RE: Armours - Read the first post! (Full Version)

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Ianthe -> RE: Armours - Read the first post! (1/15/2021 1:34:56)

Trivial: Scathing Dreamweaver no longer takes -3 blocking. I figure its skill has enough drawbacks to balance it out.

(Also yikes, I need a new avvie :/)




Kamui -> RE: Armours - Read the first post! (2/5/2021 14:56:48)

Cherub

MC FD Wind armour.

Click the armour to toggle between what arrows you fire. This affects both your normal attack and your skill. Normal attack is two hits, skill is three.

Skill is always treated as a spell-like attack and on the first two skills gets EleComp to damage.

HEART ARROWS
Normal attack: deals -38.7% damage (Melee/Ranged) or -51.6% damage (Magic). Controls your foe (1 round, [50*[hits connected]/[hits attempted] *WindRes]% chance of not acting). Your foe can resist with a save at a -10 penalty (inflict with [mainstat]/LUK, resist with CHA/LUK).
Skill Attack: -52.5% damage, inflicts EleVuln (Wind, [hits connected] rounds, +40% damage). Your foe can resist with a save at a -20 penalty (inflict with [mainstat]/LUK, resist with CHA/LUK). Also, if the mob fails its save then it gets... basically Prime Chaos Orbed. It deals and takes +10*[hits connected]% damage and has its elements scrambled.

BROKEN HEART ARROWS
Normal attack: deals -50% (Melee/Ranged) or -66.7% (Magic) damage. Blinds the monster (-29.8*WindRes BTH, [hits connected] rounds). The monster can resist with a save at a -10 penalty (inflict with [mainstat]/LUK, resist with CHA/LUK).
Skill attack: -50% damage, inflicts Burn (Wind, [hits connected] rounds, power: 4.76). Your foe can resist with a save at a -20 penalty (inflict with [mainstat]/LUK, resist with CHA/LUK). Also, if the mob fails its save then it goes Berserk (2*[hits connected] rounds, -(10+PowLvl/10) BTH).

STAR ARROWS
Normal attack; normal damage
Skill attack: *0.9 damage, locked to Harm, but otherwise just normal damage.

PLvl	10Z	35Z	60Z	85Z	110Z	135Z	143Z
							
BR%	310	271	319	385	460	535	559
Stat	562	476.2	581.8	727	892	1057	1109.8
BtH Mod	8	7	9	11	15	18	19
							
Fire	92	82	82	79	75	69	66
Water	94	93	92	90	90	88	87
Ice	94	93	92	90	90	88	87
Wind	76	69	62	54	47	41	39
Earth 	104	103	101	100	100	100	100
Energy	94	93	92	90	90	88	87
Light 	92	82	82	79	75	69	66
Dark	104	103	101	100	100	100	100
														
Melee	37	39	42	46	50	54	55
Ranged	37	39	42	46	50	54	55
Magic	37	39	42	46	50	54	55

MCPrice	396	814	1474	2409	3674	5324	5940
MCSell	Z	Z	Z	Z	Z	Z	Z




Shiba -> RE: Armours - Read the first post! (2/5/2021 15:16:35)

Do the effects of the normal attacks work with 100% proc weapons?

Nope. ~IMR




Primate Murder -> RE: Armours - Read the first post! (2/6/2021 3:01:46)

Do Heart Arrows and Broken Heart Arrows normal attacks get some kind of elecomp for locking their effects to monster's WindRes?




Ianthe -> RE: Armours - Read the first post! (2/6/2021 10:38:12)

Whoops, my bad -- I changed the skills to be spell-like right before release and didn't update the dev notes.

Skill is always treated as a spell-like attack and (on the first two skills) gets EleComp to damage.




Shiba -> RE: Armours - Read the first post! (2/6/2021 12:36:50)

Are you willing to make the Control/Blind work with bows/wands, like Dragonlord's Daze toggle, perhaps?




Sphinx Jevoha -> RE: Armours - Read the first post! (2/10/2021 10:07:52)

Hello:)

Can someone please post pictures of the 2 new armors from Snugglefest (Snugglebear and Cherub)? Thank you!




Kamui -> RE: Armours - Read the first post! (2/12/2021 19:12:20)

Werepyre Slayer

FO Darkness armour with secondary Earth resists, MC effect is +7.5% damage versus Were creatures, +7.5% damage versus Vampires, and these stack if the creature has both tags (AKA Werepyres and similar mobs) for +15% damage.

PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	115	145	205	265	325	385	445	505	559
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	0	1	4	6	9	11	14	16	19
									
Fire	102	102	100	100	97	97	97	95	95
Water	99	98	94	84	84	83	81	76	74
Ice	99	98	94	84	84	83	81	76	74
Wind	100	100	96	95	94	94	94	93	91
Earth 	99	94	84	72	63	57	51	45	42
Energy	100	100	96	95	94	94	94	93	91
Light 	110	110	105	105	105	105	105	105	100
Dark	96	91	80	67	60	54	48	42	39
									
Melee	29	32	36	39	42	46	49	52	55
Ranged	21	22	26	29	32	36	39	42	45
Magic	29	32	36	39	42	46	49	52	55




Gipsy Danger -> RE: Armours - Read the first post! (2/14/2021 19:20:25)

WerePyre Slayer armor from the GGB Extravaganza

imgur link

[image]https://imgur.com/a/tNKebFR.jpg[/image]




Kamui -> RE: Armours - Read the first post! (2/25/2021 23:22:18)

Legion Shogun

FO Water amour.

Comes with 2 skills. The first is is a weapon-based skill, so it respects weapon special. *2 BR damage and stat bonuses are brought up to skill level (so STR/4, etc). 6 hits, Water. The second is a spell-type skill, does nothing unusual, 6 hits Water.

Takes -3 MRM (already factored into the table). For each time you get hit, you deal +([hits]*50/9/1.76)% damage during your next turn. That's roughly 3.15% damage, so getting hit once will give +3.15% damage; getting hit twice will give +6.3% damage; getting hit 10 times will give +31.5% damage; etc. This affects all weapon attacks and spells with the usual /2 for spells and /0.75 for Magic attacks.

FSB: All attacks auto-hit. Player ones (pet, guest, spell, player, special) take a *0.75 damage penalty. Monster attacks take a *0.85 damage penalty. Type "other" attack aren't affected.
Level	10B	30B	50B	70B	90B	110B	130B	150B
PowLvl	19	36	54	73	93	113	133	153
								
BR%	157	208	262	319	379	439	499	559
Stat%	225.4	337.6	456.4	581.8	713.8	845.8	977.8	1109.8
BTH	2	4	6	9	11	14	16	19
								
Fire	95	93	89	88	88	88	88	86
Water	84	75	68	60	54	48	43	39
Ice	90	83	73	71	64	62	55	51
Wind	90	83	73	71	64	62	55	51
Earth 	95	93	89	88	88	88	88	86
Energy	95	93	89	88	88	88	88	86
Light 	95	93	89	88	88	88	88	86
Dark	88	79	71	62	56	50	45	41
								
Melee	20	23	26	29	32	36	39	42
Ranged	20	23	26	29	32	36	39	42
Magic	20	23	26	29	32	36	39	42




joac1144 -> RE: Armours - Read the first post! (2/26/2021 7:56:29)

Legion Shogun's spell-type skill is overcharged. It costs 523 SP at lvl 150. It's also only 3 hits, not 6.
Being overcharged, it does *29/24 damage on top of the EleComp.




Ianthe -> RE: Armours - Read the first post! (3/11/2021 18:03:18)

New GGB item: Legion Marauder

MC FO Ice armour. Normal attack is 3 hits.

MC: Comes with a skill, Call Forth the Legion Dragon. Two hits, Ice damage, seeks (Void, Harm, Ice) against Demons. This is a spell-like skill that gets eleComp to boost its damage.
PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	310	145	205	265	325	385	445	505	559
Stat	562	199	331	463	595	727	859	991	1109.8
BtH Mod	8	1	4	6	9	11	14	16	19
									
Fire	102	102	100	100	98	96	94	94	93
Water	98	92	90	80	79	76	75	73	72
Ice	92	88	78	71	61	54	48	42	39
Wind	95	91	83	75	71	68	64	59	56
Earth 	95	91	83	75	71	68	64	59	56
Energy	98	92	90	80	79	76	75	73	72
Light 	102	102	100	100	98	96	94	94	93
Dark	95	91	83	75	71	68	64	59	56
									
