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

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Kamui -> RE: Armours - Read the first post! (9/10/2021 14:40:08)

Frostwyrm Riding Armour
Location: Summer Z Token Donation Drive reward (Rare)

FO Ice armour, usual wheel resists. Has 3 skills as MC, 2 of which are spell-like skills and 1 that is a toggle. Skill details are as follows:

Bitter Frost: Spell-like skill, SP cost, damage type matches equipped weapon, costs 100% Melee if using a Melee/Ranged weapon, 125% Melee if using a Magic weapon. Locked to Ice damage, pays 50% Melee (after EleComp boosts the damage) to attempt to inflict a <Hits x 2> turns +21.01% DmgTkn Ice EleVuln on the foe, maximum of 2 hits. Inflicts with <STR or DEX or INT>/LUK vs mob END/LUK, with main inflict stat depending on your equipped weapon, with a 50% save.

Freeze Breath: Spell-like skill, SP cost, damage type matches equipped weapon, costs 100% Melee if using a Melee/Ranged weapon, 125% Melee if using a Magic weapon. Locked to Ice damage, pays 100.69% Melee (after EleComp boosts the damage) to have a <Hits x 50)% chance to attempt a 1-turn Freeze, maximum of 2 hits. Inflicts with <STR or DEX or INT>/LUK vs mob END/LUK, with main inflict stat depending on your equipped weapon, with a 55% save (AKA -5 penalty for the mob).

Frostbite Aura: Toggle that charges 50% Melee in HP per turn (paid at end of player turn) to reflect (50 x 2 / 1.4 = 71.43%) of the damage you take as Ice damage. Mob can resist with a 50% save, inflicts with END/LUK vs mob END/LUK.

Level	-	5	28	51	72	92	112	132	150
Type	B	B	B	B	B	B	B	B	B
PowLvl	5	15	35	55	75	95	115	135	153
									
MPLvl	5	12	33	54	74	94	114	134	152
125%SP	38	51	96	148	205	268	338	415	490
100%SP	30	41	76	118	164	214	270	332	392
BklshHP	13	20	36	54	74	96	122	149	174
									
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	100	97	95	95	95	95	95	95	95
Water	95	90	82	74	67	59	53	46	42
Ice	92	88	80	70	61	54	48	42	39
Wind	95	90	82	74	67	59	53	46	42
Earth	99	95	89	86	86	86	86	85	84
Energy	99	95	89	86	86	86	86	85	84
Light	97	93	85	78	77	76	76	75	70
Dark	97	93	85	78	77	76	76	75	70
									
Melee	24	25	26	31	34	37	40	43	45
Ranged	24	25	26	31	34	37	40	43	45
Magic	24	25	26	31	34	37	40	43	45

~Added Location. ~Anim




Lv 1000 -> RE: Armours - Read the first post! (9/10/2021 15:43:08)

quote:

Frostwyrm Riding Armour (150B) -

Bitter Frost & Freeze Breath EleComp: 1.89878

Edit: Since I can't find/Can't remember if these were posted somewhere, or if I posted them somewhere but:
quote:

Void Awakening Form (150G) -

Fire-Locked Toggle EleComp: 1.67941

quote:

Paladin Class (150G)

Damage -

FD EleComp (Damage): 1.58111

N EleComp (Damage): 1.69716

FO EleComp (Damage): 1.83160


Cost -

Melee/Ranged Weapon Based: 104 SP
Magic Weapon Based: 202 SP
Note: These only apply to Paladin's weapon based skills that deal 200% melee (at base).





Kamui -> RE: Armours - Read the first post! (9/17/2021 14:00:58)

Blazing Charming Swashbuckler

FD Fire armour. Attack is two hits.

