Lv 1000's Suggestions (Full Version)

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Lv 1000 -> Lv 1000's Suggestions (10/6/2021 20:52:18)

A collection of item and item-rework suggestions.

Reworks

No-Drop Equipment:
  • UltraGuardian/Awe Armors and Shields
  • UltraGuardian/Guardian/Awe Weapons

    Z-Token Packages:
  • 2500 Tier Packages
  • 6000 Tier Packages
  • 7500 Tier Packages
  • 12000 Tier Packages
  • 20000 Tier Packages
  • 50000 Tier Packages - Champions of Great Creatures
  • 50000 Tier Packages - Champions of Elemental Realms
  • 50000 Tier Packages - Other Sets

    Item Sets:
  • Ares Warlord
  • Kindred

    Classes:
  • Paladin

    Subraces:
  • Werewolf
  • Vampire
  • Werepyre
  • Sol Neko
  • Luna Neko

    Armors:
  • Algern's (Versatile) Carapace
  • Bards of War
  • Cyber-Rex Rider

    Weapons:
  • Glacial Short Staff
  • Sila's Staff
  • Book of Burns
  • (Arcane) Flamestop Warhammer
  • (Mystic) Rx for Destruction
  • Runeblade of Auraxos

    Spells:
  • Invincible Star

    Guests:
  • Essence of Carnage
  • Paladin Spirit

    Pets:
  • Guardian Dragon Jr. Pets

    Misc Items:
  • Shadowfeeder Pendant
  • Resource Conversion Miscs
  • Z-Finity Gauntlets


    New Items

    Item Sets:
  • Shadowforged

    Weapons:
  • Book of Coalescing Shadow
  • Shadowed Darkovian Deception

    Shields:
  • Soulbreaker

    Misc Items:
  • Horn of the Warmonger


    Notes and Credits
  • AnimAnimalking:
    quote:

    Read no drop rule, yours are more improvements, hand waves rule.
  • Dreiko Shadrack for help with subrace suggestions.




  • Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2021 21:18:37)

    Current:
    Algern's Carapace
    Algern's Versatile Carapace

    Rework Suggestion:
    quote:

    Notes:
    Normal Attacks: Uses regular attack animation

    EleVuln/DefLoss Skill: Uses shield-bash animation from the Algern boss

    Heal Skill: Uses life-drain animation
    quote:

    Algern's Carapace
    FO Darkness Armor. Normal Attack is two hits.

    Flavor Effect: Player normal attacks (not specials or skills) are locked to Darkness and gain EleComp to damage.

    MC: Compresses 2 skills.
    EleVuln Skill: Darkness Weapon Based Skill. Has 1 hit. EleComp reduces skill cost. Pays 50% damage and attempts to inflict a (100/0.5/1.4/0.85/4) = +42% Darkness EleVuln for 4 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.

    Heal Skill: Darkness Weapon Based Skill. Has 2 hits. Deals x0.5 damage and heals HP equal to (100/2x[DamageMod]) = (50x[DamageMod])% melee. [DamageMod] = Min[([DamageDealt/MobDarkRes]/[ExpectedDamage/2]), 4].
    quote:

    Algern's Versatile Carapace
    FO Darkness Armor. Normal Attack is two hits.

    MC: Compresses 2 skills:
    DefLoss Skill: [Weapon Element] Weapon Based Skill. Has 1 hit. Pays 25% damage and attempts to inflict a (50/0.5/1.4/4x0.85) = -15.18 MRM DefLoss for 4 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.

    Heal Skill: [Weapon Element] Weapon Based Skill. Has 2 hits. Deals x0.5 damage and heals HP equal to (100/2x[DamageMod]) = (50x[DamageMod])% melee. [DamageMod] = Min[([DamageDealt/MobEleRes]/[ExpectedDamage/2]), 4].

    Notes: DefLoss from first skill does not require a hit to inflict (takes the appropriate penalty).




    Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2021 21:32:51)

    Current:
    UltraGuardian Armors
    UltraGuardian Shield
    Armors of Awe
    Shield of Awe

    Rework Suggestions:
    No-Drop Equipment: UltraGuardian/Awe Armors and Shields

    UltraGuardian Set
    quote:

    Mighty UltraGuardian Plate
    MC FO [No-Drop Element] armour. Normal attack has 2 hits. Melee focused blocking.

    MC: Compresses a weapon-based skill. Has 4 hits*. Follows weapon element. Costs 100% melee in SP (125% for Magic).

    *Uses current 4-hit animation.
    quote:

    Deft UltraGuardian Leathers
    MC FO [No-Drop Element] armour. Normal attack has 2 hits. Ranged focused blocking.

    MC: Compresses a weapon-based skill. Has 3 hits*. Follows weapon element. Deals 175% melee base damage and has +10.625 BtH. Costs 100% melee in SP (125% for Magic).

    *Uses current 3-hit animation.
    quote:

    Insightful UltraGuardian Robes
    MC Spellcaster [No-Drop Element] armour. Normal attack has 1 hit. Magic focused blocking.

    MC: Compressses a spell-type skill. Has X hits. Follows weapon element. Costs 100% melee in MP (125% for Magic).

    Uses the animations of the listed spells when following weapon element.
  • Fire: Solar Incinerator. Has 4 hits.
  • Water: Aquabat Swarm. Has 4 hits.
  • Wind: Cyclone. Has 5 hits.
  • Ice: Frigid Fury. Has 5 hits.
  • Earth: Cave Collapse. Has 6 hits.
  • Energy: MegaHyperGigaShock. Has 6 hits.
  • Light: Illuminate Ultra. Has 6 hits.
  • Darkness: Damnation. Has 4 hits.
  • Harm/Void: Archmage Research. Has 1 hit.
  • quote:

    UltraGuardian Shield
    MC [No-Drop Element] Shield. No secondary resist. If Neutral aligned, same as before.

    MC: Compresses a toggle. Click to activate a [MainStat] stat drive. Gives the option to choose between STR/DEX/INT for [MainStat] when clicked.

    Awe Set
    quote:

    General Information

    Awe Armor normal attacks function as follows:
  • 75% chance for a 2-hit attack, dealing 75% normal damage.
  • 25% chance for a 3-hit attack, dealing 175% normal damage.
  • quote:

    Mighty Armor of Awe
    MC FD [No-Drop Element] armour. Normal attack has 2 hits. Melee focused blocking.

    MC: Compresses a quickcast skill*. Costs 100% melee in SP (125% for Magic). Applies a Barrier worth 100% melee (125% melee for Magic). Barrier strength takes the following penalties:
  • Auto-hit: x0.85
  • Always-useful: x0.9

    *Uses the same animation as Insightful's Mana Shield.
  • quote:

    Deft Armor of Awe
    MC FD [No-Drop Element] armour. Normal attack has 2 hits. Ranged focused blocking.

    MC: Compresses a quickcast skill*. Applies a Chi Shield worth 100% melee (125% for Magic). Scales with MainStat for stat bonuses. Chi Shield efficiency takes the following penalties:
  • Quickcast: x0.5 (x0.625 for Magic)
  • Auto-hit: x0.85
  • Always-useful: x0.9

    *Uses the same animation as Insightful's Mana Shield.
  • quote:

    Insightful Armor of Awe
    MC FD [No-Drop Element] armour. Normal attack has 2 hits. Magic focused blocking.

    MC: Compresses a quickcast spell. Applies a Mana Shield worth 100% melee (125% for Magic). Scales with MainStat for stat bonuses. Mana Shield efficiency takes the following penalties:
  • Quickcast: x0.5 (x0.625 for Magic)
  • Auto-hit: x0.85
  • Always-useful: x0.9
  • quote:

    Shield of Awe
    MC [No-Drop Element] Shield. No secondary resist. If Neutral aligned, same as before.

