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

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Ianthe -> RE: Armours - Read the first post! (8/8/2024 17:24:49)

GGB UltraRare: Broodfiend of Nulgath

MC FO Fire armour. Normal attack is two hits.

MC: Comes with a toggle, Brood Warrior. Costs [31.25% Melee] SP. Gain EleShield (-7.1% damage, Fire+Dark) every turn. Pets and guests gain +25% damage. Changes normal attack to four hits; attack does -50% damage and leaves the monster Panicking (-28% damage) subject to a save at a +10 bonus (inflict with MainStat/LUK, resist with CHA/LUK). (Magic weapon attacks have a -21% penalty instead.)

Bonus: Take -9 blocking. Gain +105 Initiative Boost and [-10% Melee] guest cost reduction.
PLvl	55	75	95	115	135	150B
						
BR%	277	334	394	454	514	559
Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
BtH	7	9	12	14	17	19
						
Fire	68	60	54	48	43	40
Water	84	83	81	81	80	76
Ice 	100	100	94	94	92	91
Wind	94	93	91	89	89	85
Earth	76	74	73	72	68	65
Energy	84	83	81	81	80	76
Light	100	100	94	94	92	91
Dark	68	60	54	48	43	40
						
Melee	26	29	32	36	39	41
Ranged	26	29	32	36	39	41
Magic	26	29	32	36	39	41

Update to Chaos Slayer Cleric: This armour is no longer a FO armour and now has Spellcaster Lean.

We've also updated the toggle to more modern standards, with it no longer scaling off damage dealt and instead using *[hits connected] / [hits attempted].




Kamui -> RE: Armours - Read the first post! (8/15/2024 20:12:17)

Mirror Vordred's Reflective/Frigid Panoply (Ultra Rare) - Ianthe says...

MC armour, comes in Light and Ice flavours. FD and can toggle to Spellcaster

Normal attack is 3 hits.

MC: Comes with the following skills:
  • Heroic Confluence: Applies the following effects to your normal attacks and weapon specials:
    - Locks them to [Light/Ice] and adds eleComp to damage.
    - They deal *0.75 damage, and you heal [12.5*hits/attempts Melee] to both HP and MP. (*0.75 healing on Magic attacks)
    - If you have at least [25% Melee] SP, you spend that much to Blind (-21.4*[mob resist] BTH, 1 turn, END save) and Burn (power:1, 2 turns, [Light/Ice], DEX save) subject to saves, each at a +0 bonus (inflict with [MainStat]/LUK, resist with whatev/LUK). Both are affected by *hits/attempts.
    - The armour's default attack changes to 5 hits.

  • Silent Guardian: "healing" spell that grants Barrier, costs [50% Melee] in each HP and SP, uses END for stat bonuses.

  • Defender's Attunement: Once per battle, choose FD or Spellcaster lean.
    PLvl	55	75	95	115	135	150B
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    LIGHT VERSION
    Fire	94	92	90	88	87	85
    Water	85	83	82	81	77	75
    Ice 	74	69	65	62	59	55
    Wind	74	69	65	62	59	55
    Earth	94	92	90	88	87	85
    Energy	85	83	82	81	77	75
    Light	67	60	53	47	42	39
    Dark	100	99	97	97	96	94
    
    ICE VERSION
    Fire	100	99	97	97	96	94
    Water	85	83	82	81	77	75
    Ice 	67	60	53	47	42	39
    Wind	74	69	65	62	59	55
    Earth	94	92	90	88	87	85
    Energy	85	83	82	81	77	75
    Light	74	69	65	62	59	55
    Dark	94	92	90	88	87	85
    						
    Melee	38	41	44	48	51	53
    Ranged	33	36	39	43	46	48
    Magic	36	39	42	46	49	51
    




  • Lorekeeper -> RE: Armours - Read the first post! (8/26/2024 13:13:11)

    Voidpact Package transformation from the set weapons, via Ianthe

    quote:

    Void Empress's Legacy

    FO Wind armour. Normal attack is two hits.

