Home  | Login  | Register  | Help  | Play 

RE: CH4OT1C!'s Suggestion Bank

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: CH4OT1C!'s Suggestion Bank
Page 5 of 5<12345
Forum Login
Message << Older Topic   Newer Topic >>
7/9/2019 18:04:59   
CH4OT1C!
Member

Ribbon Wraith

Example:
Level: 150
Power: 3.75 (champion elite boss)

Location: The void
Monster lean: Neutal (x0.5)
Element: Darkness
Resists:
Fire: 120%
Water: 50%
Wind: 0%
Ice: 50%
Earth: 120%
Energy: 50%
Light: 120%
Darkness: 0%

High M/R/M focus

Stat Distribution:
STR: 0
DEX: 275
INT: 275
END: 0
CHA: 0
LUK: 200


Effect:
- Passive status: "Status Link" - Whenever a status is inflicted on you, it is also inflicted upon the boss and vice versa. Can resist at a save -20 bonus. Can be bypassed (see below).

- This boss has 5 different attacks. The initial damage of each will bypass the effect of that attack (so, the Red ribbon attack will bypass the red ribbon effect, but NOT the Blue ribbon).

Red Ribbon: The standard monster attack and solely damages HP. The monster can however sacrifice 20% of an expected melee attack in HP to increase the damage dealt (will do so if above 20% HP). This attack will also apply Backlash (20%) to both you and your opponent for three rounds. The monster will also heal *0.5*1.5 the damage as MP (reduced damage to compensate)*

Blue Ribbon: If the monster has [x]mp it will choose to use this attack. When used, this will permanently apply a new status affect "Mana Link" for an indefinite period. Your MP will be damaged/healed a certain amount whenever your opponent loses/gains MP (Yes, even when it is spent on MP) and vice versa. Multiple casts will stack the damage dealt/healed to the other party. Damage is split between HP/MP (*1.5 to mp to compensate). Overflow is redirected onto HP**

Green Ribbon: If the monster has [y]sp, it will use this attack (priority over Blue ribbon). When used, it will apply a new effect "Skill link" for 4 turns. Your SP will be damaged/healed a certain amount whenever your opponent loses/gains SP and vice versa (yes, even during turn SP regeneration). Damage is split between HP/SP (*1.125 damage onto SP to compensate). Overflow is redirected to HP***

Purple Ribbon: This is a quickcast skill with no cost and can be used up to three times in battle. This will apply a random DoT status effect for 10 turns. This is paid for directly out of monster HP, and bypasses the "status link" passive ability (so the monster will not be inflicted by it. You cannot resist****

Black Ribbon: This ability can be used up to 5 times in battle, again with no SP cost. It is also automatically active at the start of battle. Any direct attack within a turn of activation that would reduce the Wraith's HP to zero will also reduce the player's HP to zero, ending the battle in a loss. This can be activated whenever the monster is hit with an attack that would reduce its HP to zero. It will also use the attack whenever it dips below 30% HP, but only once per turn.*****

You cannot resist the the effects of any of these attacks

*The red ribbon ties your life force to your foe!
**The blue ribbon ties your mana reserves to your foe!
***The green ribbon ties your energy reserves to your foe!
****The purple ribbon shortens your lifespan!
*****The black ribbon ties links the fate of both you and your foe!

Appearance: A Dark Wraithlike entity with five ribbons of varying colours wrapped around its clothlike form
Description: This wraith is sworn to guard the ribbons tied around it. Defeat it in battle and they become your burden!

Rewards coming soon

< Message edited by CH4OT1C! -- 7/9/2019 18:10:40 >
AQ  Post #: 101
7/10/2019 18:37:36   
CH4OT1C!
Member

Limiter breach
MC neutral skill that can be used once per battle. You deal +50% damage on your next attack, but receive [x]% of the damage as recoil

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 1
Element: neutral
Cost: [x]sp (does this need a cost? I assume so)

Effects:
- Can only be used once per battle
- On your next turn, you will deal +50% damage
- You will take damage = to [x]% of the damage of the attack (the initial damage recorded BEFORE subtracting from your opponent's health). This should be suitably high as the boost should be treated as inefficient. Additional *1.1 for being always useful. MC goes into slight reduction in this value. As standard, if your health is reduced to 0 by this effect, you will lose even if your foe is killed.

Appearance: A dial, much like those seen in cars, appears. The arrow inside moves beyond a green/yellow "limited" area, into a red zone, before the dial fades
Description: This skill allows you to bypass your normal limits in battle. Whilst granting access to incredible power, this skill is also extremely risky!