Fire	2	2	0	0	-2	-4	-6	-6	-7
Earth 	-5	-9	-17	-25	-29	-32	-36	-41	-44
Water	-2	-8	-10	-20	-21	-24	-25	-27	-28
Energy	-2	-8	-10	-20	-21	-24	-25	-27	-28
Ice	-8	-12	-22	-29	-39	-46	-52	-58	-61
Light 	2	2	0	0	-2	-4	-6	-6	-7
Wind	-5	-9	-17	-25	-29	-32	-36	-41	-44
Dark	-5	-9	-17	-25	-29	-32	-36	-41	-44
									
Melee	24	25	29	32	32	39	42	45	48
Ranged	24	25	29	32	32	39	42	45	48
Magic	24	25	29	32	32	39	42	45	48




PD -> RE: Armours - Read the first post! (3/11/2021 19:17:54)

What is the elecomp of the spell? Do we assume that the void conversion gets /2 like Caliburn or is it pretty much the same damage from Frozen Dragonslayer?




Lv 1000 -> RE: Armours - Read the first post! (3/11/2021 19:19:19)

Armor is showing 45 MRM on a lv 150 character.


I'm always the elecomp guy:

Call Forth the Legion Dragon EleComp:

- Based on what the info-subs say: 1.86326

- Based on what is true in-game: 1.90306

EleComp is calculated on-use for skills and because the armor currently has incorrect MRM values in-game, it is using the second value, once this is corrected it will use the first value




Hymnsicality -> RE: Armours - Read the first post! (3/13/2021 5:10:58)

Is the legion marauder skill meant to be locked to magic?




Zennistrad -> RE: Armours - Read the first post! (3/13/2021 6:43:14)

^From what I understand that's a bug.




Ianthe -> RE: Armours - Read the first post! (4/4/2021 1:05:54)

From the new Grenwogfest quest: Spring Dryad Vestments. Kam says:

FD Water armour with Earth secondary, Melee > Magic > Ranged defence focus. Compresses two skills, one of which is a standard Water spell-like skill, the other is a toggle. This toggle A) Changes the armour's lean to FO as a free effect, B) Changes weapon attacks and spells to Hybrid stats the same way Werepyre does for attacks, this effect was the title bonus on Werepyre, which is worth 5% Melee, C) Makes player take -10% damage from all attacks, this is worth 14% Melee, D) Player will heal HP = to 21% of the damage they deal with all weapon/special/spell attacks, factoring out mob resistance (AKA if mob has 130% resist to the element you use, the healing is /1.3), with the healing being given a /0.75 for weapon/special attacks from Magic weapons, and /2 from spells. So that's 5% Melee for Hybrid stats, 14% Melee for the damage reduction, and 21% Melee for the siphon effect, total of 30% Melee. Thus, this toggle requires 20% Melee each in SP and MP to keep active.

Lvl	10G	10Z	35Z	60Z	85Z	110Z	135Z	143Z
PLvl	19	44	57	73	95	120	145	153
									
BR%	157	232	271	319	385	460	559	559
Stat	225.4	390.4	476.2	581.8	727	892	1109.8	1109.8
BtH Mod	2	5	7	9	11	15	19	19
								
Fire	120	105	105	105	105	105	105	100
Water	88	74	66	61	54	47	41	39
Ice	100	98	98	98	96	96	96	94
Wind	95	91	89	89	88	88	83	80
Earth	92	78	69	64	57	51	44	42
Energy	120	105	105	105	105	105	105	100
Light	95	91	89	89	88	88	83	80
Dark	100	98	98	98	96	96	96	94
								
Melee	33	37	39	42	46	50	54	55
Ranged	29	33	35	38	42	46	50	51
Magic	31	35	37	40	44	48	52	53

A-MCP	159	396	814	1474	2409	3971	5324	5940
A-MCS	79	Z	Z	Z	Z	Z	Z	Z




Lv 1000 -> RE: Armours - Read the first post! (4/12/2021 11:49:22)

EleComp guy does EleComp - All lv 150 values

quote:

Cherub

Heart Arrows/Broken Heart Arrows EleComp - 1.52047
quote:

Spring Dryad Vestments

Skill EleComp - 1.37506

Skill + FO Toggle EleComp - 1.60826
quote:

Legion Shogun

Spell-Tagged Skill EleComp - 1.86735




Kamui -> RE: Armours - Read the first post! (4/12/2021 23:49:27)

Void Awakening Form

MC neutral Fire armour

Normal attack is two hits.

You can toggle to use Shield Strike instead. Two hits, locks your attacks to Fire and increases damage. -5 BTH lean on this attack.

