Home  | Login  | Register  | Help  | Play 

RE: Dreadknight, Blood Warlock and other SSy suggestions!

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Dreadknight, Blood Warlock and other SSy suggestions!
Page 6 of 6«<23456
Forum Login
Message << Older Topic   Newer Topic >>
9/20/2014 21:19:19   
poopbum
Member

Hmm so is double edged blade suppose to be a SPell for high END players?
quote:

MPCost : 490 SP

You might wanna get rid of the "MP" and just make it "cost" to make it less confusing.
As for the harm damage thingy, is it a status(burn, bleed?) or just a lingering effect from the spell? Stacks with repeated uses right?

If it inflicts bleed then it will be pretty sweet since users of the SPell should have high END to begin with.


As for the Berzerker Seal, great idea for wars. I loved how it comes with bth boost and huge initial damage boost at low SP cost. Like Blood Contract meets mino day LSCV1.
Though is it intentional that the player can just choose to unequip the misc to sidestep the damage penalty that comes after the boost has been greatly reduced?
quote:


All player attacks INITIALLY deal 150% damage (125% for spells, SPells).
During consecutive turns, the damage boost decreases by 5%. This decreases until the player damage deals 75% damage.

Maybe for spells just put 1/2 multiplier and 4/3 for magic attacks like all boosters. Otherwise the "boost decrease by 5%" thing will seem like the spell boost wil go out in 5 turns only.(and the boost drops much faster) Unless that is intentional?


As for Fragarach, it is intended as a weapon for hybrids right?
quote:

Void Damage mode:
The weapon deals 0.9*0.95 damage for Always useful and attempting to make the monster bleed. This mode has an MP upkeep that cannot be turned off.
It has a Z% chance of being inflicted with a bleed, power 0.9 for 1 turn. The monster gets +10 for the save

Hmm it looks interesting though a bit of a gimmick. Void damage mode appears to be on by default(correct me if I am wrong), resulting in weaker damage at all times even with the bleed unless you are up against a low elemod monster.(is bleed suppose to be 1 turn only?)

Hmm unless void damage still does double damage, but that would warrant a higher MP upkeep.

I am thinking if this weapon can have both a melee and magic mode, the void toggle can be optional in magic mode but compulsory in melee mode.(if compulsory on both, does a further 1.05 damage in magic mode)

I am not sure how it manages to pay for a control effect as well on top of that, unless there is double MC or some other trade off.(like less no-proc bonus)
AQ  Post #: 126
9/21/2014 5:07:39   
Seth Hydra
How We Roll Winner
Nov14


Well, the spell DOES take END as a stat... kinda like you can endure most of the pain sorta thing. Its a bleed..definitely a bleed, but a stronger one.

About the Berzerker seal, its good for wars (Although the turn cost will most certainly be an issue) and 40SP is what a player currently regens. Its supposed to be used for glass cannon damage, which will last for 10turns.. but honestly, I dont think most battles last that long, except boss ones, and you'd honestly be suicidal to use it with the damage increase and END redux.

Regarding the spells boost, its damage decrease is gonna be 2.5% per turn(1/2 of 5%).. so that means 100% damage after 10 turns.. but yeah, I think I should be more clear! :D

Regarding Fragarach, Im honestly still working on it.. If you go by the Lore, then its supposedly lets you control your enemy (Hence control status inflcition) and can give your enemy a wound that will never heal.. so bleed? Either way, Im trying to work it out, and Im thinking of removing the Void damage mode. As of now, the weapons default is the control mode, and clicking it will result in a continuous void damage mode, provided you have MP. If you dont, it reverts back to the Control mode.
AQ DF AQW  Post #: 127
12/10/2014 20:13:39   
poopbum
Member

Hmm I didn't know Berzerker Seal has a turn cost, now that SP has been swept I think it might be a good idea to simply raise the SP upkeep of the misc to avoid the 1 turn delay instead. 40 SP is peanuts now(unless you are using Dunamis). Then again Du/Poe have turn delays too, so it might be a misc designed for those players.

I still think we could ramp up the SP cost to make the misc a little less risky and more practical now though.(namely, the 1 turn cost could be removed)
As for the new shadowsteel axe,
quote:


Effect: The Axe deals 85/82* damage , but gets -3th to compensate. This applies to all specials, and player attacks.
Click on the staff to cast a Light spell, costing MP. It deals standard damage.

Hmm this showed up on the manticore staff as well. i think it is a copy paste error though a weapon could in theory compression two elements plus a spell at no penalty.(should the gold cost be high enough)

So... just a light/dark compression weapon with 10% proc special otherwise, if the spell part is intentional it will be a hybrid weapon.(that can still be used by normal warriors unlike Heatwave)

I might be nitpicking a bit, but you might wanna clarify on whether the special of the weapon will always do light damage or not.