    Comes with 3 skills:
  • Corrupted Convergence: Toggle, costs [30% Melee] SP upkeep. Increases outgoing spell and weapon damage by +[15% Melee]. After you attack, you deal another hit of Void damage equal to 9.75% Melee, and gain [28% Melee] worth of Barrier. While this toggle is active, you lose -50 END.
  • Empress's Avenger: Works like Paladin Defiance. You gain 1 charge per turn. When you would die, if you have at least 10 charges, then you're protected for one turn. If you have more than 10 charges, then extra charges are split between healing you (for [4.25% Melee] per charge), and inflicting your foe with a Void-element drain poison (power:0.0658 per charge, 3 turns, heal HP equal to damage dealt) subject to a save at a -20 penalty (inflict with WeaponMainStat/LUK, resist with END/LUK). There's also a toggle for generating two additional charges per turn at the cost of [5% Melee] SP and HP each.
  • Empress's Vengeance: Overcharged skill, spell-based if your weapon is Magic and weapon-based otherwise. 4 hits, seeks Harm/Wind. If you have Empress's Avenger fully charged and Corrupted Convergence active, this will consume all the Empress's Avenger charges and deal Void damage, with an additional +[39.5% Melee] damage. This counts as using Empress's Avenger for this battle.

    Bonus: Armour takes an additional +[5% Melee] incoming damage and gains +105 Initiative.
    PLvl	55	75	95	115	135	150B
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    Fire	95	94	92	90	89	88
    Water	88	86	84	83	80	75
    Ice 	78	74	71	69	66	63
    Wind	68	60	53	47	42	39
    Earth	105	105	105	105	100	100
    Energy	88	86	84	83	80	75
    Light	78	74	71	69	66	63
    Dark	95	94	92	90	89	88
    						
    Melee	38	41	44	48	51	53
    Ranged	38	41	44	48	51	53
    Magic	38	41	44	48	51	53




  • Kamui -> RE: Armours - Read the first post! (10/4/2024 13:17:23)

    Nightmare Queen's Regalia

    Caster lean Ice armour, so take x1.25 damage, deal x1 damage with armour attacks, spells deal x(1 + 4 x 0.75 x (IncDmgTkn - ArmrDmgDlt) / 2) = x1.375 damage. MC compresses 2 toggles and a skill, detailed below. Takes -3 MRM to gain +105 InitBoost, and a further -6 MRM to have a passive effect worth 10% Melee. This passive does two different things depending on enemy actions. If the enemy does not attempt an attack against you for any reason, then at start of player turn you attempt a 1 turn +(20 x 0.85)% DmgTkn EleVuln for your equipped weapon's element. If the enemy DID attempt an attack against you, you attempt a (16.81 x 0.85 x EleMult)% stun rate Fear on the enemy for 1 turn, using the element of your current weapon vs the mob's resistance to that element to determine EleMult. These both inflict with WpnMainstat/LUK vs mob's CHA/LUK, 50% save.

    Horrifying/Haunting Presence: Toggle, charges 50% Melee in SP while either toggle is active, paid on first attempted player/special/spell attack in the turn. At end of turn, HoP attempts a 2 turn (30.02 x SpellMult x EleRes x Hits / Attempts)% stun rate Fear on the enemy, with SpellMult being the multiplier from the Spellcaster Lean (1.375) if using a spell to activate the effect, and EleRes being the mob's resistance to player's equipped weapon, this inflicts with WpnMainstat/LUK vs mob CHA/LUK, with a -20 penalty to the mob's save. If HaP is active, at end of turn you attempt a 4 turn +(25 x SpellMult x Hits / Attempts)% DmgTkn EleVuln on the enemy, with SpellMult being the same as before, and the element of the EleVuln matching equipped weapon, this inflicts with WpnMainstat/LUK vs mob CHA/LUK, 50% save.