Effect: At the end of your turn, the monster becomes Dazed (3/28 chance of daze, 1 round). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with CHA/LUK).
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	88	74	66	61	54	47	41	39
Water	92	78	69	64	57	51	44	42
Ice	120	105	105	105	105	105	105	100
Wind	100	98	98	98	96	96	96	94
Earth 	95	91	89	89	88	88	83	80
Energy	120	105	105	105	105	105	105	100
Light 	100	98	98	98	96	96	96	94
Dark	95	91	89	89	88	88	83	80
								
Melee	33	37	39	42	46	50	54	55
Ranged	31	35	37	40	44	48	52	53
Magic	29	33	35	38	42	46	50	51

A-MCP	79	396	814	1474	2409	3971	5324	5940
A-MCS	39	Z	Z	Z	Z	Z	Z	Z




Kamui -> RE: Armours - Read the first post! (9/17/2021 14:01:33)

Infernocampus
Location: Ultra Rare GGB - (Left GGBs on 14/10/21 - Currently rare)

MC FO Fire armour. MC bonus is +105 Initiative, it's worth noting that the Initiative Boost status has been updated so that during the first turn of combat, if you get the jump, Init Boost makes you deal +50% damage. The armour's attack animation is also now two hits, still has a -3 BtH lean. These adjustments have been applied to the Energy version as well.

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 Mod	0	1	4	6	9	11	14	16	19
									
Fire	96	91	80	67	60	54	48	42	39
Water	99	94	84	72	63	57	51	45	42
Ice	110	110	105	105	105	105	105	105	100
Wind	100	100	96	95	94	94	94	93	91
Earth 	99	98	94	84	84	83	81	76	74
Energy	102	102	100	100	97	97	97	95	95
Light 	100	100	96	95	94	94	94	93	91
Dark	99	98	94	84	84	83	81	76	74
									
Melee	29	32	36	39	42	46	49	52	55
Ranged	29	32	36	39	42	46	49	52	55
Magic	21	22	26	29	32	36	39	42	45

~Added Location. ~Anim




Sapphire -> RE: Armours - Read the first post! (10/4/2021 22:23:51)

Just noticed. On the Necromancer info subs... On the Fear level 1 ability, it was said the spells cost MP, but in-game they cost SP in reality. Is the info subs incorrect or is the in-game cost incorrect? (Please please cost MP!!!)




Lorekeeper -> RE: Armours - Read the first post! (10/8/2021 23:30:04)

From the War Between Shadows finale, via Best Girl Imry:
Location : The War Between Shadows --> I Name You Deceit

quote:

Shadowfall Raiment

FO Darkness armour.

Normal attack is two hits. It takes -1/3 Melee damage and leaves your foe Vulnerable (Light and Darkness, +19.8*[hits connected]/2 % damage, 3 turns). They can resist with a save at a +0 bonus (inflict with [Mainstat]/LUK, resist with DEX/LUK).

MC: If you block any attacks, you make your foe Vulnerable (Light and Darkness, +18.7*[blocks]/[attempts] % damage, 3 turns). They can resist with a save as above.

Bonus: The armour takes *1.05 incoming damage (factored into your lean) to compress two skills:
  • Dusk Stance: Toggle. Pay [20% Melee] SP per turn for +12 blocking. Monster attacks take a -12 BTH lean (which means -12 BTH and *85/73 damage).
  • Shadowfall: Comes in two stages.
    -- Stage 1 - Shadow Focus: Quick-cast skill, costs SP as appropriate for an overcharged wepaon-based skill. From now on, you pay [15% Melee] SP at the start of each of your turns.
    -- Stage 2 - Shadowfall: Weapon-based skill. One hit, +10 BTH lean. Deals +50% damage, +9% for each time you paid the upkeep thingy.

    Lvl	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	103	98	97	87	87	86	84	80	78
    Water	103	98	97	87	87	86	84	80	78
    Ice	103	98	97	87	87	86	84	80	78
    Wind	103	98	97	87	87	86	84	80	78
    Earth 	103	98	97	87	87	86	84	80	78
    Energy	103	98	97	87	87	86	84	80	78
    Light 	120	120	120	96	96	96	92	92	87
    Dark	100	86	78	69	61	54	48	42	39
    									
    Fire	3	-2	-3	-13	-13	-14	-16	-20	-22
    Earth 	3	-2	-3	-13	-13	-14	-16	-20	-22
    Water	3	-2	-3	-13	-13	-14	-16	-20	-22
    Energy	3	-2	-3	-13	-13	-14	-16	-20	-22
    Ice	3	-2	-3	-13	-13	-14	-16	-20	-22
    Light 	20	20	20	-4	-4	-4	-8	-8	-13
    Wind	3	-2	-3	-13	-13	-14	-16	-20	-22
    Dark	0	-14	-22	-31	-39	-46	-52	-58	-61
    									