If used with the shield, you can inflict a status based on [# hits connected]/[# hits attempted] from all your weapon attacks and spells, based on what mode you're in:
- Normal attack: 8.9% chance of Fearing the monster (100% chance of stun). The monster can resist with a save at a +0 bonus (inflict with [MainStat]/LUK, resist with CHA/LUK).
- Shield Strike: 8.9*[Fire%]*[eleComp]% chance of Paralysing the monster. The monster can resist with a save at a +0 bonus (inflict with [MainStat]/LUK, resist with END/LUK).
PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	310	145	205	265	325	385	445	505	559
Stat	562	199	331	463	595	727	859	991	1109.8
BtH Mod	8	1	4	6	9	11	14	16	19
									
Fire	96	89	78	69	60	54	48	42	39
Water	102	102	98	97	97	97	96	92	90
Ice	102	102	98	97	97	97	96	92	90
Wind	100	99	92	81	78	75	72	68	66
Earth 	102	102	98	97	97	97	96	92	90
Energy	100	99	92	81	78	75	72	68	66
Light 	100	99	92	81	78	75	72	68	66
Dark	100	99	92	81	78	75	72	68	66
									
Melee	29	32	36	39	39	46	49	52	55
Ranged	29	32	36	39	39	46	49	52	55
Magic	21	22	26	29	29	36	39	42	45




Kamui -> RE: Armours - Read the first post! (4/12/2021 23:50:01)

Gnomish Steamtank

MC Energy armour. Comes in four variants:
- GGa-CHAR (offensive, burn)
- GGa-BIO (offensive, poison)
- GGd-CHAR (defensive, burn)
- GGd-BIO (defensive, poison)

Offensive ones are FO and defensive ones are FD. Each variant has two skills, chosen from the list below:

Offensive: BIG BOOM
Overcharged Energy skill. Weapon-based, follows weapon element. Increased SP cost for +50% damage.

Defensive: PROTECTION
Quick-cast skill, usable once per turn. Gain Defence Boost (+12 blocking), Element Shield (-(40/140) incoming damage), and Status Resistance (+20). Each lasts 2 turn.

Burn: FLAMETHROWER
Weapon based skill (offensive) or spell-like skill (defensive), everything as weapon, two hits, -100% damage. Leaves the monster Burning (power:8*[hits]/[attempts], duration: 5 turns). Monster can resist with a save (inflict with [MainStat]/LUK, resist with DEX/LUK).

Poison: BIOHAZARD
Weapon based skill (offensive) or spell-like skill (defensive), Energy, type as weapon, two hits, -100% damage. Leaves the monster Poisoned (power:1.7 + 8*[hits]/[attempts], duration: 5 turns, Energy). Monster can resist with a save (inflict with [MainStat]/LUK, resist with END/LUK). Also you inflict yourself with Defence Loss (-12 MRM, 5 turns).

PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	310	145	205	265	325	385	445	505	559
Stat	562	199	331	463	595	727	859	991	1109.8
BtH	0	1	4	6	9	11	14	16	19
									
Fire	98	90	81	70	62	56	50	44	42
Water	101	101	99	99	97	97	97	94	91
Ice	101	101	99	99	97	97	97	94	91
Wind	99	96	96	87	87	87	86	83	81
Earth 	99	96	96	87	87	87	86	83	81
Energy	97	88	77	68	60	54	48	42	39
Light 	99	96	96	87	87	87	86	83	81
Dark	99	96	96	87	87	87	86	83	81
									
Melee	28	29	33	36	36	43	46	49	52
Ranged	28	29	33	36	36	43	46	49	52
Magic	28	29	33	36	36	43	46	49	52




lolerster -> RE: Armours - Read the first post! (4/14/2021 13:50:39)

There are a number of bugs currently with the GST armours:

  • First, a bit of ambiguity with the wording for BIG BOOM. "Overcharged Energy skill. Weapon-based, follows weapon element." How is this possible? I was told that currently it's energy-locked.
  • Burn save is bugged for all versions. It always uses INT for saves.
  • Poison save is bugged for all versions. It always uses INT for saves.
  • Poison skill is bugged, as it does 0 hits, meaning its power is only 1.7.
  • FD Burn skill should be spell-like, according to infosubs. Currently it is a weapon skill, meaning 100% proc weapons cannot be used with it. It's behaving a bit strangely. It does not work with 100% proc weapons, but it also does not work with imbues/weapon effects. I do not know if the same applies to the poison skill.


    A bit disappointing for an UR considering the bugs, but I like the item itself.




