RE: =AQ= Chessmaster Saga Finale (Full Version)

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The Hollow -> RE: =AQ= Chessmaster Saga Finale (5/27/2022 21:53:24)

The long-anticipated conclusion of the Chessmaster Saga has begun! Also check out the newly updated and/or returning Z-Token Packages bonuses:
20K Airenal's Lance
6K Spirit of Summer
7.5K Bloodthorn Armaments




GwenMay -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 0:49:55)

I'm glad Airenal finally got a melee/ranged/magic toggle. Been wishing for that for years. And I suppose it was time to kill its (formerly) insanely high elecomp.

That said, Lord of the Skies' nukes, even the overcharged one, are pretty weak now, likely do to the low elecomp from having earth as a secondary resist. Like, I think dismounted griffin rider competes in damage with the overcharged nuke for no sp cost.

I think a lot of players (myself included) would prefer if one of LOTS' nukes was wep-based and/or elecomp to efficiency and/or a higher elecomp at the expense of the earth resist. I understand staff didn't want it to stay as unbalanced as it was, but I fear the staff overcorrected.

It just feels really underwhelming at the moment compared to other current nukes, nevermind its former version.




Primate Murder -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 3:19:16)

spoiler:

I was recently replaying some old Chessmaster quests to refresh my memory and just yesterday went through The Fallen Fisherman, thinking that Karuna taking Jacques away to an island nobody else knows now looks a lot more fishy.

Cray was of the same mind, apparently.


The rewards are looking very nice.

Corrupted Confluence gives a togglable random element weapon and we finally get a new toy for hybrids to boot. Kudos!

Effect bows are always welcome, and there has long been a dearth of defensive statuses on such, so Fright Thorn definetely secures itself a spot in my arcane archer's inventory.




dr jo -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 4:38:25)

I also agree with Gwen that skills both having blast in title sounds rushed and very dull please do this little update




Yozai -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 5:23:46)

Really happy that we get to end of Chessmaster Saga.

Cray you did a really good job with this quest keeping the story true to rest of the saga.


Seeing Jacques like that did hurt a bit [:(]


And I really love the Fright Thorn Bow.




Korriban Gaming -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 6:23:40)

Exact same thoughts as Gwen, already posted my opinion on AEO Discord




RobynJoanne -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 10:09:33)

Yeah, I agree with Yozai. I'd just recently replayed through the entirety of the Chessmaster Saga and seeing Jacques once again having no control over himself stung a lot. I just want the poor guy to live in peace in a home that will accept him for his condition and sacrifices [:(].

Thanks, Imry, for working hard to get this release out! Thank you, Cray, for doing a great job bringing the story back to its roots. I really liked the stronger focus of this quest compared to some of the previous Chessmaster Saga releases.

I really like the rewards. I've been clamoring for a hybrid weapon similar to Heatwave Spadroon, and we finally got one. I only wish the MP cost and the random element attack could be separate modes with a final mode that combines the two, providing the same functionality as the current weapon's random mode. Right now, it's basically limited to Hybrids, and warriors could really use more random-element weapons. Nith's Fang does technically fulfill this role, but it's not a pure-damage weapon. Another way to differentiate the two weapons is to make Corrupted Confluence switch elements per hit. Ku Brush is the only other option, and it's completely outdated.

Fright Thorn Bow has great synergy with Fae Wanderer. I really like it. Rangers have gotten some great Panic items recently.




Sphinx Jevoha -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 10:09:39)



Or an even better suggestion: Could you add a few Status effects to the second Lord of the Skies skill? Maybe Choked (60% damage + Dazed 35% not acting), while keeping the damage the same?

And do add some extra visual effects to the 2nd skill, like maybe Lightning crackling around the cyclones? Holy damn, that would be epic!


Cheers!




OG Ranger -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 10:47:28)

Wow, a bow I can add to main inventory? It's been a minute.




Lorekeeper -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 11:25:18)

Via Kamui:

quote:

Lord of the Skies is updated now such that both skills are weapon-based. Whirlwind Strike is now efficient (costs 25%/50% Melee for MeRa/Mag weapons, respectively, deals -37.5% damage) and Cyclone Strike is overcharged (costs 150/175% Melee for MeRa/Mag weapons, respectively, deals +25% damage). Both have 200% Melee base (so efficient does 125% Melee and overcharged does 250%). WS further funnels its ele comp into lowering cost, while CS uses its ele comp to boosting damage.