    Melee	29	30	35	38	38	46	49	52	55
    Ranged	29	30	35	38	38	46	49	52	55
    Magic	29	30	35	38	38	46	49	52	55
    
    A+2SP	141	190	713	4906	38729	311437	2510055	20236032	96820667
    A+2SS	70	95	356	2453	19364	155718	1255027	10118016	48410333
    

  • ~Added Location. ~Anim




    Lv 1000 -> RE: Armours - Read the first post! (10/15/2021 17:32:42)

    From Cray/Kam:
    Location: Found in the Ultra Rare GGB Shop

    quote:

    Necro Cavalry Armors:

    Earth/Fire FD armors, Wind/Ice Spellcaster armors.

    Comes with two skills, the first is an EleVuln skill and the second is a skill from the Necromancer Class Armor.

    First Skill (EleVuln Skill): [Element] spell-based skill, gets EleComp to damage. 3 hits, as weapon. Deals -50% damage and leaves your foe Vulnerable (+(56*EleComp)% damage, 3 turns, [Element]). The monster can resist with a save at a +0 bonus (inflict with [mainstat]/LUK, resist with END/LUK).

    Second Skill (Necro Skill):
  • Earth: Spiritual Amplification
  • Fire: Searing Fear
  • Wind: Grievous Weave
  • Ice: Haunting (but Ice damage instead of Darkness)

  • quote:

    Update: Savage Werewolf Forms (Only the scaling ones, so Hurricane, Shattered, and Franken):

    1) The 25% chance to deal +20% damage is now rolled per hit for all weapon/special/spell attacks while in the armour. (Previously rolled per turn and only on weapon attacks).

    2) The armour now has a toggle that pays -3 MRM Blocking and causes you to replenish 5% of damage dealt as SP. This is capped at 50% Melee in SP cost (196 SP) per turn, and factors out the mob's elemental resists.

    ~Added Location. ~Anim




    arcanum37 -> RE: Armours - Read the first post! (10/23/2021 16:05:43)

    quote:

    LEVEL 11 - GRASP ESSENCE

    Darkness spells, None of them cost MP/SP to cast and deal -62.5% damage. Gets eleComp to damage. 4 hits, Magic Darkness.

    Consume Fear: *0.5 damage. Heal HP based on damage dealt (30% of a standard Magic skill in HP cost, if you're dealing expected damage). If the monster is Afraid, then you consume the status and get boosted damage (+1.4*[duration]*[stun chance]/0.85 Melee for each active Fear).

    Unravel Blood [Level 14]: *0.5 damage. Heal MP based on damage dealt (30% of a standard Magic skill in MP cost, if you're dealing expected damage). If the monster is Bleeding, then you consume th estatus and get boosted damage ([power]*[expected duration], where [expected duration] is 100/(100-SaveDC), to a min of 1 and a max of 10.)

    Rend Mana [Level 18]: Targets MP, deals *1.5 damage. Additive damage penalty is -81.25% damage instead of the above. You gain an Element Shield (all) based on damage dealt (-(75/6)% damage, 3 rounds if you're dealing expected damage).


    In each case, what is considered to be "expected damage"?




    Guardswordian -> RE: Armours - Read the first post! (10/26/2021 15:08:30)

    Is there any update on the Advanced Necromancer armors?




    Sapphire -> RE: Armours - Read the first post! (10/26/2021 17:39:59)

    I would like to see an in depth breakdown info subs on each, as the one put out prior to the advanced versions left some info out, but..

    Fear Skill-
    Spellslinger- MP cost
    Commander-SP Cost
    Advanced- SP Cost

    Haunting-
    Spellslinger- MP Cost; Grand costing 915 Mp for being overcharged
    Commander- SP Cost
    Advanced- MP Cost

    Stat Toggle-
    Spellslinger-+50 INT; SP upkeep
    Commander- +50 Charisma; SP upkeep
    Advanced- +35 INT + 35 Charisma; SP Upkeep

    Raise Skeleton Guests-
    Spellslinger- MP Upkeep
    Commander- SP Upkeep
    Advanced- SP Upkeep

    Wraithwork Guests-
    Spellslinger- MP Upkeep
    Commander-SP Upkeep
    Advanced-MP Upkeep

    Twin Summoning-
    Spellslinger- MP Upkeep
    Commander-SP Upkeep
    Advanced- SP Upkeep



    Unless I have missed something, everything else is the same on all 3 versions as the L70 version, just higher costs to match L150 PLvl. Costs are all standard for MP and SP for PLVL 153, except the overcharged Grand Haunting and the "efficient" haunting version. Also, to my knowledge, the spell and pet/guest amplification @ 98 SP upkeep is the same on all armors, but no info on what the boosts look like. My *guess*, is 10%.

