RE: Lv 1000's Suggestions (Full Version)

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Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2022 12:42:51)

Rework Suggestions:
7500 Tier Packages


quote:

Scarred Crow
MC FD Earth armor, Darkness secondary. Normal attack has 2 hits. Flat blocking.

MC: Compresses 2 skills:
  • Blind Skill: Wind spell-type skill. Has 4 hits. EleComp reduces skill cost. Pays 25% damage and attempts to inflict a (50/0.5/1.4x0.85/4x[MobWindRes]) = -(15x[MobWindRes]) BtH Blind for [Hits Connected] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
  • Panic Skill: Earth spell-type skill. Has 4 hits. EleComp reduces skill cost. Pays 18.75% damage and attempts to inflict a (37.5/([1/0.5]-1)/1.4/0.85x[MobEarthRes]x[Hits/4]) = (31.51x[MobEarthRes]x[Hits/4])% Panic effect until the monster makes a save. This has a +0 Save Bonus, Player MainStat/LUK vs. monster CHA/LUK.

  • quote:

    Strawberry/Blueberry/Orange Shieldcake
    MC Light/Water/Fire Shields. Ranged and Magic focused blocking.

    Passive Effect: Generates 1 Strawberry/Blueberry/Orange charge per turn. Each charge is worth 5% melee. A maximum of 112 charges can be stored at any given time.

    MC: Compresses 6 skills quickcast skills and 1 turn-skip skill. Only one skill can be used per round.
  • Generate Charges: Skips the player's turn and generates 20 charges.
  • 5 Charges - Damage Reduction: Applies a DR effect worth 12.5% of an expected attack (50.5 DR at lv150) for 1 turn.
  • 5 Charges - Elemental Shield: Applies a (25/1.4) = -17.86% Light/Water/Fire EleShield for 1 turn.
  • 10 Charges - Imbue: Applies a Light/Water/Fire-element Imbue for 1 turn.
  • 15 Charges - CHA Boost: Applies a Suave CHA boost worth 75% melee (~153.45 at lv150) for 1 turn.
  • 15 Charges - Hypercritical: Applies a x3.5 Player Hypercritical effect for 2 turns.
  • 28 Charges - Celerity: Applies player-side Celerity for 1 turn.

  • quote:

    Legion Shieldcake
    MC Darkness Shield. Ranged and Magic focused blocking.

    Passive Effect: Generates 1 Skull Candy charge per turn. Each charge is worth 5% melee. A maximum of 112 charges can be stored at any given time.

    MC: Compresses 6 skills quickcast skills and 1 turn-skip skill. Only one skill can be used per round.
  • Generate Charges: Skips the player's turn and generates 20 charges.
  • 5 Charges - BtH Boost: Applies a +10.625 BtH Boost for 2 turns.
  • 5 Charges - Empower: Applies a x1.25 Darkness EleEmpower for 1 turn.
  • 10 Charges - Imbue: Applies a Light/Water/Fire-element Imbue for 1 turn.
  • 15 Charges - CHA Boost: Applies a Suave CHA boost worth 75% melee (~153.45 at lv150) for 1 turn.
  • 15 Charges - Hypercritical: Applies a x3.5 Player Hypercritical effect for 2 turns.
  • 28 Charges - Celerity: Applies player-side Celerity for 1 turn.

  • quote:

    Fang/Tail/Paw of Wukong
    MC Melee/Ranged/Magic Fire Sword/Halberd/Staff. Halberd has a 1/3 BR lean. No special.

    MC: Compresses a Fire weapon skill. Has 3/2/3 (Me/Ra/Ma). Costs 100% melee in SP (125% for Magic). Deals 175% melee base damage and gains +10.625 BtH. Additionally, the skill deals x1.25 Lucky Strike damage but has /1.25 Lucky Strike rate.

    quote:

    Dainashini Katana
    MC Melee/Magic Water Sword. Has a 0.25 BR lean. No special.

    Flavor Effect: Pays 30% damage (40% Magic) and attempts to inflict a Power: (30/(1/0.5-1)/100x[Hits/Attempts]) = (0.3x[Hits/Attempts]) Bleed until the monster makes a save. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    MC: Grants +10 Bleed potence.

    quote:

    Timekeeper Staff
    MC Magic Light Staff. Has a 0.25 BR lean. No special.

    MC: Compresses 3 skills. Only one skill can be used per round.
  • Full: Buff skill. Costs (100-[GuestUpkeep])% melee in MP. Grants player-side Celerity for 1 turn.
  • Guest: Quickcast skill. Costs (60-[GuestUpkeep])% melee in MP. Grants Guest Celerity for 1 turn.
  • Pet: Quickcast skill. Costs 40% melee in SP. Grants Pet Celerity for 1 turn.

  • quote:

    Searing Brand
    MC Melee/Magic Fire/Energy Sword. Neutral BR and BtH leans. No special.

    Flavor Effect: Pays 15% damage (20% for Magic) and 25% melee in HP, and attempts to inflict a Power: (40/0.5/10/2x[Hits/Attempts]) = (4x[Hits/Attempts]) Fire/Energy [Attribute] Burn for 1 turn. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. [Attribute] = HP+SP for Fire and HP+MP for Energy.

    MC: Can toggle between Fire and Energy damage.

    quote:

    Ninemares
    MC Melee/Magic Ice/Darkness Sword. No special.

    Flavor Effect: Pays 25% damage (33.33% for Magic) and attempts to inflict a (25/0.5/1.4/0.85/4x[Hits/Attempts])% = +(21x[Hits/Attempts])% Ice/Darkness EleVuln for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    MC: Can toggle between Ice and Darkness damage.

    quote:

    Leech Pets

    Note: For the below [DamageMod] = ([RawDamage/MobHarmRes]/[ExpectedDamage x 0.08]) if ([RawDamage/MobHarmRes]/[ExpectedDamage x 0.08]) <= 1, and ([RawDamage/MobHarmRes]/[ExpectedDamage x 0.08])^0.75 otherwise.
    Curative Leech
    MC Harm Pet. Has a 0.25 BR lean. All attacks are 2 hits.

    Flavor Effect: Player pays 4% melee in HP per turn to negate the Harm always-useful penalty.

    Can toggle between 2 modes:
  • SP Heal: Deals 20% of normal damage and heals SP equal to ([DamageDealt/MobHarmRes] x [DamageMod] x 4).
  • MP Heal: Deals 20% of normal damage and heals MP equal to ([DamageDealt/MobHarmRes] x [DamageMod] x 4).

    MC: Gains +4.25 BtH.
    Vampiric Leech
    MC Harm Pet. Has a 0.25 BR lean. All attacks are 2 hits.

    Flavor Effect: Player pays 4% melee in HP per turn to negate the Harm always-useful penalty.

    Can toggle between 2 modes:
  • HP Heal: Deals 20% of normal damage and heals HP equal to ([DamageDealt/MobHarmRes] x [DamageMod] x 4). MC: Gains +4.25 BtH.
  • Bleed: Pays 70% damage + MC and attempts to inflict a Power: (30/(1/0.5-1)/100x[Hits/2]) = (0.30x[Hits/2]) Bleed until the monster makes a save. This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

  • quote:

    Royal Wedding Cake
    MC Light Pet. Has a +4 BtH lean. Attack is 4 hits.

    MC: Generates 1 Cake charge per turn. Each charge is worth 2% melee and only 200 charges can be stored. Compresses 7 skills which consume/generate charges, all skills except "Generate Charges" are quickcast. Only one skill can be used per turn:
  • Generate Charges: Skips the pet's turn, generating 20 charges.
  • 10 Charges - MRM Boost: Applies a +(20/1.4x0.85) = +12.14 MRM Defense Boost for 1 turn.
  • 10 Charges - Elemental Shield: Applies a -(20/1.4)% = -14.28% damage taken Darkness EleShield for 1 turn.
  • 20 Charges - HP Heal: Heals HP equal to 100% of a Pet attack (40% melee).
  • 35 Charges - STR Boost: Applies a STR boost worth 70% melee (~143.2 at lv150) for 1 turn.
  • 35 Charges - INT Boost: Applies a INT boost worth 70% melee (~143.2 at lv150) for 1 turn.
  • 50 Charges - Celerity: Grants Pet + Guest Celerity for 1 turn.

  • quote:

    Blood Contract
    MC Neutral Misc.

    MC: Compresses a quickcast skill. Costs 22% melee in HP and applies a x1.2 EleEmpower for 1 turn.




    Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2022 17:03:04)

    Rework Suggestions:
    12000 Tier Packages


    quote:

    Cyber Assassin
    MC FO Energy armour, Wind/Darkness secondaries. Normal attack has 2 hits.

    MC: Compresses 2 skills:
  • Standard: Overcharged Energy weapon-based skill. Has 2 hits*. EleComp reduces skill cost.
  • Auto-Hit: Energy weapon-based skill. Has 2 hits*. EleComp reduces skill cost. Auto-hits but deals x0.8 damage.
    *Uses the animation from the current 20-proc attack.

  • quote:

    Tribal Shaman
    MC FO/FD Fire/Earth armour. Magic focused blocking. Normal attack has 4 hits.

    Flavor Effect: Can toggle between FO and FD armor leans (from skill menu).

