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8/8/2024 17:24:49   
  Ianthe
 formerly In Media Res

 

GGB UltraRare: Broodfiend of Nulgath

MC FO Fire armour. Normal attack is two hits.

MC: Comes with a toggle, Brood Warrior. Costs [31.25% Melee] SP. Gain EleShield (-7.1% damage, Fire+Dark) every turn. Pets and guests gain +25% damage. Changes normal attack to four hits; attack does -50% damage and leaves the monster Panicking (-28% damage) subject to a save at a +10 bonus (inflict with MainStat/LUK, resist with CHA/LUK). (Magic weapon attacks have a -21% penalty instead.)

Bonus: Take -9 blocking. Gain +105 Initiative Boost and [-10% Melee] guest cost reduction.
PLvl	55	75	95	115	135	150B
						
BR%	277	334	394	454	514	559
Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
BtH	7	9	12	14	17	19
						
Fire	68	60	54	48	43	40
Water	84	83	81	81	80	76
Ice 	100	100	94	94	92	91
Wind	94	93	91	89	89	85
Earth	76	74	73	72	68	65
Energy	84	83	81	81	80	76
Light	100	100	94	94	92	91
Dark	68	60	54	48	43	40
						
Melee	26	29	32	36	39	41
Ranged	26	29	32	36	39	41
Magic	26	29	32	36	39	41

Update to Chaos Slayer Cleric: This armour is no longer a FO armour and now has Spellcaster Lean.

We've also updated the toggle to more modern standards, with it no longer scaling off damage dealt and instead using *[hits connected] / [hits attempted].

< Message edited by Ianthe -- 8/13/2024 10:47:12 >
AQ  Post #: 201
8/15/2024 20:12:17   
  Kamui
 Hashire sori yo Kaze no you ni!


Mirror Vordred's Reflective/Frigid Panoply (Ultra Rare) - Ianthe says...

MC armour, comes in Light and Ice flavours. FD and can toggle to Spellcaster

Normal attack is 3 hits.

MC: Comes with the following skills:
  • Heroic Confluence: Applies the following effects to your normal attacks and weapon specials:
    - Locks them to [Light/Ice] and adds eleComp to damage.
    - They deal *0.75 damage, and you heal [12.5*hits/attempts Melee] to both HP and MP. (*0.75 healing on Magic attacks)
    - If you have at least [25% Melee] SP, you spend that much to Blind (-21.4*[mob resist] BTH, 1 turn, END save) and Burn (power:1, 2 turns, [Light/Ice], DEX save) subject to saves, each at a +0 bonus (inflict with [MainStat]/LUK, resist with whatev/LUK). Both are affected by *hits/attempts.
    - The armour's default attack changes to 5 hits.

  • Silent Guardian: "healing" spell that grants Barrier, costs [50% Melee] in each HP and SP, uses END for stat bonuses.

  • Defender's Attunement: Once per battle, choose FD or Spellcaster lean.
    PLvl	55	75	95	115	135	150B
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    LIGHT VERSION
    Fire	94	92	90	88	87	85
    Water	85	83	82	81	77	75
    Ice 	74	69	65	62	59	55
    Wind	74	69	65	62	59	55
    Earth	94	92	90	88	87	85
    Energy	85	83	82	81	77	75
    Light	67	60	53	47	42	39
    Dark	100	99	97	97	96	94
    
    ICE VERSION
    Fire	100	99	97	97	96	94
    Water	85	83	82	81	77	75
    Ice 	67	60	53	47	42	39
    Wind	74	69	65	62	59	55
    Earth	94	92	90	88	87	85
    Energy	85	83	82	81	77	75
    Light	74	69	65	62	59	55
    Dark	94	92	90	88	87	85
    						
    Melee	38	41	44	48	51	53
    Ranged	33	36	39	43	46	48
    Magic	36	39	42	46	49	51
    
  • AQ DF MQ  Post #: 202
    8/26/2024 13:13:11   
      Lorekeeper
    And Pun-isher

     

    Voidpact Package transformation from the set weapons, via Ianthe

    quote:

    Void Empress's Legacy

    FO Wind armour. Normal attack is two hits.

    Comes with 3 skills:
  • Corrupted Convergence: Toggle, costs [30% Melee] SP upkeep. Increases outgoing spell and weapon damage by +[15% Melee]. After you attack, you deal another hit of Void damage equal to 9.75% Melee, and gain [28% Melee] worth of Barrier. While this toggle is active, you lose -50 END.
  • Empress's Avenger: Works like Paladin Defiance. You gain 1 charge per turn. When you would die, if you have at least 10 charges, then you're protected for one turn. If you have more than 10 charges, then extra charges are split between healing you (for [4.25% Melee] per charge), and inflicting your foe with a Void-element drain poison (power:0.0658 per charge, 3 turns, heal HP equal to damage dealt) subject to a save at a -20 penalty (inflict with WeaponMainStat/LUK, resist with END/LUK). There's also a toggle for generating two additional charges per turn at the cost of [5% Melee] SP and HP each.
  • Empress's Vengeance: Overcharged skill, spell-based if your weapon is Magic and weapon-based otherwise. 4 hits, seeks Harm/Wind. If you have Empress's Avenger fully charged and Corrupted Convergence active, this will consume all the Empress's Avenger charges and deal Void damage, with an additional +[39.5% Melee] damage. This counts as using Empress's Avenger for this battle.