    Three other changes- The anima barrier post-spell gets lucky strikes for those who train luck (Go luck!! BOO dex!!) and You can only get access to all skills if your class title is Necromancer. Changes made to Paladin also. I dont know if this is simply a Necro/Paladin dynamic, or a sign of things to come for all classes. Third, the spellcaster lean is now X1.25 defense, X1 offense, and X1.375 to all spells casted. Element specific 1.832, 1.44 to two other elements removed, so more general. This changed is allowing them to keep the built-in spells ele-comped and balance it out a bit better. The armors that are spellcaster lean going forward should see a bit better usage overall and not case-specific. You likely saw a GBI thread on it, but just in case you didn't there's one there.

    That's the nuts and bolts. As for how strong the guests/pets are, like how good the burns, bleeds, paralyze, etc etc is I am not sure. I can say the bleed is pretty good, and the burns from dracolichs is HIGH.


    @Arcanum above
    Not sure, but my guess is they're taking the raw balanced numbers, applying the effect (negative damage plus how it is affected by eating the bleed/fear) and that *average* * resistance will yield what they're saying as an example. This in theory should get better with damage buffs, but rend mana is currently bugged to heck. It was bugged in an O/P way before advanced was releaed, now it's bugged in the opposite way..useless because it will glitch out and last 1 turn with a wierd round modifier attached that isn't a number, but effectively is 1 round. Needs fixed.






    Lv 1000 -> RE: Armours - Read the first post! (10/26/2021 20:49:55)

    Note: Anima Ward and Aggressive Anima Ward being able to Lucky Strike is a bug.




    wozzen -> RE: Armours - Read the first post! (10/26/2021 23:46:44)

    A question: I'm using the Spellslinger variant, and when I use Deathwalker the stat boost switches from +50 Int to the +35 Int/Cha. Is this supposed to be the case, or is it a bug with Deathwalker being considered separate from the armor variant?




    Lv 1000 -> RE: Armours - Read the first post! (10/26/2021 23:50:25)

    I'm guessing that this is a bug. Deathwalker is still technically a "Work in Progress" and has a few planned changes.




    Lorekeeper -> RE: Armours - Read the first post! (11/11/2021 10:17:40)

    Deathwalker has a single armor and set of skills accessed by all variants at the moment.

    Lost Talon MC set armor, via Kam:

    quote:

    Talonguard Coat/Lost Talon Guardian

    MC Full-Defensive Wind Armour. Normal attack is two hits.

    Comes with two skills. Both are spell-like and get eleComp to damage:
  • Talon Barrage: 4 hits, Ranged Wind. Deals -17.85% damage and inflicts your foe with Panic (-5*[hits connected]% damage). The monster can remove the status with a save at a -10 penalty (inflict with DEX/LUK, resist with END/LUK).
  • Wind Fracture: 1 hit, Ranged Wind. Deals -50% damage and inflicts your foe with Element Vulnerable (+[eleComp]*100/357 % damage, 3 turns) and All Weakness (-5*[eleComp] penalty, infinite duration). The monster can resist with a save at a +0 bonus (inflict with DEX/LUK, resist with END/LUK).