    MC: Compresses 3 skills. Only one skill can be used each round.
  • Bear Spirit: Quickcast skill. Costs 55% melee in SP and applies a x1.25 EleEmpower for 2 turns.
  • Eagle Spirit: Quickcast skill. Costs 55% melee in SP and applies a +15 BtH Boost for 2 turns.
  • Wolf Spirit: Spell-type skill. Seeks between Fire and Earth. Has 2 hit. EleComp increases damage. Pays (50/[EleComp])% damage and attempts to inflict a (100/0.7/1.4/0.85/4x[MobEleRes]) = (30x[MobEleRes])% stun rate Fear for [Hits x 2] turns. This has a -20 Save Bonus, player MainStat/LUK vs. CHA/LUK.

  • quote:

    Demon Warrior
    MC FO Fire/Darkness armour. Melee focused blocking. Normal attack has 2 hits. Armor normal attacks/skills have a 0.25 BR lean (overrides BR leans from weapons).

    MC: Compresses a skill Fire/Darkness weapon-based skill. Has 2 hits*. Seeks between Fire and Darkness. EleComp reduces skill cost.
    *Uses the current Ranged eyebeam animation. Ranged no longer has a unique normal attack animation.

    quote:

    The Decimator
    MC FO Darkness armour, Fire/Energy secondaries. Normal attack has 1 hit.

    MC: Compresses 2 skills:
  • Decimate: Weapon-based skill. Has 5 hits. Follows weapon for Element. Deals -25% damage and attempts to inflict a (50x[Hits/5]) Fragile effect for 1 turn. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
  • Annihilate: Darkness weapon-based skill. Has 5 hits. EleComp reduces skill cost.

  • quote:

    Paramount Weapon and Shield
    Paramount Blade
    MC Melee/Magic Water/Wind Sword. Neutral BR and BtH leans. No special.

    Flavor Effect: Pays 37.5% damage (50% for Magic) and player attacks attempt to inflict a (37.5/([1/0.5]-1)/1.4/0.85x[Hits/Attempts]) = (31.51x[Hits/Attempts])% Panic which persists until the monster makes a save. This has a +0 Save Bonus, player MainStat/LUK vs. monster CHA/LUK.

    MC: Toggles between Water and Wind damage.

    FSB: Panic effect is x1.133 stronger.
    Paramount Shield
    MC Water/Wind shield. Has flat blocking.

    MC: Toggles between Water and Wind resistance.


    quote:

    Ironbloom Weapon and Shield
    Ironbloom Warhammer
    MC Melee/Ranged/Magic Energy Hammer. Has a -5 BtH lean. No special.

    MC: Compresses a toggle that costs 25% melee in SP per turn. While active, player attacks attempt to inflict a (25/0.5/1.4/0.85x[Hits/Attempts]) = (42x[Hits/Attempts])% Daze effect for 1 turn. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    FSB: Daze effect is x1.2 stronger.
    Ironbloom Bulwark
    MC Energy Shield. Melee/Ranged focused blocking.

    MC: Grants +20 Daze potence.


    quote:

    Megathirio Weapon and Shield
    Megathirio Axe
    MC Melee/100-Proc Ranged/Magic Ice Axe. Ranged 100-proc attack has 3 hits. Has a -3 BtH lean. No special/true-special.

    MC: Compresses a toggle that costs 25% melee in SP per turn. While active, player attacks attempt to inflict a (25/0.5/1.4/0.85/2x[Hits/Attempts]) = (21x[Hits/Attempts])% Choke effect for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    FSB: Choke effect is x1.2 stronger.
    Megathirio Defender
    MC Ice Shield. Melee/Magic focused blocking.

    MC: Grants +20 Choke potence.

    quote:

    Gudbrand and Gudskelduz Set
    Gudbrand
    MC Melee/Magic Ice Sword. Neutral BR and BtH leans. No special.

    MC: Compresses a toggle that costs 25% melee in SP per turn. While active, player attacks attempt to inflict a (25/0.5/1.4x0.85/2x[Hits/Attempts]) = -(15x[Hits/Attempts]) BtH Blind effect for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.

    FSB: Blind effect is x1.2 stronger.
    Gudskelduz
    MC Ice Shield. Has Melee/Ranged focused blocking.

    MC: When the player blocks monster hits attempts to inflict a Power: (5/0.15/0.7/10x[EleComp]x[AvoidedHits/MobAttempts]) = (4.76x[EleComp]x[AvoidedHits/MobAttempts]) Ice Burn for 1 turn. This has -20 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.

    quote:

    Elightus Weapon and Shield
    Elightus
    MC Melee/Ranged/Magic Earth/Energy Sword/Spear/Staff. Neutral BR and BtH leans. No special.

    Flavor Effect: Pays 37.5% damage (50% for Magic) and player attacks attempt to inflict a (37.5/1.4x0.85x0.85/3) = -6.375 MRM DefLoss for 3 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    MC: Toggles between Earth and Energy damage.

    FSB: Panic effect is x1.133 stronger.
    Elightus Guard
    MC Earth/Energy Shield. Melee/Ranged focused blocking.

    MC: Toggles between Earth and Energy resistance.

    quote:

    Crystalpyre Bludgeon/Sharpshooter/Rod
    MC Melee/Ranged 100-Proc/Magic Fire/Ice Hammer/Bow/Staff. Ranged 100-proc attack has 2 hits. Hammer has a -3 BtH lean. No special.

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

    MC: Toggles between Fire and Ice damage.

    quote:

    Superior Knowledge
    MC Water/Wind spells. Neutral BR and BtH leans.

    Effect: Cast the spell brings up a menu. INT Boost option can only be used once per round.
  • Damage: Standard Water/Wind spell. Deals +15% damage if PlayerINT >= MonsterINT, and -7.5% damage otherwise.
  • INT Boost: Quickcast spell. Pays 125% melee in MP to increase PlayerINT for 2 turns (+127.875 INT at lv150).

  • quote:

    Glass Cannon
    MC Earth/Light pet.

    Flavor effect: Deals +50% damage. While the pet is equipped, applies a (1 + [0.2/1.4]) = x1.143 EleEmpower effect to the monster.

    MC: Can toggle between Earth and Light damage.

    quote:

    Flareos
    MC Fire Pet. Has a 0.25 BR lean.

    Effect: Can toggle between 2 modes:
  • Burn Mode: Has 2 hits. Pays 100% damage (still requires a hit) and attempts to inflict a Power: (40/0.5/10/2) = 4 Fire Burn for [Hits] turns. This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Control Mode: Has 1 hit. Pays 100% damage (still requires a hit) and attempts to inflict a Control effect for (40/0.31/1.29/100x[MobFireRes]) = (1x[MobFireRes]) turns, rounded stochastically. This has a +19 Save Bonus, player CHA/LUK vs. monster CHA/LUK.

    MC: Grants +10 Burn and Control potence.




  • Lv 1000 -> RE: Lv 1000's Suggestions (10/6/2022 17:17:02)

    Rework Suggestions:
    20000 Tier Packages


    quote:

    Dragonrider Mount
    MC FO/FD Earth armour, Fire/Dark secondaries. Flat blocking.

    Free Effect: Armor normal attack can toggle between 2 modes.
    Mounted: Has a Fully Defensive armour lean.
    Dismounted: Has a Fully Offensive armour lean.

    MC: Compresses 2 skills.
  • Siphon Skill: Earth spell-type skill. Has 4 hits. EleComp increases skill damage. Pays 50% damage and attempts to inflict a Power: (100/0.5/10/2/2x[EleComp]x[Hits/4]) = (5x[EleComp]x[Hits/4]) Earth Siphon (renamed Poison) for 2 turns, rounded down. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. Heals player HP equal to [DamageDealt].
  • Burn Skill: Earth spell-type skill. Has 4 hits. EleComp increases skill damage. Pays 50% damage and attempts to inflict a Power: (100/0.5/10/4x[EleComp]) = (5x[EleComp]) Earth Burn for [Hits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.

    Note: Skill use the 20-proc normal attack animation.

  • quote:

    Graverider Mount
    MC FO Ice armour, Wind/Dark secondaries. Ranged/Magic focused blocking.

    MC: Compresses a toggle and 2 skills:
  • Toggle: Toggles between Mounted and Dismounted modes. In Dismounted mode, normal attacks are locked to Ice damage and EleComp increases normal attack damage.
  • Mounted Skill: Usable while mounted. Ice spell-based skill. Has 3 hits. EleComp increases skill damage. Pays (50/[EleComp])% damage and attempts to inflict a (100/0.5/1.4x0.85x[MobIceRes]) = -(20x[MobIceRes]) BtH Blind for [Hits x 2] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
  • Dismounted Skill: Usable while dismounted. Ice weapon-type 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% Ice EleVuln for 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

  • quote:

    Griffinrider Mount
    MC FO Wind armour, Ice/Light secondaries. Melee/Ranged focused blocking.

    MC: Compresses a toggle and 2 skills:
  • Toggle: Toggles between Mounted and Dismounted modes. In Dismounted mode, normal attacks are locked to Wind damage and gain EleComp to damage.
  • Mounted Skill: Usable while mounted. Wind spell-based skill. Has 3 hits. EleComp increases skill damage. Pays (50/[EleComp])% damage and attempts to inflict a (100/0.5/1.4/0.85/3x[MobWindRes])% = (28x[MobWindRes])% Choke effect for [Hits x 2] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
  • Dismounted Skill: Usable while dismounted. Wind weapon-type 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% Wind EleVuln for 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

  • quote:

    Necragon Armor and Weapon
    Necragon Guise
    MC Spellcaster Darkness/Ice armour, Ice+Earth/Wind+Darkness secondaries. Normal attack has 3 hits.

