RE: SapphireCatalyst2021's Suggestions (Full Version)

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Sapphire -> RE: SapphireCatalyst2021's Suggestions (2/21/2023 0:31:59)

ANIMA LEGION SHOGUN

Legion Shogun Variant, except this one

Earth Element Set

FD instead of FO

Armor- The damage enhancement from being hit goes towards the pet and guest

Shield- Same effect from MC, but added flavor of -6 MRM to gain +10 Omni Potency

Weapon- CHA Weapon. Havarti blade clone.


Same FSB




Sapphire -> RE: SapphireCatalyst2021's Suggestions (3/12/2023 16:55:06)

QUEST to BUILD A CUSTOM TOME


New quest, Custom Tome, but with a twist:

So you gather components and you out together certain things to build a Tome.

First, you must select an element. Because the rules are all items contained within must be of the same element.

Next you do the quest, gather the items needed, and return to the NPC to forge it.


This opens a window in-game that gives you access to your inventory, and the options contained within this custom Tome are *FROM YOUR INVENTORY*, but must all be *THE SAME ELEMENT*

So you get 3 options plus draw mana.

After selecting these, you can then NAME YOUR TOME.

THIS TOME REPLACES YOUR NO DROP.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (3/16/2023 9:41:00)

Considering the engine gets updated with each new status eater effect, we know it can be coded to calculate a specific effect's value in Melee %.

As a result, I'd bet we can also calculate with the status engine a way to enhance a status infliction based on a set melee %.

This is the basis for this suggestion.


"Status Might" Quick Casts

Spend 60% Melee SP for 3 turns to increase the potency of a status by 20% Melee per status successfully inflicted.


So you could make Blind status might, fear status might, etc etc etc that simply adds 20% melee in power to the base effect.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (3/20/2023 9:36:39)

New Warring Incentives

1. +50% gold and cap. You can go past the cap if inside the war.
2. Same for tokens




Sapphire -> RE: SapphireCatalyst2021's Suggestions (3/30/2023 22:21:31)

LASH SET

LASH REFLEX SHIELD
Flavor- Same as MADM barrier shield's "Intercept mode" Adds +12 blocking but you take +(15/1.4)% damage
Toggles between 2 modes, both cost SP.
Mode 1-Titan's Fall Clone, or frost titan shield clone
Mode 2- Doomlight shield clone (backlash effect)

LASH ARSENAL (weapons)
Flavor-MADM Arsenal Defensive Mode Clone. -15% damage (-20% magic) to gain +12 blocking.
20 Proc weapon. The special does no damage. Instead, it inflicts a new status called LASH VULN, for 3 rounds. Appropriate amount (I have no idea how to calculate this) But the enemy will take a % more damage from all backlash and dodgelash hits.

LASH SUIT (armor)
Nuetral Lean
Flavor-Takes an appropriate amount more damage for +11 blocking
2 Skills, can toggle both on. SP upkeep/turn. One skill activates a dodgelash effect. The other activates a backlash effect.



The idea here, even though it sounds like it's the definition of anti-synergy, is this:

If we take the 85% hit rate that is supposed to be the standard assumption, and we add 35 total blocking over the 3 items the hit rate for the average monster, all things being equal, is now down to 50%.

This means that the monster is taking damage , either 50% of the time via dodgelash, or 50% of the time via backlash. No matter what it's taking damage. It cannot escape this fate.

Varying accuracies and levels etc from monster to monster will change the rates, but with the features activated no monster can escape this. The set itself will not do much offensively, as it must rely on the LASH effects.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/4/2023 2:08:02)

Inside the mega world portal screen, when there's a war and you're sending armies...there should be listed there the current %, to the tenth's decimal, of the current war's progress.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/6/2023 20:54:30)

COMMANDER'S VENGEANCE

Harm Element

Spell, MP/INT and SP/CHA variants


Pay's 100% Melee, so half damage, to boost your guest's damage by +100% and pet by +100% for the turn you're on. So pays 100% damage to double your pet and guest damage. (This is an even trade off)

Then pay's another 50% damage to inflict a 2 turn 125% Omni Elevuln on the foe, 50/50 save and Inflict INT/LUK or CHA/LUK (depending on version) vs END/LUK.


So 653 MP Harm spell, only does 50% Melee damage but doubles your pet's and guests damage for the turn you're on and inflicts a 2 turn 125% Omni Elevuln on the foe.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/10/2023 19:15:04)

Probably not possible, but..