    Lvl	45	60	75	90	105	120	135	150
    Type	-	-	-	-	-	-	-	G
    PLvl	45	60	75	90	105	120	135	153
    								
    MPLvl	45	60	75	90	105	120	135	152
    								
    Fire	95	95	95	94	93	92	91	90
    Water	87	84	83	80	78	76	73	71
    Ice	79	71	66	62	58	54	49	46
    Wind	75	67	61	56	51	47	42	39
    Earth	95	95	95	94	93	92	91	90
    Energy	87	84	83	80	78	76	73	71
    Light	79	71	66	62	58	54	49	46
    Dark	95	95	95	94	93	92	91	90
    								
    Melee	30	32	34	36	38	40	42	45
    Ranged	37	39	41	43	45	47	49	52
    Magic	30	32	34	36	38	40	42	45
    								
    Fire	-5	-5	-5	-6	-7	-8	-9	-10
    Earth	-5	-5	-5	-6	-7	-8	-9	-10
    Water	-13	-16	-17	-20	-22	-24	-27	-29
    Energy	-13	-16	-17	-20	-22	-24	-27	-29
    Ice	-21	-29	-34	-38	-42	-46	-51	-54
    Light	-21	-29	-34	-38	-42	-46	-51	-54
    Wind	-25	-33	-39	-44	-49	-53	-58	-61
    Dark	-5	-5	-5	-6	-7	-8	-9	-10
    								
    Ax2MCP	1804	8188	38729	184870	884079	4229509	20236031	96820667
    Ax2MCS	902	4094	19364	92435	442039	2114754	10118015	48410333




  • Kamui -> RE: Armours - Read the first post! (11/24/2021 17:12:54)

    Chaosborn Agent/Raider Raiment

    MC Darkness/Energy armours. Agent is Darkness, and has Darkness main resist, Earth secondary resist, Fire/Ice/Water/Energy neutral resists, and Light/Wind weaknesses. Raider is Energy, and has Energy main resist, Light secondary, Fire/Ice/Earth/Wind neutral resists, and Water/Darkness weaknesses. MC bonus comes in the form of two toggles.

  • Chaosborn Deflection: While active, charges 10% Melee in HP per turn (paid at start of turn if the effect activates) and causes you to have +(10/1.4)% DmgTkn from mob attacks. In exchange at the start of your turn, if the foe attempted any hits on you, you deal (20/0.15/2)% Melee in Harm damage to the foe per hit that you blocked in the prior turn. If no hits were attempted against you, you don't pay any HP cost. As a full set bonus, if you're in the full set with all pieces of the same element, the HP cost and damage taken increase to 15% Melee in HP and +(15/1.4)% DmgTkn, but your counter damage increases to (40/1.5/2)% Melee in Harm damage per hit you blocked in the prior turn. Effectively you go from paying 20% Melee total for an effect worth 20% Melee, to paying 30% Melee and the 10% Melee FSB to gain an effect worth 40% Melee in total.

  • Chaosborn Reflexes: Charges 10% Melee in HP per turn (paid at the end of the turn) to increase your block rate each turn this effect is active. This starts by giving +2 MRM for the first turn, and increases by a further +2 MRM each turn afterwards, until it caps out at +12 MRM. This bonus is reset after the battle ends, but even if you disable the toggle and reactivate it, you'll retain the current boost within the same battle. (Basically you're getting an effect worth 3.33...% Melee on turn one, 6.66...% Melee on turn two, 10% Melee on turn three, etc, until you're capped out at 20% Melee on turn six and beyond.)

    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
    									
    HP10%	3	4	7	11	15	19	24	30	35
    HP15%	4	6	11	16	22	29	36	45	52
    									
    Main	97	88	77	68	60	54	48	42	39
    Ally	98	90	81	70	62	56	50	44	42
    Ntrl*4 	99	96	96	87	87	87	86	83	81
    Weak*2	101	101	99	99	97	97	97	94	91
    									
    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




  • Guardswordian -> RE: Armours - Read the first post! (12/10/2021 1:54:47)

    Is there more information on Necromancer Cavalry armors from the GGB?
    It seems they are spellcastor armors, but what are their specs exactly? How much is added to the spellcasting? How does it compare with bloodmage armors?




    Dreiko Shadrack -> RE: Armours - Read the first post! (12/10/2021 7:21:54)

    ^Only the Ice and Wind versions are spellcaster lean, which is *1.375 for all spells (of any element) while cast in said armors.
    This place isn't meant for questions about item comparisons, use the Q&A board for that.




    Sapphire -> RE: Armours - Read the first post! (12/10/2021 8:22:04)

    Ice/Wind- New Spellcaster Lean, ->Neutral Attack damage, *1.25 Defensive damage taken in, *1.375 to all spells.