< Message edited by CH4OT1C! -- 7/10/2019 18:40:17 >
AQ  Post #: 102
7/16/2019 19:27:32   
CH4OT1C!
Member

Sagittarius Longbow
MC Fire bow without a special. Can switch between regular arrows and those which boost INT

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: Accurate (+3 bth)
Type: Ranged
Element: Fire

Effect:
- 100-proc, but no "special" special (compensation necessary).
- The weapon has two modes. Can toggle between damage mode (+5% damage) and INT mode. The Sagittarius sign is often associated with the quest for knowledge. Therefore, the second mode deals -(x)% damage, but offers INT boost +Y (two turn duration). No save roll is necessary
- Free effect: Between 22 November - 21 December, The weapon will deal increased damage/grant increased INT. Between 21 May to 20 June, it will deal the opposite

Appearance: A flaming golden bow with an engraved disc with the star sign on it. The weapon fires flaming arrows
Description: Imbued with the power of the fire sign Sagittarius, this bow not only fires flaming arrows, but can also help you on your quest to gain knowledge!



Capricorn Headpiece
MC Earth Misc. Boosts Earth resistance, endurance and increases damage over time.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: LTS
Cost: XSP

Effect:
- Provides *0.5 Earth resistance
-Provides +50 END (+40 between 21 June- 22 July)
- Every time you click attack in a row, you gain +x% damage. This caps at a 25% damage bonus. Between 22 December - 21 January, this cap increases.

Appeareance: A giant goat shaped helmet, engraved with the star sign Capricorn
Description: Imbued with the power of the earth sign Capricorn, this headpiece defends you from earth attacks. Capricorns are known for being stoic and hardworking, so it will also increase your END and reward you for repeated attacks.



Aquarius Decanter
MC wind misc that boosts your INT and Wind/Water resistance. Boosts your damage if your pet is not out.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: LTS
Cost: XSP

Effect:
- Provides *0.5 wind resistance. Between Jan 22 - 19 Feb, this will also provide *0.[X] water resistance
- Provides +50 INT (+40 between 23 July - 22 August).
- Deals +[y]% damage for not having a pet out

Appeareance: A giant water jug engraved with the Aquarius star sign
Description: This decanter is imbued with the power of the air sign Aquarius. Often confused as a water sign, this will provide wind resistance (and water at certain times). Aquarians are known for being intelligent and independent, so it will also boost INT and reward you for going it solo!



Pisces Cannon
MC Water cannon which can infatuate your opponents.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: Inaccurate (-3bth lean)
Type: Ranged
Element: Water

Effect:
- 100-proc, but no "special" special (compensation necessary).
- The weapon has two modes. Standard damage mode (+5% damage), and infatuation mode. Those born under pisces are romantics, so this mode trades -[x]% damage to have a 100% chance to attempt to inflict "infatuation" upon your foe (1 round). This functions as a renamed Daze ([y]% inaction)*. Your foe can resist at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: PlayerDEX vs MonsterCHA
Minor: PlayerLUK vs MonsterLUK

*The power of Pisces leaves your foe infatuated!
Your foe resists the compelling power of Pisces!

- Free effect: Between 20 Feb - 20 March, the damage boost/infatuation chance increases. Between 23 August - 22 September, reduced damage and infatuation chance.

Appearance: A giant blue cannon engraved with the star sign Pisces upon it
Description: Imbued with the power of the water sign Pisces, this cannon can fire fish at high speed towards your foe. Those born under pisces are romantics, so this cannon can also make your foe feel the love!

< Message edited by CH4OT1C! -- 7/17/2019 17:23:59 >
AQ  Post #: 103
7/17/2019 17:40:28   
CH4OT1C!
Member

Aries Headdress
MC Fire Misc. Protects against fire and boosts damage when you're hit harder than expected. Also gives you a chance to attack twice in a turn.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: LTS
Cost: XSP

Effect:
- Provides *0.5 Fire resistance
- You deal +15*[TurnDamageIntake]/[TurnExpectedIntake]% damage. Caps at +25%
- Inflict yourself with Impatience. This essentially functions like Accelerated.
- Between 21 March - 19 April, The chance of celerity increases. Between 23 September to 22 October, this decreases

Appeareance: A giant Ram's head, Engraved with a golden Aries star sign upon the forehead
Description: This headdress is imbued with the impatient and competitive traits associated with Aries. It will boost your damage when you're hit harder than usual, and you might even strike twice in the same turn!



Taurus Barricade
MC Earth Shield. Free effect: inflicts both you and your opponent with "calmed". MC reduces damage over the length of the battle.

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS

Melee: 15
Ranged: 8
Magic: 8

Earth: -26%

Effect:
- Free effect: Inflicts both you and your opponent with "calmed" (+20bth, *85/105 damage).
- -3mrm (already included above) and MC are fueled into reducing damage by (15/1.4)*([TurnsPassed]/[ExpectedTurns]). This caps at -15% damage
- Between 20 April and 20 May, damage is further reduced by (5/1.4)%. This effect reverses between 23 October and 21 November

Appearance: A green and gold shield engraved with the Taurus star sign.
Description: This shield is imbued with the calm, patient and stoic traits of Taurus. Not only will this shield calm both you and your foe, but it will reduce damage the longer you persevere!