    Bonus: Armour takes an additional +[5% Melee] incoming damage and gains +105 Initiative.
    PLvl	55	75	95	115	135	150B
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    Fire	95	94	92	90	89	88
    Water	88	86	84	83	80	75
    Ice 	78	74	71	69	66	63
    Wind	68	60	53	47	42	39
    Earth	105	105	105	105	100	100
    Energy	88	86	84	83	80	75
    Light	78	74	71	69	66	63
    Dark	95	94	92	90	89	88
    						
    Melee	38	41	44	48	51	53
    Ranged	38	41	44	48	51	53
    Magic	38	41	44	48	51	53
  • Post #: 203
    10/4/2024 13:17:23   
      Kamui
     Hashire sori yo Kaze no you ni!


    Nightmare Queen's Regalia

    Caster lean Ice armour, so take x1.25 damage, deal x1 damage with armour attacks, spells deal x(1 + 4 x 0.75 x (IncDmgTkn - ArmrDmgDlt) / 2) = x1.375 damage. MC compresses 2 toggles and a skill, detailed below. Takes -3 MRM to gain +105 InitBoost, and a further -6 MRM to have a passive effect worth 10% Melee. This passive does two different things depending on enemy actions. If the enemy does not attempt an attack against you for any reason, then at start of player turn you attempt a 1 turn +(20 x 0.85)% DmgTkn EleVuln for your equipped weapon's element. If the enemy DID attempt an attack against you, you attempt a (16.81 x 0.85 x EleMult)% stun rate Fear on the enemy for 1 turn, using the element of your current weapon vs the mob's resistance to that element to determine EleMult. These both inflict with WpnMainstat/LUK vs mob's CHA/LUK, 50% save.

    Horrifying/Haunting Presence: Toggle, charges 50% Melee in SP while either toggle is active, paid on first attempted player/special/spell attack in the turn. At end of turn, HoP attempts a 2 turn (30.02 x SpellMult x EleRes x Hits / Attempts)% stun rate Fear on the enemy, with SpellMult being the multiplier from the Spellcaster Lean (1.375) if using a spell to activate the effect, and EleRes being the mob's resistance to player's equipped weapon, this inflicts with WpnMainstat/LUK vs mob CHA/LUK, with a -20 penalty to the mob's save. If HaP is active, at end of turn you attempt a 4 turn +(25 x SpellMult x Hits / Attempts)% DmgTkn EleVuln on the enemy, with SpellMult being the same as before, and the element of the EleVuln matching equipped weapon, this inflicts with WpnMainstat/LUK vs mob CHA/LUK, 50% save.

    Encroaching/Intense Horror: Toggle, charges either 40% or 80% Melee in SP per turn while active, only charges at end of monster turn if they have an effect on them that causes stun in some way (so Fear, Paralyse, etc), attempts to inflict a 2 turn Drain Poison on the enemy, with the strength of the Poison being (MeleeVal x TriggerMult x 0.85 (doesn't require hitting the enemy, passive effect) x 2 (50% Save) / 2 (Duration) / 2 (Drain)), TriggerMult being either x0.9 if the enemy attempted an attack on you, or x1.2 if they did not. So for example, if the 40% toggle is active, and the enemy does not attack you due to a stun or some other factor (they still have to have some form of active stun on them for this to activate), you'll attempt a (40 x 1.2 x 0.85 x 2 / 2 / 2 = 20.4)% Melee Drain Poison on the enemy, element matches equipped weapon. If your health is currently >= 80% when this effect triggers, you'll do regular Poison rather than the Drain version, so the above example would be a 40.8% Melee Poison.

    Boundless Horror: Raw damage Ice spell, gets EleComp to damage. Eats up to 400% Melee worth of Fear on the enemy, if player HP < 80% at the start of the attack, half the eaten Fear heals the player (done as a spell-like hit, gets benefit from the Caster lean) and half the eaten Fear boosts the spell's damage, so the spell can do up to +100% damage and heal the player for up to 200% Melee. If player HP >= 80%, then all of the eaten Fear boosts the spell's damage instead, so up to +200% damage.

    Edit: If the enemy has the Freedom status, all of the above effects that would attempt Fear will instead attempt their EleVuln counterpart.

    Level	50	70	90	110	130	150
    Type	B	B	B	B	B	B
    PowLvl	54	73	93	113	133	153
    						
    B/R	262	319	379	439	499	559
    Stat	456.4	581.8	713.8	854.8	977.8	1109.8
    BtH	6	9	11	14	16	19
    						
    Fire	91	91	89	89	88	87
    Earth	91	91	89	89	88	87
    Water	82	81	79	78	76	71
    Energy	82	81	79	78	76	71
    Ice	71	62	55	48	43	39
    Light	97	97	97	96	96	95
    Wind	77	70	64	60	54	48
    Dark	77	70	64	60	54	48
    						
    MRM	26	28	31	34	37	39
    						
    CostLv	53	72	92	112	132	152
    50SP	58	79	105	132	163	196
    40SP	46	64	84	106	130	157
    80SP	93	127	167	212	260	314


    < Message edited by Kamui -- 10/4/2024 14:06:30 >
    AQ DF MQ  Post #: 204
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