I think what if .. There be a hub someplace, whether its someplace in the GGB area or in the ballyhoo area..OR, inside the house Museum... that anything you buy from any of the GGb shops, a copy gets moved to a personal shop for repurchase for free in the event you decide you don't like the GGb purchase and want to sell it..you'll always have access in a personal shop if you want to re buy it for 0 gold..or if the item changes later on.






Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/11/2023 1:23:51)

TOME Overhaul


So while some may like tomes, I think they're bad. They need , as an idea, to be changed. If they're changed to something desirable, this is one simply way to "push" Mages into more spellcasting.

So I had some basic ideas that IMO, all tomes would need to be gone back to and revisited. I know this is a lot of work, but there aren't all that many and so it would be value added and R.O.I would be high, I think.

1. All spells contained within take on a small damage penalty due to compression.
2. All tomes have a +5% or some appropriate omni spell boost.
3. Remove draw mana
4. Replace draw mana with a wand attack option, that has reduced damage compared to a normal wand due to compression, but this attack always heals MP based on damage done. Treat this attack as a spell in terms of damage boosts, and spellcaster leans would be boosting this option and damaging miscs/buffs are half boosts.





Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/11/2023 10:29:59)

Small change to EYE OF NAAB

Change the BTH boost from player only to include pets/guests *or* pets/guests only. I know if its player+pet+guest the overall BTH boost comes down quite a bit, but this is fine. I think the shield would serve a bit better practical use if it were changed in this way.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/27/2023 11:30:37)

DEMON Vampire Bat

PEt/and Guest version

Fire Element

UR GGB's

3 modes

1. Normal damage
2. Eats Bleeding to increase damage by 2x (80% melee)
3. Eats Bleeding up to 80% melee worth, but does 0 damage. This mode transfers 80% bleed melee value to the player in a Regain Mana Status that is applied until the player used it up. 80% Melee in MP = 522 MP. So the next spell casted that costs MP is reduced by 522MP. If a spell is cast that costs less (like with efficient spells, then the remaining MP remains and can be used on the following cast. If the player has a Regain Mana status active, mode 3 defaults to mode 2.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/28/2023 9:14:08)

CHANGES to WEREWOLF/VAMPIRE/WEREPYRE

WEREWOLF

~The highest standard damage of the 3 subraces in Beast Form. Kill the spell boost add-on to pay for this.
~ +50 STR toggle and a seperate +50 DEX toggle still there (ztoken variant will not have these; see token variants)
~ Change Snarl from fear quick cast and replace it with a per turn/sp upkeep 2 turn fear post attacks.
~ Replace Wolf Fangs sp skill to have it eat bleed (keep the bleed inflict skill Wolf Claws) for up to 400% melee bleed . Split the effect for half the melee % to increase damage and half the melee % to inflict Panic. Panic will be CHA inflict.
~ Werewolf guest given Sp/MP upkeep toggle
~ Werewolf guest given werepyre bat's SP heal mode on a toggle (Defloss mode, sp heal mode. Sp heal mode scales with STR)
~Revamped elemental resistances, such that 4 armors cover 8 elements just like Werepyre/Neko
~ Make a ztoken variant of all 4, slightly diff colors, and replace the Stat increase toggles to
A. Berserk toggle that works in both standard and beast forms (free, as this is essentially a lean change), and a small SP upkeep to reduce the BTH loss by 3 B. +7 BTH for small sp upkeep

VAMPIRE

~Kill off the bleed inflict, kill the heal 25% of bleed mechanic (it wont inflict bleed anymore; it should be consuming it for power)
~ Change Nightfall skill to consume bleed by up to 400% melee. This is a SPELL, so costs MP only. The eat portion will do 2 things.
A. Half will increase damage by +100% max.
B. The other half will place a mana barrier worth up to 100% melee.
~Kill the control quick cast. Replace it with a per turn sp upkeep 2 turn control post attacks.
~Keep the +50 INT and +50 CHA toggles on normal armors. Token versions will have something different
~ Bat Guest changed to toggle between Elevuln mode and Blind/Bleed mode. Toggle for Mp/SP upkeep.
~ Beast Form is Spellcaster Lean. +25% spell damage. All weapon attacks heal MP similar to rejuvenating necklace. This form only costs SP. (no more split costs)
~ Normal armor variants elemental resistances changes such that 4 armors covers 8 elements.
~ Ztoken variants of all 4, slightly diff colors, and replace the stat increase toggles to:
A. Toggle for Mp upkeep to Inflict bleed after every attack/spellcast (including in beast form). Use the assumed 2 casts, 8 attacks model to calculate bleed power. B. Toggle sp upkeep to give itself a defboost after every spellcast.