Gemini Bladed Nunchucks
MC wind "nunchucks". Can toggle between accuracy leans. MC spent on Initiative bonus.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: [See effect]
Type: Melee
Element: Wind

Effect:
- 100-proc with no "special" special (compensation necessary)
- Can switch between +/- 5bth lean by clicking the weapon (Gemini is adaptable, so you can swing hard or accurately).
- MC is spent on +105 initiative. This doubles between 21 May and 20 June. Between and , the initiative bonus disappears between 22 November and 21 December

Appearance: This in gold, engraved with the Gemini star sign
Description: The adaptability and quick-thinking traits associated with Gemini have been imbued into this unconventional weapon. Not only can you strike hard or accurately, but you can even get the drop on your opponent!



Cancer Carapace
MC water shield. MC and small cost to boost MRM according to the attack type used by your foe. Also can boost your CHA

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS

M/R/M is spread evenly across all three

Water: -24%

Effect:
- MC and +(5/1.4)% damage taken from attacks fueled into boosted MRM against the last attack type (M/R/M) your foe used.
- Takes a further +(5/1.4)% damage to add a CHA toggle (+50 CHA, sp cost). This cost is reduced between 21 June 22 July and increased between 22 December and 19 January

Appearance: A crab carapace, engraved with a golden Cancer star sign
Description: This vacated crab carapace is imbued with the enigmatic and charming traits of Cancer! That mysterious aura will prevent your foe from landing an attack. It will also enhance your charming personality!

< Message edited by CH4OT1C! -- 7/17/2019 17:42:02 >
AQ  Post #: 104
9/19/2019 13:10:47   
CH4OT1C!
Member

Leo Axe
MC Fire axe. Once per battle, you can click the axe to spend [x]sp and gain immunity to mental status effects for one turn.

Example Tier
Level: 150
Powerlvl: 153

Price: 48,410,332
Sellback: 24,205,166
Location: LTS
Damage: Inaccurate (-10bth lean, *85/75 damage)
Type: Melee
Element: Fire

Effect:
- 0-proc, so *1.08 damage
- Each side gains +10bth as a free effect
- Once per battle, you can click the axe blade to spend [x]SP and become immune to mental status effects for a turn. This SP cost is reduced between 23 July and 22 August. Between 22 January and 19 February, this cost increases.

Appearance: A large axe with a golden hilt and an orange/red blade. The axe blade possesses a golden engraving of the Leo star sign.
Description: This axe is imbued with the traits of Leo. As Leos are fearless and seek attention, this weapon also makes you the star of the show. Once per battle, you can also click the axe to make yourself immune to mental status effects for a turn!



Virgo Necklace
MC Earth Misc. Provides Earth resistance, END and sometimes INT. You can also click the item to temporarily increase your MRM.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: LTS
Cost: [X]SP

Effect:
- *0.5 earth
- Can spend SP to increase MRM for 1 turn
- Provides +50 END
- Provides +50 INT between 23 August to 23 September
- Between 20 February and 20 March, You deal -[x]% damage if your HP is reduced below 50% (Defeatist)

Appeareance: Simple gold necklace with a green gemstone. The stone has the Virgo star sign in gold
Description: Imbued with the traits of Virgo, this necklace can increase your END (stubbornness) and Earth resistance. You can also click it to become even more defensive! Beware though, Virgo's can also be somewhat pessimistic...



Libra Scales
MC Wind misc. Provides wind resistance, CHA and and reduces enemy damage. Also reduces your damage output and END

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sellback: 3,025,646
Location: LTS
Cost: Nothing

Effect:
- Provides *0.5 wind resistance, with an equivalent reduction in Earth resistance
- -20% damage so opponent does -20/1.4% damage
- Provides +50 CHA and -50 END
- Between Sep 23 to October 22, the reduction in END decreases. Between 21 March and 19 April, it is increased

Appeareance: A set of golden scales engraved with the Libra star sign
Description: Libras are peacemakers and value balance above all else. These scales demonstrate this, reducing your wind resistance and the damage of both you and your opponent! Libras are also charismatic and easily deterred. Thus, they will also boost your CHA in exchange for your END!




Scorpio Carapace
MC Water Shield.

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS

Even M/R/M split

Water: -24%

Effect:
- Every turn, the shield will attempt to inflict your opponent with Afraid for 1 turn. This automatically costs [x]SP. If you lack the required SP, this effect does not activate*. This cost increases between 20 April and 20 May. Your foe can resist at a +20 bonus:

Level: 153 vs MonsterLvl
Major: YourCHA vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*The dominating presence of Scorpio intimidates your foe!
Your foe stands firm!


- You can click the shield, lower mrm by 6 and then increase the potency of the afraid status. This effect increases between October 23 to November 21.

Appearance: A scorpion carapace with the scorpio star sign on it
Description: This discarded carapace imbued with the traits of Scorpio. The all-or-nothing sign, Scorpios are naturally domineering and manipulative. This shield can dominate your foes mind, making them afraid to fight back. By going all out and lowering your defence, you can increase this intimidation!

< Message edited by CH4OT1C! -- 9/19/2019 14:00:39 >
AQ  Post #: 105
9/23/2019 17:19:27   
CH4OT1C!
Member

Spirit Beacon
MC Light tome. Contains three spells and a beacon effect. Increases in power due to souls.