Will be interesting and (somewhat)unique if the special always does light regardless of the weapon being light or darkness. Though not the most practical.(it will be great on Sacragon, provided the light special gets bonus damage when the axe is in darkness mode, assuming the special remains light)
AQ  Post #: 128
12/11/2014 3:15:52   
Seth Hydra
How We Roll Winner
Nov14


Derp... I've neglected this thread for some time now... need to organise a few half done entries (Like the one you mentioned earlier). Expect it cleaned up, daisy fresh with a few new entries in the coming days! :D
AQ DF AQW  Post #: 129
12/14/2014 23:45:24   
  Rorshach

The Question
(AdventureQuest)


Sage King's attack 1 could do with 3 or 4 hits instead. An armour with 2 attack animations that hits the same amount, isn't really necessary for it to have 2 different attack animations in the end. You can see from the pedia that no armour has 2 different animations that have the exact number of hits.
AQ DF MQ  Post #: 130
12/17/2014 12:48:21   
Seth Hydra
How We Roll Winner
Nov14


^Demon Warrior does.. :P
Still, changed it to 3 hit!! What d'ya think ? ^_^
AQ DF AQW  Post #: 131
12/17/2014 21:30:24   
  Rorshach

The Question
(AdventureQuest)


Huh... never knew. I suppose then that that is really rare. But did it have different values for both attacks? Like Attack 1 has more damage or BTH than Attack 2? Or their proc rate are different as well, which also affects their damage?

Ya, 3 is alright.
AQ DF MQ  Post #: 132
12/18/2014 9:18:45   
Seth Hydra
How We Roll Winner
Nov14


Oh right my bad.. it did the eye beam attack for ranged weapons and slash for melee/magic!
AQ DF AQW  Post #: 133
4/9/2015 12:27:53   
VendettaX
Member

Im here doing my thing, don´t mind me.
V out, peace.
AQ  Post #: 134
4/18/2015 16:21:13   
Seth Hydra
How We Roll Winner
Nov14


That was... odd to say the least

Added entry Ice Queen for teh contest
AQ DF AQW  Post #: 135
4/19/2015 16:46:41   
TVTropean
Member

Ice queen with the varieties of attacks and mechanics is a interesting guest indeed, now must wait other judge these and other suggestions.
Post #: 136
4/21/2015 11:03:12   
Luster Bladewarrior
Member

Hm. Ice queen...intelligent freezerburn guest?

Thematically, interesting how similarly our thoughts flow.

Yet at the same time, I must wince at keeping the guest constantly in pain.

Balance, you probably meant that the Attack 3 consumes 15 MP, not 5, heh. This means that it will always have the cycle of 5x Attack 1 > Attack 2 > Attack 3.

Usability...

As far as freezing goes, the fact that it only spends 18,79% at most on it kinda messes with it as primarily freezing guest - though the predictability and larger-than-normal weight on the freeze means you can synch with it in those cases bit better.

The fact that attack 3 doesn't check on freeze puts it only bit above Mogleets in the sense of freezerburn guest, but you can scramble to save it and prepare for another monster.

It has its uses but is rather niche, mainstream guest would have to be Nezu still.
AQ  Post #: 137
8/7/2015 4:59:20   
Seth Hydra
How We Roll Winner
Nov14


Hmm, well a maiden over a gigantic rat? aesthetics count too ya know ;P
AQ DF AQW  Post #: 138
8/31/2015 21:54:44   
  Rorshach

The Question
(AdventureQuest)


TL;DR but this caught me, and wanted to point it out.
quote:

Millennium Knight

Level: 143Z
Image: HERE
Power Level: 153, Mastercraft
SP Level: 152
Price: 48,410,333 Gold
Sellback: 24,205,166 Gold
Location: LTS
Element: Light / Earth

COMBAT DEFENCE
Melee: 47
Ranged: 47
Magic: 56

ELEMENTAL MODIFIER
Fire: 95%
Water: 110%
Wind: 95%
Ice: 95%
Earth: 44%
Energy: 90%
Light: 39%
Darkness: 56%

ATTACK:
Hits: 4
Element: «As Weapon»
Type: «As Weapon»
Damage: 178.96% Base, 178.96% Random, and 355.11% Stats each
BTH: +17 plus Stats each
Animation: You unleash a barrage of ethereal weapons at your foe (4 daggers)

MC: Summoning.

Summon one of 3 spirits in battle to enhance a particular aspect.

1) Summon Anubis essence
All player attacks have a chance to inflict fear, this includes specials, spells etc.