    Flavor Effect: Pays -3 MRM and can toggle between Darkness and Ice for primary resistance (secondary resistances also change, see above).

    MC: Compresses 2 skills:
  • Amplify Minion: Quickcast skill. Usable once per turn. Costs 110% melee in HP and applies a x1.25 EleEmpower for 4 turns.
  • Necro Spikes*: Darkness/Ice spell-type skill. Has 2 hits. EleComp increases damage dealt. Costs MP. Pays (25/[EleComp])% damage and attempts to inflict a (50/(1/0.5-1)/1.4/0.85x[MobEleRes]x[Hits/2]) = (42x[MobDarkRes]x[Hits/2])% Panic effect until the monster makes a save. This has a +0 Save Bonus, player MainStat/LUK vs. monster CHA/LUK.

    FSB: Grants +10 Panic potence.
    Necragon's Might
    MC Melee/100-Proc Ranged/Magic Darkness/Ice Axe/Bow/Axe. Ranged 100-proc attack has 2 hits. Has a 0.35 BR lean. Melee/Magic have a -3 BtH lean. No true-special/special.

    Flavor Effect: Pays +(15/1.4)% damage taken and can toggle between the following.
    Melee: Player attacks deal +15% damage (20% for Magic)
    Ranged: Player attacks gain +12.75 BtH (+17 for Magic)
    Magic: Darkness/Ice spell-type attacks deal +(15x4x0.75/2)% = +22.5% damage.

    MC: Can toggle between Darkness and Ice damage.

  • quote:

    Brackish Blade
    MC Melee/Magic Water/Wind Sword. Neutral BR and BtH leans. No special.

    Flavor Effect: Pays 30% damage (40% for Magic) + 20% melee in SP and attempts to inflict a Power: (50/0.5/10/2) = 5 Water/Wind Festering Poison (renamed Poison) for 1 turn. This has a +0 Save Bonus, player MainStat/LUK vs monster DEX/LUK. Festering Poisons damage two attributes (HP/MP/SP) at the same time. Festering Poison from this effect damages HP and SP.

    MC: Toggles between Water and Wind damage.

    quote:

    El Muchacho
    MC Ranged/Magic Fire Gun. Neutral BR and BtH leans. No special.

    MC: Grants +10 DefLoss, Burn, and Daze potence.

    Can toggle between 5 modes:
  • Normal Mode: Has 4 hits.
  • DefLoss Mode: Has 4 hits. Pays 37.5% damage (50% for Magic) and attempts to inflict a (37.5/0.5/1.4x0.85/4) = -11.25 MRM DefLoss effect for [Hits] turns. This has a -20 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
  • Burn Mode: Has 4 hits. Pays 37.5% damage (50% for Magic) and attempts to inflict a Power: (37.5/0.5/10/2x[Hits/4]) = (3.75x[Hits/4]) Fire Burn for 2 turns. This has a -20 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
  • Daze Mode: Has 2 hits. Pays 37.5% damage (50% for Magic) and attempts to inflict (37.5/0.5/1.4/0.85/2x[Hits/2])% = (63x[Hits/2])% stun rate Daze for 1 turn. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
  • Shield Mode: Has 4 hits. Pays 37.5% damage (50% for Magic) and applies a Barrier effect worth (37.5x[Hits/4])% melee after the player attacks.

  • quote:

    Griffin Pet (Applies to the Patriot Griffin Z-Token pet aswell)
    MC Wind Pet. Has a 1/3 BR lean.

    Can toggle between 3 modes:
  • Normal Mode: Has 1 hit. Deals +25% damage and costs 10% melee in SP per turn (if available). MC: Gains +4.25 BtH.
  • Choke Mode: Has 3 hits. Pays 75% damage and attempts to inflict a (30/0.5/1.4/0.85/2x[Hits/3]) = (25.21x[MobWindRes]x[Hits/3])% Choke for 2 turns. This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Blind Mode: Has 3 hits. Pays 75% damage and attempts to inflict a (30/0.5/1.4x0.85/2x[Hits/3]) = -(18x[MobWindRes]x[Hits/3]) BtH Blind for 2 turns. This has a +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK.




  • Lv 1000 -> RE: Lv 1000's Suggestions (5/13/2023 14:28:55)

    Current:
    Bard of War

    Rework Suggestion:
    quote:

    Bards of War
    MC FD [Element] armour. Blocking as before.

    MC: Compresses 3 skills/toggles.
  • Inspire Pet (toggle): Player takes +(40/1.4)% increased damage (applied via armor lean) and grants Pet Celerity for 1 turn at the end of the player's turn.
  • Inspire Guest (toggle): Costs (60-[GuestUpkeep])% melee in SP and grants Guest Celerity for 1 turn at the end of the player's turn.
  • Ukulele Hero: [Element] Spell-type skill. Has 3 hits. EleComp increases skill damage. Uses CHA instead of MainStat for Damage/BtH scaling.




  • Lv 1000 -> RE: Lv 1000's Suggestions (5/26/2023 14:23:39)

    Rework Suggestion:
    Tier 3 Classes - Paladin


    quote:

    Rank 0 [Passive]:
    Resonant Interference. Players deal +(2.5x[TriggerMod])% damage and gain +(1.5x[TriggerMod]) MRM blocking. [TriggerMod] = 2 against Undead, 1.5 against Demons, and 0 against everything else.

    Rank 1 [Compression]:
    Paladin Armaments. Summons and equips the Radiant Edge weapon and Resonant Bulwark shield.
    [Radiant Edge]: Melee/Ranged/Magic sword/spear/staff. Weapon attacks deal +(5x[TriggerMod])% damage. [TriggerMod] = 2 against Undead, 1.5 against Demons, and 0 against everything else.
    [Resonant Bulwark]: Light shield. Gains +(3x[TriggerMod]) MRM blocking. [TriggerMod] = 2 against Undead, 1.5 against Demons, and 0 against everything else.

    Rank 2 [Skill]:
    Resplendent Surge. Light spell-type skill. Has 2 hits. Pays 50% damage and attempts to inflict a (100/0.5/1.4x0.85/6x[MobLightRes]x[EleComp]) = -(20x[MobLightRes]x[EleComp]) BtH Blind for [Hits x 3] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Variant Notes:
    [Champion]: Costs 100% melee in SP. Costs an additional 25% melee in MP for Magic.
    [Avenger]: Costs 100% melee in SP. Locked to Melee/Ranged.
    [Arcanist]: Costs 125% melee in MP. Locked to Magic.

    Rank 3 [Toggle]:
    Searing Radiance. Costs 25% melee in SP per turn.

    Comes with 3 options:
    [Rank 3]: Burn: Player attacks attempt to inflicts a Power: (25/0.5/10/2x[Hits/Attempts]) = (2.5x[Hits/Attempts]) Light Burn for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
    [Rank 7]: Panic: Player attacks attempt to inflicts a (25/([1/0.5]-1)/1.4/0.85x[Hits/Attempts]) = (21x[Hits/Attempts])% Panic until the monster makes a save. This has a +0 Save Bonus, player MainStat/LUK vs. monster CHA/LUK.
    [Rank 7]: Burn+Panic: Applies both of the above effects. SP cost is doubled.

    Rank 4 [Passive]:
    Redeemer's Conviction. Attacks from Undead monster take a -(4.5x[TriggerMod]x(0.5 + 0.5x[DEX/ExpDEX])) BtH penalty. [TriggerMod] = 2 against Undead, 1.5 against Demons, and 0 against anything else. Scaling from DEX caps at x1.1.

    Rank 5 [Skill]:
    Resonant Smite. Light weapon-based skill. Has 2 hits. Deals +15% for each of Burn and Blind on the monster (maximum +30% damage). Deals -20% damage if the monster isn't affected by Burn and Blind.

    Rank 6 [Compression]:
    Paladin Reinforcements. Compresses 3 guests.
    [Rank 6]: Daimyo: Has 3 hits. Toggles between 2 modes:
  • Damage: Deals +(7.5x[TriggerMod])% damage. [TriggerMod] = 2 against Undead, 1.5 against Demons, and -1 against anything else.
  • Heal: Pays 50% damage + 22.5% melee in SP and heals HP equal to (45x[Hits/3])% melee as a guest attack.

    [Rank 11]: Celestial Manifestation: Toggles between 2 modes:
  • Damage: Costs +22.5% melee in SP and guest attacks deal +50% damage.
  • Boost: Deals no damage. Player Light attacks by +(45x[TriggerMod]x(0.5 + 0.5x[CHA/ExpCHA]))% damage. [TriggerMod] = 1.1 against Undead, 1.075 against Demons, and 0.95 against anything. Scaling from CHA caps at x1.1.

    [Rank 16]: Paladin Recruit: Toggles between 2 modes:
  • Damage: Deals +(7.5x[TriggerMod])% damage. [TriggerMod] = 2 against Undead, 1.5 against Demons, and -1 against anything else.
  • Boost: Deals no damage. Increased the BtH of player attacks by (10.625x[TriggerMod]x(0.5 + 0.5x[CHA/ExpCHA])) and reduces the BtH of monster attacks (19.5x[TriggerMod]x(0.5 + 0.5x[CHA/ExpCHA])). [TriggerMod] = 1.1 against Undead, 1.075 against Demons, and 0.95 against anything. Scaling from CHA caps at x1.1.

    Variant Notes:
    [Champion]: Can toggle between MP and SP for guest upkeep.
    [Avenger]: Uses SP for guest upkeep.
    [Arcanist]: Uses MP for guest upkeep.