Example Tier
Level: 150 Mastercraft
PowerLvl: 153
MPlvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: LTS

Effect:
- If spells are disabled, the the weapon does a "wand" attack

"WAND" ATTACK
Proc: 0% (only if spells disabled)
1 hits, magic heal. *0.9*0.65*1.02 for autohit and always useful with lack of a real special. Targets the player
Element: Light

- when attacking, a GUI is brought up with different options:

1). Soul Inferno
Control the bright flames of the lantern to set your foe's spirit alight!

Cost: 653mp
Element: Light

Deals 3 hits and takes a -[x]% damage penalty. Afterwards, the spell attempts to inflict your foe with a light-element Burn and Disease that targets your foe's SP. Your foe can resist at a -20 bonus*:

Level: 153 vs MonsterLvl
Major: YourINT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

*The lantern's bright flame burns your foe's spirit and prevents it from regenerating!
Your foe endures the ghostly flames!


2). Guidepost
Use your lantern to draw spirits. They will re-energise you and provide a barrier to your foes attacks!

Cost: 653mp

Neutral spell with 1 hit of healing damage which targets your SP. Deals *1.125*0.85*0.9 damage for an always useful SP-targeted spell that always hits. Also deals -50% damage to inflict you with a "Spiritual barrier" status effect for 3 turns . This functions similar to the Cosmic Ethereal Shield, having an [x]% chance of reducing incoming damage by 50%*

*The semi-physical barrier of spirits reduces the strength of your foe's strike!


3). Fate of the Damned
Cast this mana efficient spell and show your foe the fate that awaits them!

Cost: 392mp
Element: Light

Standard mana efficient spell. Deals 3 hits.

4). Draw Mana
Charge your mana reserves!

You regenerate 395mp*

*You regenerate 395mp!

5. Ignite Souls
Fuel your lantern's flame with souls, allowing it to damage your foe's spirit!

Similar to Paragon plate, this weapon collects souls when strong foes die. This option is quickcast, enabling you to sacrifice a stored soul. When used, if you strike your foe this turn, an extra hit of damage will damage your opponent's SP. This effect can stack.


Appearance: A tree branch with a curved head. From the top of the staff hangs an old-fashioned lantern with a pale blue flame. Lights of a similar colour dance around it. When using the spells: 1). The blue fire extends outwards towards your foe, dealing damage. 2). Many lights gather around the post. 3). Blue fires extend from underneath the foe. Ignite and draw mana have no animations.
Description: This lantern is used to guide lost souls into the afterlife. Its bright blue flame burns away both the body and spirit. You can use this enchanted artefact to cast a variety of light spells!



Lesser Miracle
MC neutral skill
Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 1
Element: neutral
Cost: [x]sp

Effects:
- Quickcast skill so *(1.25/2) damage
- 1 Hit of 0 damage which affects the player. Applies Elemental Vulnerability to heal element attacks for one turn (so you heal more).
- potency is *0.9 for always useful and *0.85 for autohit
- MC goes into increasing the potency of elemental vulnerability

Appearance: A small ray of bright white light appears above the player. Blue glitter rains down.
Description: Cast this skill to cause a minor miracle! For the next turn, your healing abilities will be amplified!



Greater Miracle
MC neutral skill That greatly increases your healing abilities. Can only be cast once per battle.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 1
Element: neutral
Cost: [x]sp

Effects:
- Can only be cast once per battle
- 1 Hit of 0 damage which affects the player. Applies Elemental Vulnerability to heal element attacks for two turns (so you heal more).
- potency is *0.9 for always useful and *0.85 for autohit (so you get it for at least 1 turn after it is cast).
- MC goes into increasing the potency of elemental vulnerability

Appearance: Bright white light appears across the screen. Blue glitter rains down.
Description: Cast this skill to perform a miracle! For a short period of time, your healing abilities are massively amplified!

< Message edited by CH4OT1C! -- 9/24/2019 5:08:49 >
AQ  Post #: 106
9/29/2019 14:29:28   
CH4OT1C!
Member

Khaiin asked for manticore themed equipment, so...

Manticore
MC FD Earth armour with Wind secondary. Can poison with its regular attack and paralyse using its skill. MC is used to compress this skill

Example tier
Level: 150 MC
PowerLvL: 153

Prize: 72,615,500
Sellback: 36,307,750
Location:

Combat Modifiers
Melee: 50
Ranged:45
Magic: 45

Elemental Modifiers
Earth: Primary
Wind: Secondary
Fire/Ice: weakness

Effects:
- Regular attack is 2 hits. Deals 50% damage and attempts to poison the enemy (Earth element, 4 rounds, appropriate power)*. This includes 100-proc weapons. Your foe can resist at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: {YourSTR/DEX/INT, whichever is higher} vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Your toxic claws afflict your foe with a deadly venom!
Your foe endures the venomous strike!


