RE: =AQ= Summer Season of Gifting (Full Version)

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Aura Knight -> RE: =AQ= Summer Season of Gifting (6/1/2026 13:28:40)

When faced with complaints about the blandness of item sameness it's no surprise they chose to do a switch up. The best thing would have been a reveal of all items with effects on day 1 because like others I made assumptions based on art.




1stClassGenesis -> RE: =AQ= Summer Season of Gifting (6/1/2026 13:52:44)

^ and/or names.

If we had known that the shield would be a tuned Dragonlord that scales on main stat instead of just Strength early, we likely would have donated for the shield on shield day. Now those who didn't donate then just lost an opportunity that should've been open to them. I used the shield as an example here. It applies to every item category.




Singularity -> RE: =AQ= Summer Season of Gifting (6/5/2026 23:33:50)

Some of the token gifters are pretty far ahead. IDK if yall do this already, but you might as well lessen the load of doing it all at once, to just start working on it now. No ones catching up to Gwen for instance. Gone head and release that warcaster staff in every element. If anyone has a problem with the donor creations, tell them to post a video of another player beating their character with it to show how unfair it is to play against. If they cant show any type of proof that the people who have it constantly dominate the people who dont, then its just tears and white noise. Lets make some magic happen. Time to let the majority have fun with cool things




GwenMay -> RE: =AQ= Summer Season of Gifting (6/7/2026 9:52:33)

I'm a big fan of the changes this year myself. I'd thought for years that AQ should have a tier where the donors are guaranteed to receive the giftmaster rewards like in AQW, so I'm excited to see how that turns out this year. I also like how top 25 receive a CC elemental variant, as it preserves an incentive for players to compete for top 25. Staff would know better than me how much additional work the elemental variant would require, but since they're already doing a CC version, having that CC version be another element is probably a simple change in the code.

Also, the set looks really cool this year. It somewhat reminds me of the Frostwyrm set, which I thought to be one of the cooler looking giftmaster sets. I hope at least one of the variants is Dark element, as that's the only Giftmaster element we haven't had yet, and that both versions have the traditional 39/42/42 elemental resistance spreads.

@Singularity - While I will almost certainly be top 5 again this year, I don't think it'd be fair or proper for staff to assume I'd win and get started on my custom item before the contest ends. You never know after all. While I have a few interesting ideas already (subject to staff's approval, of course), I haven't settled on anything yet, so I'm not ready myself anyway.

For the record, I'm also a fan of the daily raffle items, especially the spell and armor. I always love having more compression burst spells in new elemental combinations, and I was excited to see a classic werepyre reskin. Although I agree with the concern that people would think the armor would be a galefang reskin based on past years, having the choice to switch between those two versions in the account manager is the best of both worlds.




CH4OT1C! -> RE: =AQ= Summer Season of Gifting (6/7/2026 9:55:27)

I now feel even worse for Kam having to code all of this by himself.




KhalJJ -> RE: =AQ= Summer Season of Gifting (6/8/2026 8:32:40)

Huge move from staff to guarantee rewards above a threshold. Really appreciate this as something to assuage some of the previous issues with the system. Thanks!




Singularity -> RE: =AQ= Summer Season of Gifting (6/9/2026 1:11:14)

Quick update, im gonna declare it here for AQ to implement, cause its actually a really hot idea. Those who participate in donating, a to be later stated amount will be randomly chosen to when the FULL Primordial Chorus set. Just as a nod to those less fortunate financially but still did their best. All except the color custom armour. A good handful of players. It increases donations. The majority of players simply look at the donation requirements and say "why bother?" but nowwwww were getting some action. Everything else stays the same. I would implement it now rake in the money.




Uskius -> RE: =AQ= Summer Season of Gifting (6/25/2026 19:20:29)

Things have slowed down in the middle here, but I just got a 5k donation. I went for some GGBs and managed to pull an UltraRare box, and picked up the Mirror Vordred armor. I FINALLY have that fancy golden armor with feathery white wings I've wanted for years and years now. ;_; I'll be sending any donation I get back out from here on. Thank you so much! <3




CH4OT1C! -> RE: =AQ= Summer Season of Gifting (6/26/2026 18:13:14)

So, set details have just dropped. I must say, the staff have really knocked it out of the park with both!

More importantly though, it's absolutely fantastic news to hear that @Ianthe has returned! Extremely well wishes - I'm glad you're back!




MetalKnight -> RE: =AQ= Summer Season of Gifting (6/26/2026 18:15:37)

Yay! @Ianthe is baaack! i wish you get pretty well soon, with a lucky break!




GwenMay -> RE: =AQ= Summer Season of Gifting (6/27/2026 2:25:03)

Welcome back @Ianthe! We all missed you.