    Earth/Fire- Full Defensive

    Each come with two skills, one of them coming FROM Necromancer. The other is an Ele-Vuln inflicting skill.

    Ice- Ele Vuln Skill 490 SP, *195% damage 3 rounds
    Skill 2- 653 MP; Ice Spell. Standard damage I think


    Wind-Ele vuln skill 490 SP, * 195% damage 3 rounds
    Skill 2-98 SP per turn Toggle to inflict bleed on all spells casted


    Fire- Ele vuln skill 490 SP, *188% damage 3 rounds
    Skill 2-Fear skill 490 SP, uses Int/Char/Luk for stats. Fire damage. Fear is 50% @ 100% fire, 55% @ 110. All the way up to 100% @ 200% fire. 4 Rounds

    Earth-Ele vuln skill 490 SP, *188 damage 3 rounds
    Skill 2-98 Sp per turn Toggle, +10% spell damage to all spells




    1stClassGenesis -> RE: Armours - Read the first post! (12/12/2021 12:32:47)

    I don't believe the Harvest 2018 rewards have been posted in the subs. These include 2 weapons, an armor, shield, titles and faces.




    Digital X -> RE: Armours - Read the first post! (12/12/2021 15:13:39)

    If you have a question about the in-game items please use the AdventureQuest Q&A Forum.

    This forum is for submitting information and stats about new items.




    roobee -> RE: Armours - Read the first post! (12/13/2021 15:46:48)

    Reposting from gogg discord
    quote:

    Necro skill 16, unofficial
    Twin Summoning

    Summon one of the three different Raise Skeleton guests as your pet. They have the normal power of a pet.

    • Deathless Knight: Same as the guest version, except that this one does not have a -15 Bth lean in Beserk mode, and instead of paying *2.1 SP upkeep cost, it pays 44% Melee in MP in Beserk mode.

    • Undead Beast: Same as the guest version, except that instead of paying *1.5 SP upkeep cost, it pays 20% Melee in MP in Bleed mode.

    • Deathless Dracolich: Same as the guest version, except that the Burn power is 3.33 instead of 5.

    quote:

    Necro skill 17, unofficial
    Mana Quickening

    Pay 100% Melee in HP and 125% Melee in SP to heal your MP. You heal MP equal to 250% Melee. In addition to this, you also get a 3-turn Elemental Shield that makes you take *0.928571 damage from all elements. This skill can only be used once per battle.

    quote:

    Necro skill 18, unofficial
    Aggressive Anima Ward

    Passive skill. After casting a spell that deals damage to the monster, you gain a Barrier. Functions as a standard healing spell, *0.125 damage, uses INT/END/CHA for damage. Cannot LS.

    quote:

    Necro skill 19, unofficial
    Deathless Abomination

    Toggle the skill to pay 25% Melee in SP and gain 1 charge per turn. Once you have 3 charges, you can use the skill below.

    Spell-based skill, 3 hits, follows weapon type and weapon element. Costs 150% Melee in SP to use.
    Like Undead Giant, it gets +10% damage for each of these statuses inflicted on the monster: Bleed, Fear, Paralyze. If the monster is not inflicted with one of the mentioned statuses, the skill deals -10% damage.
    The skill deals another -25% damage to attempt to inflict Fragile (-16.67*[hits connected] END, 5 turns) on the monster. The save is INT/CHA vs. END/LUK. Save bonus is +5 for each inflicted status, -5 if no status.
    The skill uses INT/CHA/END for damage and Bth, and it cannot LS.




    Lv 1000 -> RE: Armours - Read the first post! (12/13/2021 20:36:11)

    Unofficial Info-Subs for the Necro Rider Armors (Location: Golden Giftboxes UltraRare Shop)

    Necromancer Cavalry Armors

    Earth/Fire FD Lean armors and Wind/Ice Spellcaster Lean* armors. (4 separate armors)

    *Spellcaster Lean: Monster attacks deal x1.25 damage and armor attacks deal x1 damage. All spells deal x1.375 damage.

    Comes with two skills, the first is an EleVuln skill and the second is a skill (or variant of a skill) from the Necromancer Class Armor.