- MC fuels the compression of a skill "Projectile spines". This is a three hit weapon-based skill which deals earth damage. Deals -[x]% damage and attempts to paralyse your foe. They can resist using the same save roll as above*

*The venomous spines leave your foe in toxic shock!
Your foe endures the spine's venom!



Appearance: This. Regular attack uses the claws at the front. Spines are fired from the rear of the manticore.
Description: Become a vicious manticore, known for possessing highly venomous claws and spines. You can even use the latter as projectiles, leaving your foe in toxic shock!



Baby Manticore
MC earth pet. Toggles between poison and paralysis modes. MC goes into fueling the potency of each mode.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 12,102,583
Sellback: 6,051,291
Location: LTS
Element: Earth

Effects:
- By clicking on the pet, you can select between Claw and Projectile spine modes.
- In Claw mode, two hits of earth damage, which deals -[x]% damage, which attempts to inflict your foe with poison (Earth element, 2 turns, appropriate power)*. MC is also fueled into poison potency They can resist at a +20 bonus:

Level: PowLvl vs MonsterLvl
Major: YourCHA vs MonsterEND
Minor: YourLUK vs MonsterLUK

*The toxic claws afflict your foe with a deadly venom!
Your foe endures the venomous strike!


- In projectile spine mode, 3 hits of earth damage. Deals -[x]% damage to leave your foe paralysed*. MC is fueled into paralysis potency. Your foe can resist using the same roll as above.

*The venomous spines leave your foe in toxic shock!
Your foe endures the spine's venom!


Appearance: This. Regular attack uses the claws at the front. Spines are fired from the rear of the manticore.

Description: This manticore might not be fully grown just yet, but it still possesses powerful venom. You can choose whether it uses its toxic claws or projectile spines!



Kream asked for a Nap attack, so...
Hibernate
MC neutral skill. Heals both your HP/MP and makes you fall asleep. MC effect goes into increased healing.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 1
Element: neutral
Cost: [x]sp

Effects:
- 2 hits of healing damage. The first targets player HP, the second, player MP. Always useful and autohit (*0.9*0.85) penalties apply
- the first hit carries 75% of the spell damage. The second carries 25% and deals *1.5 damage for targeting player MP.
- After casting this skill, the player falls asleep. The save takes into account your END/LUK.
Sleep is considered a two-turn paralyse, worth 200% melee. This 200% melee is spent on further boosting the power of the two hits of healing damage. 150% melee is spent on the HP hit, and 50% melee is spent on the MP hit.

Appearance: Several z's are emitted from the players forehead. A moon appears in the sky.
Description: Cast this skill and fall into a deep sleep, healing you and recharging your mana reserves!

< Message edited by CH4OT1C! -- 9/30/2019 5:11:43 >
AQ  Post #: 107
9/29/2019 23:18:39   
Primate Murder
Member

An interesting idea, though I have a few questions regarding the mechanics:

- Manticore's Poison attack - does it only extend to armor attacks, or 100-procs as well? Because if it's the first, you're loosing 20% melee damage. Wouldn't Neutral lean be better, then? or even FO?

- vs Cha save (on both armor and pet). While I can understand the desire to inflict against the lowest stat, it doesn't really make any sense thematically. Wouldn't End be more correct (especially since save-fail pop-up says the foe endures the attack)? Or even Dex, if they're dodging claws and spines?

- Hibernate's sleep compensation - it's slightly unclear, do you gain extra heal on the first turn, or regenerate hp/mp worth 100% melee (*0.85) each turn while asleep?
AQ DF  Post #: 108
9/30/2019 5:09:07   
CH4OT1C!
Member

1). 100-procs are included in the above. I'll make a note of that
2). Copy/Pasted the save roll, changed it to END.
3). Sleep is considered a two turn paralyse, so the you'd gain an additional 200% melee worth of healing in the two hits list above. That' means an additional 150% melee for the HP hit and 50% melee for the mana hit.
AQ  Post #: 109
9/30/2019 6:10:58   
Primate Murder
Member

Regarding the Hibernation - it's a 50% chance for a 2-turn paralysis (presuming a 50/50 save), so only +100% melee.
AQ DF  Post #: 110
9/30/2019 7:02:02   
CH4OT1C!
Member

If it's treated as a two-turn paralysis, this status automatically inflicts sleep upon the player without a save roll, so it should be more than 100% melee surely?
AQ  Post #: 111
9/30/2019 7:18:37   
Primate Murder
Member

Iirc, Sleep, like Panic, is always inflicted automatically, with the monster/player making a save at the beginning of each turn. If you want to make it worth more than 2 turns, how about giving the save -20 penalty? I mean, you basically get the bonus effect for free 1/battle with werepyre anyways.

< Message edited by Primate Murder -- 9/30/2019 7:19:13 >
AQ DF  Post #: 112
9/30/2019 9:44:19   
CH4OT1C!
Member

Yes, but equally can't it go on for a lot longer than two turns, which is why it's treated as if it's a full two turn paralysis in the first place?

To the below, yes but it can also last longer than two turns, hence why it is treated as a 2-turn paralysis in the first place. If the staff want to change it (supposing the idea is implemented), they can change it, but I'll keep it as is for now.