WEREPYRE

~Hybrid stats removed. No more using magic weapons
~Toggle for +50 INT and STR. These will be different on z token variants.
~Replace Terror with a 2 turn daze (INT inflicT, INT resist) after every attack/spell (all 3 subraces now have a turn loss toggle that's good vs normal m obs and crap vs bosses, so this is balanced)
~Bat Guest stays the same. It gains elevuln, defloss, and SP heal mode from the other 2 subrace guests. However, change the SP heal to scale with STR instead of CHA. Toggle for Mp/Sp upkeep.
~Change Dual Fangs. This skill splits cost between MP/SP and eats up to 400% bleed to:
A. Half goes towards more damage and B. Half goes towards a Panic effect on the mob.
~ Beast Mode changes. It will be a hybrid of spellcaster lean and FO lean. Same power on it's attacks. SO x1.25 Offense, x1.25 defense, but gains a x118.75 to all spells. The split Mp/SP cost is paying for the mid-power spellcaster mid add on.
~Ztoken variants added for all versions. The +50 str/int toggles will be replaced with:
A. Berserk on/off toggle (free) but it will get +5 BTH back for a split MP/SP upkeep B. On/Off, Sp cost when spell is casted. Regain Mana status after every spell casted. Must be one of the two elements the armor defends against.





Sapphire -> RE: SapphireCatalyst2021's Suggestions (4/29/2023 12:29:20)

CHEERLEADER (2 Artistic versions, one male, one female)

Guest, MP/SP variants

2 Modes, toggleable

Mode 1: Player Cheer- Booster, all attacks and all elements. 54% Melee in value. (60% melee and then the always useful penalty)

Mode 2: Pet Cheer- Pet Booster. Grants your pet 54% Melee in value worth of increased damage.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/2/2023 13:10:50)

Wand Master Armor

Wind Element

Starts out at FD Lean

Flavor effect- Armor takes an appropriate % more damage to pay for +15% damage to 100 proc weapons

Pays -6 MRM for appropriate +% to all spells, but only if wielding a 100 proc weapon

MC pays for 2 skills

Skill 1: Toggle to wind element, only works with 100 proc. Elecomp added

Skill 2: Per turn, pays 20% Sp & 20% MP for +40% damage to 100 proc weapons




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/4/2023 16:15:31)

MTWSSA (Make the weapon special, special again)

Misc

Base assumption is 20% special. This I think is 150% Melee. A 10% special is I think 200% melee.

While equipped, 100 proc weapons will not work (also things like guardian dragon, pwd, etc wont), but if a weapon has a special, if this misc is equipped, you pay 50% melee in SP *when the special fires* and the special adds 50% melee in damage. (196sp for melee/ranged, 245sp/magic). If you don't have the SP, the damage add on doesn't occur.

20 proc will now do 200% melee, 10 proc now 250%, etc




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/5/2023 11:09:25)

KHCO3 Vile

UR GGB

Misc no idea on amount of sp upkeep, but yea an sp upkeep

This misc absorbs burn damage from the monster and siphons it

No stats, no anything except the effect.

Toggles between 3 modes, changing the colors

Red(default)->blue->green


Red mode: Heals HP for half of all burn damage

Blue mode: Heals MP for half of burn damage

Green Mode: Heals SP for half of burn damage




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/6/2023 10:38:01)

THE ART OF WAR

Spell, MP/SP variants, standard costs

Nuetral Element

When casted, the monster is not damaged. There is no damage.

The player receives:
1. 1 turn of player/pet/guest celerity. This results in 1 more player turn. (They used their first turn casting the spell) The spell gets disabled until next turn.
2. The player gets a 125% omni elevuln placed upon itself for 1 turn

The monster receives:
1, 1 turn of celerity
2. 125% omni elevuln for 1 turn.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/11/2023 3:24:09)

VOID REVAMP = MUSEUM FUNCTION


So, step 1: Keep the Void rotation in the guardian tower as is. This void rotation is the only place to obtain void takeover paintings.

Step 2: Void takeover paintings should be, if so desired, be moveable inside an estate's museum. The player can choose to place them in their house or in the museum.

Step 3: Build out the inside of a museum with a couple or 3 different "rooms"

Step 4: Allow others who visit your estate to enter the museum, and swipe through your void takeover paintings.

Step 5: If the outside player wishes to, they pay *YOU* a tokens cost to fight the void monster.

Step 6: The paintings version of the void monster shop will *not* have the painting, but will have the other rewards.

