit (Max MRM loss and resistance gain is 10)**
• At the end of each turn, attempts to inflict Dilated Pupils (Renamed blind) on the monster (1 turn, -[BTH] and *85/[85-BTH] damage). The monster can resist with a save at a +0 bonus:

Level: PowLvl vs MonsterLvl
Major: VStat vs MonsterINT
Minor: YourLUK vs MonsterLUK

BtH: -25
VStat: 200

*The brightness of your clothes is hard to look at, lowering the accuracy of your opponent's strike!
**Ugh.. Your whites are getting dirty... what's the point now?

Description: Your whites shine so bright it makes anyone hard to look at you, and you can't hit what you can't see! Just make sure you stay clean!
or
Description: Don't you just hate it when someone gets your clean whites dirty? Wearing these bright whites really makes you not want anyone to touch you, improving your defenses!




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:48:26)

RESERVED FOR "SPELL" IDEAS




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 15:57:04)

ITEMS/MISC




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:05:03)

WEAPONS


So after about a week of seeking help on trying to find the proper numbers and formulas to properly annotate what I'm trying to convey, I found that the math was too confusing and too difficult so I'm going to do a bit of numbers and a bit of concept explanation.
The main point behind this weapon is that it does crazy strong lucky strike damage. To compensate, it has VERY low damage otherwise; keep in mind, the weapon's damage at face value isn't 5-10, its actually way higher (imagine its actually something like 100-200), though after it suffers from all its penalties from its effects, its real damage is 5-10.
Everything is set up to balance itself back out to something roughly equivalent to the Serrated Sacragon Spur, however it's still supposed to be slightly beyond that like the Ultimate Dragon Scythe of Elements.


Name: Tanto of Assassination

«Accurate Harm dagger. No special, but can be changed to become a 100%-proc Ranged weapon.»

Level: 150 (with weaker versions)

Type: Melee
Element: Harm
Damage: 5-10******* - This is after all penalties/boosts are factored in unless otherwise specified
BtH: 20******** - This is after all penalties/boosts are factored in unless otherwise specified

*******Stat Bonuses to damage: 0.75*(DEX/4) (possibly +LUK/2). This has not been calculated into the damage.
********Stat Bonuses to BTH: DEX/8 + LUK/20. This has not been calculated into the BTH.

SPECIAL
«See Effect»

EFFECT
• You take +(15/1.4)% damage from enemy attacks.
• Weapon has a ((DEX/140)*10)% chance to deal +800% damage. (Takes whatever #% damage penalty to achieve this proc to power increase; This has been factored in.)
• Click on the weapon to switch between Melee* and Ranged** modes.
While in Melee mode, the weapon won't have a Special attack. Takes -10% damage penalty to pay for the Harm element. Gains +10 BTH and deals *85/95 damage from lean. This has been factored in.

While in Ranged mode, the weapon receives the following special. This is a bow attack and deals 96.3% of the damage of an average armor attack. Takes -10% damage penalty to pay for the Harm element. Gains +10 BTH and deals *85/95 damage from lean. This has been factored in. Each hit deals *1/4 damage. Not been factored in.

Hits: 4
Type: Ranged
Element: Harm
Damage: 100%
Stats: No normal stats; «See MC Effect» Lucky Strike damage
BTH: +1 plus Stats each
Rate: 100%

This is treated as a normal Player attack, not a Special.

• At the end of each turn, there is a 31/(5*7*11)*[hits connected]/[hits attempted] *85/(85+[BTH lean]) chance of inflicting "Vital wound"***, a renamed Fragile (-20 END, 10 turns), on monster. The monster can resist with a save at a +0 bonus****
-----Level: 153 vs MonsterLevel
-----Major: Your [DEX (in either mode)] vs MonsterEND
-----Minor: YourLUK vs MonsterLUK

The Fragile stacks
Number of turns do not reset if effect is stacked.
Enemies immune to Fragile***** are immune to this effect.

MC EFFECT
• Rate of lucky strikes is increased to 5% and stat bonuses from Lucky strikes multiply damage by 9 (or whatever boost the Serrated Sacragon Spur gets after 3-4 charges (or more; this is to not only counteract the low amount of damage it does by default, but to then allow it to do a very large considerable amount of damage)). (Takes whatever #% damage penalty to achieve this effect; This has been factored in.)