< Message edited by CH4OT1C! -- 10/1/2019 12:05:13 >
AQ  Post #: 113
9/30/2019 23:29:19   
Primate Murder
Member

I mean, it's a 50% chance for a stun lasting an average of 2 turns. 200% melee * 50% chance = 100% melee, no?
AQ DF  Post #: 114
10/5/2019 17:36:07   
CH4OT1C!
Member

Pride
MC Fire axe. Increases your STR at the cost of END. The MC is used to increase the potency of this effect

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: -5bth lean (*85/80 damage)
Type: Melee
Element: Fire

Effect:
- no special, so *1.08 damage
- When held, this weapon grants the user +50 STR, renamed as "Pride".

Status description:
Your axe grants you great strength, allowing you to tear down your foes with ease

- To compensate, you also lose [x] END. This is renamed to "Arrogance".

Status description:
Pride quickly turns to arrogance, and you leave your weak spots undefended.

- The MC is spent to trying to reduce this loss in END.

Appearance: This with a golden blade and red hilt.
Description: This cursed weapon tempts the wielder, offering them more than enough power to boast about. However, this comes at a hefty price in the heat of battle...


Sloth
MC inaccurate earth hammer. Deals additional damage but has a chance to prevent the user from attacking. MC is spent on reducing the chances of this occurring.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: -10bth lean (*85/75 damage)
Type: Melee
Element: Earth

Effect:
- no special, so *1.08 damage
- Regular attacks deal +20% damage

- To compensate for the above: Every turn, the weapon has a 30% chance to attempt to inflict you with "Sloth" (renamed paralysis)*. You can resist at a +0 bonus:

Level: YourLvl vs Powerlvl
Major: YourSTR vs Vstat
Minor: YourLUK vs Vstat

*Despite the great power gifted, you fail to decisively strike and the opportunity is lost!
The weapon feels heavy in your hand, but you fight on!


Status description reads:
The curse of Sloth weighs you down, preventing you from taking the opportunity to strike.

- MC is used to reduce the chances of attempting to inflict paralysis (seen in the numbers above). At a 50% success rate, a 30% chance of attempting paralysis means you are inactive 15% of the time. This is worth 15% melee.

Appearance: This but in a dark and muddy brown/greys.
Description: This cursed hammer offers the wielder incredible power, but at great cost. Whilst they deal massive damage, they may also become unwilling to raise the weapon at all!



Lust
MC accurate light rapier that can prevent your foe from attacking. However, it also reduces your damage.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: +5bth lean (*85/90 damage)
Type: Magic
Element: Light

Effect:
- no special, so *1.08 damage
-The weapon has a 20% chance of inflicting your foe with "Lust" (renamed disarmed)*. This effect only applies to standard armour attacks (so not spell-based skills/spells). Your foe can resist at a -20 bonus:

Level: MonsterLvl vs 153
Major: YourINT vs MonsterEND
Minor: YourLUK vs MonsterLUK

*Your foe is tempted by lust, preventing them from harming you!
Your foe resists temptation!


Status description reads:
The victim has been overwhelmed by lust, making them unable to raise their weapon against you!

- To compensate, your attacks deal -14.6% damage. MC is used to reduce this compensation, already included in this penalty.

Appearance: This, with a pink aura. The gem is heart-shaped rather than rounded.
Description: This rapier constantly emits a cursed aura. With each strike, it can cause your foe to become temporarily infatuated, preventing them from raising their weapon. However, this curse also affects you, reducing the strength of your outgoing attacks!

< Message edited by CH4OT1C! -- 10/5/2019 17:44:59 >
AQ  Post #: 115
10/9/2019 14:44:37   
CH4OT1C!
Member

Envy
MC accurate energy spear. Steals your foe's positive status effects at the cost of your SP. MC is used to reduce the SP cost

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: +3 bth lean (*85/88 damage)
Type: Ranged
Element: Energy

Effect:
- no special, so *1.08 damage
- Whenever your foe is inflicted with a positive status effect ( chi shield, defence boost celerity etc.) and you have the required SP (varies depending on the type, duration and potency of the status effect), you will spend it and steal the status effect from your foe.

E.g., against a monster inflicted with celerity:
1). celerity on a monster gives an additional turn worth 140% melee. To remove this would require paying SP = 140% melee. This equates to 549sp
2). celerity is then applied to the player, worth 100% melee . This adds a further 392sp
3). MC is spent on reducing the SP cost. This is worth 5% melee, or ~20sp
The total is 549+392-20 = ~921sp. (this does not include compensation and will need amending. It simple provides a basic figure)

Appearance: This but in bright blue.
Description: Whilst this spear can steal the positive status effect possessed by an opponent, it also curses the wielder with extreme feelings of envy. They will do anything to steal those status', even giving up their own energy in order to do so!


Greed
MC Darkness axe. Automatically spend SP to increase the potency of positive status effects applied to the player. MC is used to reduce this SP cost.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: +0 lean
Type: Melee
Element: Darkness

Effect:
- no special, so *1.08 damage
- Whenever you are affected by a positive status effect, the weapon will attempt to increase the duration of that status effect by an additional turn. This costs an appropriate amount of SP. For example:

Assuming you are inflicted with celerity, the duration of this will increase for an additional turn. Celerity is worth 100% melee, and so you spend 392sp (excluding any compensation for the automatic potency increase).

Appearance: This but in gold and black.
Greed - automatic SP cost to try and increase the potency of a status effect inflicting you
Description: The aura emitted by this cursed handaxe fills you with a desire to get as much as you can out of any positive status effect you possess. It can also help sate that greed... for a price.



Gluttony
MC inaccurate darkness hammer. Increases the potency of healing element attacks... for a price

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: -7bth lean (*85/78 damage)
Type: Melee
Element: Darkness

Effect:
- no special, so *1.08 damage
- Your healing attacks are boosted by +[x]%. However, for every fourth hit of heal, you receive an additional hit of harm damage. This attack is unavoidable*

*Turns out you CAN have too much of a good thing!

Appearance: This In muddy browns
Description: The curse attached to this hammer makes it seem like you can never have too much of a good thing, boosting the power of your healing attacks. That's not how the saying goes...



Wrath
MC neutral Energy sword. Inflicts the player with berserk and applies caltrops to both you and your opponent.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS. Then any demon quest
Damage: +0 bth lean
Type: Magic
Element: Energy

Effect:
- no special, so *1.08 damage
- Free effect: You are inflicted with Berserk (-10bth lean), renamed to wrath*
- Whenever you strike, you lay down energy element Caltrops, renamed to **Vengeance for one turn.
- To compensate, your opponent also gains caltrops at the end of every turn, renamed to ***Reckless. MC is also used to fuel the potency of the caltrops on your side.

*Description reads: You are filled with an unending thirst for vengeance! You take -10bth and deal 1xx% damage!
**Description reads: You demand vengeance whenever your foe strikes you!
***Description reads: You strike with reckless abandon, allowing your foe to counter!

Appearance: This in black and purple.
Description: This cursed blade fuels your desire for revenge, driving you into a frenzy. Your foe is hurt whenever they strike, but be wary of your reckless fighting style!


< Message edited by CH4OT1C! -- 10/9/2019 16:55:57 >
AQ  Post #: 116
10/14/2019 15:02:56   
CH4OT1C!
Member

I realised that the soul effect I describe in the suggestion below could also be used as an update for the Eye of the Underworld weapon.

Foxfire Stave
MC fire staff, which collects the souls of strong monsters. Souls can be spent to increase the damage of fire spells.

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS/Golden Giftboxes (UR shop)
Damage: +0 lean
Type: Magic
Element: Fire

Effect:
- No special so *1.08 damage
- Soul Harvesting

You have a [# of rounds that you had the weapon equipped]/[total number rounds in the battle] chance of capturing a soul. The [# of rounds that you had the weapon equipped] increases at the end of each turn. If successful, you increase the [soul count] by the monster's power level (so normal monsters are +1, bosses +2 etc.)*. You cannot capture the soul if the monster is WeaponPwrlvl-10 or lower**. Up to three times per turn, you can click the weapon to consume a soul***. This increases the damage dealt by any fire spell you use this turn by 15%.

+15% is justified because with a mastercraft effect, every turn the player technically gains 5*0.75% melee (3.75%) by using a magic weapon. In the standard 10 turn model, mages are expected to use weapons on 8 turns. This means the total mastercraft bonus should amount to 3.75*8 or 30% melee. This translates to a 15% damage boost to a fire spell (may need to be tweaked).


*Your weapon captures the monster's soul!
**This soul is too weak to sustain the flame!
***You ignite a soul, enabling the Foxfire to boost the power of your fire spells!

Appearance: An old oak staff topped with a blue gem. Around the staff swirl nine blue fires, similar in appearance to will o' the wisps
Description: This staff has the ability to control mystical foxfire, which as the natural ability to steal one's soul. In fact, you can use it to catch the soul of your opponent, then burn it to substantially increase the damage of your fire spells!


< Message edited by CH4OT1C! -- 10/14/2019 15:04:54 >
AQ  Post #: 117
10/22/2019 15:57:06   
CH4OT1C!
Member

Curse of Misfortune
MC quickcast darkness spell. Pays 100% melee plus MC to inflict your foe with the new "cursed" status effect

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS.
hits: 2
Element: Darkness
Cost: 653MP

Effects:
- Quickcast spell, so *(1.25/2) power (so total 125% melee). Is only useable once per turn.
- This spell deals -105% melee (5% paid for by MC) and has a [HitsConnected]/[HitsAttempted]*100% chance of attempting to inflict a new status effect, "cursed", upon your opponents for 4 rounds*.

They can resist at a -20 bonus:

Level: PowLvl vs MonsterLvl
Major: YourINT vs MonsterDEX
Minor: YourLUK vs MonsterLUK


*Your enemy has been cursed!
Your enemy deftly avoids the curse!


Cursed: [x] rounds
The enemy/player has been cursed! Their attacks have a chance to deal less damage and become less accurate!

For the implementation of "Cursed" for this item, 105*1/0.7 =150% melee is available over 4 rounds. This translates to 37.5% melee reduction for each round. Assuming the curse had a 50% chance to reduce monster damage by 30%, this would cost (140/2)*0.3 or 21% melee. This leaves the remaining 16.5% melee on the blind effect.

Roughly estimated, 140*(65/86) [so roughly -20bth] works out to be 107% melee, a loss of 33%. Assuming this had a 50% chance of occurring, this could cover the remaining 16.5% melee left unspent.

Appearance: A purple magical seal appears beneath the player, before the player releases similar coloured flames to deal the two hits of damage.
Description: Call upon forbidden dark magic to curse your foe with misfortune. Whilst this spell does little damage, your foe will find it hard to hit and deal damage!



Bladed mana focus
MC accurate energy sword. Deals reduced damage but can increase the power of spells

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS/Varrinsqu keep
Damage: +3 bth lean (so *85/88 damage)
Type: Melee
Element: Energy

Effect:
- No special, so *1.08 damage
- You deal a further -10% damage
- This damage reduction plus the MC is fuelled into increasing your spell damage by +((0.75*37.5*0.6)+(9.375*0.6*([YourSTR]/VStat]))%. This works out to be +16.875% damage without STR and +22.5% damage at maximum. There is a buffer to prevent this from going beyond *1.1 of the expected number (as seen with Dunamis and co).

Standard single element spell boost for a magic weapon is +9.375%. This means a standard melee weapon would boost a spell by 12.5%. This is multiplied by 0.6 for the multi element bonus. For any mages, using this weapon will give 75% of the standard boost (as with all other magic spellboosters), with the rest given based on your STR stat.

Appearance: A simple sword with a golden ring on the hilt. Inside this ring floats a flickering purple gem. A simple steel blade on top
Description: This magical focus has been imbued into the hilt of a sword, allowing it to increase the damage of your spells! Although it possesses no magical properties on its own, you can still use the pointy end...

< Message edited by CH4OT1C! -- 10/22/2019 16:13:15 >
AQ  Post #: 118
10/30/2019 16:58:39   
CH4OT1C!
Member

Primordial Metamagic: Impart [Fire/Water/Wind/Ice/Earth/Energy/Light/Darkness]
MC quickcast [see effect] spell that causes your spells to deal [see effect] damage

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 5940 z-tokens
Sellback: 1485 z-tokens
Location: LTS/Z-Token Shop/Beleqwaya's shop/Varrinsqu Keep
hits: 0
Element: [see effect]
Cost: [x]mp

Effects:
- Quickcast spell(s).
- You gain a new status effect, Infuse: [element] for 2 turns. This functions similar to imbue, but solely for spells and spell-type skills. During this time, your spells will deal -5% damage (so -10% melee).

Appearance: Blue glittering light begins to concentrate on your hand, before becoming a swirling mass of the appropriate element. This is also centred on your hands.
Description: Use this ancient metamagic to change the very nature of your spells! This transition makes them slightly less powerful, but means they deal [element] damage!
AQ  Post #: 119
11/1/2019 11:45:19   
Phlox Lover
Member

Imbues have undoubtedly become integral to AQ. The pushed boss fights, incredible fast pace of combat, and ridiculous status stacking that some enemies have mean that mages will fall behind if they don't gain this as a universal, FREE-TO-PLAY utility.
Post #: 120
11/11/2019 18:08:25   
CH4OT1C!
Member

I decided to update a classic...

Powerword Whoops
MC neutral skill. Deals harm damage to the player and has a chance to instantly kill them instead.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS/Warlic's shop
hits: 1
Element: Neutral
Cost: 392/490sp

Effects:
- A single hit of harm damage that targets the players health. *0.9 always useful and *0.85 autohit penalties apply
- As a MC effect, the spell has an overall 4% (or 2.5% if magic) chance to convert the damage to death element, dealing equal to the player's current HP.

Appearance: This (the old animations are the best!)
Description Stop hitting yourself! Stop hitting yourself! Stop Hitting yourself!

< Message edited by CH4OT1C! -- 11/11/2019 18:10:20 >
AQ  Post #: 121
11/12/2019 0:46:18   
Primate Murder
Member

"always useful", lol.

According to the recent Blade of Awe revamp, MC is equal to 1% chance of PWD (upped to 4% as alignment bonus). A spell's MC would be equal to 2%, maybe 1.4% considering that monster is expected to have 1.4k meleein hp, compared to the player's 2k.

It also shouldn't get the reduced chance if used as magic, since this is a spell/skill, not a weapon.


Btw, I may have missed it, but is there any actual point to using the spell?
AQ DF  Post #: 122
Page:   <<   < prev  1 2 3 4 [5]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Suggestions >> RE: CH4OT1C!'s Suggestion Bank
Page 5 of 5<12345
Jump to:



Advertisement




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