    MC: Grants +5 Status Resistance.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/7/2021 23:25:01)

    Current:
    quote:

    Mind Gauntlet:
    1/Battle Skill
    costs 87.5% Melee in SP and heals 125% Melee in MP for the player (basically enough for 1 spell casts of the item's PowLv). 125% Melee * 1.1 for it being non-elemental means 137.5% Melee, -50% due to it being once per battle.

    1/Turn Skill
    Costs 137.5% Melee in HP (= to 6.875% of your max HP if you have 0 END), this heals 125% Melee in MP for the player, same as the 1/battle skill. The cost of this skill goes up by *1.25 each time it gets used in a single battle (second use costs 171.875% Melee in HP, or 8.59375% of your max HP if you have 0 END, third use costs 214.84375% Melee in HP, or 10.7421875% of your max HP if you have 0 END, and so on and so forth), this is there as a balancing mechanic to avoid heal loops and the like.
    quote:

    Soul Gauntlet:
    1/Battle Skill
    Heals 45% Melee in SP for the player. Starts as 50% Melee in value, -50% for cost, so *0.9 for effectiveness.

    1/Turn Skill
    Mirror of Mind's second skill, except it restores 125% Melee in SP each time it's used. Has the same *1.25 cost increase each time it's used in a single battle.
    quote:

    Power Gauntlet:
    1/Battle Skill
    Costs 120% Melee in SP and heals player for 10% of their max HP. Skill is valued at 200% Melee in SP, *1.1 due to it being non-elemental, -50% due to the skill being 1/battle.

    1/Turn Skill
    Costs 55% Melee in SP, and attempts to inflict a universal EleVuln on the foe. 50% Melee value, *1.1 cost due to being non-elemental, 50% save (inflict with highest of player's STR/DEX/INT for majour and player's LUK for minor, vs foe's END/LUK), so it's a base value of 100% Melee. EleVuln ends up being +25% damage for 4 turns.
    quote:

    Time Gauntlet
    1/Turn Skill:
    Costs 55% Melee in SP, and attempts to inflict Blind and universal DefLoss on the foe, 50% Melee base cost, *1.1 for non-elemental. 25% Melee goes toward the Blind, so that's -7.5 BtH Blind for 4 turns with a 50% save, same stat saves as above for infliction, mob resists with INT/LUK. Other 25% Melee goes toward the DefLoss, this covers all elements. 5% Melee is worth +4.25 BtH, so with a 50% save this is worth 50% Melee, so that's a total of +42.5 BtH. Split it among 4 turns so it's a -10.625 MRM DefLoss. (Defloss save is +0, [MainStat]/LUK vs. END/LUK)
    quote:

    Space Gauntlet
    1/Battle Skill
    Costs 10% Melee in SP and gives you a massive +60 MRM for 1 turn. Similar to Time's Blind, 25% Melee is worth +15 MRM for 1 turn, so 100% Melee is worth +84 MRM, *1.1 cost due to being non-elemental, and -100% due to it being once per battle.

    1/Turn Skill
    Costs 70% Melee in SP and gives you a 50% damage resistance universal EleShield for 1 turn.


    Rework Suggestions:
    quote:

    Mind Gauntlet
    Comes with two skills:

    1/Battle Skill: Heals (50x0.9) = 45% melee in MP once per battle.

    1/Turn Skill: Heals 125% melee in MP once per turn. This costs (125x1.1) = 137.5% melee in HP.
    quote:

    Soul Gauntlet
    Comes with two skills:

    1/Battle Skill: Heals (50x0.9) = 45% melee in SP once per battle.

    1/Turn Skill: Heals 125% melee in SP once per turn. This costs (125x1.1) = 137.5% melee in HP
    quote:

    Power Gauntlet
    Comes with two skills:

    1/Battle Skill: Heals for 125% melee in HP once per battle. This costs ((125x1.1)-50) = 87.5% melee in SP.

    1/Turn Skill: Costs (70x1.1)% = 77% melee in SP, and attempts to inflict a (70/0.5/1.4/0.85/4x0.85) = +25% EleVuln for 4 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK
    quote:

    Time Gauntlet
    1/Turn Skill: Costs (70x1.1) = 77% melee in SP and applies two effects:

  • DefLoss: Pays 35% melee and attempts to inflict a (35/0.5/1.4x0.85/4) = -10.625 MRM DefLoss for 4 turns, +0 save, player [MainStat]/LUK vs. monster END/LUK.

  • Blind: Pays 35% melee and attempts to inflict a (35/0.5/1.4x0.85/4) = -10.625 BtH Blind for 4 turns, +0 save, player [MainStat]/LUK vs. monster INT/LUK.
  • quote:

    Space Gauntlet
    Comes with two skills:

    1/Battle Skill: Grants a (91.5/1.4x0.85x0.9) = +50 MRM Defense Shield for 1 turn. This costs (91.5-50) = 41.5% melee in SP.

    1/Turn Skill: Grants a (54.4/1.4x0.9) = 35% All-Element EleShield for 1 turn. This costs 54.4% melee in SP




    Lv 1000 -> RE: Lv 1000's Suggestions (10/9/2021 0:34:23)

    Current:
    Powerful (!!!) / Swift (!!!) / Arcane (!!!) UltraGuardian Scythe
    Guardian Blade / Spear / Staff / Dagger
    Blade (!!!) / Spear (!!!) / Staff (!!!) / Dagger (!!!) of Awe

    Rework Suggestion:
    quote:

    UltraGuardian Scythe
    MC Melee/Ranged/Magic [No-Drop Element] Scythe. Has a 1/3 BR lean and a -5 BtH lean. Swapping between modes works as a toggle.

    Upgraded Versions: Same as before, the !!! versions scale with no penalty.

    Weapon Element: Follows your No-Drop alignment. When alignment is set to Neutral, weapon element is randomized (between the 8 standard elements). Weapon attacks deal x(132/109) damage to compensate for this.

    Special: Summons the UltraGuardian Dragon which functions identically to PowerWord Die.

    MC: Increases the proc rate of the special.
    quote:

    Guardian Blade/Spear/Staff/Dagger
    MC Melee/Ranged/Magic/(Melee/Ranged 100-Proc) [No-Drop Element] Sword/Spear/Staff/Dagger. Spear has a +3 BtH lean, and Dagger has a +5 BtH lean. Swapping between modes works as a toggle.

    Dagger can toggle between Melee and Ranged 100-proc. In Ranged 100-Proc mode, the Dagger uses the Awe Spiral Carve animation, with 2 hits. The Dagger's true-special is the normal weapon special.

    Upgraded Versions: Same as before, the !!! versions scale with no penalty.

    Weapon Element: Follows your No-Drop alignment. When alignment is set to Neutral, weapon element is randomized (between the 8 standard elements). Weapon attacks deal +(132/109)% damage to compensate for this.

    Special: Summons the Guardian Dragon. Updated to current standards.

    MC: Increases the proc rate of the special.
    quote:

    Blade/Spear/Staff/Dagger of Awe

    MC Melee/Ranged/Magic/(Melee/Ranged 100-Proc) [No-Drop Element] Sword/Spear/Staff/Dagger. Spear has a +3 BtH lean and the Dagger has a +5 BtH lean. Swapping between modes works as a toggle.

    Dagger can toggle between Melee and Ranged 100-proc. In Ranged 100-Proc mode, the Dagger uses the Awe Spiral Carve animation, with 2 hits. The Dagger's true-special is the normal weapon special.

    Upgraded Versions: Same as before, the !!! versions scale with no penalty.

    Weapon Element: Follows your No-Drop alignment. When alignment is set to Neutral, weapon element is randomized (between the 8 standard elements). Weapon attacks deal x(132/109) damage to compensate for this.

    Special: Current special system.




    Sapphire -> RE: Lv 1000's Suggestions (10/9/2021 0:53:05)

    I like that you are suggesting some revamps of the no drops. Something for sure should happen. I also like coming up with new leans, so I think the premise is good.


    In regards to Ultraguardian ... I think all spellcaster leans should have 3 ele comp effects. 1.8.... to one, and 1.44 to two...like how Necromancer was done. Making it to one element like how the old brilhado robes was, makes it far far too specialized.

    In addition, beastmaster lean,I was told, was tried kind of similar to what you have done. I was told people hated it, as bard of war was initially done this way, then changed.

    I think bard of war has it's place, but I view beastmaster lean just like spellcaster. Pets/Guests should get ele comp the same as spellcaster mentioned above.


    At the end of the day, kudos to implementing new leans and such. I personally believe there should be a dodge based, ranged using, high accuracy lean with rider and mount armors, that all get initiative. You're up high, so your hard to hit. Also the high ground gives you a tactical bth advantage, but since your on something then it should only work for ranged weapons.

    Anyway, keep them coming. I hope staff reads these ideas from the players and implement some things.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/9/2021 9:45:04)

    quote:

    I think all spellcaster leans should have 3 ele comp effects. 1.8.... to one, and 1.44 to two...like how Necromancer was done. Making it to one element like how the old brilhado robes was, makes it far far too specialized.

    I think that this is basically just a Necromancer thing, using T3 classes as a precedent usually isn’t a good idea. Also being able to effectively choose which element is being boosted is more than enough imo.

    quote:

    In addition, beastmaster lean,I was told, was tried kind of similar to what you have done. I was told people hated it, as bard of war was initially done this way, then changed.
    A lot has changed since Bard of War was first released. Specifically, because being a beastmaster meant primarily using statuses as there were effectively no good pure damage options so a pet/guest damage armor lean was basically useless, whereas now it is very potent.




    Sapphire -> RE: Lv 1000's Suggestions (10/9/2021 21:26:13)

    It might be just a necromancer thing, but it shouldnt. Brilhado robes is not worth using ever. Just one persons opinion. I'd rather play with an armor with ele comp to its pets/guests over a general, yet weaker, boost to all pets/guests. Just one person's opinion.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/20/2021 17:59:18)

    Current:
    quote:

    Invincible Star

    Quick-cast spell. When cast, the spell presents you first with the option for MP or SP cost. Then, you get three options between Lesser/Greater/Super Invincibility Star potency, each one provides you with a 1-turn 33%/66%/99% damage reduction EleShield effect that covers all elements. These effects cost (33 x 1.4 x 1.1 / 0.85 = 59.79)%, (66 x 1.4 x 1.1 / 0.85 = 119.58)%, and (99 x 1.4 x 1.1 / 0.85 = 179.36)% Melee, respectively. Basically it's the damage reduction value, x 1.4 since it's working off of monster damage, x 1.1 since it's universally useful, and then /0.85 since the effect auto-hits.

    Additionally, this spell has a cooldown between uses instead of being once per turn. You have to wait 1/2/3 turns before using the skill again after using the Lesser/Greater/Super Star versions of the skill.

    So for example:
    Turn X: Cast Lesser Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can now cast Invincible Star again.
    
    Turn X: Cast Greater Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can't cast Invincible Star, do attack.
    Turn X+3: Can now cast Invincible Star again.
    
    Turn X: Cast Super Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can't cast Invincible Star, do attack.
    Turn X+3: Can't cast Invincible Star, do attack.
    Turn X+4: Can now cast Invincible Star again.


    Rework Suggestion:
    quote:

    Invincible Star
    Quick-cast spell, usable once per turn. When cast, allows you to choose SP or MP for the cost of the spell. Comes with three options, a 33%, 66%, and 99% All-Element EleShield, i.e., Lesser, Greater, and Super Invincibility Star. See below for updated costs:

    Lesser: Grants a +(51.33/1.4x0.9)% = +33% All-Element EleShield for 1 turn. This costs 51.33% melee in SP/MP.

    Greater: Grants a +(102.67/1.4x0.9)% = +66% All-Element EleShield for 1 turn. This costs 102.67% melee in SP/MP.

    Super: Grants a +(154/1.4x0.9)% = +99% All-Element EleShield for 1 turn. This costs 154% melee in SP/MP.


    The cooldown system remains but is modified. Greater and Super Star have the same cooldowns as before, but Lesser Star does not. Lesser can be cast without a turn cooldown, but not while Greater or Super star are on cooldown. See below for details:
    Turn X: Cast Greater Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can't cast Invincible Star, do attack.
    Turn X+3: Can now cast Invincible Star again.
    
    Turn X: Cast Super Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can't cast Invincible Star, do attack.
    Turn X+3: Can't cast Invincible Star, do attack.
    Turn X+4: Can now cast Invincible Star again.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/24/2021 0:49:11)

    New Item:
    quote:

    Book of Coalescing Shadow
    MC Magic Darkness Tome. Compresses 3 spells and Draw Mana.

    Decompression Bonus: For each Darkness spell in your active inventory, all Darkness spells deal +2.5% damage. Note: Spell Database element must be Darkness.

    Restrained Darkness
    Efficient Darkness Spell. Has 3 hits. Deals 125% melee base damage and costs 50% melee in MP.

    Reign of Terror
    Darkness Spell. Has 4 hits. Pays 50% damage and attempts to inflict a (100/0.5/1.4x0.85/4x[MobDarkRes]) = -(30x[MobDarkRes]) BtH Blind for [Hits] turns. This has a +0 Save Bonus, player INT/LUK vs. mob CHA/LUK.

    Obsidian Cloak
    Toggle. While active, grants a (25/1.4x0.85) = +15 MRM. This costs 25% melee in MP per turn. Applied directly, rather than as a Defense Boost status.

    Consume Shadow
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Umbral Strike", this is 1 hit of Magic Darkness damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUKx3/8).





    Lv 1000 -> RE: Lv 1000's Suggestions (10/24/2021 21:42:20)

    Current:
    Glacial Short Staff

    Rework Suggestion:
    quote:

    Glacial Short Staff
    MC Magic Ice Tome. Compresses 3 spells and Draw Mana.

    Decompression Bonus: For each Ice spell in your active inventory, all Ice spells deal +2.5% damage. Note: Spell Database element must be Ice.

    Ice Shot
    Efficient Ice Spell. Has 1 hit. Deals 125% melee base damage and costs 50% melee in MP.

    Icicle Barrage
    Ice Spell. Has 5 hits. Has -5 BtH lean. Costs +50% melee in HP and deals +25% damage.

    Frozen Grasp
    Ice Spell. Has 4 hits. Deals -45.75% damage and has a (91.5/0.5x13/20/1.4/0.85x[Hits Connected/4])% chance to attempt to Freeze the monster for 1 turn. This has a +0 Save Bonus, player INT/LUK vs. mobs END/LUK.

    Glacial Restoration
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Icicle Strike", this is 1 hit of Magic Ice damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUKx3/8).




    Lv 1000 -> RE: Lv 1000's Suggestions (10/25/2021 22:30:39)

    Current:
    Sila's Staff

    Rework Suggestion:
    quote:

    Sila’s Staff
    Magic Neutral Tome. Compresses 3 spells and Draw Mana.

    Decompression Bonus: For each Neutral spell in your active inventory, all Neutral spells deal +1.5% damage. Note: Spell Database element must be Neutral.

    General Effects: The damage of spells from this tome is multiplied by x(132/109) as compensation for dealing random/multi-elemental damage.

    Elemental Blast
    Efficient Multi-Elemental Spell. Has 8 hits, one for each of the standard 8 elements. Deals 125% melee base damage and costs 50% melee in MP.

    Sila’s Wrath
    Multi-Elemental Spell. Has 8 hits, one for each of the standard 8 elements.

    Prismatic Blaze
    Overcharged Multi-Elemental Spell. Has 8 hits, one for each of the standard 8 elements. Pays 75% damage + 25% melee in HP and attempts to inflict a Power: (175/0.5/10/8/3x[132/109]x[Hits/Attempts]) = (1.77x[Hits/Attempts]) Prismatic Burn for 3 turns. This has a +0 Save Bonus, player INT/LUK vs. mob DEX/LUK.

    Sila’s Restoration
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Prismatic Strike", this is 1 hit of Magic Harm damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUKx3/8) and deals -10% damage.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/27/2021 1:09:20)

    Current
    quote:

    Book of Burns

    Spellcasting tome item.

    Big Blaze - standard spell, costs 1x a normal spell in MP.
    Scorch - standard spell, -50% damage, causes Burning (power:5, duration:4), monster can resist with a save at a +0 bonus (inflict with INT/LUK, resist with DEX/LUK).
    Fire Shield - Mana Shield, works like Gandolphin, casts as a standard spell (x0.9 damage)
    Stoke the Flames: Gain +15 Fire Charges
    Kindle: regen MP
    Multicast: Spend 30 Fire Charges, and you can cast multiple spells from the tome

    Bonus: For every Fire spell in your active inventory, you gain +1 Fire Charge per turn. (The spell's displayed element has to be Fire, no multi-elemental stuff.)

    Rework Suggestion
    quote:

    Book of Burns
    MC Magic Fire Tome. Compresses 3 spells and Draw Mana.

    Decompression Bonus: For each Fire spell in your active inventory, all Fire spells deal +2.5% damage. Note: Spell Database element must be Fire.

    Searing Blaze
    Standard Fire Spell. Has 4 hits. Deals -50% damage and attempts to inflict a Power: (100/0.5/10/4) = 5 Fire Burn for [Hits] turns. This has +0 Save Bonus, player INT/LUK vs. mob DEX/LUK.

    Avatar of Flame
    Quickcast Skill. Usable once per round. Applies Celerity to the player's side. This costs [(50 + [PetMod] + [GuestMod])x1.1)% melee in MP and applies a (50/1.4x0.85/2) = -15 MRM DefLoss to the player for 4 turns. [PetMod] = 40 if the player has a Pet active. [GuestMod] = 15 if the player has a Guest active. Note: DefLoss duration will show as 3 when skill is used, this is because DefLoss is active when its duration is 0. Additionally, the DefLoss lasts for 4 turns to ensure that the monster can take advantage of the penalty on the player.

    Phoenix Shield
    Healing Spell. Creates Mana Shield instead of healing the player. Uses INT for stat bonuses. Deals x0.85 damage due to auto-hitting.

    Kindle the Inferno:
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Flame Strike", this is 1 hit of Magic Fire damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUKx3/8).




    Lv 1000 -> RE: Lv 1000's Suggestions (10/27/2021 18:12:03)

    Current:
    Shadowfeeder Pendant

    Rework Suggestion:
    quote:

    Shadowfeeder Pendant
    MC Neutral Misc. MC compresses 2 quickcast skills, only one skill can be used each turn.

  • Resource Conversion: Converts 100% melee in MP to (100x0.9)% = 90% melee in SP.
  • Celerity: Quickcast Skill. Usable once per round. Applies Celerity to the player's side. This costs [(50 + [PetMod] + [GuestMod])x1.1)% melee in SP and applies a (50/1.4/2) = 17.86% EleVuln to the player for 4 turns. [PetMod] = 40 if the player has a Pet active. [GuestMod] = 15 if the player has a Guest active. Note: EleVuln duration will show as 3 when skill is used, this is because EleVuln is active when its duration is 0. Additionally, the EleVuln lasts for 4 turns to ensure that the monster can take advantage of the penalty on the player.




  • Lv 1000 -> RE: Lv 1000's Suggestions (1/2/2022 15:35:22)

    Current:
    Discount Mogloween Candy Bag
    Essence Orb
    Pixel Ether

    Rework Suggestion:

    quote:

    Resouce Converters.
    MC Neutral Miscs. Each misc can convert between any two resources.

    Converts 100% melee of one resource to 90% melee of another resource (always-useful penalty factored in). This effect can be used any number of times each turn, but with diminishing returns after each click (see below for details). Diminishing returns reset at the beginning of a new player round (i.e., the monster must act to reset the diminishing returns penalty).

    MC: Has an 10% chance to not apply diminishing returns.
    quote:

    Discount Mogloween Candy Bag
    Skill: Converts 100% melee in MP to (90-[22.5 x Clicks])% melee in HP.

    Essence Orb
    Skill: Converts 100% melee in HP to (90-[22.5 x Clicks])% melee in SP.

    Pixel Ether
    Skill: Converts 100% melee in SP to (90-[22.5 x Clicks])% melee in MP.




    Lv 1000 -> RE: Lv 1000's Suggestions (1/16/2022 21:50:08)

    Current:
    Armor of the Warlord
    Shield of the Warbringer
    Sword/Spear/Quarterstaff of Ares

    Rework Suggestion:
    quote:

    Armor of the Warlord
    MC FO Fire Armor, Energy/Light secondaries. Flat Blocking.

    Flavor Effect: Pays +(10/1.4)% damage taken, and player attacks deal (10/2/0.85x[Hits]) = +(5.88x[MobHits])% damage on the following turn based on successful monster hits. [MobHits] = Min[UnavoidedHits, 4].

    MC: Compresses 2 skills:
  • Ares' Might: Skill toggle. Player normal attacks, specials and weapon skills deal x2 Base/Rand/Stat damage and are locked to Fire. EleComp reduces toggle cost.
  • Warlord's War Cry. Fire spell-type skill. Has 2 hits. EleComp increases skill damage. Pays 17.5% damage and attempts to inflict a (35/0.5/1.4/10x0.85x[Hits/2]) = -(4.25x[Hits/2]) MRM Pierced Defenses effect (renamed DefLoss) for the remainder of the battle. Has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. Pierced Defenses does not directly stack with other sources of DefLoss. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
  • quote:

    Shield of the Warbringer
    MC Fire Shield. Flat Blocking. The size of the shield should be reduced compared to the current version.

    MC: Compresses a skill. Fire spell-type skill. Has 3 hits. EleComp increases skill damage. Pays 29.75% damage attempts to inflict a (59.5/0.5/1.4/0.85/4x[Hits/3]) = +(25x[Hits/3])% damage Fire EleVuln for 4 turns. This has a +0 Save Bonus, player [WeaponStat]/LUK vs. monster END/LUK.
    quote:

    Sword/Spear/Quarterstaff of Ares
    MC Melee/Ranged/Magic Fire Sword/Spear/Staff. Spear has 2/3 BR lean and +3 BtH lean. Staff has 1/3 BR lean and -3 BtH lean. No Special.

    Flavor Effect: Pays -9 MRM and player attacks deal +15% damage (20% for Magic).

    MC: Compresses a Fire weapon-skill. Has 2 hits. Costs 100% melee in SP (125% for Magic). Deals +25% damage if the monster is affected by DefLoss, deals -12.5% damage otherwise.




    Lv 1000 -> RE: Lv 1000's Suggestions (1/16/2022 23:12:20)

    New Item:
    quote:

    Helm of the Warmonger

    MC Fire Misc. Reduces Fire damage taken, boosts STR/DEX/INT (uses equipped weapon to determine), and increases player damage and BtH

    Lv 150 Stats:
  • x0.5 Fire Damage Taken
  • +50 STR/DEX/INT
  • +20% damage (+26.67% for Magic; +10% for spells)
  • +10 BtH (+13.33 for Magic; +5 for spells)

    MC: +10 DefLoss and EleVuln Potence.




  • Lv 1000 -> RE: Lv 1000's Suggestions (1/23/2022 21:08:29)

    Current:
    Kindred Armor
    Kindred Shield
    Kindred Weapons
    Kindred Pet

    Rework Suggestion:
    quote:

    Kindred Mastercraft Set

    Notes:
    - Meditation Charges: These are used for various interactions within the set, each Meditation Charge is worth 5% Melee. The player can store up to 40 Meditation Charges.
    quote:

    Kindred Armor
    FO Water armor, Wind secondary. Normal attack has 1 hit. MRM as before.

    MC: Compresses 2 skills
  • Focus: Skips the player's turn, generating 20 Meditation Charges.
  • Kindred Strike: Water weapon-based skill. Has 2 hits. EleComp reduces skill cost. Consumes Meditation Charges in multiples of 5 (up to 40 charges) to deal +([ChargesConsumed]x100)/40)% damage. If used with one of the Kindred weapons, the BtH lean of the weapon is doubled, so either +10 or -10. If used with Kindred's Humility (Bow) instead performs a Bow skill* that has the same effects.
    *Uses the animation from what was previously bow's 20-proc true-special.
  • quote:

    Kindred Shield
    MC Water shield. MRM as before.

    MC: Compresses 2 quickcast skills. Skills are usable a combined 2 times per round.
  • Restore Mind: Consumes 10 Meditation Charges and restores (50x0.9)% = 45% melee in MP.
  • Restore Spirit: Consumes 10 Meditation Charges and restores (50x0.9)% = 45% melee in SP.
  • quote:

    Kindred's Enlightenment/Humility/Prestige
    MC Melee/Ranged/Magic Water Sword/Bow/Sword. Can toggle between +5 and -5 BtH leans. Bow's 100-proc attack is 2 hits. No special/true-special.

    MC: Compresses a toggle. Consumes 4 Meditation Charges per turn. While active, player attacks to auto-hit with no damage penalty.

    Note: All BtH leans affecting the player are disabled while active.
    quote:

    Kindred's Tranquility
    Water pet. Can toggle between two modes:
  • Normal Mode: Attack has 2 hits, with a +5 BTH lean. MC: +5% damage.
  • Meditation Mode: Generates Meditation Charges instead of attacking. Generates (3.6 + (3.6 x [CHA/ExpCHA])) Meditation Charges.




  • Lv 1000 -> RE: Lv 1000's Suggestions (9/25/2022 23:04:01)

    Rework Suggestions:
    50000 Tier Packages - Champions of Great Creatures



    Airenal Champion Set
    quote:

    Airenal's Might
    MC FO Wind armour, Earth/Light secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a skill toggle. Player normal attacks, specials and weapon skills deal x2 Base/Rand/Stat damage and are locked to Wind. EleComp reduces toggle cost.

    FSB: Compresses a Wind spell-type skill. Has 3 hits. EleComp increases skill damage. Pays (75/[EleComp])% damage and attempts to inflict a Power: (150/0.5/10/10/2x[Hits/3]) = (1.5x[Hits/3]) Ravenous Gale effect (renamed Siphon Poison) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. Ravenous Gale heals player HP equal to [DamageDealt], and does not directly stack with other sources of Poison or Siphon. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost)
    quote:

    Airenal's Crest
    MC Wind shield. Flat blocking. No secondary resist.

    MC: +20 Poison Potence.
    quote:

    Airenal's Cunning
    MC Melee/Ranged/Magic Wind Sword/Spear/Staff. Has a 1/3 BR lean. Spear has a +3 BtH lean. No special.

    Flavor Effect: Pays 50% damage (75% for Magic), and attempts to inflict a Power: (50/0.5/10/2x[BtHMod]x[Hits/Attempts]) = (5x[BtHMod]x[Hits/Attempts]) Wind Siphon (renamed Poison) for 1 turn after any player attack. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. The Siphon heals player SP equal to [DamageDealt x 1.125]. [BtHMod] = [85/88] for Ranged, 1 otherwise.

    MC: Monsters take +12.5% damage from Poison effects.
    quote:

    Neo-Airenal's Cunning
    MC Melee/Ranged/Magic Wind Sword/Spear/Staff. Has a 1/3 BR lean. Spear has a +3 BtH lean. No special.

    MC: Compresses a quickcast skill. Costs 100% melee in SP. Applies a Wind Imbue for 1 turn. While active, weapon-based attacks attempt to inflict a Power: (50/0.5/10/2/2x[DamageMod]x[Hits/Attempts]) = (2.5x[DamageMod]x[Hits/Attempts]) Wind Poison for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [DamageMod] = Min[([DamageDealt/MobWindRes]/[ExpectedDamage/2]),4].


    Akriloth Champion Set
    quote:

    Champion of Akriloth
    MC FO Fire armour, Earth/Darkness secondaries. Normal attack is 2 hits. Magic focused blocking.

    MC: Compresses a Fire weapon-based skill. Has 2 hits. Costs 75% melee in HP and 25% melee in SP (75%/50% split for Magic). EleComp reduces skill cost.

    FSB: Compresses a Fire spell-type skill. Has 6 hits. Costs 75% melee in HP and 25% melee in SP (75%/50% split for Magic). EleComp increases skill damage. Pays (22.3125/[EleComp])% damage attempts to inflict a (44.625/0.5/1.4/0.85/10x[Hits/6]) = (7.5x[Hits/6])% Molten Slag effect (renamed Fire EleVuln) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. Molten Slag does not directly stack with other sources of EleVuln (Fire or otherwise). After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Akriloth's Command
    MC Fire shield. Magic focused blocking.

    MC: Compresses a quickcast skill. Usable once per turn. Costs 100% melee in HP. Applies a x1.25 Fire EleEmpower for 4 turns.
    quote:

    Akriloth's Carnage Sword/Spear/Staff/Bow
    MC Melee/Ranged/Magic/100-Proc Ranged Fire Sword/Spear/Staff/Bow. Has a 0.4 BR lean. Spear has a +3 BtH lean; Bow has a +6 BtH lean. No special/true-special. Ranged 100-proc attack (Bow) has a 50% chance for 1 hit dealing x2/3 damage, and a 50% chance for 2 hits dealing x4/3 damage.

    Flavor Effect: Pays 15% damage (20% for Magic) and heals HP equal to (15/2x[DamageMod])% melee. [DamageMod] = Min[([DamageDealt/MobFireRes]/[ExpectedDamage/2]),4]

    MC: Compresses a toggle. Costs 15% melee in SP per turn. While active, doubles the healing from the Flavor Effect.


    Custosilva Champion Set
  • New status: "Ensnared": Combination of Blind and DefLoss. Basically a turn-based version of the "The Cold".
    quote:

    Spirit of Custosilva
    MC FO Earth armour, with Water/Light secondaries. Normal attack is two hits. Flat blocking.

    MC: Compresses an Earth weapon-based skill. Has 2 hits. EleComp reduces skill cost.

    FSB: Compresses an Earth spell-type skill. Has 3 hits. EleComp increases skill damage. Pays (37.5/[EleComp])% damage and attempts to inflict a -(75/0.5/1.4x0.85/10/2x[MobEarthRes]x[Hits/3]) = -(4.5x[MobEarthRes]x[Hits/3]) MRM/BtH Nature's Curse effect (renamed Ensnared) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. Nature's Curse does not directly stack with other sources of Ensnared. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Scales of Custosilva
    MC Earth Shield. Melee/Magic focused MRM. No secondary resist.

    Flavor Effect: Pays +(10/1.4)% damage taken and heals HP equal to (10/0.15/2x[AvoidedHits])% melee after the monster attacks, where [AvoidedHits] = Min([SuccessfullyAvoidedHits], 4).

    MC: Increases player Heal resistance by +12.5%.
    quote:

    Fang of Custosilva
    MC Melee/Ranged/Magic Earth Sword/Spear/Staff. No BR lean. Spear has a +3 BtH lean. No special.

    Free Effect: Can toggle between MP and SP healing.

    MC: Compresses a toggle. Costs 25% melee in HP and heals MP/SP equal to (25/2x[Hits]x[BtHMod])% melee after any weapon-based attack, where [Hits] = Min([SuccessfulHits], 4). MP and SP healing is multiplied by x1.5 and x1.125 respectively. [BtHMod] = [85/88] for Ranged, 1 otherwise.


    Sinmaw Champion Set
    quote:

    Champion of Sinmaw
    MC FO Energy armour, Water secondary, Darkness tertiary. Normal attack has 2 hits. Flat blocking.

    MC: Compresses a skill toggle. Player normal attacks, specials and weapon skills deal x2 Base/Rand/Stat damage and are locked to Energy. EleComp reduces toggle cost.

    FSB: Compresses an Energy spell-type skill. Has 3 hits. EleComp increases skill damage. Pays (22.3/[EleComp])% damage and attempts to inflict a (44.6/0.5/1.4/0.85/10x[MobEnergyRes]x[Hits/3]) = (7.5x[MobEnergyRes]x[Hits/3])% stun rate Shocked effect (renamed Daze) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. Shocked does not directly stack with other sources of Daze. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Sinmaw's Guile
    MC Water/Energy Shield. Ranged/Magic focused MRM.

    MC: Can toggle between Water and Energy resist.
    quote:

    Neo-Sinmaw's Guile
    MC Energy Shield. Flat blocking.

    MC: Compresses a toggle. Costs 25% melee in SP per turn. Effect depends on the monster.
  • Defensive Stance: If the monster attacks, the player takes -(25/1.4)% damage.
  • Offensive Stance: If the monster doesn't attack, the player deals +25% damage on their next turn.
  • quote:

    Sinmaw's Mastermind
    MC Melee/Ranged/Magic Energy Sword/Spear/Staff. Has a 0.25 BR lean. Spear has a +3 BtH lean.

    MC: Compresses a toggle. Costs 15% melee in SP per turn. Player attacks gain +12.75 BtH (+17 for Magic). If the monster is affected by Freedom, BtH effect is x1.5 stronger.


    Tera'Suul Champion Set
  • The Corrupted Tera'Suul set would also have these effects, but Ice/Water/Wind --> Darkness/Water/Earth where applicable.
    quote:

    Hand of Tera'Suul
    MC FO Ice armour, Water/Wind secondaries. Normal attack is two hits. Flat blocking.

    MC: Compresses an Ice weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses an Ice spell-type skill. Has 3 hits. EleComp increases damage. Pays (75/[EleComp])% damage and attempts to inflict a Power: (150/0.5/10/10/2x[Hits/3]) = (1.5x[Hits/3]) White Frost effect (renamed Burn) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. The White Frost effect damages monster HP and SP, and does not directly stack with other sources of Burn. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Tera'Suul's Scales
    MC Ice Shield. Flat blocking. No secondary resist.

    MC: Burn (and Poison) effects deal +25% damage to monsters.
    quote:

    Tera'Suul's Drive
    MC Melee/Ranged/Magic Ice Sword/Spear/Staff. No BR lean. Spear has a +3 BtH lean. No special.

    Free Effect: Can toggle between damaging monster HP or SP. If damaging monster SP, weapon attacks deal x1.125 damage.

    MC: Compresses a toggle. Pays 37.5% damage (50% for Magic) and 50% melee in SP and attempts to inflict a Power: (87.5/0.5/10/2x[Hits/Attempts]) = 8.75 [Resource] Ice Burn for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. [Resource] = HP if the weapon is damaging HP, and SP if the weapon is damaging SP.




  • Lv 1000 -> RE: Lv 1000's Suggestions (9/25/2022 23:16:20)

    Rework Suggestions:
    50000 Tier Packages - Champions of Elemental Realms



    Fire Realm Champion Set
  • Since this was a limited time package that is now perma-rare, I suggest updating it but also releasing an Water variant as a permanent version.
    quote:

    Fire Realm Champion
    MC FO Fire armour, Wind/Energy secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Fire weapon-based skill. Has 2 hits. EleComp reduces skill cost.

    FSB: Compresses a Fire spell-type skill. Has 6 hits. EleComp increases skill damage. Pays (50/[EleComp])% damage and attempts to inflict a Power: (100/0.5/10/10x[Hits/6]) = (2x[Hits/6]) Eternal Flame effect (renamed Fire Burn) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. Eternal Flame does not directly stack with other sources of Fire Burn. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Fire Realm Protecter
    MC Fire shield. Melee/Magic focused blocking.

    MC: Grants +10 Burn Potence and Burn effects deal +12.5% damage to monsters.
    quote:

    Fire Realm Blade
    MC Melee/Ranged/Magic Fire Sword/Glaive/Sword. No BR lean. No special.

    MC: Compresses a toggle. Pays 15% damage (20% for Magic) and 35% melee in SP per turn and attempts to inflict a Power: (50/0.5/10/2/2x[Hits]) = (2.5x[Hits]) Fire Burn for 2 turns. [Hits] = Min([SuccessfulHits], 4). This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. Burn damages monster HP and SP, when damaging SP the Burn deals x1.125 damage.


    Energy Realm Champion Set
  • Since this was a limited time package that is now perma-rare, I suggest updating it but also releasing an Ice variant as a permanent version.
    quote:

    Energy Realm Champion
    MC FO Energy Armour, Fire/Light Secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Energy weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses a Energy spell-type skill. Has 3 hits. EleComp increases damage. Pays (14.875/[EleComp])% damage and attempts to inflict a (59.5/0.5/1.4/0.85/10x[MobEnergyRes]x[Hits/3])% = (5x[MobEnergyRes]x[Hits/3])% Sapped effect (renamed Choke) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. Sapped does not directly stack with other sources of Choke. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Energy Realm Protector
    MC Energy Shield. Melee/Magic focused blocking.


    MC: Grants +20 Choke (and Panic) potence.
    quote:

    Energy Realm Blade
    MC Melee/Ranged/Magic Energy Sword/Glaive/Sword. No BR lean. No Special.

    MC: Compresses a quickcast skill. Costs 100% melee in SP. Applies a Energy Imbue for 1 turn. While active, weapon-based attacks attempt to inflict a Power: (50/0.5/1.4/0.85/4/2x[DamageMod]x[Hits/Attempts]) = (10.5x[DamageMod]x[Hits/Attempts])% Choke for 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [DamageMod] = Min[([DamageDealt/MobEnergyRes]/[ExpectedDamage/2]),4]. Skill costs -[ChokeValue]% Melee in SP. [ChokeValue] = Min[([SappedPercent]+[ChokePercent]), 100].

    Note: [SappedPercent] and [ChokePercent] do not account for duration, other than requiring [Duration] > 0.


    Light Realm Champion Set
    quote:

    Light Realm Champion
    MC FO Light Armour, Wind/Energy secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Light weapon-based skill. Has 2 hits. EleComp reduces skill cost.

    FSB: Compresses a Light spell-type skill. Has 3 hits. EleComp increases skill damage. Pays (28.125/[EleComp])% damage and attempts to inflict a (56.25/0.5/1.4x0.85/10x[MobLightRes]x[Hits/3]) = -(6.75x[MobLightRes]x[Hits/3]) BtH Incandescent Light effect (renamed Blind) for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. Incandescent Light does not directly stack with other sources of Blind. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Light Realm Protector
    MC Light Shield. Ranged/Magic focused MRM.

    MC: Compresses a toggle. Costs 20% melee in SP per turn and deals Light damage worth (20/0.15/2x0.85x[AvoidedHits]x[EleComp]) = (56.67x[AvoidedHits]x[EleComp])% melee after the monster attacks. [AvoidedHits] = Min[AvoidedMobHits, 4]. The damage from this effect auto-hits.
    quote:

    Light Realm Warhammer
    MC Melee/Ranged/Magic Light Hammer. Has a 0.1 BR lean and a -5 Bth lean. No special.

    MC: Applies an effect when the player blocks monster attacks. Effect depends on Melee/Ranged/Magic mode.
  • Melee: Player attacks deal (5/0.15x[Blocks/Attempts]) = +(33.33x[Blocks/Attempts])% damage.
  • Ranged: Player attacks gain (4.25/0.15x[Blocks/Attempts]) = +(28.33x[Blocks/Attempts]) BtH.
  • Magic: Player Light spell-type attacks deal (5/0.15x4x0.75/2) = +(50x[Blocks/Attempts])% damage.


  • Darkness Realm Champion Set
  • Since this was a limited time package that is now perma-rare, I suggest updating it but also releasing an Wind variant as a permanent version.
    quote:

    Under Realm Champion
    MC FO Darkness Armour, Water/Earth Secondaries. Normal attack has 2 hits. Flat blocking.

    MC: Compresses a Darkness weapon-based skill. Has 2 hits. EleComp reduces skill cost.

    FSB: Compresses a Darkness spell-type skill. Has 3 hits. EleComp increases skill damage. Pays (28.125[EleComp])% damage and attempts to inflict a (56.25/0.5/1.4x0.85/10x[MobDarkRes]) = -(6.75x[MobDarkRes]) MRM Crushing Abyss effect (renamed DefLoss) for the remainder of the battle. This has a (10-[Hits x 10]) Save Bonus, player MainStat/LUK vs. monster END/LUK. Crushing Abyss does not directly stack with other sources of DefLoss. After 5 successful inflictions, the skill instead deals +50% damage (with no extra cost).
    quote:

    Under Realm Protector
    MC Darkness Shield. Melee/Ranged focused blocking.

    MC: Compresses a quickcast skill. Usable once per turn. Costs 110% melee in SP. Applies a (100x0.85/5) = +17 BtH Boost for 5 turn.
    quote:

    Under Realm Warhammer
    MC Melee/Ranged/Magic Darkness Hammer. Has a 0.1 BR lean and a -5 Bth lean. No special.

    MC: Compresses an efficient Darkness weapon-skill. Has 2 hits. Deals 125% melee base damage. Costs 25% melee in SP (50% for Magic). Deals +[DefLossValue]% damage. [DefLossValue] = Min[([CrushingAbyssMRM]+[DefLossMRM]), 100].

    Notes:
  • Skill uses the current 20-Proc special animation.
  • [CrushingAbyssMRM] and [DefLossMRM] do not account for duration, other than requiring [Duration] > 0.




  • Lv 1000 -> RE: Lv 1000's Suggestions (9/25/2022 23:22:43)

    Rework Suggestions:
    50000 Tier Packages - Other Sets


    King's Reign Set
  • The Fallen King set would also have these effects, but Energy/Light/Earth --> Darkness/Water/Wind where applicable.
    quote:

    King's Reign Plate
    MC FO Energy armour, Earth/Light secondaries. Normal attack has 4 hits. Flat blocking.

    MC: Compresses a skill toggle. Player normal attacks, specials and weapon skills deal x2 Base/Rand/Stat damage and are locked to Energy. EleComp reduces toggle cost. Costs +25% melee in SP and attempts to inflict a (25/0.5/1.4/0.85/2x0.85) = 17.85% Energy EleVuln for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Note: Attempts to inflict EleVuln before the skill deals damage and does not require a hit to inflict (receives appropriate penalty).
    quote:

    King's Reign Guard
    MC Energy shield. Flat blocking.

    MC: Grants +10 EleVuln and DefLoss potence. Tripled with the matching Weapon and Armour equipped.
    quote:

    King's Reign Blade/Spear
    MC Melee/Ranged/Magic Fire Sword/Spear*/Sword. 0.25 BR lean. Spear has a +3 BtH lean. No special.
    *Create a Spear from the Sword art.

    MC: Compresses a toggle. Costs 25% melee in SP per turn. Player attacks attempt to inflict a (25/0.5/1.4x0.85x0.85/3) = -8.5 MRM DefLoss for 3 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Note: DefLoss does not require a hit to inflict (receives appropriate penalty).


    Proto-Paragon Mk 2/3/4 Sets
    quote:

    Proto-Paragon Mk 2/3/4 Power Suit
    MC FO/FD Fire/Ice/Light Armour, Earth + Energy/Water + Wind/Wind + Energy secondaries. Normal attack has 3 hits. Melee/Ranged focused blocking.

    Free Effect: Can toggle between FO and FD leans. (Button in skill menu)

    MC: Compresses a toggle. Costs 20% melee in SP per turn. Effect depends on armour lean.
  • Offensive Core [FO]: Normal attacks are locked to Fire/Ice/Light and deal +20% damage (26.67% for Magic). EleComp increase normal attack damage.
  • Reflective Core [FD]: Deals Fire/Ice/Light damage worth (20/2/0.15x0.85x[AvoidedHits]x[EleComp]) = (56.67x[AvoidedHits]x[EleComp])% melee after the monster attacks. [AvoidedHits] = Min[AvoidedMobHits, 4]. The damage from this effect auto-hits.
  • quote:

    Protoparagon Mk 2/3/4 Defender
    MC Fire/Ice/Light shield. Melee/Ranged focused blocking.

    MC: Compresses 2 toggles. Only one toggle can be active.
  • Precision Core: Costs 15% melee in SP and player attacks gain +12.75 BtH (+17 for Magic; +6.375 for Spell-Type attacks).
  • Evasion Core: Costs 25% melee in SP per turn. Grants (25/1.4x0.85) = +15 MRM defenses.

    FSB: Precision Core effect is x5/2 stronger and Evasion Core effect is x1.4 stronger.
  • quote:

    Protoparagon Mk 2/3/4 Claws/Blaster
    MC Melee/100-Proc Ranged/Magic Fire/Ice/Light Claw/Gun/Claw. Has a 0.4 BR lean. No special. Ranged 100-Proc attack has 2 hits.

    MC: Compresses a toggle. Costs 50% melee in SP per turn. While active, attempts to inflict a (50/0.5/1.4/0.85/2x[Hits/Attempts]) = +(42x[Hits/Attempts])% Fire/Ice/Light EleVuln for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Note: Ranged 100-Proc attack has 4 hits while toggle is active.


    Paragon Fiend Set
  • This is mainly for correcting errors with the armour, and reworking the weapon and shield.
    quote:

    Paragon Fiend Mount
    MC FO Energy Armor, Ice/Darkness secondaries. Flat blocking.

    Free Effect: Armor normal attack can toggle between 2 modes.
  • Mounted Form: Deals standard damage. Normal attacks follow weapon element.
  • Dismounted Form: Normal attacks are locked to Energy. EleComp increase normal attack damage.

    MC: Compresses a skill for Mounted and Dismounted modes (See Free Effect).
  • Mounted Skill: Only usable while mounted. Energy spell-type skill. Has 2 hits. EleComp increases skill damage. Pays (25/[EleComp])% damage and attempts to inflict a (50/0.5/1.4x0.85/4x[MobEnergyRes]) = -(15x[MobEnergyRes]) MRM DefLoss for 4 turns. This has a +(20-[Hits x 10]) Save Bonus, player MainStat/LUK vs. END/LUK.
  • Dismounted Skill: Only usable while dismounted. Energy weapon-based skill. Has 3 hits. EleComp reduces skill cost. Pays 37.5% damage and attempts to inflict a (75/0.5/1.4/0.85/3x[MobEnergyRes])% = (42x[MobEnergyRes])% Choke for [Hits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. END/LUK.
  • quote:

    Paragon Fiend Defender
    MC Energy shield. Has Melee > Magic > Ranged focused blocking.

    MC: Grants +10 Choke and DefLoss potence. Potence is tripled with the Armor and Weapon equipped.
    quote:

    Paragon Fiend Armaments
    MC Melee/Ranged/Magic Energy Sword/Glaive/Staff. No BtH or BR lean. No special.

    MC: Compresses a toggle. Costs 15% melee in HP and can toggle between 2 modes.
  • Damage: Player attacks deal +15% damage (+20% for Magic).
  • Accuracy: Player attacks gain +12.75 BtH (+17 for Magic).




  • Lv 1000 -> RE: Lv 1000's Suggestions (10/1/2022 14:32:46)

    Rework Suggestion:
    quote:

    Guardian Dragon Jr. Pets.
    MC [Element] Pet. Has a 0.25 BR lean. All attacks are 2 hits.

    Effect: Pays -73.23% damage and has a [20 x Hits]% chance to attempt to inflict [Freeze-Type Status] for (29.292/0.4/0.4x13/20/1.4/0.85/100) = 1 turn. This has a +10 Save Bonus, player CHA/LUK vs. monster END/LUK.

    MC: Clicking on the pet toggles a once per battle effect for the pet's next turn. Pays 100% damage (still needs to hit) and has a [50 x Hits]% chance to attempt to inflict [Freeze-Type Status] for (128.15/0.7x13/20/1.4/0.85/100) = 1 turn. This has a -20 Save Bonus, player CHA/LUK vs. monster END/LUK. To help pay for this effect, applies a +(68.15/1.4/0.85x0.9/3)% = +17.18% damage taken Omni EleVuln effect to the player for 3 turns.




    Sapphire -> RE: Lv 1000's Suggestions (10/1/2022 16:36:14)

    If this doesn't happen, just burn it




    Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2022 9:46:21)

    Rework Suggestions:
    2500 Tier Packages


    quote:

    Hydro Blaze Shield
    MC Water/Fire Shield. Flat blocking. Main resist scales to new standard values (-26) at lv150.

    MC: Toggles between Water and Fire resistance.

    quote:

    Frostwalker's Secret Bow
    MC Ranged Ice Bow. Has neutral BR lean and +5 BtH lean. 100-proc attack has 2 hits. No true-special.

    Set Bonus: If used with the Frostgale's Legacy armor, the bow's 100-proc attack and bow skill are affected by armor lean.

    MC: Compresses an Ice bow-skill*. Has 4 hits. Deals -48.46% damage and has a [Hits Connected/4]% chance to attempt to apply Freeze for (96.92/0.5x13/20/1.4/0.85x[85/90]/100) = 1 turn. This has a +0 Save Bonus, player DEX/LUK vs. mobs END/LUK.
    *Uses the current true-special animation.

    quote:

    Paladin Avenger Maul
    MC Melee/Ranged/Magic Light Hammer. Has a 0.1 BR lean and -5 BtH lean. Has a 20-proc "special".

    "Special": Sacrifices the 0-proc bonus (8% Melee) and has a 20% chance (now worth 40% Melee; 30% for Magic) to generate 8 Avenger charges (6 for Magic).

    Passive Effect: When fighting a Necromantic, Undead, or Darkness-element monster (database element, not attack element), generates [Hits] Avenger charges at the end of the player's turn, where [Hits] = Min([SuccessfulHits], 4).

    MC: Compresses a quickcast skill. Consumes Avenger charges in multiples of 5, up to 20 charges, and applies a x1.25 Light EleEmpower effect for [ChargesConsumed/5] turns.

    quote:

    Necromancer Apprentice Staff
    MC Melee/Ranged/Magic Darkness Dagger/Scythe+Polearm/Staff. Has a 1/3 BR lean and -5 BtH lean. Has a 20-proc "special".

    "Special": Sacrifices the 0-proc bonus (8% Melee) and has a 20% chance (now worth 40% Melee; 30% for Magic) to generate 8 Scholar charges (6 for Magic).

    Passive Effect: When fighting Paladin or Light-element monster (database element, not attack element), generates [Hits] Scholar charges at the end of the player's turn, where [Hits] = Min([SuccessfulHits], 4).

    MC: Compresses a quickcast skill. Consumes Scholar charges in multiples of 5, up to 20 charges, and applies a x1.25 Darkness EleEmpower effect for [ChargesConsumed/5] turns.

    quote:

    War Totem
    MC Water Misc. Provides Water resistance and increases INT (50% and +50 at lv150).

    MC: Compresses 2 skills that damage monster MP.
    - Efficient Spell: Harm spell-type skill. Has 1 hit. Costs MP. Deals 125% melee in damage and costs 50% melee in MP. Damages monster MP dealing x1.5 of normal damage. If monster has 0 MP, instead deals damage to HP but without the x1.5 damage bonus.
    - Normal Spell: Harm spell-type skill. Has 1 hit. Costs SP. Damages monster MP dealing x1.5 of normal damage. If monster has 0 MP, instead deals damage to HP but without the x1.5 damage bonus.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2022 9:51:37)

    Rework Suggestions:
    6000 Tier Packages


    quote:

    Tinkerer Armor
    MC FO Fire/Energy Armor. Has equal Fire and Energy primary resistance. Flat blocking.

    MC: Compresses 2 skills:
  • Shock Copter!: Energy weapon-based skill. Has 4 hits. EleComp reduces SP cost.
  • Pyro Tanks!: Fire weapon-based skill. Has 4 hits. EleComp reduces SP cost.

  • quote:

    Titan's Tide Weapon and Spells
    Titan's Tide
    MC Melee/Magic Water sword. Neutral BR/BtH lean. No special.

    MC: Player attacks deal +15% damage (+20% for Magic) against Dazed and/or Choked enemies, and -5% damage otherwise.
    Sea Titan Slam
    MC Melee/Ranged/Magic Water spell. Neutral BR/BtH lean. Has 2 hits. Costs 100% melee in SP for Melee/Ranged, and 125% melee in MP for Magic.

    Effect: Pays 50% damage + MC and attempts to inflict a (110/0.5/1.4/0.85/2x[MobWaterRes]) = (46.22x[MobWaterRes])% stun rate Daze for [Hits] turns. This has a +0 Save Bonus player MainStat/LUK vs. monster END/LUK.
    Sea Titan Wave
    MC Melee/Ranged/Magic Water spell. Neutral BR/BtH lean. Has 2 hits. Costs 100% melee in SP for Melee/Ranged, and 125% melee in MP for Magic.

    Effect: Pays 50% damage + MC and attempts to inflict a (110/0.5/1.4/0.85/2x[MobWaterRes]) = (23.11x[MobWaterRes])% Choke for [Hits x 2] turns. This has a +0 Save Bonus player MainStat/LUK vs. monster END/LUK.

    quote:

    Sacred Chicken
    MC Wind Pet. Has a +5 BtH lean. Attack is 2 hits.

    MC: Can toggle between 3 modes.
  • Damage Mode: Has 2 hits. Deals full damage.
  • HP Heal Mode: Has 1 hit. Heals player HP equal to 76.5% of a Pet attack (30.6% melee).
  • SP Heal Mode: Has 1 hit. Heals player SP equal to 76.5% of a Pet attack (30.6% melee).

  • quote:

    Luminous Fire Rooster
    MC Fire/Light Pet. Attacks have 2 hits.

    MC: Can toggle between Fire and Light damage. Has a different effect depending on mode.
  • Fire Mode: Pays 50% damage and attempts to inflict a Power: (20/0.5/10/2) = 2 Fire Burn for [Hits] turns. This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.
  • Light Mode: Pays 50% damage and attempts to inflict a (20/0.5/1.4x0.85/2x[MobLightRes]) = -(12x[MobLightRes]) BtH Blind for [Hits] turns. This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

  • quote:

    Cockatoo Cannoneer
    MC Fire/Wind Pet. Attacks have 1 hit.

    MC: Can toggle between Fire and Wind damage. Has a different effect depending on mode.
  • Fire Mode: Pays 50% damage and attempts to inflict a (20/0.5/1.4/0.85x0.9) = 30.25% EleVuln for 1 turn. This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Wind Mode: Pays 50% damage and attempts to inflict a (20/0.5/1.4/0.85x[MobWindRes]) = (16.8x[MobWindRes])% Choke for 2 turns. This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.




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