*You'll bring your weapon into Melee combat when you attack!
**You'll now throw your weapon for Ranged damage when you attack!
***You struck a vital spot!
****You miss a vital spot
*****Your opponent is immune to this assault.

DESCRIPTION
Learn to strike smarter not harder. This weapon can only be used by a skilled master who knows where to strike most effective! Or someone with a bit of luck..


Name: Element of S Dagger

«Accurate trigger dagger. No special»

Level: 150 (with weaker versions)

Type: Melee
Element: Darkness
Damage: 25-45
BtH: 20

[Stat Bonuses to damage: 0.75*(DEX/4) (possibly +LUK/2). This has not been calculated into the damage.
[Stat Bonuses to BTH: DEX/8 + LUK/20. This has not been calculated into the BTH.

SPECIAL
«See Effect»

EFFECT
Normal Player Attacks take +5 BTH and deal *85/90 damage. Not Factored In.
You gain "Element S" (renamed Initiative) Bonuses as described in Triggers.

TRIGGERS - None of these are factored in.
• Against Humans (except Rogues, Ninjas, or Assassins)/Elves/Orcs:
° Your attacks gain +4 BTH and deal harm damage.
° You gain +100 Initiative.

• Against Undead/Zombies/Vamps/Weres/Dragonkin:
° Your attacks gain +2 BTH and deal Harm Damage.
° You gain +50 Initiative.

DESCRIPTION
There is a legend, lost to the ages about a secret 9th element coveted by one who mastered all arts of slaying. This dagger harnesses that element and will make you especially good at getting the jump on your enemies!


Magic variant of Shadow Mistress's Katana


UPDATED Gauntlet of the Galin'

EFFECT
• Click weapon to gain Omega Sign as a temp armor (swapping weapons will unequip temp armor):

«Mastercraft Fully Offensive Ice armor.»

Element: Ice

Level: 150 (with weaker versions)

Defense Modifiers:
-----Melee: 55
-----Range: 55
-----Magic: 55

ATTACK
Hits: 2
Type: Magic
Element: Ice

EFFECT
• Inflicts Numb

MASTERCRAFT BONUS
SKILL

The Cold
Curse your foe with The Cold

ATTACK
Hits: 3
Type: «Magic»
Element: Ice
• Inflicts Cold

Description: One does not need the sign of Omega to be Omega, deep down there is a part of you that has considered helping a friend.

[img]http://i.imgur.com/FGlHd75.png[/img] (No sword) With the character covered in the metal similar to the gauntlet; face and posture the same as:[img]http://media.artix.com/encyc/AQ/AQPedia/Monster%20Revamp%20Pics/Letter%20T/TheGalin.jpg[/img]




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:08:54)

RESERVED FOR "SHIELD" IDEAS


Name: Shield of Disregard

«Wind and Darkness dual element shield. Mastercraft; gives you Initiative bonus.»

Element: Wind and Darkness

Type: G
Level: 150
PowLvl: 153 MC

DEFENCE MODIFIERS

Melee 15
Ranged 15
Magic 15

Wind -21
Darkness -21

EFFECT
Grants you +105 Initiative bonus.

DESCRIPTION
You 'd be surprised how useful being able to walking around, unnoticed. That's exactly what this shield will help you do and help you get the drop on your foes!




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:15:53)

RESERVED FOR "PET" IDEAS




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:24:35)

MONSTER/ENEMY


VOID BOSSES:
Return Shadow Mistress Elizabeth - Shadow Mistress Katana should have a magic variant

Return Wallo - Legendary Assassin / Reward shop: Intelligent Rogue; See ARMOR section

Return Shii - Legendary Assassin / Reward shop: Yajuu armor; See ARMOR section

Shamnobi / Reward shop: Ninjachaun armor; See HOLIDAY IDEAS section




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:28:43)

QUEST IDEAS


Update Huntress, the Hunted!

With updated Gauntlet of the Galin'

See WEAPONS section


Harvest Fest- Samurat vs Ninjat War

Surprised this hasn't been done yet actually..

See HOLIDAY IDEAS section.