    Encroaching/Intense Horror: Toggle, charges either 40% or 80% Melee in SP per turn while active, only charges at end of monster turn if they have an effect on them that causes stun in some way (so Fear, Paralyse, etc), attempts to inflict a 2 turn Drain Poison on the enemy, with the strength of the Poison being (MeleeVal x TriggerMult x 0.85 (doesn't require hitting the enemy, passive effect) x 2 (50% Save) / 2 (Duration) / 2 (Drain)), TriggerMult being either x0.9 if the enemy attempted an attack on you, or x1.2 if they did not. So for example, if the 40% toggle is active, and the enemy does not attack you due to a stun or some other factor (they still have to have some form of active stun on them for this to activate), you'll attempt a (40 x 1.2 x 0.85 x 2 / 2 / 2 = 20.4)% Melee Drain Poison on the enemy, element matches equipped weapon. If your health is currently >= 80% when this effect triggers, you'll do regular Poison rather than the Drain version, so the above example would be a 40.8% Melee Poison.

    Boundless Horror: Raw damage Ice spell, gets EleComp to damage. Eats up to 400% Melee worth of Fear on the enemy, if player HP < 80% at the start of the attack, half the eaten Fear heals the player (done as a spell-like hit, gets benefit from the Caster lean) and half the eaten Fear boosts the spell's damage, so the spell can do up to +100% damage and heal the player for up to 200% Melee. If player HP >= 80%, then all of the eaten Fear boosts the spell's damage instead, so up to +200% damage.

    Edit: If the enemy has the Freedom status, all of the above effects that would attempt Fear will instead attempt their EleVuln counterpart.

    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    B/R	262	319	379	439	499	559
    Stat	456.4	581.8	713.8	854.8	977.8	1109.8
    BtH	6	9	11	14	16	19
    						
    Fire	91	91	89	89	88	87
    Earth	91	91	89	89	88	87
    Water	82	81	79	78	76	71
    Energy	82	81	79	78	76	71
    Ice	71	62	55	48	43	39
    Light	97	97	97	96	96	95
    Wind	77	70	64	60	54	48
    Dark	77	70	64	60	54	48
    						
    MRM	26	28	31	34	37	39
    						
    CostLv	53	72	92	112	132	152
    50SP	58	79	105	132	163	196
    40SP	46	64	84	106	130	157
    80SP	93	127	167	212	260	314




    Lorekeeper -> RE: Armours - Read the first post! (10/16/2024 13:40:21)

    Warwolf Prime Contest Armor:

    Ianthe says

    quote:

    Warwolf Prime A/GARES Type-IWW45

    Mounted
    FD Fire armour. Default attack is three hits.

    Passive: Your weapon attacks and spells take -17 BTH. After you attack:
    - Generate 1 WHz of PCF.
    - After attacking, your pet gains a boost of +(30% Melee * hits/attempts) damage. [Integration] You also gain +(2% Melee *PCF/Integrated) to pet damage. If this damage exceeds [40% Melee] and you don't have Pet Celerity, then you spend that much and gain 1 turn of it (+1 action). You also take [53.125% Melee * misses/attempts] in Harm damage.
    - - If your attacks autohit, then your pet only gets boosted from Integration and you take [10% Melee] in damage.
    - [Integration]If you don't attack, you instead gain +0.2*PCF/Integrated WHz

    Comes with the following skills:

    Mark Target - standard spell-like skill, 200% Melee baseline, 2 hits. It takes -60% damage, generates 2 WHz of PCF, and has the monster take -6 blocking for the remainder of battle (subject to a save at +0, inflict with Mainstat/CHA, resist with CHA/LUK).

    Cogs of War - Quickcast, costs [40% Melee] SP. Gain 1 turn of Pet Celerity and shift into Combination Form. You cannot cast this skill a second time in the current battle unless you use Shift Gear first.

    Shift Gear - as normal

    Integration - as normal

    ~

    Combination

    FO Fire armour. Normal attack is four hits.

    Passives:
    - disables pets and guests. Increases your weapon and spell damage by [27.5% Melee]. This bonus is scaled based on your CHA; it is half this value at 0 CHA and equal to it at 250 CHA. You also take -[10% Melee] damage and generate 1 WHz of PCF when attacking. [Integration] You also gain +(2% Melee *PCF/Integrated) to weapon and spell damage.
    - The usual CHA Style Bonus that grants up to 5% bonus guest output instead grants up to +0.5 WHz of PCF per turn.
    - The usual CHA Style Bonus that grants a 20% chance of your guest Ferociously Striking instead grants a (10/140) chance of you gaining Celerity (Player+Misc, +1 action). Boosts to FerSt rate boost the rate of Celerity instead.
    - Pet Celerity instead has a 20% chance of giving you an extra turn. Guest Celerity instead has a 22.5% chance of giving you an extra turn. (These intentionally overlap and do not stack with each other and with Player Celerity.)