Sphinx Jevoha -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 12:26:27)



Oh, that is interesting.


The 2nd skill being weapon-based is awesome, but the first skill doesn't make much sense now. It does same damage as the 3-hit normal attack, but is locked to Wind. Assuming that you will use Lord of the Skies against Wind mobs, why would you pay 51 SP to deal weak Wind damage against them?

The 2nd skill is great now, because of the weapon-based status. But please consider making the first skill something else, maybe a toggle ON/OFF? Like Choked effect or Dazed effect?


My 3 requests to Hollow/Kamui/IMR:


a) Please rename Whirlwind Blast to something else, as it's confusing with Cyclone Blast. Maybe "Wind Storm" or "Slipstream"?

b) Modify the 1st skill into perhaps a Toggle ON/OFF for Choked/Dazed Status Effect instead. Paying 51 SP to deal weak Wind damage when you can use 3-hit normal attack to deal Wind or any other element damage doesn't make sense.

c) Please consider adding a minor visual effect to one of the 2 skills, maybe some darker colors/shades/lightning effects, so that they are not copy-pasted appearance of each other.


Thank you, the armor looks promising otherwise!




GwenMay -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 13:44:32)

Thank you so much for the updates! I just messed around with it a bit, and the armor is amazingly versatile now. The wep-based efficient skill is crazy good value for 51 sp, and the overcharged skill is now noticably stronger as a wep based skill, making it worth the cost. Its absolutely perfect - easily the best wind armor in game (besides Zombie Hunter, but that's good for a different reason).

@Sphinx Jevoha I suggest playing with the armor before criticizing it. The wind damage is not weak at all, because its wep-based. Efficient wep-based skills are crazy good. It has absolutely no need for a choke or (Lorithia forbid) daze.




PD -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 16:38:03)

spoiler:

So Karuna and crew is still out there it seems. Poor Jacques becoming twisted like that. Looks like we'll need at least 1 more episode before it's all over.


Anyways regarding the items...

spoiler:


On the Lance. Glad that it got updated so that it now scales. Though it seems it isn't without controversy but to me I accept the changes, and the scaling matters a lot because people haven't really noticed that enemies scale equal to your level now so you that is critical to have.

As for the Chessmaster items, they look interesting, though I don't play ranger so the Bow I'm not sure I'll get much out of. I'm sure especially for rangers they will be thankful for a source of panic items that is permanently available. As for the mace it provides a good alternative to UG Scythe/Nith for sources of randomized damage. I think the random boost is *132/109 right? Either way once this holiday boost week is over I'll upgrade the mace fully to test out its real strength. Might even replace my Uragiri. Maybe someone ought to run a comparison against it with fruitcake zard w/ Tempest Power Armor.




Ryu Draco -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 21:55:55)

So just played through, and cool as it was I'm still uncertain about something. The opening sprawl seemed to be a recap of the rest of the saga, but there is a lot that I didn't recognize, such as:

spoiler:

1) There was a previous Master?
2) When was the Ninth Orb mentioned, not to mention the Tenth?
3) Did Entropy get mentioned previously in the Saga? I only vaguely remember him from the Hall of Memories, which I thought was uncompleted?


Did I miss an update that would explain all of this, because I feel a bit lost.




Novyx -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 22:27:56)

On the different animations for the 2 Lord of the Skies skills, there's now an unused weapon special animation from Airenal's Lance since that was made 0-proc according to the info-subs. Maybe that could be retooled into the animation for the weaker skill?




Primate Murder -> RE: =AQ= Chessmaster Saga Finale (5/28/2022 22:34:24)

quote:

Both have 200% Melee base (so efficient does 125% Melee and overcharged does 250%). WS further funnels its ele comp into lowering cost,


So, um, I might be missing something, but the efficient skill funnels ~40% worth of elecomp into reducing a 25% cost? That seems slightly... bizarre? I think we tried something like that with Blazing Bloodzerker when it was first released, and the general consensus was that elelcomp to cost is only worth it when the cost is at least 100% melee.

I apologize if I missed anything or seem critical.

I really do appreciate the staff listening to player feedback.




GwenMay -> RE: =AQ= Chessmaster Saga Finale (5/29/2022 14:02:28)

@Primate Murder

Elecomp is so low because Earth is at 42% resists. So low cost reduction. However, the cost reduction is also insanely good - the efficient skill costs 51 sp for warriors/rangers, which is amazing for a wep-based skill.




Lorekeeper -> RE: =AQ= Chessmaster Saga Finale (5/29/2022 20:43:47)

Spoilery answers ahoy!

spoiler:


Entropy and the Chessmaster Saga are connected as of the Xanatos Speed Chess installment of the Hall of Memories. One of the complications of this connection was that two stories with world-altering events that priorly operated on different time scales were suddenly both simultaneous and connected, which created a continuity problem when the story had to continue during their subsequent hiatus. As a result of this, the conclusion to either must involve the other.

This consistency problem is also why the length of time during which Radagast was captured is remaining ambiguous, and part of why the story is moving on as though Kus did not exist. We don't quite need to go as far as having a critter that can casually invalidate all laws of existence and upend the realms of gods to keep our powerful magi too busy from blotting out the Chosen's protagonism. The summer event begins with a recap summary to help catch up so as to smooth the transition in timelines and styles while being as faithful as possible to work of the original writers.

Now for the fun answers!

The ninth Orb would be the Orb of Creation, also known as the key to the others, and was restored as part of the Devourer Saga. It is typically guarded by King Tralin of Deren, who is the High Communicant of Lorithia. The Creation Orb used to be light green, but all of the Prime orbs got a glow-up with this quest, which is why it might not have been immediately recognizable. The existence of a secret tenth orb was also mentioned during Xanatos Speed Chess in the Hall of Memories.

As of a previous master to the Numbered Beasts -- This figure didn't feature directly, but was implied. The Beasts lost direction at one point, but are now unified again. Mostly.




Primate Murder -> RE: =AQ= Chessmaster Saga Finale (5/29/2022 22:33:55)

@ Gwen

My concern was less with the size of the elecomp, but more with how it's applied. An elecomp worth ~40% melee is used to pay for ~10% melee cost reduction (25*0.4), which leaves 30%+ melee unaccounted for.


@ Cray

Thanks for the explanation!

Any chance we can have a similar recap for Entropy? I must admit, I remember very little of him, and I'm not entirely sure where to find more.




Lv 1000 -> RE: =AQ= Chessmaster Saga Finale (5/30/2022 1:05:36)

@Primate Murder

The info subs/update notes don't explicitly say what happens so I will elaborate. A standard weapon based skill deals 200% (not factoring in lean), however Whirlwind Blast takes a -37.5% damage penalty reducing the damage to 125% melee. As such, the skill is "hardcoded", before EleComp is applied, to cost 25% melee in SP for Melee/Ranged and 50% melee in SP for Magic (i.e., 100 + 25 = 125; 75 + 50 = 125). The EleComp to cost is applied to this value. The EleComp cost mod for this armor at PowLvl 153 is ~0.51918 for Melee/Ranged and ~0.71918 for Magic. So we have 25*0.51918 = 12.9795% = ~51 SP for Melee/Ranged, and 50*0.71918 = 35.959% = ~141 SP for Magic. I hope this helps to clarify things.




Primate Murder -> RE: =AQ= Chessmaster Saga Finale (5/30/2022 12:56:30)

@ lvl 1000

I feel like we're talking past each other.

If the skill's elecomp was applied to damage, it'd be applied to the entire 125% melee damage. Presuming it's around 50% as you say (I thought it was ~40?), you'd get a total of 187.5% melee, or a 62.5% melee bonus from elecomp.

At the moment it's applied to cost, the 25% cost. That's a 12.5% melee's worth of reduction or a full 50% melee less of a bonus from elecomp.


Edit: It's possible I'm missing something, but at this point the difference seems rather blatant. As in, it'd literally be better to just give the armor a simple elelocked mode - 50% bonus damage from elecomp at 0 sp cost.




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