    Rank 7 [Toggle]:
    Harmonic Might. Activates a Stat Drive.

    Variant Notes:
    [Champion]: STR+INT
    [Avenger]: STR or DEX
    [Arcanist]: INT

    Rank 8 [Skill]:
    Lay on Hands. Two-part healing spell. Player spends 1 turn and 155% melee to generate 3 Healing Charges. On subsequent turns, the player can use Lay on Hands again for a quick-cast healing spell worth 85% melee.

    Variant Notes:
    [Champion]: Costs 80% melee in SP and 75% melee in MP. Scales with END.
    [Avenger]: Costs 155% melee in SP. Scales with Max[STR,DEX].
    [Arcanist]: Costs 155% melee in MP. Scales with INT.

    Rank 9 [Passive]:
    Unwavering. Against Undead and Demon monsters, incoming elemental damage is treated as Light damage. This also applies to the Resonant Bulwark shield.
    Formula: ElementalResist = [DemonMod]x(LightRes - ElementalRes). [DemonMod] = 2/3 against Demons, 1 otherwise.

    [Note]: This does not directly change player resistances (in the player info scroll). Additionally, this passive does not affect monster effects that scale with player resistances. These effects will still use the resist values seen in the player info scroll.

    Rank 10 [Passive + Toggle]:
    Defiance. The player gains 1 Defiance charge each turn, and can activate a toggle that costs 10% melee in SP per turn to generate 2 additional charges each turn. Each charge is worth 5% melee and up to 50 charges can be stored. Charges carry between battles.

    If the player is killed with at least 10 Defiance charges, they will resurrect with 1 HP. This effect also locks the player to 1 HP until their next turn (except for any bonuses stated below) and disables turn-skipping effects for 1 turn.

    You also get a benefit for each charge beyond the 10 needed to activate this.
    If the player has >10 Defiance charges, they will benefit from one of the following effects (selected from class menu):
    [Rank 10]: Glorious Renewal: Restores HP and MP equal to (150x[(Charges-10)/40]x[END/ExpEND])% melee. Scaling from END caps at x1.1.

    [Rank 13]: Heroic Blaze: Inflicts a Power: (200/10/4x[(Charges-10)/40]) = (5x[(Charges-10)/40]) [Element] Burn for 4 turns. [Element] = Seek[StdElements, Harm] against Undead, Seek[Light, Harm] against Demons, and Light against everything else.

    [Rank 17]: Heroic Burst: [Element] spell-type skill. Has 1 hit. EleComp increases skill damage. Deals (200x[(Charges-10)/40])% melee base damage. [Element] = Seek[StdElements, Harm] against Undead, Seek[Light, Harm] against Demons, and Light against everything else.

    [Rank 20]: Luminous Abjuration: Applies a (100x[(Charges-10)/40]/1.4/2) = (35.71x[(Charges-10)/40])% EleShield for 2 turns
    and a (1 + [100x(Charges-10)/40)x/100/2x0.9]) = (1 + [0.45x((Charges-10)/40)]) EleEmpower for 2 turns.

    Rank 11 [Passive]:
    Overwhelming Aura. Grants (7.5x[TriggerMod]x(0.5 + 0.5x[CHA/ExpCHA])) Status Potence. [TriggerMod] = 2 against Undead, 1.5 against Demons. Scaling from CHA caps at x1.1.

    Rank 12 [Toggle]:
    Mantra of Alignment. Can toggle between Neutral and Fully Defensive armor leans once per battle.
    [Rank 17]: Can also choose Fully Offensive armor lean.

    Rank 13 [Skill]:
    Summon Steed. Light weapon-based skill. Has 2 hits. EleComp reduces skill cost.

    Comes with 3 options:
    [Rank 13]: Charge!: Uses CHA instead of LUK for lucky strikes.

    [Rank 16]: Trample!: Pays 29.75% damage and attempts to Paralyze the monster for (59.5/0.5/1.4/0.85/100x[MobLightRes]) = (1x[MobLightRes]) turn(s), rounded stochastically. This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

    [Rank 19]: Chase!: Pays 29.75% damage and attempts to inflict a (59.5/0.5/1.4/0.85/2) = 50% Light EleVuln for [Hits] turns. This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

    Variant Notes:
    [Champion]: Uses CHA/END for stat scaling.
    [Avenger]: Locked to Melee/Ranged. Uses Max[STR,DEX]/CHA for stat scaling.
    [Arcanist]: Locked to Magic. Uses INT/CHA for stat scaling.

    Rank 14 [Skill]:
    Righteous Surge. Light weapon-based skill. Has 1 hit. EleComp reduces skill cost.

    Comes with 3 options:
    [Rank 14]: Righteous Inspiration: Quickcast skill. Deals x0.25 damage (x0.3125 for Magic) and heals HP equal to damage dealt. This skill cannot Lucky Strike. Has a 1-turn cooldown (every other turn).

    [Rank 17]: Righteous Renewal: Deals x0.5 damage and heals [Resource] equal to 100% melee as a spell-type skill. Has a 4-turn cooldown.

    [Rank 20]: Righteous Retribution: Deals -15% damage, but deals additional damage based on player HP. Deals +(Max[0, 45 - (1 - [CurrentHP/MaxHP])x90])% damage.

    Variant Notes:
    [Champion]: [Resource] = HP
    [Avenger]: [Resource] = HP
    [Arcanist]: [Resource] = MP

    Rank 15 [Skill]:
    Inner Light. Light spell-type skill. Has 2 hits. EleComp increases skill damage.

    Comes with 3 options:
    [Rank 15]: Harmonic Light: Standard skill. Deals full damage.

    [Rank 15]: Focused Light: Efficient skill. Deals 125% melee base damage and costs 25% melee in [Resource] (50% for Magic).

    [Rank 20]: Overwhelming Light: Overcharged skill. Deals 250% melee base damage and costs 150% melee in [Resource] (175% for Magic).

    Variant Notes:
    [Champion]: Can toggle between SP and MP cost.
    [Avenger]: Locked to Melee/Ranged. SP cost.
    [Arcanist]: Locked to Magic. MP cost.

    Rank 16 [Passive]:
    Resilient Aura. Grants (7.5x[TriggerMod]x(0.5 + 0.5x[END/ExpEND])) Status Resistance. [TriggerMod] = 2 against Undead, 1.5 against Demons. Scaling from END caps at x1.1.

    Rank 17 [Passive]:
    Inspiring Radiance. Comes with two effects.
    [Defense Boost]: Costs 14% melee in SP per turn and reduces incoming damage by x7/8 (applied via armor lean).
    [Pet/Guest Boost]: All player attacks deal x0.75 damage (x0.875 for spells/skills) and pet/guest attacks deal x1.25 damage.

    Rank 18 [Skill]:
    Redeemer's Might. Overcharged Light weapon-based skill. Costs +50% melee in SP and attempts to inflicts a (50/([1/0.5]-1)/1.4/0.85x[MobLightRes]) = (42x[MobLightRes])% Panic until the monster makes a save. This has a +0 Save Bonus, player MainStat/LUK vs. monster CHA/LUK. Gains +([STR+INT]x1.5/80]) additional stat scaling.

    Variant Notes:
    [Champion]: Uses Max[STR,INT]/CHA for stat scaling.
    [Avenger]: Locked to Melee/Ranged. Uses Max[STR,DEX]/CHA for stat scaling.
    [Arcanist]: Locked to Magic. Uses INT/CHA for stat scaling.

    Rank 19 [Skill]:
    Sunscale's Legacy. Overcharged [Element] spell-type skill. Usable once per battle. Has 5 hits. EleComp increases skill damage. Costs +100% Melee in SP and attempts to inflicts a (150x[TriggerMod]/0.5/10/5x[EleComp]) = (6x[TriggerMod]x[EleComp]) [Element] Burn for [Hits] turns. This has a -20 Save Bonus, player MainStat/LUK vs. monster [(DEX+END)/2]/LUK. [TriggerMod] = 7/6 against Undead, 9/8 against Demons, and 11/12 against everything else. [Element] = Seek[Fire, Light, Harm, Void] against Undead, Seek[Fire, Light, Harm] against Demons, and Seek[Fire, Light] against everything else.

    Rank 20 [Toggle + Skill]:
    Righteous Judgment. Has two parts.
    [Toggle]: Compresses a toggle that costs 25% melee in SP per turn. After 4 turns of having the toggle active, the Skill part becomes available.

    [Skill]: Overcharged [Element] weapon-based skill. Has 2 hits. EleComp reduces skill cost. Deals +50% damage, and an additional +(10x[ActiveStatuses])% damage based on statuses active on the monster. [ActiveStatuses] = Count[ActiveBurn, ActiveBlind, ActiveParalyze, ActivePanic]. [Element] = Seek[StdElements, Harm, Void] against Undead, Seek[StdElements, Harm] against Demons, and Light against everything else.




  • Lv 1000 -> RE: Lv 1000's Suggestions (5/30/2023 1:42:23)

    Rework Suggestion:
    Subraces - Werewolf


    quote:

    General Changes:
  • All werewolf variants have adjusted resistance/MRM spreads. The updated spreads are listed at the bottom of this post.
  • Release a Gold version of the current Z-Token advanced werewolf variant.
  • Change the current Z-Token advanced werewolf variant to be semi-CC and release Z-Token semi-CC versions of all other variants.

    Rank 0 [Passive]:
    Focused Strength. Weapon attacks (not specials or bows) deal +(STRx3/100)% damage.