I love the proposals for the giftmaster and community sets. Very creative, and I always like more dire lean. My only thought is that I hope the giftmaster armors have 39/42/42 resists in keeping with past practices, and that the CC elemental variant is Darkness, so that the normal version covers 39 wind/42 light/42 ice and the CC variant covers 39 dark/42 earth/42 water. Darkness seems appropriate for this set's design and theme, and having this elemental spread would provide non-overlapping coverage for six elements (7 with the community set). I note we also have not had a single Darkness giftmaster set yet, and that a FO/Dire lean armor would not overlap with the FD/Spellcaster lean Necromancer class.

Alternatively, I think it'd make sense to have the base version be Darkness given the design and the lack of prior Darkness giftmaster armors, and make the variant be Wind considering the number of past Wind giftmaster and community armors (wingweaver, wishweaver, fungibushi). But regardless of the resistances, I can tell these are going to be great sets!




Dreiko Shadrack -> RE: =AQ= Summer Season of Gifting (6/27/2026 12:17:12)

For my part I think that graphically the base set displays more of a Wind primary with Darkness and Water secondaries, we've not had a darkness giftmaster set at all and really only one water set in somewhat recent memory (paleskull) so they're underutilized elements in this context. Ice or Energy could also be considered but that blue is much more aligned with Water than either of those two.

Until we get a more definite idea of the armor's elements I don't know that I can even imagine what the variant would ideally be.

Also, welcome back Ianthe, may your health stay hardy from now on. [:)]




Jue Viole Grace -> RE: =AQ= Summer Season of Gifting (6/27/2026 12:26:37)

Welcome back @Ianthe

Just provided my support for the base version be Darkness given the design and the lack of prior Darkness gift master armors and can the Variant be Water or Ice. We have already had a dono armor be wind and have had no Darkness. Also, can warwolf be looked and one of its compressions be energy love the armor wish it would somehow have energy in its compression.




BlitzAegis -> RE: =AQ= Summer Season of Gifting (6/27/2026 12:28:16)

Loving the mechanic for the item sets. Also, great news to have Ianthe back! [:)]

The overall concept is great, I hope the execution of the set goes well because I don't want to be disappointed with the actual item effects being underwhelming.

That said, I agree with GwenMay regarding the Giftmaster set to be made into Darkness element as it is the only element thus far to not have been featured. However, if an elemental change isn't possible, I hope the AQ team can at least share a quick explanation of the reasoning behind leaving Darkness out this time around.




Aura Knight -> RE: =AQ= Summer Season of Gifting (6/27/2026 12:58:28)

News of the return is quite welcome given the lengthy uncertainty.

The revealed plans for each set seems nice too. The selected elements are fine though I'll toss in support for giving a triple element coverage. Wind base is acceptable. Going off the art alone, other elements could be any from energy, water, ice or darkness. Wind/Energy seems most appropriate and I guess dark would fit too.

I'm a tad confused by the pet compressing a guest while there also being an actual summon for a guest. Does this not conflict? Maybe it will make sense later.

The effects should prove useful on the supporting items. Especially the drains for resource heals. Hopefully the values are acceptable too.

The Gatta set is just as interesting. Energy or Ice could each be great coverage options.

Some promising stuff on the way.





Dreiko Shadrack -> RE: =AQ= Summer Season of Gifting (6/27/2026 13:10:51)

^ The guest compressed into the pet is supposedly the opposite element of the guest from the spell from what the preview says.




Aura Knight -> RE: =AQ= Summer Season of Gifting (6/27/2026 13:28:24)

Of course my source of confusion would be reading too fast. I appreciate the answer. Thanks.

Seems like the set will be quite versatile for options. That adds to the fun.




Moss_Fox -> RE: =AQ= Summer Season of Gifting (6/27/2026 14:07:46)

Ooooh! The sets look very fun, and I'm also glad to hear that Ianthe's back.

I do hope they go forward with the idea of the Primordial Chorus Misc adding burns to pet/guest attacks, especially if they follow element like the Vordred Misc does for player attacks, it'd be a very fun sort of item to play around with!

I love how adventurous they're getting with the gear nowadays, I think gear's more interesting when it's at least a little weird to use.




CH4OT1C! -> RE: =AQ= Summer Season of Gifting (6/27/2026 14:30:38)

Taken a closer look at the items. While they do still look fantastic, just thought I'd raise a couple of possible design issues:

  • I am a bit concerned about the 'lethal effect' passive of Gatta Champion. It's far from reliable; the armour is the only item capable of providing permanent thunderstruck through 'Sunder Thunder', and only does so by consuming a certain threshold of existing non-permanent thunderstruck (which can be cleared at any time). It's good that the permanent version can't be eaten, but the permanent cap and threshold for consumption need to be chosen very carefully. Also, this effect should really have a penalty (given the MC is skill compression).
  • Will the omni-elempower from the Primordial chorus just get wiped every time a convergence charge is stacked? Wouldn't that be rather annoying to work with?