Step 7: The museum still gives you GGB's


So this gives the museum additional functionality, does a little bit of a void revamp in that you pay tokens to access out of rotation void monsters, but you must get to them through players estates..and pay them a tokens fee.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/14/2023 0:32:46)

Master BeastMaster

This is the master version of the beastmaster revamp. Not gonna do the main class. But I think the main class obviously should have these skills.

FD Lean but takes 15% more damage and player attacks get -8.5 BTH to give pet hypercrit an appropriate increase to LS rate


Not concerned with element. But I think it's resists should be designed to optimize elecomp.

Skill 1: The same idea as Titan's Mug misc, same caps, but the effect is applied to pets/guests. Sp upkeep/turn.
Skill 2: Toggle all pets/guests to the same element of the armor, and gives elecomp to damage. Effects also now scale based on the new element. This should be free, as an armor who's elecomp toggle is also free now.
Skill 3: Exact same toggles as Infernal Champion's Hekate's Command. Same costs, everything. This is Infernal's pet/guest celerity skill.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/19/2023 23:51:31)

Tome of WillPower

Earth Element

While wileding this tome, all spells get +5% damage as a MC.

4 Options, with the 4th obv. being draw mana.

3 spells. All standard cost, BTH Lean, all Earth Element

Option 1- Suffocate - Pays 50% Damage to inflict a Harm Poison that heals HP = to the damage dealt.


Option 2- Feed on Agony - Pays 50% Damage to inflict a Harm burn that heals MP = to the damage dealt.


Option 3- Force of Will - Pays 50% Damage to inflict an Earth Spirit Seed that heals SP by 50% of damage dealt, 1 turn later.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (5/20/2023 0:23:39)

Seeds of Hate

Weapon, MRM toggles. HP,MP,SP toggles

Fire Element

This weapon pays 30% damage in all 3 modes.

These attempt to inflict a spiritual seed worth equiv melee% (might need modded up due to the delay?) that heals resource for half the damage done. The spirit seed fires after the monster's next turn (so 2 monster turns later after inflict)

HP/MP/SP modes




Sapphire -> RE: SapphireCatalyst2021's Suggestions (6/2/2023 11:05:38)

THE DARKNESS

Darkness Spell, standard leans, etc

Pays 100% Melee (half damage) to inflict The Cold on a +0 save @ 30 defloss/BTH Loss

INT/Luk Inflict and INT/Luk mob save.


______________________________________________________________________________________

SOUL INVADER

Ele-Seeking Spell between Darkness and Ice. Unsure how much Melee% in damage this needs to pay, but pay it in damage.

Pays 100% Melee to inflict 2 statuses.

Status 1-> TheCold. This is worth 50% Melee at +0 save and does 15 defloss/BTH

Status 2-> Panic. This is worth 50% Melee and inflicts 50% melee panic.

Both INT/Luk Inflict and CHA/Luk mob save




Sapphire -> RE: SapphireCatalyst2021's Suggestions (6/23/2023 20:47:38)

This request is for the introduction of something called "Scrolls"

It's a set of imbues that works with spells, and these cost MP. If that's an issue, make them cost SP. But the fact they take a spell slot and thus cost MP IMO shouldn't be an issue.

But you could have

Blind Scrolls
Panic Scrolls
Choke Scrolls
Fragile Scrolls
Paralyze Scrolls
Fear Scrolls
etc etc etc etc

Just avoid element-changing based stuff. This is attaching an effect worth a specific set power and adds to any spell that is casted.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (6/23/2023 20:51:37)

The Creation of a Quest similar to Warrior's Tower that is catered to Rangers. Inside is several rewards to jump-start a lineage of Ranger (and thus, Dex inflict) based imbues that are meant for Ranger gameplay.


The criteria here for these are:

*Efficient SP cost (roughly 40% melee Sp)
* 40% Melee in power
*Adds to any weapon and weapon-based attacks/skills
*Always Dex major inflict


Since one playstyle of the FD Ranger is status-based, these items would be able to specifically enhance that playstyle and provide support specifically to it. And because I envision SP being a heavier burden for that particular build and playstyle, going with an efficiency-based system to me seems logical.




Sapphire -> RE: SapphireCatalyst2021's Suggestions (7/11/2023 12:44:31)

Using MP to overcharge an SP spell-based skill , both on armors and on magic weapons with clickable skills.

Typically, we see either increase cost (more sp) or a HP cost to overcharge something. Have yet to see MP used, and IMO I find this a bit odd.

So for armors catered towards mages or a magic weapon with a clickable skill,

just add 50% Melee MP cost for +25% damage or 100% Melee MP cost for +50% damage to make the SP spell based skill overcharged. Use the MP bar!!




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