    Rank 1 [Skill]:
    Wolf Claws. Enhanced normal attack. Has 1 hit. Follows weapon element. Costs 50% melee in SP. Attempts to inflict a (50/0.5/1.4x0.85/4x0.85) = -12.75 MRM DefLoss effect for 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

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

    Rank 2 [Passive]:
    Lycan Presence. Player attacks against monsters affected by Fear/DefLoss deal +7.5% damage.

    Rank 3 [Toggle]:
    Lycan Strength. Click to activate an STR+END stat drive.

    Rank 4 [Skill]:
    Snarl. Quickcast skill. Usable once per turn. Costs 100% melee in SP. Attempts to inflict a (100/0.4/1.4/0.85x0.85x0.9/2)% = 53.57% stun rate Fear for 3 turns. This has a +10 Save Bonus, player MainStat/LUK vs. monster CHA/LUK.

    Rank 5 [Compression]:
    Call Pack. Compresses a [Variant Primary Resist] guest.
    [Werewolf]: Attacks have 3 hits. Can toggle between 2 modes.
  • DefLoss: Pays 50% damage and attempts to inflict a (22.5/0.5/1.4x0.85/3) = -9 MRM DefLoss effect for 3 turns. This has a +(15-[Hits x 5]) Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Heal: Pays 2/3 damage and heals player SP equal to (30x[Hits/Attempts])% melee as a guest attack. Healing does not have always-useful or auto-hit penalties due to requiring hits that deals >0 damage. Heal does not scale with monster resistances.

    Rank 6 [Skill]:
    Healing Howl. Quickcast Healing spell. Uses STR for stat bonuses. Deals 100% melee base damage. Costs 100% melee in SP. Usable once per turn.

    Rank 7 [Passive]:
    Lycan Endurance. Grants +12.5% Heal resistance.

    Rank 8 [Toggle]:
    Lycan Healing. Costs 15% melee in SP per turn. While active, restores HP equal to (15/[MobAttackEleRes])% of damage dealt. Heal is capped at 125% melee in HP.

    Rank 9 [Skill]:
    Wolf Fangs. [Variant Primary Resist] weapon-based skill. Uses STR for stat bonuses. Has 2 hits*. Costs 100% melee in SP. EleComp reduces skill cost.
    *Uses current animation but modified to have two bites.

    Rank 10 [Toggle/Skill]:
    Become the Beast. Player normal attacks, specials and skills deal x2 Base/Rand/Stat* damage. Costs 100% melee in SP per turn (125% for Magic).
    *Note: This is treated as a weapon-based skill internally (not a functional change).


    Werewolf Transformation!/Advanced Werewolf:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        92       91       91       90       90
    Water       83       81       81       80       80
    Wind        92       91       91       90       90
    Ice         77       71       67       60       55
    Earth       62       55       48       43       39
    Energy      83       81       81       80       80
    Light       68       62       57       50       44
    Dark        92       91       91       90       90
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    SPMe/Ra     246      212      176      153      176
    SPMa        344      310      274      251      274

    Rage Beast:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        62       55       48       43       39
    Water       83       81       81       80       80
    Wind        68       62       57       50       44
    Ice         92       91       91       90       90
    Earth       92       91       91       90       90
    Energy      83       81       81       80       80
    Light       92       91       91       90       90
    Dark        77       71       67       60       55
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    SPMe/Ra     246      212      176      153      176
    SPMa        344      310      274      251      274

    Predator of the Night:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        77       71       67       60       55
    Water       92       91       91       90       90
    Wind        83       81       81       80       80
    Ice         92       91       91       90       90
    Earth       83       81       81       80       80
    Energy      68       62       57       50       44
    Light       92       91       91       90       90
    Dark        62       55       48       43       39
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    SPMe/Ra     246      212      176      153      176
    SPMa        344      310      274      251      274

    White Howler:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        92       91       91       90       90
    Water       77       71       67       60       55
    Wind        92       91       91       90       90
    Ice         62       55       48       43       39
    Earth       68       62       57       50       44
    Energy      92       91       91       90       90
    Light       83       81       81       80       80
    Dark        83       81       81       80       80
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    SPMe/Ra     246      212      176      153      176
    SPMa        344      310      274      251      274

    Golden Fang:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        77       71       67       60       55
    Water       68       62       57       50       44
    Wind        83       81       81       80       80
    Ice         92       91       91       90       90
    Earth       83       81       81       80       80
    Energy      92       91       91       90       90
    Light       62       55       48       43       39
    Dark        92       91       91       90       90
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    SPMe/Ra     246      212      176      153      176
    SPMa        344      310      274      251      274





  • Lv 1000 -> RE: Lv 1000's Suggestions (5/30/2023 1:44:46)

    Rework Suggestion:
    Subraces - Vampire


    quote:

    General Changes:
  • The Vampire subrace is now on a Defensive Mage/Beastmage playstyle, and thus has a FD armour lean outside of Beast Form.
  • All vampire variants have adjusted resistance/MRM spreads. The updates can be found at the bottom of this post.
  • Release a Gold version of the current Z-Token advanced vampire variant.
  • Change the current Z-Token advanced vampire variant to be semi-CC and release Z-Token semi-CC versions of all other variants.

    Rank 0 [Passive]:
    Alluring Presence. Monsters take +(3.75x[CHA/ExpCHA])% damage from spell-type attacks.

    Rank 1 [Skill]:
    Blood-Letting. Enhanced normal attack*. Has 1 hit. Costs 50% melee in SP. Attempts to inflict a Power: (50/([1/0.5]-1)/100x[Hits/Attempts]) = (0.5x[Hits/Attempts]) Bleed effect until the monster makes a save. This has a +0 Save Bonus, player MainStat/LUK vs. monster CHA/END.
    *Uses the current Rank 9 animation.

    Rank 2 [Passive]:
    Weakening Curse. Monsters affected by Sleep/Bleed have -7.5 Status Weakness.

    Rank 3 [Toggle]:
    Ancient Wisdom. Click to activate a INT+CHA stat drive.

    Rank 4 [Skill]:
    Mesmerize. Quickcast skill. Usable once per turn. Costs 100% melee in SP. Has a (100/([1/0.61]-1)/1.4/0.85x0.85x0.9) = 100% chance to attempt to put the monster to Sleep until it makes a save. This has a +11 Save Bonus, player MainStat/LUK vs. monster CHA/LUK.

    Rank 5 [Compression]:
    Children of the Night. Compresses a [Variant Primary Resist] Guest.
    [Bat Swarm]: Attacks have 3 hits. Can toggle between 2 modes.
  • Bleed Mode: Pays 50% damage and attempts to inflict a Power: (22.5/([1/0.5]-1)/100x[Hits/3]) = (0.225x[Hits/3]) Bleed effect until the monster makes a save. This has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Heal Mode: Pays 2/3 damage and heals player MP equal to (30x[Hits/Attempts])% melee as a guest attack. Healing does not have always-useful or auto-hit penalties due to requiring hits that deal >0 damage. Heal does not scale with monster resistances.

    Rank 6 [Skill]:
    Mist Form. Healing spell. Uses INT for stat bonuses. Costs 125% melee in MP.

    Rank 7 [Passive]:
    Drink Blood. Heals HP and MP equal to 12.5% of Bleed damage dealt to the monster.

    Rank 8 [Toggle]:
    Eldritch Attunement. Costs 25% melee in HP per turn and deals an extra hit of Harm damage to monster SP after the player attacks worth (25x[Hits/Attempts])% melee.

    Rank 9 [Skill]: (Uses the Shadowbat Swarm spell for its animation)
    Nightfall. Efficient [Variant Primary Resist] spell-type skill. Uses INT for stat bonuses. Has 4 hits. Deals 150% melee base damage and costs 75% melee in MP. EleComp increases damage.

    Rank 10 [Toggle]:
    Evolve. Armour lean is changed to Spell-Caster. Costs 75% melee in SP per turn and spell-type attacks deal +25% damage and gain +10.625 BtH.


    Vampire Transformation!/Advanced Vampire:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        83       81       81       80       80
    Water       92       91       91       90       90
    Wind        68       62       57       50       44
    Ice         83       81       81       80       80
    Earth       92       91       91       90       90
    Energy      77       71       67       60       55
    Light       92       91       91       90       90
    Dark        62       55       48       43       39
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    EleCompFD   1.22909  1.29867  1.37928  1.43784  1.38066
    EleCompN    1.32935  1.40250  1.48695  1.54813  1.48840

    Blue Blood:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        92       91       91       90       90
    Water       62       55       48       43       39
    Wind        83       81       81       80       80
    Ice         77       71       67       60       55
    Earth       83       81       81       80       80
    Energy      92       91       91       90       90
    Light       68       62       57       50       44
    Dark        92       91       91       90       90
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    EleCompFD   1.22909  1.29867  1.37928  1.43784  1.38066
    EleCompN    1.32935  1.40250  1.48695  1.54813  1.48840

    Psionic Vampire:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        92       91       91       90       90
    Water       92       91       91       90       90
    Wind        83       81       81       80       80
    Ice         77       71       67       60       55
    Earth       83       81       81       80       80
    Energy      62       55       48       43       39
    Light       92       91       91       90       90
    Dark        68       62       57       50       44
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    EleCompFD   1.22909  1.29867  1.37928  1.43784  1.38066
    EleCompN    1.32935  1.40250  1.48695  1.54813  1.48840