    Comes with the following skills:

    Overdrive - Toggle, affects weapon attacks and spells. Costs 15% SP per turn.
    - For non-autohit attacks, your weapon+spell attacks to take -17 BTH. You gain +[100 * hits / attempts / 0.85]% Ferocious Strike rate. At the end of your turn you start Bleeding (power:0.1992, inflict with VStat/VStat, resist with END/LUK).
    - For autohit attacks, you gain +60% Ferocious Strike rate. At the end of your turn you start Bleeding (power:0.06375, save as above).

    Onslaught
    - First use is a quickcast effect that disables PCF generation and PCF Integration effects. You store any PCF you would've gained this way. You also store the Integration bonus as +0.2 WHz per active WHz.
    - Second use is a weapon-type skill that spends all stored PCF to boost damage. It doesn't cost any SP (so baseline -50% skill damage [Melee/Ranged] or -62.5% skill damage [Magic]) and you gain bonus additive damage equal to (stored PCF/2)%. For each 50% skill damage, this attack does 3 hits, to a max of 30 hits at 90 stored WHz. You then shift back to Mounted Form.
    PLvl	55	75	95	115	135	150B
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    Fire	65	58	52	47	42	39
    Water	76	73	71	68	65	62
    Ice 	67	60	54	49	44	41
    Wind	76	73	71	68	65	62
    Earth	92	90	87	85	83	79
    Energy	92	90	87	85	83	79
    Light	95	94	91	91	91	90
    Dark	95	94	91	91	91	90
    						
    Melee	33	36	39	43	46	48
    Ranged	33	36	39	43	46	48
    Magic	33	36	39	43	46	48




    Kamui -> RE: Armours - Read the first post! (10/17/2024 19:50:59)

    Dusk to Dawn Predatory Vampire Form

    Earth version of Predatory Vampire, just with shuffled resists. Scales, sample numbers below.

    Level	10	30	50	70	90	110	130	150G
    PowLvl	10	30	50	70	90	110	130	153
    								
    BR%	162.5	237.5	312.5	387.5	462.5	537.5	612.5	698.75
    Stat%	207.5	372.5	537.5	702.5	867.5	1032.5	1197.5	1387.25
    BTH	1	3	6	8	11	13	16	19
    								
    Fire	97	87	78	72	67	62	61	53
    Water	99	92	90	88	88	85	84	83
    Ice	100	97	95	95	95	95	93	92
    Wind	110	110	100	100	100	100	100	100
    Earth	94	82	73	63	56	49	44	39
    Energy	99	92	90	88	88	85	84	83
    Light 	100	97	95	95	95	95	93	92
    Dark	97	87	78	72	67	62	61	53
    								
    Melee	27	30	33	37	40	43	47	50
    Ranged	27	30	33	37	40	43	47	50
    Magic	32	35	38	42	45	48	52	55




    Kamui -> RE: Armours - Read the first post! (10/17/2024 19:51:23)

    Brightwolf Savage Werewolf Form

    Light version of Savage Werewolf Form, just with shuffled resists. Scales, sample numbers below.

    Level	10	30	50	70	90	110	130	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	10	30	50	70	90	110	130	153
    								
    B/R	130	190	250	310	370	430	490	559
    Stat	166	298	430	562	694	826	958	1109.8
    BtH	1	3	6	8	11	13	16	19
    								
    Fire	97	90	84	79	77	73	71	66
    Water	99	96	93	92	91	90	90	90
    Ice	98	92	88	86	85	85	83	79
    Wind	98	93	91	90	89	89	87	84
    Earth	96	88	79	69	63	57	51	44
    Energy	97	90	84	79	77	73	71	66
    Light	94	82	73	63	56	49	44	39
    Dark	100	99	98	97	96	95	95	95
    								
    Melee	29	32	35	38	41	44	47	50
    Ranged	29	32	35	38	41	44	47	50
    Magic	29	32	35	38	41	44	47	50




    Kamui -> RE: Armours - Read the first post! (10/17/2024 19:51:46)

    Glowing/Wild/Spooky Pumpkin Pixie

    FO Light/Earth/Darkness armours, MC compresses the Butterfly Weave toggle and Stinger Gourds skill.

    Toggle shifts between off, 15% Melee, and 30% Melee in SP cost, charging 2/3 of the SP to boost player block rate (so +6 MRM DefBoost for 15% Melee and +12 MRM DefBoost for 30% Melee, respectively) and the other 1/3 of the SP passively attempts DefLoss once per player turn before attacks are fired (so attempts a -6 MRM DefLoss for 15% Melee and -12 MRM DefLoss for 30% Melee, 50% save, uses WpnMainstat/LUK vs mob CHA/LUK due to your evasive maneuvers frustrating them). Mechanically, this happens on the first frame of the attack or cast animations, but if it hasn't happened during either of those (so like if you chugged a potion or otherwise skipped your turn) it fires at end of player turn instead.

    Stinger Gourds is an efficient weapon-based skill, 3 hits, locked to armour element and Ranged damage, does 125% Melee x armour lean damage, gets EleComp to cost, 25% Melee baseline cost.

    Armours follow standard elemental wheel for resists, so they are as follows for Main > Ally > Neutral > Weak > Opposed.
    Light: Light > Wind/Energy > Ice/Fire > Water/Earth > Darkness
    Earth: Earth > Fire/Darkness > Energy/Water > Light/Ice > Wind
    Darkness: Darkness > Earth/Water > Fire/Ice > Energy/Wind > Light

    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    B/R	262	319	379	439	499	559
    Stat	456.4	581.8	713.8	854.8	977.8	1109.8
    BtH	6	9	11	14	16	19
    						
    Main	71	62	55	48	43	39
    Ally	77	70	64	60	54	48
    Ntrl	82	81	79	78	76	71
    Weak	91	91	89	89	88	87
    Opp	97	97	97	96	96	95
    						
    MRM	35	37	40	43	46	48
    						
    CostLv	53	72	92	112	132	152
    15SP	17	24	31	40	49	59
    30SP	35	48	63	79	98	118
    25SP	29	40	52	66	81	98
    




    Ianthe -> RE: Armours - Read the first post! (10/23/2024 1:05:24)

    Fungibushi Armour

    FD Wind armour. Default attack is two hits.

    Comes with the following skills:
    - Fungal Flexibility: Once per battle, change to Spellcaster lean or back.
    - Mushroom Might: Toggle, locks weapon attacks (including specials) to Wind and grants eleComp.

    Bonus: Take -3 MRM (already factored in). At the start of your turn, if the mob has a capped instance of Spore, then increase the cap by +50% baseline.

    Lvl	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	100	100	94	93	93	92	91	90	89
    Water	98	94	91	84	84	83	82	80	77
    Ice 	94	89	80	70	62	56	51	45	42
    Wind	92	86	77	67	59	54	48	42	39
    Earth	105	103	100	100	100	100	100	100	100
    Energy	98	94	91	84	84	83	82	80	77
    Light	100	100	94	93	93	92	91	90	89
    Dark	94	89	80	70	62	56	51	45	42
    									
    Melee	21	22	26	29	31	35	38	41	44
    Ranged	21	22	26	29	31	35	38	41	44
    Magic	21	22	26	29	31	35	38	41	44
    									
    Price	141	190	713	4906	38729	311437	2510055	20236032	96820667
    Sell	70	95	356	2453	19364	155718	1255027	10118016	48410333
    




    Kamui -> RE: Armours - Read the first post! (10/24/2024 18:54:11)

    Type-Z Necromech

    FD Earth armour, pays MC to compress the following skills.

  • Necromotive Force: Toggle for STR or DEX drive based on held weapon, STR if using a Melee weapon, DEX otherwise. Uses same numbers as the Sovereign's Reign Plate CHA Drive.

  • Minion Dominion: Earth-locked SPell, Melee if using a Melee weapon, Ranged otherwise, 4 hits, standard 100% Melee SP cost and 200% Melee damage, gets ele-comp to damage.