  • RobynJoanne -> RE: =AQ= Summer Season of Gifting (6/27/2026 16:29:23)

    Welcome back, Ianthe! We've all missed you.

    Historically, the greatest fear with a Darkness set has been the potential overlap with Necromancer and other Darkness Armors, which were previously particularly abundant. An FO/Dire Lean Armor does not strictly overlap, so if there has ever been a time to release a Darkness donator set, this would be it.




    Dardiel -> RE: =AQ= Summer Season of Gifting (6/28/2026 1:42:58)

    Ianthe has returned, all hail Ianthe!

    Both of these sets feel incredibly interesting to me, I have some feedback but I like to think it's just "things to consider".

    For elements I have no real preference, I would mention that an energy Gatta set would overlap with the Entropy package also being an energy Cold set but I'm not sure how much that matters.

    For Primordial Chorus Armor, there's a chance that players view the 8-element list reset as a sign to rely on the 8-element skill instead of ever switching equipment. I'd suggest the design should account for how an equipment-switching player would likely manage 3-4 elements a turn at most (weapon, pet, prismatic burn, and guest) - I believe the investment on switching around like that is higher than just clicking a skill since it also means you can't rely on a particular weapon/pet/guest effect, and because the 8-element effects typically get the "every element" power boost while these swaps are relying purely on the value of the elemental list. I think an element switching set would be really cool so I'd love to see that the effect gives the proper reward for engagement beyond Elemental Doom.
    Also, to make sure it isn't forgotten - healing based on hits/attempts should consider ranger adaptation for ranged weapons!

    For Primordial Chorus in General, I think the set would really benefit from the ability to apply burns that follow equipment element (ideally checking the hit element rather than gear element, to handle things like multi-element weapons/spells/pets/guests and imbues that get used to progress on the element list) with a duration of 3+ turns but NOT permanently and probably also with a cap on how many different elements it can apply in a turn. My logic is that a player wanting to focus on statuses could use this mechanic to juggle burns of every element, with a payoff of rapid elemental list completion (with this one being allowed to happen every turn because the player is actively spending effort on switching AND needing to successfully inflict each burn to keep the juggling going; the limit on burn application is to once again make sure a player doesn't just cast Elemental Doom and guarantee they get the list reset every single turn afterward).

    For Gatta Champion Armor, there may need to be consideration toward how the permanent status should be valued when it requires a threshold to be met. Typical permanent statuses have a /10 because they assume application on turn 1, which this presumably cannot do. It might be closer to the Warwolf style, which has /5 assuming that the status is being applied every turn (or in this case, being applied part way through the battle and then stacking up to reach the cap for the revive).

    I love the gameplay patterns of both sets, and the individual mechanics seem well thought out, so aside from the above I really have nothing to add beyond "nice, good job, proud of you"




    neswii -> RE: =AQ= Summer Season of Gifting (6/28/2026 2:05:09)

    It's great to have you back Ianthe!

    I will echo the feedback about having a Darkness Primordial Chorus variant (my selfish request is for the base variant to be Darkness), but I will also ask if Elemental Convergence can be changed to lock to either Harm or the armor's base element, as the former does not gain elecomp.

    Another selfish request would be to switch Thunder Mother's Sunder Thunder to be a spell-based skill. I might be reading it with that bias, but this sentence doesn't make too much sense to me for a toggle.
    quote:

    If the cap is reached, eats Thunderstruck to inflict a permanent version, with overflow value doing Harm damage.




    KhalJJ -> RE: =AQ= Summer Season of Gifting (6/30/2026 8:02:02)

    Great to hear Ianthe is better + able to return - health comes first! I think we all wish them the best




    Kamui -> RE: =AQ= Summer Season of Gifting (7/30/2026 1:59:06)

    After a hectic first half of the week involving some IRL bits and taking a day to recover from getting the package set all taken care of, I'm finally able to get focused on cranking the Primordial Chorus stuff out for y'all! After looking over some components, we're gonna be removing the Melee/Ranged weapons' "Trade 0-proc bonus for chance to deal Void damage" and the Magic weapon's "Pay HP cost while the PrisBurn/Drain Burn toggles are active for chance to convert them to Void Burn/Void Drain Burn". These came out feeling weaker than we wanted them to be. We're going to instead have these simply have a % chance to give some extra oomph to the Burn effects rather than converting their element. So with that said, here's the current info subs for the weapons. I'll be working more on these in the morning, and posting the info subs for the other bits as I hammer them out!