    Chthonian Count:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        92       91       91       90       90
    Water       92       91       91       90       90
    Wind        92       91       91       90       90
    Ice         68       62       57       50       44
    Earth       62       55       48       43       39
    Energy      77       71       67       60       55
    Light       83       81       81       80       80
    Dark        83       81       81       80       80
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    EleCompFD   1.22909  1.29867  1.37928  1.43784  1.38066
    EleCompN    1.32935  1.40250  1.48695  1.54813  1.48840

    Vampyro:
    Level       75       95       115      135      150
    Type        -        -        -        -        G
    PowLvl      75       95       115      135      153
    
    Fire        62       55       48       43       39
    Water       68       62       57       50       44
    Wind        83       81       81       80       80
    Ice         92       91       91       90       90
    Earth       83       81       81       80       80
    Energy      92       91       91       90       90
    Light       77       71       67       60       55
    Dark        92       91       91       90       90
                            
    Melee       38       41       44       47       50
    Ranged      38       41       44       47       50
    Magic       38       41       44       47       50
    
    EleCompFD   1.22909  1.29867  1.37928  1.43784  1.38066
    EleCompN    1.32935  1.40250  1.48695  1.54813  1.48840






  • Lv 1000 -> RE: Lv 1000's Suggestions (5/30/2023 1:47:10)

    Rework Suggestion:
    Subraces - Werepyre


    quote:

    General Changes:
  • Werepyre subrace armors now have a Neutral armour lean outside of Beast Form.
  • Remove forced "hybrid stats" from applicable skills in accordance with the Stat Rework.
  • Release Z-Token semi-CC versions of all advanced werepyre variants.

    Rank 0 [Passive]:
    Force of the Night. Grants +(7.5x[STR/ExpSTR]) Status Potence.

    Rank 1 [Skill]:
    Superior Claw. Enhanced normal attack. Has 1 hit. Costs 50% melee split between MP and SP. Attempts to inflict a (50/0.5/1.4/0.85x0.9/3) = 37.8% EleVuln for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Rank 2 [Passive]:
    Bloodlust. Player attacks against monsters affected by EleVuln/Panic have +6.375 BtH.

    Rank 3 [Toggle]:
    Deadly Predator. Click to activate a STR+INT stat drive.

    Rank 4 [Skill]:
    Despairing Howl. Quickcast skill. Usable once per turn. Costs 100% melee split between MP and SP. Attempts to inflict a (100/([1/0.4]-1)/1.4/0.85x0.85x0.9) = 42.86% Panic until the monster makes a save. This has a -10 Save Bonus, player Max[STR,INT]/LUK vs. monster CHA/LUK.

    Rank 5 [Compression]:
    Summon Wolfbat Swarm. Compresses a Neutral Guest.
    [Wolfbat Swarm]: Seeks between [Variant Primary Resists]. Can toggle between 3 modes.
  • EleVuln Mode: Has 2 hits. Pays 50% damage and attempts to inflict a (30/0.5/1.4/0.85/2) = +25.21% [Variant Primary Resists] EleVuln for [Hits] turns. This has a +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK.
  • Heal Mode: Has 1 hit. Deals 1/3 damage and heals player MP and SP equal to 1/3 of a guest attack. Healing does not have always-useful or auto-hit penalties due to requiring hits that deal >0 damage. Healing is based off of a Guest attack, rather than being applied directly.

    Rank 6 [Skill]:
    Lunar Vigor. Healing spell. Uses Max[STR,INT] for stat bonuses. Costs 100% melee split between MP and SP (125% for Magic).

    Rank 7 [Passive]:
    Unstoppable. Automatically removes 1 turn of any stun-type status from the player allowing the player to act for that turn. If the player is affected by Fear, Daze, or Control removes up to 100% melee of Fear/Daze/Control and allows the player to act for that turn. The first activation of this passive in a battle costs nothing. Subsequent activations cost 100% melee in SP.

    Rank 8 [Toggle]:
    Invigorating Rage. Costs 10% melee in HP per turn. While active, restores MP and SP equal to ((3.75 + 3.75x[STR/ExpSTR])/[MobAttackEleRes])% of damage dealt. Heal is capped at 62.5% melee in MP/SP.

    Rank 9 [Skill]:
    Dual Fangs. Overcharged weapon-based skill. Has 2 hits*. Seeks between [Variant Primary Resists]. Deals +25% damage and costs 150% melee split between MP and SP (175% for magic). EleComp reduces skill cost. If the monster is affected by EleVuln or Panic, deals 25% of damage to MP and SP each instead of to HP (overcharged damage still affects HP damage).
    *Uses current animation but modified to have two hits.

    Rank 10 [Toggle/Skill]:
    Become the Beast. Changes armour lean to FO. Beast Form causes player normal attacks, specials and skills to deal x2 Base/Rand/Stat* damage. Costs 100% melee split between MP and SP. (125% for Magic).
    *Note: This is treated as a weapon-based skill internally (not a functional change).




  • Lv 1000 -> RE: Lv 1000's Suggestions (5/31/2023 1:05:06)

    Rework Suggestion:
    Subraces - Sol Neko


    quote:

    General Changes:
  • Sol Neko and Luna Neko are now fully distinct. Luna Neko skills will be disabled if the player is a Sol Neko.
  • All Sol Neko variants have new resistance spreads. The updates are listed at the bottom of this post.
  • Release Z-Token semi-CC versions of all advanced Neko variants.

    Charges and Combos:

    Sol Charges: Sol charges are worth 25% melee each. A maximum of 8 charges can be stored.

    Mark Combos:
  • Sol Claw: If at least 4 Sol charges are available, Sol Claw will consume 2 charges to reduce SP cost by -50% melee.
  • Nekoverlord: If at least 4 Sol charges are available, Nekoverlord will consume 2 charges to deal +25% damage.

    Rank 0 [Passive]:
    Cataclysm. Has 2 effects.
  • The player has a (5x[Hits])% chance to generate 1 Sol charge. [Hits] = Min[PetGuestHitsConn,8].
  • Pet/Guest attacks deal x1.25 damage, and all player attacks deal x0.75 damage (x0.875 for spells/skills).

    Rank 1 [Skill]:
    Sol Claw. Ranged/Magic [Weapon Element] spell-type skill. Has 1 hit. Uses CHA for stat bonuses. Costs 125% melee in SP. Using Sol Claw against Marked monsters grants a (25x[PetGuestHits/PetGuestAttempts])% chance to generate 1 Sol charge.

    If FURocity and/or Feline Prowess are active, pays 31.25% damage for status effects:
  • Bleed: If FURocity is active, attempts to inflict a Power: (62.5/([1/0.4]-1)/100x[Hits/Attempts]) = (0.417x[Hits/Attempts]) Bleed until the monster makes a save. This has a -10 Save Bonus, CHA/LUK vs. END/LUK.
  • Burn: If Feline Prowess is active, attempts to inflict a Power: (62.5/0.6/10/2) = 5.21 [Weapon Element] Burn for 2 turns. This has a -10 Save Bonus, CHA/LUK vs. DEX/LUK.
  • Bleed+Burn: If both FURocity and Feline Prowess are active, above Bleed and Burn power is halved.

    Rank 2 [Toggle]:
    Nine Lives. Click to activate a LUK stat drive.

    Rank 3 [Passive]:
    Mark Prey. Marks the monster applying a permanent status while the toggle is active. Costs 25% melee in SP per turn. While active, has a [PetGuestHits/PetGuestAttempts]% chance to generate 1 Sol charge.

    Rank 4 [Toggle]:
    FURocity. Costs 25% melee in SP and Pet/Guest attacks attempt to inflict a Power: (25/([1/0.5]-1)/100x0.4x[GuestMod]x[Hits/Attempts]) = (0.1x[GuestMod]x[Hits/Attempts]) Bleed until the monster makes a save. This has a +0 Save Bonus, CHA/LUK vs. END/LUK. [GuestMod] = 1.5 for Guest attacks, 1 otherwise.

    Rank 5 [Toggle]:
    Animal Magnetism. Click to activate a CHA stat drive.

    Rank 6 [Skill]:
    Natural Strength. Consumes 2 Sol charges and restores 50% melee in SP. Usable twice per turn.

    Rank 7 [Toggle]:
    Feline Prowess. Costs 25% melee in SP and Pet/Guest attacks attempt to inflict a Power: (25/0.5/10/2x0.4x[GuestMod]x[Hits/Attempts]) = (1x[GuestMod]x[Hits/Attempts]) [Pet/Guest Element] Burn for 2 turns. This has a +0 Save Bonus, CHA/LUK vs. DEX/LUK. [GuestMod] = 1.5 for Guest attacks, 1 otherwise.

    Rank 8 [Passive]:
    Purrfect Malice. Bleed and Burn effects deal +25% damage to monsters.

    Rank 9 [Toggle]:
    Elenyantal Attunement. Costs 25% melee in SP. Pet and Guest attacks seek between [Variant Primary Resists]. EleComp* increases Pet/Guest damage.
    *Note: Uses Neutral EleComp.

    Rank 10 [Skills]:
    Nekoverlord. Ranged/Magic spell-type skill. Has 4 hits. Seeks between [Variant Primary Resists]. Uses CHA for stat bonuses. Costs 125% melee in SP. EleComp increases skill damage. Consumes up to 200% melee worth of Bleed and 200% melee worth of Burn to increase skill damage by up to +400% melee. Using Nekoverlord against Marked monsters grants a (25x[PetGuestHits/PetGuestAttempts])% chance to generate 1 Sol charge.


    Neko Transformation/Advanced Sol Neko:
    Level       70       95       120      135      150
    Type        -        -        -        -        G
    PowLvl      70       95       120      135      153
    
    Fire        89       83       83       80       78
    Water       100      100      100      100      96
    Wind        63       56       49       43       40
    Ice         110      110      110      105      105
    Earth       110      110      110      105      105
    Energy      100      100      100      100      96
    Light       63       56       49       43       40
    Dark        89       83       83       80       78
       
    Melee       40       44       48       50       53
    Ranged      42       46       50       52       55
    Magic       37       41       45       47       50
    
    EleCompFD   1.35132  1.40990  1.42982  1.44377  1.41903
    EleCOmpN    1.45769  1.51897  1.53977  1.55432  1.52850

    Cougar Sol Neko:
    Level       70       95       120      135      150
    Type        -        -        -        -        G
    PowLvl      70       95       120      135      153
    
    Fire        89       83       83       80       78
    Water       63       56       49       43       40
    Wind        100      100      100      100      96
    Ice         63       56       49       43       40
    Earth       100      100      100      100      96
    Energy      110      110      110      105      105
    Light       89       83       83       80       78
    Dark        110      110      110      105      105
       
    Melee       40       44       48       50       53
    Ranged      42       46       50       52       55
    Magic       37       41       45       47       50
    
    EleCompFD   1.35132  1.40990  1.42982  1.44377  1.41903
    EleCOmpN    1.45769  1.51897  1.53977  1.55432  1.52850

    Lion Sol Neko:
    Level       70       95       120      135      150
    Type        -        -        -        -        G
    PowLvl      70       95       120      135      153
    
    Fire        110      110      110      105      105
    Water       100      100      100      100      96
    Wind        110      110      110      105      105
    Ice         89       83       83       80       78
    Earth       63       56       49       43       40
    Energy      100      100      100      100      96
    Light       89       83       83       80       78
    Dark        63       56       49       43       40
       
    Melee       40       44       48       50       53
    Ranged      42       46       50       52       55
    Magic       37       41       45       47       50
    
    EleCompFD   1.35132  1.40990  1.42982  1.44377  1.41903
    EleCOmpN    1.45769  1.51897  1.53977  1.55432  1.52850

    Solid Gold Sol Neko:
    Level       70       95       120      135      150
    Type        -        -        -        -        G
    PowLvl      70       95       120      135      153
    
    Fire        63       56       49       43       40
    Water       110      110      110      105      105
    Wind        100      100      100      100      96
    Ice         89       83       83       80       78
    Earth       100      100      100      100      96
    Energy      63       56       49       43       40
    Light       110      110      110      105      105
    Dark        89       83       83       80       78
       
    Melee       40       44       48       50       53
    Ranged      42       46       50       52       55
    Magic       37       41       45       47       50
    
    EleCompFD   1.35132  1.40990  1.42982  1.44377  1.41903
    EleCOmpN    1.45769  1.51897  1.53977  1.55432  1.52850




  • Lv 1000 -> RE: Lv 1000's Suggestions (5/31/2023 1:08:01)

    Rework Suggestion:
    Subraces - Luna Neko


    quote:

    General Changes:
  • Luna Neko is now focused on a FO play-style, and thus has a FO armour lean.
  • Luna Neko and Sol Neko are now fully distinct. Sol Neko skills will be disabled if the player is a Luna Neko.
  • Release Z-Token semi-CC versions of all advanced Neko variants.

    Charges and Combos:

    Luna Charges: Luna charges are worth 25% melee each. A maximum of 8 charges can be stored.

    Mark Combos:
  • Luna Claw: If at least 4 Luna charges are available, Luna Claw will consume 2 charges to reduce base SP cost by -50% melee.
  • Nekoverlord: If at least 4 Luna charges are available, Nekoverlord will consume 2 charges to deal +25% damage.

    Rank 0 [Passive]:
    Cataclysm. Has 2 effects.
  • The player has a (10x[Hits])% chance to generate 1 Luna charge. [Hits] = Min[HitsConn,4].
  • Special attacks deal x1.25 damage, and normal attacks deal x0.75 damage (spells/skills deal x0.875)

    Rank 1 [Skill]:
    Luna Claw. Ranged/Magic [Weapon Element] weapon-based skill. Does not respect weapon specials. Has 1 hit. Costs 100% melee in SP (125% for Magic). Luna Claw also triggers the effects from FURocity and Apex Hunter. Additionally, using Luna Claw against Marked monsters grants a (25x[Hits/Attempts])% chance to generate 1 Luna charge.

    If FURocity and/or Apex Hunter are active, pays 31.25% damage for status effects:
  • Panic: If FURocity is active, attempts to inflict a (62.5/([1/0.35]-1)/1.4/0.85x[Hits/Attempts]) = (35x[Hits/Attempts])% Panic until the monster makes a save. This has a -10 Save Bonus, player Max[DEX,INT]/LUK vs. monster END/LUK.
  • DefLoss: If Apex Hunter is active, attempts to inflicts a (62.5/0.6/1.4x0.85/4x[Hits/Attempts]) = -15.625 MRM DefLoss for 4 turns. This has a -10 Save Bonus, player Max[DEX,INT]/LUK vs. monster END/LUK.
  • Panic+DefLoss: If FURocity and Apex Hunter are active, Panic power and DefLoss duration are halved.

    Rank 2 [Toggle]:
    Nine Lives. Click to activate a LUK stat drive.

    Rank 3 [Passive]:
    Mark Prey. Marks the monster applying a permanent status while the toggle is active. Costs 25% melee in SP per turn. While active, Ranged/Magic 100-Proc attacks have a [Hits/Attempts]% chance to generate 1 Luna charge.

    Rank 4 [Toggle]:
    FURocity. Costs 25% melee in SP and Ranged/Magic 100-Proc attacks attempts to inflicts a (25/([1/0.5]-1)/1.4/0.85x[Hits/Attempts]) = (21x[Hits/Attempts]) Panic until the monster makes a save. This has a +0 Save Bonus, player Max[DEX,INT]/LUK vs. monster DEX/LUK.

    Rank 5 [Toggle]:
    Feline Grace. Click to activate a DEX stat drive.

    Rank 6 [Skill]:
    Natural Strength. Consumes 2 Luna charges and restores 50% melee in SP. Usable twice per turn.

    Rank 7 [Toggle]:
    Apex Hunter. Costs 25% melee in SP and Ranged/Magic 100-Proc attacks attempts to inflicts a (25/0.5/1.4x0.85/2x[Hits/Attempts]) = -(15x[Hits/Attempts]) MRM DefLoss for 2 turns. This has a +0 Save Bonus, player Max[DEX,INT]/LUK vs. monster END/LUK.

    Rank 8 [Passive]:
    Purrfect Malice. Grants +10 Panic and Defloss potence.

    Rank 9 [Toggle]:
    Elenyantal Attunement. Costs 25% melee in SP. While active, Ranged/Magic 100-Proc attacks seek between [Variant Primary Resists]. EleComp* increases Ranged/Magic 100-Proc damage.
    *Note: Uses Neutral EleComp.

    Rank 10 [Toggle]:
    Nekoverlord. Ranged/Magic spell-type skill. Has 4 hits. Seeks between [Variant Primary Resists]. Costs 100% melee in SP (125% for Magic). EleComp increases skill damage. Consumes up to 200% melee worth of Panic and 200% melee worth of DefLoss to increase skill damage by up to +400% melee. Using Nekoverlord against Marked monsters grants a (25x[Hits/Attempts])% chance to generate 1 Luna charge.




  • Lv 1000 -> RE: Lv 1000's Suggestions (6/2/2023 11:48:15)

    Current:
    Essence of Carnage
    EoC Update

    Rework Suggestion:
    quote:

    Essence of Carnage
    MC Overcharged Neutral Guest. Funnels all damage into effects. Costs an additional 22.5% melee in SP or MP per turn.

    MC: Can toggle between Rampant and Defiant modes:

    Rampant Mode: Has 2 effects. Each effect gets half of guest power (33.75% melee).
  • Backlash: Applies a ((16.875 + (16.875 x Min([CHA/ExpCHA],1.2)))x[OutlevelMod]/0.5/1.4x0.85x0.9)% Harm Backlash effect to the player. Backlash from this effect has a +0 Save Bonus, player CHA/LUK vs. monster END/LUK.

  • Melee/Ranged Boost: Melee and Ranged weapons deal +((10.125 + (10.125 x Max([Max(STR,DEX)/ExpSTAT],1.2)))x[OutlevelMod])% damage. The damage boost is halved for Melee/Ranged spell-type effects.

    Defiant Mode: Has 2 effects. Each effect gets half of guest power (33.75% melee).
  • MP Heal: After any weapon-based attack, heals player MP equal to ((8.4375 + (8.4375 x Min([CHA/ExpCHA],1.2)))x[OutlevelMod]x[DamageMod])% melee based on damage dealt. [DamageMod] = Min[([DamageDealt/MobRes]/[ExpectedDamage/2]), 4].

  • Spell Boost: Player weapon-based attacks generate 1 charge per successful hit. When the player uses a spell-type attack, all charges are consumed and that spell-type attack deals +((4.21875 + (4.21875 x Max([CHA/ExpCHA],1.2)))x[OutlevelMod]x[Charges])%. [Charges] has a maximum of 4.




  • Lv 1000 -> RE: Lv 1000's Suggestions (6/3/2023 22:13:44)

    New Set:
    quote:

    Shadowforged Virophage Form
    MC FO Light/Darkness armour. Flat blocking. Normal attack* has 2 hits.
    *Uses the normal attack animation from all phases.

    Flavor Effect: Normal attacks seek between Light and Darkness. EleComp increases normal attack damage.

    MC: Compresses 3 skills.
    Unstable Illusion. Quickcast skill. Usable once per turn. Costs 77% melee in HP. Swaps [Primary Resist] and [Opposing Resist]. Afterwards, attempts to apply a [Primary Resist] Elemental Shift (renamed Imbue) to the monster for 2 turns. This has a -20 Save Bonus, player MainStat/LUK vs. monster INT/LUK.

    Shadow Strike. [Primary Resist] weapon-based skill*. Has 3 hits. Costs HP instead of SP. EleComp reduces skill cost. Applies one stack of "Shadow Wound" when use. Shadow Wound is a permanent status that stacks up to 5 times.
    *Uses the Phase 4 skill animation

    Shadow Decay/Void Rift. Harm spell-type skill. Has 4 hits. Gains [Opposing Resist] EleComp. EleComp increases skill damage. Can have multiple effects.
  • Normal: Targets HP, MP and SP. The first two hits of the skill damage HP and the third and fourth hits damage MP and SP respectively. If [MobMP/SP] = 0, those relevant hits damage HP instead.
  • Void: If the monster has 5 stacks of Shadow Wound, consumes them to deal Void damage and gain [Primary Resist] EleComp. This only damages HP.

    Notes:
  • Skill name changes from Shadow Decay to Void Rift when the monster has 5 stacks of Shadow Wound.
  • Shadow Decay uses the Phase 3 skill animation and Void Rift uses the Phase 2 skill animation.
  • quote:

    Shadowforged Armaments
    MC Melee/Ranged/Magic Neutral Axe/Sword/Sword. Has a 1/3 BR lean and -3 BtH lean. No special.

    MC: Compresses a toggle and an armour.
  • Toggle: Can toggle between dealing Light and Darkness damage.
  • Transform: Summons/Equips the Shadowforged Virophage Form armour.
  • quote:

    Shadowforged Shard
    MC Neutral Shield. Ranged/Magic > Melee blocking. Defends against Light and Darkness equally.

    MC: Compresses a quickcast skill. Usable once per turn. Costs 110% melee in SP and applies a Power: 0.5 Regen to the player for 2 turns.

    FSB: With the matching weapon and shield equipped, shield primary resistance shifts to match armor primary resistance.




    Lv 1000 -> RE: Lv 1000's Suggestions (7/13/2023 21:56:05)

    New Item:
    quote:

    Soulbreaker
    MC Darkness Shield. Flat blocking.

    MC: Compresses a quickcast skill. Usable once per turn. Costs 100% melee in SP. Has 2 effects.
  • EleVuln: Attempts to inflict a (50/0.7/1.4/0.85x0.85x0.9/2) = 22.96% EleVuln for 2 turns. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
  • Choke: Attempts to inflict a (50/0.7/1.4/0.85x0.85x0.9/2) = 22.96% Choke for 2 turns. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Appearance: Similar to the Mindbreaker shield but tinted black/gray (and maybe partially blue).




  • Lv 1000 -> RE: Lv 1000's Suggestions (7/17/2023 0:51:01)

    Current:
    FlameStop Warhammer
    Arcane FlameStop Warhammer

    Rework Suggestion:
    quote:

    FlameStop Warhammer
    MC Melee Ice Hammer. Has a -5 BtH lean and 0.1 BR lean. No special.

    MC: Compresses an Ice weapon-skill. Has 2 hits. Costs 100% melee in SP. Deals x0.5 damage and generates a Barrier worth (100x0.85x[MobIceRes]x[DamageMod]) = (85x[MobIceRes]x[DamageMod])% melee. [DamageMod] = Min[([DamageDealt/MobIceRes]/[ExpectedDamage]),2].
    quote:

    Arcane FlameStop Warhammer
    MC Magic Ice Hammer. Has a -5 BtH lean and 0.1 BR lean. No special.

    MC: Compresses an Ice spell. Has 2 hits. Costs 125% melee in MP. Deals x0.5 damage and generates a Barrier worth (100x0.85x[MobIceRes]x[DamageMod]) = (85x[MobIceRes]x[DamageMod])% melee. [DamageMod] = Min[([DamageDealt/MobIceRes]/[ExpectedDamage]),2].




    Lv 1000 -> RE: Lv 1000's Suggestions (7/17/2023 0:57:24)

    Current:
    Rx for Destruction
    Mystic Rx for Destruction

    Rework Suggestion:
    quote:

    Rx for Destruction
    MC Melee Wind Axe. Has a -3 BtH lean. No special.

    MC: Compresses a Wind weapon-skill. Has 3 hits. Costs 100% melee in SP. Pays 41.65% damage and has a (Hits/3)% chance to attempt paralyze the monster for (83.3/0.7/1.4/0.85/100x[MobWindRes]) = [MobWindRes] turns, rounded stochastically. This has a -20 Save Bonus, player STR/LUK vs. monster END/LUK.
    quote:

    Mystic Rx for Destruction
    MC Magic Wind Axe. Has a -3 BtH lean. No special.

    Compresses a Wind spell. Has 3 hits. Costs 125% melee in MP. Pays 41.65% damage and has a (Hits/3)% chance to attempt paralyze the monster for (83.3/0.7/1.4/0.85/100x[MobWindRes]) = [MobWindRes] turns, rounded stochastically. This has a -20 Save Bonus, player INT/LUK vs. monster END/LUK.




    Lv 1000 -> RE: Lv 1000's Suggestions (7/17/2023 1:01:18)

    Current:
    Runeblade of Auraxos
    Ghost Paladin

    Rework Suggestion:
    quote:

    Runeblade of Auraxos
    MC Melee Light Sword. Has a +5 BtH lean and 0.25 BR lean. No special.

    MC: Compresses 2 skills.
  • Call Paladin Spirit: Calls a Paladin Spirit as a guest. Guest uses SP for upkeep.
  • Rune Strike: Light weapon-skill. Has 1 hit. Costs 100% melee in SP. Pays 37.5% damage and attempts to inflicts a (75/([1/0.4]-1)/1.4/0.85x[MobLightRes]) = (42x[MobLightRes])% Panic that persists until the monster makes a save. This has a -10 Save Bonus, player STR/LUK vs. monster CHA/LUK.

    Note: Rune Strike uses the (current) Melee special attack animation.
  • quote:

    Mystic Runeblade of Auraxos
    MC Magic Light Sword. Has a +5 BtH lean and 0.25 BR lean. No special.

    MC: Compresses 2 skills.
  • Summon Paladin Spirit. Summons a Paladin Spirit as a guest. Guest uses MP for upkeep.
  • Rune Fire: Light spell. Has 1 hit. Costs 125% melee in MP. Pays 37.5% damage and attempts to inflicts a (75/([1/0.4]-1)/1.4/0.85x[MobLightRes]) = (42x[MobLightRes])% Panic that persists until the monster makes a save. This has a -10 Save Bonus, player INT/LUK vs. monster CHA/LUK.

    Note: Rune Fire uses the (current) Magic special attack animation.
  • quote:

    Paladin Spirit
    Compressed Light Guest. Attacks have 1 hit. Can toggle between dealing damage and healing player HP.

    Flavor Effect: Deals +10% damage against Panicked monsters, -5% damage otherwise.




    Lv 1000 -> RE: Lv 1000's Suggestions (7/17/2023 1:04:03)

    Current:
    Cyber-Rex Rider

    Rework Suggestion:
    quote:

    Cyber-Rex Rider
    MC FD Energy Armour. Normal attack has 2 hits.

    Flavor Effect: Pays -6 MRM and grants +10 Burn and EleVuln potence.

    MC: Compresses 2 skills.
  • Energy Breath: Energy spell-type skill. Has 4 hits. EleComp increases skill damage. Pays 50% damage and attempts to inflict a (100/0.5/10/4x[EleComp]) = (5x[EleComp]) Energy Burn for [Hits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
  • Dual Lasers: Energy spell-type skill. Has 2 hits. EleComp increases skill damage. Pays 50% damage and attempts to inflict a (100/0.5/1.4/0.85/4x[EleComp]) = (42x[EleComp]) Energy EleVuln for [Hits x 2] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.

    Notes:
  • Energy Breath currently has 1 hit, but the duration of the animation should be long enough to fit the suggested 4 hits.
  • Uses Torontossaurus Rex's resistance/MRM spread but shifted for Energy.




  • Lv 1000 -> RE: Lv 1000's Suggestions (7/17/2023 10:33:41)

    New Item:
    quote:

    Shadowed Darkovian Deception
    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.

    Shadowed Wolfpack
    Darkness Spell. Has 2 hits. Has a +5 BtH lean.

    Vampiric Batswarm
    Darkness Spell. Has 2 hits. Pays 50% damage and attempts to inflict a (100/([1/0.3]-1)/1.4/0.85x[MobDarkRes]x[Hits/3]) = (36x[MobDarkRes]x[Hits/3])% Panic that persists until the monster makes a save. This has a -20 Save Bonus, player INT/LUK vs. monster INT/LUK.

    Bloodmoon Blessing
    Healing Spell. Has 2 hits. Pays 35% damage and applies a (35/1.4x[MobDarkRes]) = (25x[MobDarkRes]) EleShield to the player for 2 turns.

    Shape Darkness
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Shadow 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).

    Appearance: Darkovian Deception but the staff and animations are tinted red/grey/black instead of blue/green/white.




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