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:50:23)

OTHER SUGGESTIONS


Saved space




Bannished Rogue -> RE: Night of 100 ninja reward shop (8/27/2020 16:52:12)

quote:

Rorshach said:

Not sure if asking a question for a suggestion, or suggesting a suggestion. But why say Rogues are being ignored?

What are your variables you've set that would determine something to be rogue-aligned?

Stats have had a recent change to them, causing DEX to be in a weird spot. So, if that's the basis of your criteria, that needs to be re-aligned.




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:53:54)

@Rorshach
I say that because when is the last time an armor or set that was focused on benefiting rouges released?

Because there are all these clearly broken armors and items for mages and warriors to be able to feasibly be a viable playstyle compared to mages, but you dont see any effort made to support rogues.

Even when there are very clear opportunities to give rogues something; like the blarney holiday event that starred the ninjachauns in which every time Uncle Sham has donned a new get up for whatever scheme he's attempted, EVERYTIME we were able to purchase a like minded theme armor. Obviously except of course when it would benefit rogues, no all we get are arguably worthless weapons.

My question is to draw attention to the fact that there is a lack in items being released to level the playing field for rouges and the content are multiple ideas to decrease this problem.

The answer to that is quite simple actually and in my opinion, best explained by comparing it to the other builds. The key points defining the build being:
1. How much damage is taken
2. How much damage is given
3. How the character survives until a full heal
Ultimately, the weapon is not important because all builds usually take advantage of the accuracy boost from DEX and therefore could all feasibly use ranged weapons however unlikely due to the weird spot you mentioned earlier.

Mage:
1. Takes a lot of damage and very squishy because armors usually do not provide great resistances.
2. Deals a ton of damage due to being able to fully utilize spells in which MP is a limited resource. Therefore to make spells even viable, they need to be worth the sacrifice of MP.
3. Survives in the sense of a glass cannon. dealing insane amounts of damage before they take too much damage.

Warrior:
1. Takes minimal damage due to high resistances.
2. Deals decent and consistent damage.
3. Survives by being able to absorb a lot of punishment and dealing consistent damage. Basically winning a war of attrition.

Rogues:
1. Very squishy, but not as much as a mage.
2. Deals a lot of damage consistently and extreme amounts of damage on lucky strikes.
3. Survives by having high MRM, being able to consistently dodge/block hits. But the ability to do this is also a limited resource and potential items that would boost damage or absorb damage will have to be sacrificed to dodge temporarily. Essentially deal as much damage as you can before the monster can catch you.

So simply put:
Something rogue aligned should have high MRM and high damage capability EVEN MORE SO than Warriors. It should also look rogue in appearance; the last thing I can think of that was released somewhat for rogues, was the sneak essence armor. An armor that is supposed to be based off the essence of a monster entirely built around being this small and slippery serpent and having high dodging capability, is a big beefy barbarian looking armor with only somewhat decent MRM.




Bannished Rogue -> RE: Night of 100 ninja reward shop (8/27/2020 16:56:48)

quote:

Rorshach said:

Uh, the thing is that armours in AQC are pretty much generalists/all-rounded. They aren't designed specifically for a "build" or class itself.

The only time that armours are designed for a specific class, are the class armours themselves.

Otherwise, all armours bought in the game is balanced via a points-based system of which the meta is about min-maxing everything.

I guess you could alternatively say, that each armour is "defined" as a class of its own, based on what these "points" are being "spent" on. Are they spent on specific resistances? Etc.

I have to disagree about your point on warriors' and rogues' armours, because those don't exist. At all. Armours are not classed on offense or defense, based on the lean system, whereby it's between the scale of Full-Offensive to Full-Defensive (5 levels in total).

It is from there that players build their metas around it, hence sort of min-maxing and then further have their own classification of "this is a glass-cannon", "this is a tank" sort of builds.

Aside from that, there isn't really a "warrior" or "rogue" defined build. But I guess for simplicity sake, it is easier to classify them as such for identification purposes.

Appearance do not matter at all, because it's not like we don't have those who use a full-covered-metal-looking-plated-armour for magic, when we're more used to the idea that mages are supposedly "robe-covered".

Hence, instead, I guess you'll mean that we need armours that can function differently, to further help distinguish them from "another class"




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 16:58:06)

@Rorschach

Yes TECHNICALLY any build could use any any armor, however this is an over-generalization and is unrealistic.

It is true that the armors outside of class armors don't have specific class designations, however it is clear that certain armors are more optimal for certain builds than others considering:
• there are plenty of armors that boost spell damage and therefore would benefit builds that utilize magic over ones that didn't; that being mages
• The piratechaun armor boosts MRM based on LUK; which would support a rogue
Neko armors heavily benefit from CHA; which would be the beastmaster
• etc.

Then that leads ultimately to the stats of the character and not the armor's full-defense to full-offense because all that does for the build realistically is dictate which weapon would be best to use with the armor via 100% proc/spells for defensive armors or realistically anything under 50% proc for offensive armors.

The tank and glass cannon are sub-builds to the main three and are based on multiple factors:
• stats placed into either doing more damage or more health
• armor with defensive or offensive leans
• misc that deal more damage or reduce incoming damage
• guests/spells/pets that either heal or do damage
• etc.

Yes you can have a mage in big plated armor, but the most turn efficient and effective items (being able to defeat both enemies and boss quickly) that support a specific build usually fall under the mage taking the most damage and dealing the most, warrior taking the least and dealing the least, and the rogue supposed to be being in between however not just taking more damage than a warrior and less than a mage, but it's own thing.
That being taking almost as much damage as mages when hit but having high MRM to avoid being hit creating the gap of damage received compared to mages, however the dodging cannot be indefinitely maintained and therefore taking more damage than the warrior when they start getting hit.

All in all it's not the armor that defines the build it's how the character is played; but there are armors that decently benefit a specific build more than another and thus for simplicity sake is easier to classify them as such for identification purposes. However, there seems to be a lack of items and armors specifically that benefit the rogue playstyle that is clearly being given to mages and warriors.
And if there is something that could come out for rogues and it doesn't have the aesthetics, then it breaks immersion and makes the game lacking for people who like to play that playstyle.




Bannished Rogue -> RE: Night of 100 ninja reward shop (8/27/2020 16:59:32)

quote:

lolerster said:

I think if you wanted to implement rogues in AQ, you need to design items specifically around rogues. Similar to how we have been getting a few charisma-based weapons and spells, "Rogues" would need similar custom items, like items specifically using Luck for its BTH and damage bonuses.




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 17:00:49)

@lolerster

quote:

I think if you wanted to implement rogues in AQ...

You make it sound like rogues aren't already in the game. Sure they don't have much going for them, which is the problem that I'm trying to address. But seeing as one of the three beginning set ups that you choose when you first create your character that determines your no-drop items is a rogue, I play as a rogue, and there is a rogue class and 2 classes that make being a rogue a prerequisite. I would say that they don't need to be implemented but given more of an identity, that being more armors and items that support that playstyle.

I believe Mr. Uber had a suggestion about this, but I'm guessing that his thread got deleted as well. However if I remember correctly, he had suggested that daggers be like the CHA based weapons that Aria sells, whereas they deal melee damage but draw their stas from DEX. The only way I could see this happening in a way that the other builds wouldn't equally be able to benefit from, would to be to make equations that factors in DEX, have DEX be a factorial equation. This would prevent people who only place a few points inDEX to get anything and exponentially benefit people who max it out.




Bannished Rogue -> RE: Night of 100 ninja reward shop (8/27/2020 17:02:27)

quote:

lolerster said:

Dex is already reserved for ranged damage (I know they benefit mostly from str, but dex is in the formula). Why not make the "rogue" weapons dependent on luck, but have a damage penalty to account for the innate benefits of having luck as a stat (like magic weapons, but maybe not as severe)? Dex already has too strong of a stat to have a weapon type's damage attached to it.




Mr. Roguish -> RE: Night of 100 ninja reward shop (8/27/2020 17:03:56)

@lolerster

quote:

Dex already has too strong of a stat to have a weapon type's damage attached to it

I had someone from the item comparison do the math and essentially the formula for both melee and ranged damage equal out. I thought the same thing for awhile but they actually aren't benefiting any more from having DEX attached to a weapon type's damage.

The reason I suggested a factorial equation=(x!) is because both warrior and mage utilize DEX for accuracy and LUK anyway. However, if you know what a factorial equation is, there is an exponentially large difference between the equation (5!) and (10!); 5!=120 and 10!=3628800. Just a 5 point difference is 30240x multiplier.

Obviously the formula:
Ranged damage= [(DEX)!/a]+[(STR)/b]
"a" would have to equal a very large number just to bring the number into easier to calculate numbers

I actually like your idea of using LUK instead of DEX because LUK is also tied into generally boosting attacks and mainly lucky strikes, but LUK would have to be buffed. The problem is, is that if LUK is buffed then would everyone start using LUK more than DEX? The point of the factorial equation, is that it would keep those who don't truly invest into LUK/DEX to not get the same or close to the same benefits as someone who did (mainly rouges). Therefore, it should be based on the stat (DEX or LUK) less used by warriors and mages; this would further distance and distinguish rogues from the rest of the class.


Thanks so much Mr. Uber!




Primate Murder -> RE: Night of 100 ninja reward shop (9/7/2020 22:10:51)

Regarding Assassin.

Before coming up with any suggestions, I wanted to make a few suggestions regarding the balance of the armor's skills:

Heightened Senses. A passive is worth 5% melee per turn or 50% melee per battle. 105 initiative bonus is 50% melee and initiative-based celerity is another 50%, which means you end up with double the bonus of a standard passive. You may have to choose either initiative or a celerity, or mix up a weaker variant of both (+50 initiative and a save-based celerity if you go first).

Explorer's Wisdom. A passive is worth 5% melee, which is 3 MRM.

Properly Prepared. How do you gain charges? Judging by the effect, each charge is worth 20% melee, so does it act as a toggle to gain 1 every turn? How is it paid for?

Superior Agility. A proper passive is worth 3 MRM. You may have to reduce the defenses gained or turn this into a toggle.

Tribute to Yajuu. 200 would be too strong for low-level characters and too weak for top level. I suggest using one of your stats (Dex, for example) as a Major. Oh, and Bleed now works against all monsters equally.

Merciless. Shinobi Shozoku calculations are rather outdated. I would suggest something simpler like 5% chance of a double damage Merciless attack, with a 15% melee toggle that quadruples the damage.

Dragon Double. As above, a passive is worth 3 MRM.

Kiss of Death. Bleed doesn't have a duration - it lasts untl a save. Also, same thing as above in regards to save and immunities.

Yajuu Dageki. A standard trigger is worth 10%, paladin managed to stretch it out to 25%. 55% is a little too much.

After Image. A standard passive is worth 5% melee - and since a standard monster is expected to have a 15% miss rate, this skill ends up worth at least three times a passive's worth. I'd suggest making it a toggle.


So, which skills did you want me to come up with something for?




Mr. Roguish -> RE: Night of 100 ninja reward shop (9/8/2020 0:53:17)

Thanks, Ill see about revision and clarification.

I was wondering about skills 9 and 19, their potential effects more or less. I threw something in for 19 so far but I'm not 100% on it.




Primate Murder -> RE: Night of 100 ninja reward shop (9/8/2020 2:07:41)

Okay, both 9 and 19 talk about alliances and coordination, so to keep to the theme, I'm involving Cha in those skills. Here are some ideas:

Blade Shot

Wallo shoots his gun for a 120% damage attack with 50% chance of a Lucky Strike, using Cha in place of Luck for stats. If the attack is a Lucky Strike, you unleash a 2x damage attack.

Costs 100% melee sp + sp upkeep of a guest (~22% melee) and your guest doesn't act this round.

Assassin's Creed

Before your attack, Shii and Wallo assault your foe. They deal no damage, but inflict the monster with Bleed (power: 3) and Daze (50% chance of inaction for one round) respectively. Monster can resist with 2 separate saves (Cha/Luck vs End/Luck) and (Cha/Luck vs Cha/Luck) with +0 bonus.

Then perform a standard weapon-based skill.

- It deals +15% damage if the monster is inflicted with Bleed.* Otherwise it deals -10% damage.

- It deals +15% damage if the monster is inflicted with Daze.* Otherwise it deals -10% damage.

These stack, so if the monster is inflicted with Bleed, but not Daze, you end up dealing +5% damage. If it's inflicted with both, you deal +20% damage.

Costs 100% melee sp + sp upkeep of a guest (~22% melee) and your guest doesn't act this round.

*Your Leap of Faith is rewarded with bonus damage!




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