2) Summon Ra essence
All player attacks are locked to deal Light damage. Gets necessary EleComp

3) Summon Thoth essence
All spells cast while wearing this armor will deal 25% more damage

All the above abilites have an SP cost, and take a turn for activation


MC only allows 5% more damage. Unless its 25% to do 25% more damage, then that's alright.
AQ DF MQ  Post #: 139
9/1/2015 0:16:57   
Luster Bladewarrior
Member

@Gaskal: Note the line right after: "All the above abilites have an SP cost, and take a turn for activation"


Hm, read Galantoh's Temporal Madness Part 1 and found few things to comment on:

I think one should use different villain for undead if needed - evil Artix, both fire/dark version and one who uses undead was done already twice, and with recent events there are so much more suitable villains, such as Kabroz's zombie armies, Grimveld's father's backstrike against Brilhado, even general Necromancers unhappy with Kaley's policies.

If there is need for evil Artix, that can be done without changing timeline or making him a necromancer - the events around EoE do provide some potential for character changes.

Perhaps Cyrus could be similarly replaced by the Xerxes, but in truth more interesting would be if battleon was dark enough for his response to be reasonable. This is where Galanoth going back in time to start dragonslayer exterminatus makes sense.

I am not so sure that Galian makes an approriate god for this, either - he is the most world-destructive god after all, while others found less issue standing against him. Even with having Hope, his soft spots are other gods' hardest spots "I'll allow you to live for now.".

Leaving that aside, there are several times the story feels intentionally disjointed, catched conversations. That might not be the best move with player character.

In any case, for MC reward quest it is a bit too short at mere 12 battles. The Chosen's passing comment does provide an opportunity for another 6, though even with that I think the gears' triggers should be class-locked. (Oh yeah and the misc needs to be nerfed - even borrowing additinal points from melee output won't let it reach this point.)

The armor reward, well...I feel it doesn't fit the quest even if the idea is interesting and needed with lack of end-game skill-using dark armors. Why is a darkness paladin in an undead war? Also, light variant of it would be better for killing undead with the skill :V

I do like the simplicity of layout there.

On other notes: I have a feeling something like this involving timelines has been done before....In any case, it would be best if there are good and different notes to go with bad - such as, say, Galanoth fighting against the fix for it would mean losing his brother Demento once more.

After all, armies have been defeated a lot of times before, but his brother stays dead forever.
AQ  Post #: 140
11/26/2015 15:09:17   
Seth Hydra
How We Roll Winner
Nov14


Well, having Artix as a villain from a player perspective should show how truly corrupted this version of Lore is. Kabroz, Zorbak, Kaley arent truly good guys and border on the anti-hero / borderline villain persuasion, and having them lead an undead army against Battleon wont be something completely unheard off. Sure We have already come across Artix being a necromancer in the mirror world during the Bizarre Flecks, but that was Xitra and we had the regular Artix with us too. I stand by my reasoning to select Artix, and more of that will be explained in the part two of this series. While EoE did have him play an antagonistic role of sorts, he wasnt out and out the bad person in it. It's more along the lines of stereotypical army leaders trying to stop a rebellion that hadnt occured yet rather than a nefarious bad guys.

The same reasoning goes for Xerxes over Cyrus. Xerxes, avatar of Ser'Mathis is NOT a good guy. If it wasnt for Cyrus, he'd probably have invaded the entire continent. But I see your point in this case. With Cyrus never existing in this scenario and leadership of the Vartai falling upon him rather than his other siblings can serve as a viable and more believable alternative. TAKEN!

Galian did show a much softer side of the'galin aside from his "I AM THE DEVOURER! Time to take your SAT.... Unity test, or else prepare to perish" side in the absol-ution event, which I really liked. I'd like to expand more on this side of the uncreator. Besides, I needed an arbitary character who doesnt play as significant a role in the grand scheme of the quest aside from keeping the chosen alive for the questlines. Very few gods I know who can wield that sort of power, so Galian it was.

This part just sets up the next part, which is a two part war and quests that deal with the attacking armies and their respective leaders, along with tying up the time-travel part and Galanoth's place in the whole continuity of events and that is why the quest seems disjointed. It's intended.

That being said, I think I should remove the armor reward. My original intention was just to have the misc as a reward (which I think may be better off without the saves part and a downtrigger of sorts against regular monsters)

Thanks for your reply though, it was really helpful!

Hmm, new updates coming soon.
AQ DF AQW  Post #: 141
10/3/2016 22:41:53   
poopbum
Member

Haven't commented on this thread in a long time though I did do it before. So will try to cover only some of the newer stuff as I don't want to feedback the same stuff twice again.
quote:

Galanoths Cape
Mastercrafted Misc
Element: Neutral
Effect(s):
Provides 0.4x damage taken against attacks from dragons. Can only change once per turn.
+50 END
All dragons get -10 to saves.
Looks like a sweet anti-dragon misc, though I think 0.4x damage taken might be too strong. The most we have for resist miscs so far is 0.5x damage taken.