    Shared Skill -
    quote:

    Decay Breath: [Element] spell-type skill, gets EleComp to damage. 3 hits, as weapon. Deals -50% damage and leaves your foe Vulnerable (+(56*EleComp)% damage, 3 turns, [Element]). The monster can resist with a save at a +0 bonus, player inflicts with [STR/DEX/INT]/LUK, mob resists with END/LUK).

    Level        1        15       35       55       75       95       115       135       150G
    PowLevel     1        15       35       55       75       95       115       135       153
    
    SPCostMe/Ra  24       45       80       120      166      217      273       335       392
    SPCostMa     30       57       100      151      208      271      342       419       490

    quote:

    Ice Necromancer Cavalry

    Chill Haunting: Standard Ice spell-type skill, gets EleComp to damage.
    Level        1        15       35       55       75       95       115       135       150G
    PowLevel     1        15       35       55       75       95       115       135       153
    
    Fire         115      110      105      100      100      100      100       100       100
    Water        97       91       84       72       67       64       60        54        51
    Wind         98       94       92       86       85       82       81        79        78
    Ice          93       87       77       69       61       54       48        42        39
    Earth        98       94       92       86       85       82       81        79        78
    Energy       100      100      95       95       94       94       91        91        89
    Light        100      100      95       95       94       94       91        91        89
    Darkness     97       91       84       72       67       64       60        54        51
    
    Melee        26       27       31       34       34       41       44        47        50
    Ranged       24       25       29       32       32       39       42        45        48
    Magic        29       30       34       37       37       44       47        50        53
    
    MPCost       40       76       134      201      277      362      456       559       653

    quote:

    Wind Necromancer Cavalry

    Grievous Weave: Can Toggle between the following

  • Rending Weave: While active spells-type attacks attempt to inflict a Power: 0.25*[Hits Connected]/[Hits Attempted] Bleed. The monster can resist with a save at a +0 bonus, player inflicts with INT/LUK, mob resists with END/LUK. This costs 25% melee in SP (SPCost1), the cost is only deducted when a spell-type attack is used.

  • Chilling Weave: While active spells-type attacks have a (42*[hits connected]/[hits attempted])% chance to Paralyze the monster for 1 turn. The monster can resist with a save at a +0 bonus, player inflicts with INT/LUK, mob resists with END/LUK. This costs 25% melee in SP (SPCost1), the cost is only deducted when a spell-type attack is used.

  • Chilling Rend: Both of the above. This costs 50% melee in SP (SPCost2), the cost is only deducted when a spell-type attack is used.
    Level        1        15       35       55       75       95       115       135       150G
    PowLevel     1        15       35       55       75       95       115       135       153
    
    Fire         100      100      95       95       94       94       91        91        89
    Water        98       94       92       86       85       82       81        79        78
    Wind         93       87       77       69       61       54       48        42        39
    Ice          97       91       84       72       67       64       60        54        51
    Earth        115      110      105      100      100      100      100       100       100
    Energy       98       94       92       86       85       82       81        79        78
    Light        100      100      95       95       94       94       91        91        89
    Darkness     97       91       84       72       67       64       60        54        51
    
    Melee        26       27       31       34       34       41       44        47        50
    Ranged       24       25       29       32       32       39       42        45        48
    Magic        29       30       34       37       37       44       47        50        53
    
    SPCost1      6        11       20       30       42       54       68        84        98
    SPCost2      12       23       40       60       83       109      137       168       196

  • quote:

    Fire Necromancer Cavalry

    Searing Fear: Standard Fire spell-type skills. Has 4 hits. Deals -50% damage and attempts to inflict a [50*MobFireRes]% Fear for [Hits] turns. Mob can resist with a save at a +0 bonus, player inflicts with CHA/LUK, mob resists with CHA/LUK.
    Level        1        15       35       55       75       95       115       135       150G
    PowLevel     1        15       35       55       75       95       115       135       153
    
    Fire         93       87       77       69       61       54       48        42        39
    Water        100      100      95       95       94       94       91        91        89
    Wind         98       94       92       86       85       82       81        79        78
    Ice          115      110      105      100      100      100      100       100       100
    Earth        98       94       92       86       85       82       81        79        78
    Energy       97       91       84       72       67       64       60        54        51
    Light        100      100      95       95       94       94       91        91        89
    Darkness     97       91       84       72       67       64       60        54        51
    
    EleComp      1.07952  1.12836  1.24424  1.23961  1.38518  1.48249  1.58111   1.58111   1.58111
    
    Melee        26       27       31       34       34       41       44        47        50
    Ranged       24       25       29       32       32       39       42        45        48
    Magic        29       30       34       37       37       44       47        50        53
    
    SPCost       30       57       100      151      208      271      342       419       490

    quote:

    Earth Necromancer Cavalry

    Spiritual Amplification: Can Toggle between the following

  • Mana Amplification: Spells deal +10% damage. Costs 25% melee in SP (SPCost1).