    Also has Lv 31/85/125/143 Z Token versions, costing 737/2409/4620/5940 tokens each.

    Lvl	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	98	94	91	84	84	83	82	80	77
    Water	100	100	94	93	93	92	91	90	89
    Ice 	98	94	91	84	84	83	82	80	77
    Wind	105	103	100	100	100	100	100	100	100
    Earth	92	86	77	67	59	54	48	42	39
    Energy	94	89	80	70	62	56	51	45	42
    Light	100	100	94	93	93	92	91	90	89
    Dark	94	89	80	70	62	56	51	45	42
    									
    Melee	24	25	29	32	34	38	41	44	47
    Ranged	24	25	29	32	34	38	41	44	47
    Magic	24	25	29	32	34	38	41	44	47
    									
    Price	141	190	713	4906	38729	311437	2510055	20236032	96820667
    Sell	70	95	356	2453	19364	155718	1255027	10118016	48410333
    




  • Ianthe -> RE: Armours - Read the first post! (11/4/2024 0:25:12)

    Reign Plate

    MC FO Fire armour. Default attack is 4 hits at -2 BTH lean.

    Bonus: armour takes -3 blocking (already factored in) to gain +25% Burn damage.

    Comes with two toggles:
  • Phoenix Charge: Affects weapon attacks and spells, and only applies if the mob is Burnt. Take -[25% Melee] damage to heal HP equal to [50% Melee] * [hits connected] / [hits attempted].
  • Alnaphar's Glory (or, AlGlor as I call it, to what I assume is Lorekeeper's despair): At the end of your turn, if you attempted at least one spell or weapon hit, you spend [100% Melee] in SP for 1 turn of Celerity (player+misc, +1 action). If the mob is Burnt, you can eat up to [50% Melee] worth of the Burn to lower the SP cost by that much (this takes the above bonus affect into account).

    FSB: an additional +50% +25% Burn damage. For Alnaphar's Glory, you can pay the full [100% Melee] cost by eating Burn.
    Lvl	45	60	75	90	105	120	135	150G
    PLvl	45	60	75	90	105	120	135	153
    								
    BR%	235	280	325	370	415	460	505	559
    Stat	397	496	595	694	793	892	991	1109.8
    BtH	5	7	9	11	13	15	16	19
    								
    Fire	73	66	60	56	51	47	42	39
    Water	94	94	94	93	92	92	91	91
    Ice 	98	98	98	98	97	97	96	95
    Wind	87	84	83	83	80	79	76	74
    Earth	83	80	79	79	75	74	71	69
    Energy	78	71	66	62	59	57	52	49
    Light	81	75	70	67	64	62	57	54
    Dark	91	90	90	89	89	88	87	87
    								
    Melee	31	34	36	39	41	44	46	49
    Ranged	27	30	32	35	37	40	42	45
    Magic	27	30	32	35	37	40	42	45
    
    Price	1804	8189	38729	184871	884079	4229509	20236032	96820667
    Sell	902	4094	19364	92435	442039	2114754	10118016	48410333
    								
    
    
    Level	11	80	125	143
    Type	Z	Z	Z	Z
    PowLvl	45	90	135	153
    
    MCPrice	407	2200	4620	5940
    MCSell	Z	Z	Z	Z
    




  • Lorekeeper -> RE: Armours - Read the first post! (11/15/2024 18:21:24)

    Via Kamui:

    quote:

    Hailbreak Bloodzerker (UR GGB)

    FO Ice armour

    Effect: Whenever you use a weapon attack or special, you pay HP equal to [HPCost] on the first attempted hit, all weapon/special attacks for the turn then deal +20% damage, this boost is /0.75 if you're wielding a Magic weapon.

    MC: Comes with a toggle, Glacial Fury. Costs [SPCost] SP per turn. This causes your weapon attacks to be upped to skill level (*2 BR, Magic weapons gain a further *4/3 BR multiplier, stat damage is upped to STR/4 (etc)) and locks them to Ice damage.

    Scales according to level; below are sample numbers:
    Level	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	G
    PowLvl	15	35	55	75	95	115	135	153
    
    BR%	145	205	265	325	385	445	505	559
    Stat%	199	331	463	595	727	859	991	1109.8
    BTH	1	4	6	9	11	14	16	19
    
    Melee	32	35	39	42	45	48	51	55
    Ranged	23	26	30	33	36	39	42	46
    Magic	23	26	30	33	36	39	42	46
    
    Fire	97	97	95	95	95	95	95	95
    Water	93	84	75	71	65	61	56	54
    Ice	91	80	71	61	54	48	42	39
    Wind	93	84	75	71	65	61	56	54
    Earth	95	92	88	87	86	85	83	83
    Energy	95	92	88	87	86	85	83	83
    Light	94	88	82	79	76	73	69	68
    Dark	94	88	82	79	76	73	69	68
    
    HPCost	8	14	21	30	39	49	60	70




    Lorekeeper -> RE: Armours - Read the first post! (11/25/2024 8:55:43)

    Missing Info: Lord of Thunder (2019 Gift Delivery)

    Via Kamui:

    quote:

    Lord of Thunder

    MC FD Energy armour. Ranged focus for blocking, Energy > Wind/Ice > Light/Dark > Earth/Fire > Water priority for resists. MC is skill compression. Skill is a 2 hit spell-type, inflicts Melee/Ranged/Magic damage according to your weapon, SP cost also changes accordingly. It gives up 50% Melee (so 25% of the skill's damage before eleComp factors in) to attempt Energy Burn on foe. 50% Melee, neutral save, so that puts it at 100% Melee base, 85% hit rate so /0.85 for 117.65% base. Have it last 2*Hits turns, so max of 4 turns of a power 2.94125% Burn. Inflicts with STR/DEX/INT major stat for Melee/Ranged/Magic version, LUK for minor inflict stat, foe resists with END/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    									
    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	99	95	92	88	87	86	85	83	83
    Water	100	97	97	95	95	95	95	95	95
    Ice	96	93	84	75	71	65	61	56	54
    Wind	96	93	84	75	71	65	61	56	54
    Earth	99	95	92	88	87	86	85	83	83
    Energy	95	91	80	71	61	54	48	42	39
    Light	97	94	88	82	79	76	73	69	68
    Dark	97	94	88	82	79	76	73	69	68									
    						
    Melee	21	23	26	30	33	36	39	42	46
    Ranged	30	32	35	39	42	45	48	51	55
    Magic	21	23	26	30	33	36	39	42	46
    									
    SPMeRa	30	45	80	120	166	217	273	335	392
    SPMa	38	57	100	151	208	271	342	419	490
    									
    A+SMCP	106	142	535	3680	29047	233577	1882541	15177023	72615500
    A+SMCS	53	71	267	1840	14523	116788	941270	7588511	36307750




    Bu Kek Siansu -> RE: Armours - Read the first post! (11/26/2024 2:52:09)

    quote] Level 9: Unwavering from Paladin

    Against undead, use your armour's Light resist for all eight elements. This doesn't modify your shield and misc resists, except for the shield from the Level 1 ability.


    quote:

    Retro Golden Shield

    Light shield, Magic > Melee > Ranged order. MC effect is that if you are fighting an Undead, the attacks are treated as if they're hitting your shield's Light resists no matter their element. If you are in the armour from this set, then the effect also applies to your armour's resists.
    Demons also get this effect, but at 2/3 of the value, basically it's a copy of the Unwavering effect from Paladin, but without the class title requirement, and working on the shield's resists by default instead of the armour's resists.


    quote:

    Daimyo Rider

    FO Light armour, has a 2-hit attack with neutral accuracy lean. MC effect on this is that your pet/guest attacks will gain 8-element seeking when vs Undead mobs. In addition, if all of the following conditions are true, your pet/guest attacks will gain eleComp as though they were a Light element spell-like skill.

  • The trigger is active (so the mob is an Undead).
  • The mob's base element is Darkness.
  • The seeking has shifted your pet/guest attacks to Light element.


  • Does Daimyo Rider also have an effect like Unwavering from Paladin
    and Retro Golden Shield? When vs Undead mobs the attacks are treated
    as if they're hitting your armor's Light resists no matter their element.





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