    Primordial Chorus' Judgment/Will/Inspiration

    Melee/Ranged/Magic Wind Sword/Glaive(Sword+Polearm)/Staff, all three have neutral damage/accuracy leans and scale with sample numbers below. All of these can click their top half to toggle on an effect that, on first attempted weapon/special/Wind spell hit of the turn, eats up to 200% Melee worth of Prismatic Burn (150% for Magic version) to grant you Pet/Guest Celerity and Wind EleEmpowerment. Basically for every 40% Melee worth of eaten PrisBurn, you get 1 turn each of Celerity for pet/guest (guest portion is a freebie if you get the pet portion since you're paying SP or such twice), and any excess value is converted to 2 turns of Wind EleEmpow. This can grant up to 3 turns of Celerity for pet/guest on the Melee/Ranged version, and 2 turns for the Magic version, consuming up to 120% or 80% Melee of the eaten PrisBurn value respectively, with any remainder going into the EleEmpow. If you do not have a guest out,guest Celerity is not gained, and if you do not have a pet out and set to attack, neither pet or guest Celerity is gained, and instead all the eaten value converts to 4 turns of an equivalent Wind EleEmpow.

    Basically if you are using the eat effect and consume 75% Melee of PrisBurn, you'll get 1 turn of pet & guest Celerity if you've got them active, and 2 turns of +(35 / 2 = 17.5)% DmgDlt Wind EleEmpow. If you consume 85%, you get 2 turns of Celerity and +2.5% DmgDlt Wind EleEmpow. If you consume 85% and have no pet active, you get 4 turns of +(85 / 4 = 21.25)% DmgDlt Wind EleEmpow.

    The Melee/Ranged versions can toggle via clicking their bottom half to toggle between three states, Off (default), lesser Burn, and greater Burn. While in the off state the weapon behaves as a normal 0-proc weapon with +5% DmgDlt MC bonus. Lesser/Greater Burn modes trade MC and 20% or 40% weapon damage respectively to, after each weapon hit, attempt a 2 turn (MeleeValue / Save / Duration / AssumedHits / HealDivisor)% Melee Wind Drain Burn, damaging enemy HP and healing player SP ~= to damage dealt, can trigger up to 4 times per turn. Lesser gives an output of (25 / 0.5 / 2 / 2 / 2 = 6.25)% Melee, Greater gives an output of (45 / 0.5 / 2 / 2 / 2 = 11.25)% Melee. These have a 50% save, inflicting with WpnMainstat/LUK vs mob DEX/LUK. While in either Burn mode, the weapons trade their 0-proc bonus to instead have a 25% chance, rolled on first attempted weapon hit of the turn, to add 40% Melee to the MeleeValue of the Burn effects, so Lesser bumps up to 16.25% Melee, and Greater bumps up to 21.25% Melee.

    Magic version also toggles via clicking the bottom half, but this cycles through three states, Off (default), Prismatic Burn, and Burn. While off, weapon behaves as normal. Prismatic Burn mode charges 50% Melee each in SP and HP to, after each Wind spell hit, attempt a 4 turn (100 x (132/109) / 8 / 0.5 / 4 / 2 ~= 3.78)% Melee Prismatic Burn, can trigger up to 4 times per turn. Burn mode charges the same 50% Melee each in SP and HP to, after each Wind spell hit, attempt a 4 turn (100 / 0.5 / 4 / 2 / 2 = 12.5)% Melee Wind Drain Burn, damaging enemy HP and healing player MP ~= to damage dealt, can trigger up to 4 times per turn. These have a 50% save, inflicting with player INT/LUK vs mob DEX/LUK.

    Level	5	15	35	55	75	95	115	135	150
    Type	-	-	-	-	-	-	-	-	G
    PowLvl	5	15	35	55	75	95	115	135	153
    
    Melee/Ranged
    Base	4	5	7	9	11	12	13	15	16
    Rand	6	10	15	18	20	24	28	29	32
    BtH	1	2	4	7	9	12	14	17	19
    
    Magic
    Base	3	4	5	7	8	9	10	11	12
    Rand	5	7	12	13	16	18	20	22	24
    BtH	1	2	4	7	9	12	14	17	19
    
    CostLv	5	15	35	55	75	95	115	135	152
    50SP	15	23	40	60	83	109	137	168	196
    50HP	13	20	36	54	74	96	122	149	174
    




    dizzle -> RE: =AQ= Summer Season of Gifting (7/30/2026 19:58:07)

    0-proc bonus change looks good to me, but why does the magic caster weapon have a prism burn option and burn siphon option and the melee/ranged only have a lesser and greater burn siphon option? The lesser burn siphon option seems superfluous to me. I just don’t think the lesser burn siphon toggle is going to see a whole lot of use. A prism burn toggle in place of the lesser burn siphon would be better synergy with the set as a whole and also gives nice compression for people even without the whole set. I would much rather see the melee/ranged weapons get the same greater burn siphon/prism burn option that the magic weapon has.




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