  • Anima Amplification: Pets and Guests deal +20% damage. Costs 25% melee in SP (SPCost1).

  • Full Amplification: Both of the above. Costs 50% melee in SP (SPCost2).
    Level        1        15       35       55       75       95       115       135       150G
    PowLevel     1        15       35       55       75       95       115       135       153
    
    Fire         100      100      95       95       94       94       91        91        89
    Water        98       94       92       86       85       82       81        79        78
    Wind         115      110      105      100      100      100      100       100       100
    Ice          97       91       84       72       67       64       60        54        51
    Earth        93       87       77       69       61       54       48        42        39
    Energy       98       94       92       86       85       82       81        79        78
    Light        100      100      95       95       94       94       91        91        89
    Darkness     97       91       84       72       67       64       60        54        51
     
    EleComp      1.07952  1.12836  1.24424  1.23961  1.38518  1.48249  1.58111   1.58111   1.58111
    
    Melee        26       27       31       34       34       41       44        47        50
    Ranged       24       25       29       32       32       39       42        45        48
    Magic        29       30       34       37       37       44       47        50        53
    
    SPCost1      6        11       20       30       42       54       68        84        98
    SPCost2      12       23       40       60       83       109      137       168       196




  • roobee -> RE: Armours - Read the first post! (12/30/2021 1:13:26)

    The armor of awe update infosub http://forums2.battleon.com/f/fb.asp?m=22338296
    mentions Insightful creates a chi shield. This is inaccurate since in-game a mana shield is created instead.




    Kamui -> RE: Armours - Read the first post! (12/30/2021 16:34:11)

    Tsunamistrike Guardian Dragon Form

    Water clone of Shadowstrike Form, this one scales between the level tiers shown, with sample #s below. For resists, Main is Water, Ally is Ice/Dark, Neutral is Wind/Earth, Poor is Fire/Light, Oppose is Energy.

    Level	55	75	95	115	135	150
    Type	G	G	G	G	G	G
    PowLvl	59	78	98	118	138	153
    						
    B/R	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	11	14	17	19
    						
    Main	68	60	53	47	42	39
    Ally	74	69	64	58	54	48
    Neutral	82	80	79	78	75	71
    Poor	91	91	89	88	88	87
    Oppose	97	97	97	96	96	95
    						
    MRM	35	38	41	44	47	48
    
    SKILL
    Base	51	72	96	124	154	179
    Rand	104	144	194	247	309	358
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	14	19	24	29	34	38
    EleComp	1.64469	1.77671	1.83616	1.84977	1.84977	1.86326
    
    SP COST
    Magic	159	214	278	349	427	490
    MelRan	127	171	222	279	342	392




    Lv 1000 -> RE: Armours - Read the first post! (1/1/2022 11:20:06)

    quote:

    The armor of awe update infosub http://forums2.battleon.com/f/fb.asp?m=22338296
    mentions Insightful creates a chi shield. This is inaccurate since in-game a mana shield is created instead.

    From Link:
    quote:

    MC Bonus:
  • Insightful: can create a Chi Shield. This works pretty much like Gandolphin: do one hit of healing to yourself (standard spell at power level = armour power level, *0.5*0.9 damage, uses either INT or END, whatever's higher) but the hit's damage is reduced to 0 immediately before being inflicted. You gain a Chi Shield (power = damage inflicted, efficiency = power/[cost of a Melee skill in SP]).

  • To clarify, it should generate a Chi Shield when PlayerEND > PlayerINT, otherwise it generates a Mana Shield. Of course the Chi Shield scales with END and the Mana Shield scales with INT. However this is bugged and always creates a mana shield, as you elude to.




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