  • Kamui -> RE: Armours - Read the first post! (4/23/2021 23:09:45)

    Hare Raiser Magician
    Location: Gwenwog Egg Shop

    FO Water armour, Light secondary, focus on Magic blocking. MC effect is skill compression which is activated by clicking the egg the character holds during the idle animation. This causes you to pay 40% Melee in SP at the end of your turn and grant yourself a +24 block rate DefBoost status for 1 turn. If currently using the Hare Raiser Blade, then this instead gives +27 block rate DefBoost for 1 turn. Z versions are Lv 85 and Lv 143, equal to the Lv 95 and Lv 150 versions, costing 2409 and 5940 tokens, respectively.

    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	310	145	205	265	325	385	445	505	559
    Stat	562	199	331	463	595	727	859	991	1109.8
    BtH	8	1	4	6	9	11	14	16	19
    									
    CostLvl	5	15	35	55	75	95	115	135	152
    SPCost	12	18	32	48	66	87	109	134	157
    									
    Fire	98	94	89	80	79	78	76	73	71
    Water	95	88	78	69	60	54	48	42	39
    Ice	98	94	89	80	79	78	76	73	71
    Wind	98	94	89	80	79	78	76	73	71
    Earth	100	99	97	90	89	89	89	88	86
    Energy	113	106	102	102	102	101	98	96	96
    Light	97	92	82	75	66	58	52	45	42
    Dark	100	99	97	90	89	89	89	88	86
    									
    Melee	23	24	28	31	34	38	41	44	47
    Ranged	23	24	28	31	34	38	41	44	47
    Magic	30	32	36	39	42	46	49	52	55
    									
    Price	106	142	535	3680	29047	233577	1882541	15177023	72615500
    Sell	53	71	267	1840	14523	116788	941270	7588511	36307750




    Kamui -> RE: Armours - Read the first post! (4/23/2021 23:10:27)

    Grenwog Slayer Garb

    FO Earth armour with Water secondary resist, Melee focus for blocking. Uses MC bonus and pays -6 to MRM (already factored into the numbers below) to have a 20% chance to deal +75% damage with all weapon attacks/specials/spells. Magic weapons get a /0.75 for the boost, spells get /2. Z versions are Lv 85 and Lv 143, equal to the Lv 95 and Lv 150 versions, costing 2409 and 5940 tokens, respectively.

    PLvl	5	15	35	55	75	95	115	135	150G
    									
    BR%	310	145	205	265	325	385	445	505	559
    Stat	562	199	331	463	595	727	859	991	1109.8
    BtH	8	1	4	6	9	11	14	16	19
    									
    Fire	113	106	102	102	102	101	98	96	96
    Water	97	92	82	75	66	58	52	45	42
    Ice	98	94	89	80	79	78	76	73	71
    Wind	100	99	97	90	89	89	89	88	86
    Earth	95	88	78	69	60	54	48	42	39
    Energy	100	99	97	90	89	89	89	88	86
    Light	98	94	89	80	79	78	76	73	71
    Dark	98	94	89	80	79	78	76	73	71
    									
    Melee	24	25	30	33	35	40	43	46	49
    Ranged	17	18	22	25	28	32	35	38	41
    Magic	17	18	22	25	28	32	35	38	41
    									
    A-MCP	70	95	356	2453	19364	155718	1255027	10118016	48410333
    A-MCS	35	47	178	1226	9682	77859	627513	5059008	24205166




    Guardswordian -> RE: Armours - Read the first post! (4/29/2021 11:38:26)

    What are the specs of the Matchmaker Armor? It's expensive, good for defensive rangers, and there's a chance of celerity, but I want to know if the specs are worth it.




    joac1144 -> RE: Armours - Read the first post! (4/29/2021 14:13:09)

    Unofficial info"sub" on Matchmaker armor:

    FD Fire armor.
    Deals -51.6% damage when using a Magic weapon and -38.7% damage otherwise. In return, you attempt to inflict Control on the monster. The Control is 50%.
    The save for the Control is your DEX/STR vs. monster's CHA/LUK. Monster gets a -10 save penalty.
    Deals +7.5% damage when using a spear or bow.
    Has a skill that gives you Celerity for 1 round at the cost of SP and being locked out of changing armors. The SP cost increases after each use, although this may change in the future. It costs 490 SP the first time it's used (at lvl 150).
    The skill also inflicts a -12.8 Blind on you.




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