To be honest I don't think END is a very useful stat boost, DEX might be preferable at this point in time if you are looking for a rather build neutral stat boost. END might fit the theme better though, idk about this part for sure.

The concept and flavor are certainly there and that's whats important here.
quote:

Sacred Monsoon / Mystic Gale / Call of Winter
Wow looks like three "poelalas" in spell form. I think they all take a turn to cast though?

Since the effect decays by turns rather than player attacks, I guess they don't stack since stacking will just cause one turn of the buff to be wasted then. Do they decay by player or monster turns? I mean it is a weather effect so ideally celerity(be it on player or monsters) wouldn't make sense to affect it themtically.

Looks to be boosters in spell form indeed, though it seems like some of its power goes into a trigger effect against monster attacks of the opposing element(or just a straight up DoT effect for the ice one).

The gold pricing seems to indicate MCed spell, so the extra effects could be considered to be paid for by MC too.(be it partially or entirely)

The theme of weather effect spells sounds fun for sure, with effects corresponding to background changes. If I am not wrong might they be pokemon inspired?
AQ  Post #: 142
1/25/2017 12:54:19   
Seth Hydra
How We Roll Winner
Nov14


@Above: Yeah, it was supposed to be 0.6x or rather or 40% damage reduction.

END boost is solely thematic, and I don't want to add in Either STR or INT to avoid favouring any one Build. END is relatively neutral and can be useful at times.

Regarding the Weather spells, they do take up a turn (in order to mirror the moves they are based upon... unless we base it on the abilities in which case no turn cost).They decay based of the monster attacks btw! Also, the MC does take care of the effects to an extent.


They cancel each other out yeah. It doesn't make sense to have both active at the same time. The boost should avg out to 50% each turn, but should have a penalty for the added effects.

I've spoken to Anim regarding the artwork / weather effects, and he did seem to welcome it I think.

UPDATE LOG:
4/3/2014 23:42:59 : Added Female Dreadknight art
4/9/2014 2:54:26 : Added Runeknight Art
4/10/2014 2:55:56 : Added OmniLich and updated Armeggedon Crush skill along with Darkfire pact skill
4/13/2014 0:44:01 : Added metal maiden and mystic maiden
4/19/2014 23:18:08: Added Necrosis
4/23/2014 0:28:48 : Added Gravity Bomb, Tankmage concepts
5/5/2014 12:59:28 : Added Tectonic Rampage staff
5/15/2014 19:04:28: Added Cyber Nighthawk suit
8/25/2014 0:17:29 : Thread cleaned up
9/5/2014 21:39:59 : Entries cleaned up
9/5/2014 21:33:56 : Added Millennium Knight
9/15/2014 1:43:48 : Added three more entries to the Miscs section!
Knight's Title,Hydra's Berzerker seal, Dragonsbane Shard
9/21/2014 4:46:25 : Added Double Edged Blade spell
10/16/2014 20:36:17 :Shadowsteel Axe of Vengeance
12/15/2014 2:34:26: Added Sage King's Wisdom (Armor), The Trick(Spell) and Lament of the Ice Queen
4/1/2014 21:17:50 : Added the Quest Galanoths Temporal Madness Part 1 and cleaned up the thread.
7/13/2016 15:05:08: Added Sacred Monsoon / Galestorm / Call of Winter spells and cleaned up the thread.
19/10/2016 22:00:00: Added the Calm Mind spell. Link: http://forums2.battleon.com/f/tm.asp?m=21646769&mpage=1&key=&#
1/25/2017 22:51:43 : Added the Wanderer's Stand and Chevalier De Sang Armors. Link: http://forums2.battleon.com/f/fb.asp?m=21646776
AQ DF AQW  Post #: 143
4/27/2017 11:39:11   
Rafiq von den Vielen
Member

I would like to drop a comment on the Blood Chivalry you made (c'mon you all know Chevalier de Sang means that, don't play unknowing):

I want this thing. It's sounding exactly how I envision so many things about fire: Blazing hell unleashes lethal damage at any stakes. I endorse this, I would shell money for this.
Post #: 144
4/27/2017 11:51:55   
Seth Hydra
How We Roll Winner
Nov14


Completely unrelated, but I appreciate the sentiment regardless <3
AQ DF AQW  Post #: 145
Page:   <<   < prev  2 3 4 5 [6]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: Dreadknight, Blood Warlock and other SSy suggestions!
Page 6 of 6«<23456
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition