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RE: CH4OT1C!'s Suggestion Bank

 
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12/5/2019 14:28:52   
CH4OT1C!
Member

Credits to @Kreem and others in the discord for coming up with the base idea for Disrupt defence and Neuron collapse, which I then added to

Disrupt Defence
MC energy skill/spell that pays damage to randomise your foe's M/R/M. MC is used to reduce the penalty.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 1
Element: Energy
Cost: 392sp/490sp/653mp

Effects:
- +10 bth lean, so *85/90 damage.
- The attack deals -[x]% damage and has a [HitsConnected]*100% chance of attempting to scramble your foe's combat defences (melee/ranged/magic)*. They can save at a -20 penalty:

PwrLvl vs Monsterlvl
YourDEX/INT vs MonsterEND
YourLUK vs MonsterLUK


*The shock disrupts your foe's ability to defend themself
Your foe endures the massive surge of energy!


Appearance: A massive bolt of blue energy is fired from the player at the monster, dealing the hit of damage.
Description Launch a massive concentration of energy at your foe, enough to overload and scramble their ability to defend!



Neuron Collapse
MC Energy spell. Deals reduced and spends MC to permanently reduce your foe's INT. This effect can stack.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 4
Element: Energy
Cost: 653mp

Effects:
- +5 bth lean (so *85/90 damage)
- The first hit of the spell deals 50% of the damage, with the other three deals 1/6 of the total each.
- The spell deals a further -[x]% damage. If the first hit of the spell connects, it will attempt to permanently reduce your foe's INT by 50 (think Pink Brainpoker)*. Your foe can resist at a +0 bonus:

Level: PowLvl vs MonsterLvl
Major: PlayerINT vs MonsterEND
Minor: PlayerLUK vs MonsterLUK

*The shock disrupts your foe's neurons, reducing their INT!
The surge is powerful, but your foe's mind endures!


Appearance: A pink brain appears over your foe. Lightning strike this brain from the sky, dealing the first hit of damage. Energy then courses through the brain, dealing a further three hits of damage.
Description Aim a powerful strike of energy-aligned mana directly at your foe's mind! This can cause a brainstorm, permanently reducing your foe's INT!



Primordial Metamagic: Dissonance
MC neutral spell that inflicts the infuse effect on the player. MC is spent on a reduced MP cost.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 1
Element: Energy
Cost: [x]mp

Effects:
- Similar to the other Primordial Metamagic skills, this also inflicts the player with Infuse (Infuse: Harm) for two turns. Harm is always useful and incurs *0.9 damage penalty.
- Also similarly, this spell is quickcast

Appearance: Glowing purple light concentrates around your hand.
Description Use this ancient metamagic to change the very nature of your spells! This spell removes the elemental alignment of your other spells, causing them to deal harm damage. However, the process also removes some of their potency, so they will also deal less damage!

< Message edited by CH4OT1C! -- 12/5/2019 14:31:35 >
AQ  Post #: 126
12/5/2019 15:21:24   
Bu Kek Siansu
Member

quote:

Disrupt Defence
MC energy skill/spell that pays damage to randomise your foe's M/R/M. MC is used to reduce the penalty.

A good idea. A skill/spell that can scramble monster's defences.

How about another skill(SPCost)/spell(MPCost) that can scramble monster's stats (STR/DEX/INT/END/CHA/LUK)?
Auto-Hit: *0.85 or +10 BTH lean. MC is used to reduce the penalty.
Post #: 127
12/5/2019 16:05:30   
CH4OT1C!
Member

@Bu Kek Siansu: A good idea that @Kreem has already suggested I do on the forums. I'm currently trying to work out the best way to perform that kind of scramble, because it's not quite as simple as the above or a resist scramble
1). The MRM will increase damage a little because you're essentially scrambling to fit the lower of the Monster's M/R/M to the damage type you output. Therefore, there has to be a cost associated
2). Resistances don't matter much at all because a player is expected to carry a weapon of every element. Scrambling it just means you use a different element you're expected to have (that's why Rainbow Raygun has a low damage penalty)

However, a stat scramble matters a lot more because a monster still uses those stats to attack. Permanently swapping INT->STR on a monster that attacks for magic damage/spells is obviously going to cripple it. That means there's a much larger associated cost, and I'm also not sure that I want that scramble to be permanent. In turn, that brings other issues to the board:
1). Should this be shown through status'? If so, that's a lot of status' to apply to 1 spell
2). Should this be a hard code onto monster stats (like Pink Brainpoker). If so, can that be temporary?
AQ  Post #: 128
12/5/2019 18:59:35   
Bu Kek Siansu
Member

quote:

However, a stat scramble matters a lot more because a monster still uses those stats to attack. Permanently swapping INT->STR on a monster that attacks for magic damage/spells is obviously going to cripple it.

There are monsters that can use 2 stats for stat bonuses or even 3 stats for stat bonuses with different attacks (MRM).
Currently, I cannot provide which monsters they are.

If you want it to be temporary while it'll take a while for someone who wants a specific stat to be switched.
I said it, a while for a specific stat to be switched, it can be 30/20/10 turns.

You'll get killed within the time of 30/20/10 turns you want a specific stat to be switched.
Instead, just kill the monster ASAP.

Usually, someone won't use it because it'll take a while for a specific stat to be switched.
Instead, just kill the monster ASAP.

It would be a waste of time, I don't think someone wants to use it unless the duration is for 5 turns.
A duration for 5 turns vs the time & cost used for a specific stat to be switched (30/20/10 turns) * SPCost or MPCost.

So, I think, a duration for 5 turns would be fair in this case. What do you say/think? :)

< Message edited by Bu Kek Siansu -- 12/5/2019 21:18:18 >
Post #: 129
12/6/2019 7:50:17   
CH4OT1C!
Member

Well...

I'm going to do this on a very simple level, because doing something like this gets complicated fast. Monsters typically invest in 3 stats. Assuming that you randomise stats as they are (i.e. not a true randomisation, more like switching the categories around as with the other randomisation spells), there'd be a 50% chance of retaining investment in a stat the monster requires to deal damage. That's good, because it cuts down cost. The bad news is that the monster would lose a large portion of the damage it deals if it were to fall on the wrong value (e.g. if your monster uses INT for damage and INT becomes END, that's going to be an issue). You're going to lose most of the damage output (so most of 140% melee a turn). Some of this can be counteracted by investment in a different stat (e.g. if they gain END investment, their HP will increase and they will become more bulky). Unfortunately, they may also lose it entirely (CHA is useless except for very specific monsters, like Afterlifex).

Assuming the worst-case scenario (i.e. they invest in the worst options: A mage with investment in STR, CHA and END) they lose almost all of the damage output for those five turns. With the 50% chance of it not being invested where the monster is supposed to have it, that's roughly (140*0.5)*5 or a cost of 350% melee. It won't be this expensive, but as you can already see, the costs of such a randomiser are going to be really, really large if the duration were five turns. It's also why a permanent effect isn't really feasible -> the cost is just going to be too high. Bear in mind that this also doesn't consider any player damage increases (if the monster is supposed to be dodgy and have high DEX, which is then swapped to CHA...), you've got additional costs to pay.

I don't disagree with the sentiment per say, because I can see why such a random effect needs some time to make it worthwhile. However, this isn't an ordinary randomised effect, it has the potential to destroy the ability of a monster to both attack and/or defend. Even if I were to increase the save rate and have a +20 bonus (reducing costs by 2/3ds) the results are still going to be expensive.

< Message edited by CH4OT1C! -- 12/6/2019 7:53:01 >
AQ  Post #: 130
12/17/2019 8:45:23   
CH4OT1C!
Member

Iron Bone Club
MC Earth club. Inflicts the player with a new status effect, "Heavy weapon", which reduces your accuracy but has a chance to cripple your foe

Example Tier
Level: 150
Powerlvl: 153

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

Effect:
- No special so *1.08 damage
- MC is a simple +4.25bth (this thing really needs accuracy)
- Whenever you equip the new weapon, a new status effect called "Heavy weapon" is applied to the Player. This effect lasts until you switch weapons
Your weapon is too heavy for you to swing properly! -[x] bth and [y]% chance to cripple your foe!

As indicated above, the weapon has a [HitsConnected]/[HitsAttempted]*[y]% chance to attempt to inflict a 3-turn Cripple (-50 STR/DEX) on regular weapon attacks. Your foe can resist at a +0 bonus:

PowerLvl vs MonsterLvl
YourSTR vs MonsterDEX
YourLUK vs MonsterLUK

This can stack. If it exceeds -250 STR/DEX (somehow), the duration will be doubled and potency halved

*Your foe bears the brunt of the attack, and becomes crippled!
Your foe barely manages to avoid the full force of the attack!


Appearance: A gigantic bone club made of shining silver metal.
Description: The signature weapon of the legendary berserker Ironborn! Although unwieldy, this weapon is heavy enough to shatter your foe's bones!

< Message edited by CH4OT1C! -- 12/17/2019 8:48:31 >
AQ  Post #: 131
1/8/2020 11:52:23   
CH4OT1C!
Member

Chain Lightning
MC Energy spell. Deals increased damage per hit of the spell that connects in succession.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 10
Element: Energy
Cost: 653mp

Effects:
- +10 bth lean (so *85/95 damage)
- The first hit of the spell deals -[x]% damage. Each time a hit of the spell successfully connects, that hit will do +[y]% damage. This can stack (so a third successful hit will deal +(2*[y])% damage). If a hit misses, the damage will revert to the -[x]% penalty.
- MC is used for a smaller penalty on the initial hit

Appearance: A bolt of lightning falls from the sky, hitting your foe. This crackles around your foe repeatedly, dealing the other 9 hits
Description: This spell calls forth a bolt of lightning that refuses to disperse! The more hits of this spell that land in succession, the more damage it deals!


Profane Necklace
MC darkness misc. MC is spent on the compression of a spell

Price: 30,256,450
Sellback: 15,128,224
Location: Limited time shop
Cost: [x]hp

Effect:
- Wear this necklace to have a [# turns equipped]/[#no. turns in battle] chance to collect soul energy when your foe is defeated. The soul energy collected depends on monster power and has the standard buffer effect
- Click the necklace to cast a spell:

Profane Prayer
Use accursed magic to call upon an ancient monstrosity sealed away by the elemental lords. Although the spell may fail, your foe is likely to go mad if it answers your request!

Cost: 2 souls

- Quickcast but can only be used once per turn
- Has a 40% chance for success. If successful, it will deal 90% melee and have a [hitsConnected]/[HitsAttempted] chance to control your foe for 1 turn (renamed to Madness). This cannot be resisted*

The mere sight of this eldritch abomination has driven your foe temporarily mad!

Appearance: A simple golden necklace with a deep red gemstone. This turns black when casting the spell. The spell creates a magical seal underneath your foe, before the screen turns black and a single, gruesome eye stares at your foe, dealing the hits. Nothing happens if the spell fails
Description: Long ago, the Elemental Lords sealed away... something within this necklace. It could only be contained using an ancient type of magic, fuelled by life force rather than mana. You can now use similar magic to momentarily release the creature... just don't gaze upon it yourself!

< Message edited by CH4OT1C! -- 1/8/2020 12:04:29 >
AQ  Post #: 132
1/13/2020 14:06:13   
CH4OT1C!
Member

Stone Serpent Bow
MC Earth bow. Damage is based on CHA. Takes an accuracy penalty to compress a skill

Example Tier
Level: 150
Powerlvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: LTS
Damage: neutral
Type: Ranged
Element: Earth

Effect:
- 100-proc which lacks a true special (with the appropriate compensation)
- This bow deals -25% damage and scales based on CHA (MC is used to pay for this scaling)
- The bow also takes -4.25bth. Click on the bow to activate a skill that deals no damage. You can ONLY use this skill if [YourCHA] is greater than or equal to [ExpCHA]. The skills SP cost is reduced to compensate for this lock.

Cost: [x]SP
- Your next attack will deal +50% damage and have a [HitsConnected]/[HitsAttempted]*100% chance to attempt to inflict your foe with Daze with an [y]% potency for 3 rounds*. This is renamed to "Neurotoxin". Your foe can resist at a -20 bonus:

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

*The stone snake neurotoxin leaves your foe semi-petrified!
Your foe endures the debilitating neurotoxin!


Appearance: This sort of shape. The main arch of the bow is formed from a snake, with stone-like scales. The top of the bow curves up into the snakes head, with glowing green eyes. The snake opens its mouth if the skill is activated.
Description: Vephoma somehow convinced this rare stone snake to let you use it as a bow! If you're equally as charismatic, the snake will imbue your attacks with a deadly neurotoxin. If not, dealing damage might become tricky...

< Message edited by CH4OT1C! -- 1/13/2020 14:09:01 >
AQ  Post #: 133
1/18/2020 13:28:27   
CH4OT1C!
Member

Immolation
MC Fire spell with three options. You can choose to use soul energy to either deal increased damage or heal based on the damage dealt.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 72,615,500
Sellback: 36,307,750
Location: Limited time shop, GGB shop
Element: Fire
Hits: 4
Cost: 653mp + [See Effect]

Effects:
- Each time you use this spell, you will gain 0.2*[MonsterPower] souls. This is the same soul energy used by Profane necklace and Foxfire Stave, and functions in a similar way to other soul absorbing items
- Using the spell will open a GUI with three possible options, as well as a "cancel" button. Using the cancel button takes you back to your battle menu without costing a turn:

1).Desolation
Unleash your flames without infusing them with soul energy!
Cost: Nothing
- This is the "standard" option of the three. You pay mp, you get fire damage. Nothing special

2). Pyre
Sacrifice a soul to the flames, increasing the power of your inferno!
Cost: 1 soul
- Your spell will do +25% damage (for +50% melee, the cost of a soul, as explained in prior suggestions)

3). Rebirth
Infuse your inferno with the life-giving properties of soul energy, allowing it to revitalise you!
Cost: 2 souls
- Your spell will heal you for 50% of the damage done (equal to 100% melee, or 2 souls)

Appearance: Runic symbols appear on the grounder underneath your foe. Flames burst forth from the ground, dealing the four hits of damage. These flames are orange/red with the standard "Desolation" option, purple with the "Pyre" option, and blue with the "Rebirth" option
Description: Draw upon an ancient form of fire magic that can be fuelled with life force just as easily as mana. If you sacrifice of soul energy, the fires will become even more destructive. Sacrifice even more, and they will revitalise your own life force!


Transmogrified Barrier
MC Energy shield. Can be toggled to switch between defending against Melee/Magic attacks.

Price: 48,410,333
Sellback: 24,205,166
Location: Limited-Time Shop

Melee: [See Effect]
Ranged: +0
Magic: [See Effect]
Energy: -24%

Effect:
- Focus on M/R/M defence
- You can toggle the shield between "Melee defence" and "Magic defence" modes. In "Melee defence" mode, Ranged/Magic defences are set to +0, and you will gain +[x] Melee defence. in "Magic defence" mode, melee/Ranged defence are set to +0 and you will gain +[x] Magic defence
- This technically functions as two shields, each with different M/R/M spread. As a result, MC is used to compress them into one slot.

Appearance: In "melee defence" mode, the shield takes the shape of a towering barrier, not unlike Tectonic tower shield. Blue electricity constantly crackles across the shield. It also has a light blue colour scheme. When transitioning to "magic defence" mode, the shield will glow white and change shape. This mode looks closer to Frostval merc's reflexes in shape and colour. Around this shield are several glowing barriers, similar to those seen on the Circle of Doom. This also crackles with blue electricity.
Description: Although Warlic has always had an aptitude for magic, he was less... accurate as a student. This shield was the unlucky victim of a transmogrification spell, originally intended for an Axiomatic Chipmunk. Fortunately, this is a very happy accident for you. You can click the shield to transmogrify it, defending against either Melee or Magic attacks!

< Message edited by CH4OT1C! -- 1/18/2020 16:22:10 >
AQ  Post #: 134
1/18/2020 15:09:40   
Primate Murder
Member

quote:

MC is used to increase damage by a further +5%
MC is used to increase the damage by a further +2.5% (as you get the healing benefit too)

Isn't the MC used to gain Souls? I mean, otherwise you gain a free 50-100% melee bonus.
AQ DF  Post #: 135
1/18/2020 16:21:46   
CH4OT1C!
Member

Completely overlooked that, fixed!
AQ  Post #: 136
1/25/2020 17:09:29   
CH4OT1C!
Member

Flight of the Flutterby
MC Harm spell. Deals reduced damage and attempts to inflict your foe with a renamed Spiritual seed. MC goes into increased chance of infliction.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Limited time shop, GGB shop
Element: Neutral (Harm)
Hits: 1
Cost: 653mp

Effects:
- The spell deals harm damage, so *0.9 penalty
- This takes a further -90% damage and has a 100*[HitsConnected]/[HitsAttempted]% chance to attempt to inflict "The Flutterby effect"*, a renamed and appropriately potent Spiritual seed (Harm element, 3 rounds). This can stack. Your foe can resist at a +0 bonus**, which takes a -[x] penalty (paid for by MC)

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

*The powers of Chaos mean that even a single beat of a Flutterby's wing can do untold damage!
**A seed of chaotic energy is implanted within your foe!
The chaotic seed within your foe is enhanced!
Your avoid manages to avoid being implanted with a seed of chaotic energy!


Appearance: A giant iridescent purple Butterfly appears in the centre of the screen. On its wings are 2 green eye spots, reminiscent of the Eye of chaos. It then beats its wing, dealing the damage.
Description: When imbued with the powers of Chaos, even the single beat of a Flutterby's wing can wreak havoc upon anyone unlucky enough to get too close. This spell enables you to do just that. The wingbeat can sow a seed of anarchic energy within your foe. Given time, it will grow and explode outwards, dealing high levels of damage!



Augment senses
MC neutral skill. Deals no damage, but will ensure your pets and guests will automatically hit for 2 turns. MC goes into reduced cost.

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,583

Location: Limited time shop, GGB shop
Element: Neutral (see effect)
Hits: [see effect]
Cost: [x]SP

Effects:
- Neutral spell so *1.1 cost
- Quickcast so *(1.25/2) potency. You can only use this spell once per battle (appropriate cost reduction)
- This spell deals no damage. Instead, you will gain a new status effect, named "Heightened companion senses" for 3*[YourCHA]/[ExpectedCHA] rounds. This ensures that your pets/guests will auto-hit.
- MC is used to reduce the SP cost

Appearance: Your pet/guest glows with golden energy. Scent lines emanate from your foe, and move towards them.
Description: Using this technique, you can spend some of your energy to temporarily height the senses of your companions. This means that they'll hit regardless of where your foe chooses to hide!
AQ  Post #: 137
2/18/2020 12:31:58   
CH4OT1C!
Member

S.M.O.K.E Machine
MC Wind misc. Has a quickcast effect to apply a smokescreen which changes the bth lean of you and your foe for 5 rounds

Example Tier
level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: Limited-Time shop.
Cost: [x]sp

Effect:
- Provides *0.5 Wind resistance
- Provides +50 DEX

- MC effect is the compression of a quickcast skill.
Cost: [Y] SP
- This applies a -20 bth lean to both you and your foe for the next 5 turns (*85/65 damage). If this effect fails, you can immediately attempt the status again. However, it cannot stack once inflicted. Your opponent can save at a -20 bonus*

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

*Smoke covers the battlefield, making it hard for you and your foe to see!
Your foe deftly avoids the malfunctioning machine!

Appearance: A smoke machine, similar to one that you'd see at a party
Description: Kamui Magitek industries is proud to present the S.M.O.K.E machine V.0.0.1! Although still in Beta development, this brilliant new invention guarantees to liven up any party! Side effects may include resistance to Wind attacks and enhanced DEX. Warning: Tampering with the S.M.O.K.E machine may result in excess smoke production...

< Message edited by CH4OT1C! -- 2/18/2020 12:42:38 >
AQ  Post #: 138
2/24/2020 12:55:32   
CH4OT1C!
Member

Accursed Marionette strings
MC Darkness Ranged/Magic weapon. Can toggle between ranged "bleed" mode and magic "control" mode

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: Limited-Time shop
Damage: Ranged/Magic (toggle, see effect)
Proc: 100%
Element: Darkness

Effects:
- 100-proc with the lack of a "true" special
- Standard proc is 3 hits. +5bth lean, so *85/90 damage
- You can click the weapon to toggle between ranged and magic mode*. In magic mode, you deal *0.75 damage (as is standard). You deal a further -50% damage in both modes. MC pays for this toggle ability (treated as 2 weapons compressed into 1).
- In magic mode, you have a [HitsConnected]/[HitsAttempted]*62.5*0.75% chance to attempt to inflict your foe with Controlled (1 round, 100% chance of inaction)**. Your foe can resist at a +0 bonus:

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

- in ranged mode, you have a [HitsConnected]/[HitsAttempted]*100% chance of attempting to inflict your foe with Bleed* (equal to a standard melee attack). Your foe can resist at a +0 bonus:

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

*You awaken the accursed magic within your Marionette strings!
You feel the accursed magic within your Marionette strings dissipate!
**The Marionette strings enable you to control your foe's movements!
Your foe deftly avoids the cursed strings!
***The razor sharp Marionette strings lacerate your foe!
Your foe deftly avoids the razor sharp strings!

Appearance: A set of ordinary marionette strings, tapered at the end (where they would have once attached to a puppet). In magic mode, the strings glow dark purple. When attacking, the strings string towards your foe from all directions, dealing the three hits of damage
Description: Inside this set of marionette strings lies an ancient and dark curse. You can choose to either let that curse loose upon your unsuspecting for, or simply use the razor sharp wires to lacerate them instead

< Message edited by CH4OT1C! -- 2/24/2020 16:37:45 >
AQ  Post #: 139
3/22/2020 15:33:34   
CH4OT1C!
Member

Griffin's Wing
MC Quickcast Wind spell. Does no damage, useable once per battle. Makes you take no damage from Earth damage for 1 round.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS

hits: [See Effect]
Element: Wind
Cost: 353sp

Effects:
- Does no damage. Instead you gain a new status effect, "Invulnerability"*, for 1 round. For the purposes of this spell, you become immune to Earth damage.
- Cost-wise: A standard monster turn is worth 140% melee. You're essentially reducing that to zero, so 140% melee cost. The skill is only useable once per battle, so the typical -50% melee applies. This means you end up paying 90% melee in SP, or 353sp

*Status Description: Player takes zero damage from the following elements: [Insert element]

Appearance: A pair of golden Griffin wings appear over the player, before gradually fading away
Description Use this powerful once-per-battle skill and temporarily grant yourself the power of flight! This allows you nullify the effects of any Earth attack that might come your way!



Neutralise Spell
MC neutral spell. Deals no damage, but can temporarily make you invulnerable to any spell your foe casts:

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS

hits: [See Effect]
Element: Neutral
Cost: 653mp and 129sp

Effects:
- This spell deals no damage. When cast, your opponent makes a save, at a +0 bonus*:

PwrLvl vs Monsterlvl
YourINT vs MonsterCHA
YourLUK vs MonsterLUK

- If it fails, you gain "Spell Invulnerability"* to each of the standard elements for two rounds.
- Cost-wise: A standard enemy turn is worth 140% melee, *2 to 280% for two turns of protection. Furthermore a /0.6 omnielement penalty is also given (I didn't think /0.9 "always useful" penalty was potent enough, given there are no restrictions on multiple use). This cost is then halved due to the save. The final cost comes to 140*2/0.6/2 = 233% melee. 200% comes from MP, with the remaining 33% coming from SP. This results in a final cost of 653mp and 129sp

*Your foe's spells are neutralised!
You are unable to neutralise your foe's spells!


Appearance: The Archmage Research mana concentration animation plays, before being shattered and the mana dispersed in all directions.
Description: This counter spell renders you temporarily invulnerable to the damaging effects of any other elementally-aligned spell!


< Message edited by CH4OT1C! -- 3/22/2020 15:34:43 >
AQ  Post #: 140
4/2/2020 12:57:52   
CH4OT1C!
Member

Broken Reflection
MC FD Neutral Armour. Takes a M/R/M Penalty and uses MC to apply a potent backlash effect

Example Tier:
Level: 150 Mastercraft (scales)
PowerLvl: 153

Price: 48,410,333 Gold
Sellback: 24,205,166 Gold
Location: UR GGB

Combat Modifiers
Melee: 35
Ranged:35
Magic: 35

Elemental Modifiers: Flat resistances
Standard attack is 2 hits, +0 bth lean and nothing special otherwise

Effects:
- You gain Armour lean x0.8
- You take -10 M/R/M (already factored into the numbers above) and gain a powerful Backlash effect. The MC bonus is also used to increase the potency of this backlash. The potency is doubled due to 50% save, and divided by 1.4 because a monster attack is worth 140% melee:

Benefit of -10 M/R/M = 1*(85/(85-10)) = 1.133
Convert to Melee %: (1.133-1)*100 = 13.3%
Convert to backlash potency: 13.3*2/1.4 = 19%
Convert MC to backlash potency: 5*2/1.4 = 7.14%
Combined: 19+7.14 = 26.14%

As shown above, this should reflect 26.14% of the damage taken, modified by damage intake relative to expected damage intake, as with Essence of Carnage:

26.14*([Damage Intake]/([Player HP]/20)%

The backlash is subject to a save (per hit basis) at a +0 bonus:

Level: 153 vs MonsterLvl
Major: YourSTR/DEX/INT vs MonsterCHA
Minor: YourLUK vs MonsterLUK

Appearance: Essentially a darker and cracked version of Reflecting Plate. If possible, the armour colouration could slightly distort based on the colours of the enemy monster
Description: This Armour is made up of thousands of enchanted mirrors. Although they make it so it's much harder to dodge, they also redirect a portion of your foe's strikes right back at them!



Edge of Malice
MC darkness Rapier. Has two modes, focusing on damage and inflicting bleed. MC changes depending upon the mode

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: LTS/UR GGB

Damage: Melee/Magic Toggle (click the hilt to switch)
Proc: 0%
Element: Darkness
Lean: +3bth (*85/88 damage)

Effects:
- Deals *1.08 damage for lack of a special
- This weapon has 2 modes (click the blade to swap):

1). Damage mode: MC is +7.5% damage if the enemy is bleeding
2). Bleed mode (blade begins to glow purple): The weapon deals -25% damage and attempts to inflict a Bleed (harm element). The mastercraft is also used here. Here I assume Bleed power 1 is 10% of a standard melee attack, and that a standard bleed is assumed to last 2 rounds. This status roll also has a 50% save against infliction, so:

Accounting for Duration and save: 30/2*2 = ...30
Converting to bleed power: 30/10 = Power 3

Similar to Alchemical Unity, this is modified by Actual/Expected damage:

3*([Damage]/[Expected Melee Damage]

Your opponent can save (on a per hit basis)* at a +0 bonus:

Level: 153 vs MonsterLvl
Major: YourSTR/INT vs MonsterEND (depends on Melee/Magic toggle)
Minor: YourLUK vs MonsterLUK

*[li]Your foe's wound bleeds!
Your foe endures the Malicious strike

Appearance: A dark version of Maurinelle's Melody with a bright purple gem embedded in the hilt of the weapon.
Description: With a disturbed mind of its own, this Rapier longs to spread suffering far and wide. You can choose to suppress that will... or allow it to drag out the fight, repeatedly striking at your foe to inflict deep, lacerating wounds!

< Message edited by CH4OT1C! -- 4/30/2020 12:49:02 >
AQ  Post #: 141
4/13/2020 13:21:42   
CH4OT1C!
Member

Succubus Ring
MC darkness misc. Can heal your HP when you attack sleeping foes. Contains a skill that consumes sleep to heal your MP

Price: 30,256,450
Sellback: 15,128,224
Location: Limited-Time Shop
Cost: [x] MP

Effect:
- Provides x0.5 Dark Resistance
- Provides +50 INT
- When you attack, you heal HP equal to 10% of the dealt against foes that are asleep. The effect is multiplied by *4/3 for magic weapons and *0.5 for Spells/SPells/Skills.
- MC goes into the compression of a skill

Consume Dreams
Feed on your foe's dreams to heal your MP! This will also wake them up!
- This skill has no cost and is quickcast. It automatically fails if your foe isn't inflicted with sleep
- When used, your foe will wake up. You then heal 1463mp*:

One monster turn is worth 140% melee. Sleep is treated as a 2-turn condition, so this skill should heal 140 x 2 = 280% melee in MP. 653/1.25*2.8 = 1462.72mp.

Appearance: A simple silver ring with a gemstone that cycles between red and black.
Description: This ring was forged through an alliance between the demons of heck and the denizens of the nightmare realm. You can use it to feed on your foe's dreams, restoring your energy. You can strike your sleeping foe to recover your HP, or consume their dream entirely and heal your MP!



Potent Moonlight
MC light spell that can burn your foe. Deals additional damage if you are a high-ranked werewolf.

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

Price: 24,205,166
Sellback: 12,102,583
Location: LTS/Werewolf subrace shop
hits: 8
Element: Light
Cost: 653mp

Effects:
- This spell usually deals *0.95 damage. However, if your subrace is "werewolf", you deal +1.5% damage for each subrace level you possess (This caps at *1.1 damage for Level 10).
- The MC is used to inflict your foe with a Burn* (light element, Power 1). Your foe can resist at a +0 bonus**:

PwrLvl vs Monsterlvl
YourINT vs MonsterEND
YourLUK vs MonsterLUK

*Here, I assume a Power 1 burn is worth 10% melee and that this spell has a 50% save rate. The potency of this spell's burn is 0.5*2*([DamageInflicted]/[ExpectedSpellDamage]*([HitsConnected]/6)

**Your foe is burned by the concentrated moonlight!
Although the moonlight is intense, your foe manages to endure!

Appearance: A moon appears above the player, before yellow light erupts from it, directed at your foe.
Description This spell, kept secret until now by the few mages within Constantin's pack, allows you to concentrate moonlight and fire it at your foe. The blast causes massive amounts of light damage and can even leave your foe with burns! However, this high-level technique is extremely difficult for new wolves to master given their newfound feral impulses...

< Message edited by CH4OT1C! -- 4/13/2020 13:24:13 >
AQ  Post #: 142
4/21/2020 15:46:43   
CH4OT1C!
Member

Edge of the Impure Spring
MC Water Rapier. Deals less damage and uses its No-proc and MC bonuses to afflict your foe with a potent water element poison.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Limited-Time Shop. Golden Giftboxes

Damage: Melee/Magic (toggle)
Type: +3bth lean (*85/88 damage)
Element: Water
Special: 0-Proc

Effects:
- No special, but doesn't get the standard *1.08 damage (see below)
- The weapon deals a further -15% damage and uses its MC and *1.08 bonus to attempt to inflict your opponent with Poison (1.12 Power*, 5 round). The potency of this poison is modified by expected damage and becomes weaker over the course of the battle. Your foe can resist at a +0 bonus:

PwrLvl vs Monsterlvl
YourINT vs MonsterEND
YourLUK vs MonsterLUK


Balance-wise:
- Here, I assume power 1 poison equates to 10% of a standard melee attack:
- Potency = ((1*1.5)+(1*0.5))*1.4*2/5*([Damage Dealt]/[Expected Melee Damage])*(1.15-(0.03*[ExpectedDuration])
- [ExpectedDuration] = (according to this post) is 10 * (sqrt(MonsterPower)/MonsterLean) * (1 + (END/200)) ]. This expected duration has a minimum value of 0.85
- ((1*1.5)+(1*0.5))*1.4*2/5 = 1.12 power for 5 rounds
- The 1.4 comes from 1.08*5. This is because this weapon's poison is worth 20% melee rather than the standard 100% of a player attack. A simple *1.08 would therefore be worth 20*1.08 = 21.6 or 1.6% melee

Appearance: A simple silver rapier. From about half way up the blade, the colour changes to that of dirty water.
Description: This rapier, infused with water from a tainted spring, can poison anything... or anyone... that the blade comes into contact with. Although the accumulation of impurities weakens the poison's virulence over time, the toxin is still potent enough to deal considerable damage!



Primordial Metamagic: Conversion Construct
MC neutral spell. You temporarily pay MP instead of SP when using skills.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Limited-Time Shop / Golden Giftboxes
hits: 0 (see effect)
Element: Neutral
Cost: Nothing (see effect)

Effects:
- I've considered two ways of approaching this spell. Ideally, I would prefer the first way. However, I feel like the second might be more realistic. In both methods, the spell is quickcast, and the MC is used to reduce the non-elemental cost penalty of the effect:

Method #1
- This effect applies for 1 turn. When you cast a skill with a cost of [x] SP, you will actually lose [x]*0 SP. Instead, it will cost [x]*1.5/1.125*1.05 MP (which includes the MP -> SP conversion and *1.05 non-elemental penalty (minus the MC bonus)).
- I see two major issues with this:

1). Unsure if you could allow casting with insufficient SP
2). What about quickcast skills? How would these work.

For those reasons, I also put forward...

Method #2
- Casting this skill will apply two status effects, each lasting for 1 turn.
- The first status effect, titled "Regain Energy"*, will regenerate [x] SP after you cast a skill
- The second effect, titled "Mana conversion"* will drain [x]*1.5/1.125*1.05 MP from the player at the end of the attack. If the player has insufficient mana, this will directly overflow into HP without MP->HP conversion.
- Alternatively, if you can't base the effect on the cost of the skill, it could instead be balanced similar to the Regain mana effect.
- Addressing the issues from above:

1). It overflows to HP
2). This wouldn't apply to quickcast skills

*Description reads: Regain SP equal to the cost of a skill of the level of the effect when you next use a skill.

Appearance: A bright white magical seal appears on the floor underneath the player, similar to that seen when gaining the spell-boost bonus from the Insightful Armour of Awe. White orbs travel from the player into this seal, before it fades away.
Description: By channelling mana into this ancient spell template, you can harness it to fuel your skills without needing to utilise your SP reserves!
AQ  Post #: 143
4/27/2020 14:31:01   
CH4OT1C!
Member

A long while ago, @Yozai suggested that I create a tome based on Dragons, so...

Grimoire of the Tarragon
MC Earth tome. Provides access to a number of skills, each of which is scaled based on your CHA

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

Price: 72,615,500
Sellback: 36,307,750
Location: Limited-Time shop, then maybe a Cyrus-related quest?

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

"WAND" ATTACK
Proc: 0% (only if spells disabled)
Element: Earth
- Deals *0.75 of a standard Melee attack and takes CHA for stat bonuses


- When attacking, a GUI is brought up with different options. All of the following skills also use CHA for stat bonuses:

1. Breath of the Earth Dragon
They say that Elder Earth Dragons can move mountains with a single breath. This spell lets you see how much dirt they can move on top of your foe!
-> The tome summons a large earth dragon, which proceeds to breathe fire and launch large boulders/mounds of earth at your foe

Cost: 490SP
Element: Earth
Hits: 4

- The spell deals -42% damage. After the attack ends, your foe is automatically inflicted with Earthen Shackles (this is treated as a renamed Sleep. The status functions similar to the one inflicted by the Earthen Fist boss). Every turn, your foe makes a save at a +20 bonus*:

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

*Your foe is trapped under huge mounds of earth!
Your foe manages to escape!

- Balance-wise: Similar statuses are treated as 2-turn paralysis effects. A monster turn is worth 140% melee and so, with a +20 save:
140*2*0.3 = 84% melee.
200-(84/2) = 116%. The Skill deals 116% melee damage.


2. Call Juvenile Earth Dragon
Call a young Earth Dragon to your side, fuelled with your energy (SP)!

- This summons a Juvenile Earth Dragon guest, which has the appearance of a small earth dragon. Upkeep: 86sp per turn
- This guest has two modes:
i). Bite Attack: The standard bite animation of an Earth dragon. This deals 1 hit of Earth damage. Nothing special otherwise.
ii). The Earthen Breath attack: The standard animation of Dragon breath. This causes 2 hits of Earth damage. The attack deals -25% damage and has a [HitsConnected]/[HitsAttempted] chance to attempt to inflict your foe with Choke (-21.4 *[HitsConnected]/2*{EarthResistance]% effectiveness, 1 round). They can save at a +/-0 bonus*:

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

*Your foe is weakened by falling earth!
Your foe deftly avoids the falling debris!

- Balance-wise: Guests are assumed to deal 60% melee damage. Assuming a 25% penalty and +0 save roll:
60*0.25*2 = 30% Melee. A monster turn is worth 140% melee, so...
30/1.4 = -21.4% damage.


3. Dragon's Hide
Use this efficient skill to temporarily make your hide as tough as that of an Earth Dragon!
-> A barrier made of dragon hide forms between you and your foe, before fading away.

Cost: 490sp
Element: Neutral

- This skill deals no damage. Instead, it gives you the "Dragon Hide" status effect, a renamed Damage reduction (Used on Mutant Egg and Grakma Hide shield).
- This reduces damage by -66-67*[CHA]/[ExpectedCHA] for 2 turns (caps at *1.1). You can use the effect up to twice per round.
- This is affected by the standard buffer (to prevent misuse of lower levelled items).

- Balance wise: This is a quickcast skill and so worth 125% Melee. Grakma hide uses only its MC (worth 5% melee) to reduce incoming damage by 7. As the skill automatically hits and is "Always useful" it gets further *0.9*0.85 penalties. Evenly spread over 2 turns, this is:
7/5*125*0.9*0.85/2 = 66.9375, rounded stochastically per use.


4. Draconic Meditation
Focus your mind and recharge your energy reserves!

- regenerate 294sp*

You regenerate 294sp!

Appearance: A simple, worn brown leather book with the silhouette of a dragon's head on the front
Description: This tome is a gift from Cyrus to thank you for your help following the second coming of (the previous) War! The pages inside are filled with numerous spells designed to help friends of (earth) dragons!

< Message edited by CH4OT1C! -- 4/27/2020 18:16:26 >
AQ  Post #: 144
4/30/2020 15:06:22   
CH4OT1C!
Member

Wildfire Staff/Wand
MC Fire Staff/Wand. Each have 2 modes, with MCs varying depending on the mode.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 48,410,332
Sellback: 24,205,166
Location: Limited-Time shop/Golden Giftboxes.

Damage: 0 bth lean
Type: Magic
Element: Fire
Special: 0-proc (Staff) / 100-proc (Wand)

Effects:
- The Staff is a 0-proc weapon, so *1.08 damage
- The Wand is a 100-proc weapon with no true special, so *1.1 damage (Standard attack is 2 hits with 0 bth lean).
- This weapon has two modes, which you can select between by clicking the gem*:

1). Firewall mode
- This mode deals -25% damage.
- After your attack, you will gain a "Wall of fire" effect, similar to the barrier of Birthday cupcake. The barrier is worth 30/1.4% of the damage you inflicted. This effect can stack with itself, but not other barriers.

2). Wildfire mode
- This mode also deals -25% damage.
- After your attack, you will receive the "Wildfire" status effect (a renamed caltrops, Fire element, 0.54*([Damage]/[ExpectedMeleeAttack])*[Buffer] Power for 1 round) .
- Similar to the original status, this damage is calculated based on your DEX. Your foe can save at a +0 bonus:

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

- Balance-wise: Here, I assume a Power 1 caltrops deals the damage of an expected melee attack. The damage penalty and MC make this worth 30% melee, combined with the *0.9 always useful harm penalty (not sure whether I should add this, but I'll do it anyway)...

0.3*1*0.9*2 = 0.54

*Click to have your staff generate a wall of fire around you when you attack, shielding you from harm!
Click to have your staff set fires around your foe when you attack, damaging them if they try to harm you!

Appearance: A gnarled wooden staff, embedded with a red gem. Flames spring from the top of the staff. In "Fire Wall" mode, a red circular structure similar to that on the hilt of Zealot's wrath encompasses the flames. In "Wildfire" mode, this structure fades away, and flaming particles jump outwards (like the particles of the molten beast monster)
Description: This staff/wand enables you to harness the power of wildfire! When attacking, you can decide to either set fire traps around your foe, or generate a wall of flames to protect yourself from harm!


< Message edited by CH4OT1C! -- 4/30/2020 15:08:04 >
AQ  Post #: 145
5/12/2020 6:07:04   
CH4OT1C!
Member

Slime Barrier
MC Water shield that heals your HP based on the damage your foe deals.

Price: 24,205,166
Sellback: 12,102,583
Location: Limited-Time Shop

M/R/M:
Water: -26%

Effect:
- MC effect is used to heal you whenever your foe hits you. This heal is equivalent to 5/1.4*([DamageIntake]/([Player HP]/20))% of your foe's attack. For example, a Level 150 Player with 0 END took a hit of 500 damage from a monster. As a result, you would heal:

500*(0.05/1.4*(500/(2958/20))) = 60.3hp.


Appearance: A ball of blue slime!
Description: This shield, made out of an unknown squishy substance, has the ability to absorb some of the force of any attack you endure. It will then use the energy it stored to heal you based on the damage done!



Draw of the Void
MC Neutral spell. Deals no damage, but applies a status effect that damages your foe whenever they miss, healing your SP in the process

Example Tier:
Level: 150
PowerLvl: 153
MPLvl: 152

Price: 24,205,166
Sellback: 12,102,583
Location: Limited time shop, GGB shop
Element: Neutral (See effect
Hits: 0
Cost: 490sp

Effects:
- This skill is quickcast.
- The skill applies a new status effect on the player, named "Pull of the Void" (Power = 2*(0.5+0.5*[DEX/ExpectedDEX]), Duration = 3 turns). [DEX]/[ExpectedDEX] has a maximum value of *1.1, and the scaling is subject to the standard level buffer. Additionally, this effect CANNOT be stacked. Whenever your foe misses, they will make a save at a -20 bonus:

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

If they fail this roll, they will take damage and you will heal SP based on the damage done (See below).

- Balance-wise: The "Pull of the void" status effect has a potency system similar to that of Bleed or Poison. Here, a power of 1 is worth 10% of a standard melee attack. This receives a /0.15 in compensation because the effect does nothing if your foe hits (assumed 85% accuracy), as well as a *0.9 "always useful" penalty.

This particular skill costs 490sp to use, worth 125% melee. This is spread evenly across 3 turns, each equating to 41.6% melee. Potency is increased by *10/7 because only a 70% success rate (the save) = 59.4% melee. This then takes a further *0.9 "always useful" penalty = 53.46% melee, equating to power 5.346 for 3 turns.

The damage for this is calculated as (Potency/10)/0.15/1.4*0.5*100/[HitsAttempted]% of expected damage intake, calculated using ([Player HP]/20). For example, if a foe missed against a 0 END Level 150 player whilst this skill was active, your foe would take (5.3/10)/0.15/1.4*0.5*100% of (2958/20) = 186hp damage, and you would heal 186*1.125 = 209sp. When considering this, bear in mind that your foe must miss for this to be effective.

Appearance: The silhouette of a void dragon appears, similar to that seen when using Dragonslayer aura.
Description: You've managed to mimic the way that void dragons can draw life force from their foe whenever they miss. Now, you can use it to capitalise on whenever YOUR foe misses instead!

< Message edited by CH4OT1C! -- 5/12/2020 6:17:53 >
AQ  Post #: 146
5/16/2020 14:21:08   
CH4OT1C!
Member

A long while ago, @gavers asked me to suggest a sword with... a little twist. I finally got round to doing it!

Reverse Sword
MC Earth Hammer/Sword. Pays HP and MC to attempt to inflict your foe with Daze

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS, then an April Fools quest?
Damage: -5 bth lean (*85/80 damage)
Type: Melee
Element: Earth

Effect:
- No special so *1.08 damage
- Whenever you attack, you pay 15% melee in HP (392/1.125*0.15 = 52 HP). The weapon has a 50*[HitsConnected]/[HitsAttempted]% chance of attempting to inflict your foe with Daze (40.82% chance of inaction, 1 round). The MC bonus is used to increase the potency of this effect. Your foe can resist at a -20 bonus*:

PowerLvl vs MonsterLvl
YourSTR vs MonsterEND
YourLUK vs MonsterLUK

*The strike leaves your foe dazed!
Your foe endures the blunt force of your.... hilt?


- Balance-wise: HP cost and MC together allow 20% melee a turn for the daze effect. This receives a /1.4 penalty because a monster turn is worth 140% melee as opposed to 100%. The potency is increased by *10/7 due to the save rate and a further *2 as the status is only attempted 50% of the time:

20*10/7*2/1.4 = 40.82%

Appearance: This, but you hold the blade rather than the hilt
Description: INSTRUCTIONS UNCLEAR



I was also asked to create more charge spells by @Yozai, so...

Primordial Magic: Quasar Burst
MC light spell that takes 2 turns to charge, unleashing damage on the third hit. During those two turns, you foe becomes more likely to miss you

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

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 4
Element: Light
Cost: 653mp

Effects:
- Once this spell is cast, you spend that turn and the next charging up your attack. This is released on the third turn. Until the attack is complete, you will be unable to access your other battle options (the GUI doesn't show, as in other "charge" attacks)
- After casting, the "Glowing"* status effect is applied to the player. This reduces the accuracy of all incoming attacks by 12.9bth (see below for balance). This is immediately removed once the spell is complete.
- Your attack on the third turn will deal +50% damage, and also receive a *1.01 bonus for having to charge before use.

*The "Glowing" Status description reads: Emanating large amounts of light, making you hard to see. -[x]bth to incoming attacks!

-Balance-Wise Spells are worth a standard 200% melee. We can assume a mage is using this spell given it costs MP, and that on any regular turn they deal 75% melee. Two turns are skipped, meaning this adds 2*75 = 150% melee to the spell's overall power. This means, in melee %, the damage dealt is:

(200+(2*50))*1.01 = 303% melee damage.

The remaining 50% melee is used on applying the "glowing" effect. Spread over 2 turns, this allows for 25/1.4% melee per turn (A monster's turn is worth 140% melee), creating a final modifier of 1.1786. For this to balance, the monster must lose accuracy to reduce damage output to 83.14%:


85/72.1 = 1.1789
85-72.1 = 12.9 bth

Appearance: The player begins to glow bright blue, increasing in brightness as on the second turn. On the third turn, a huge pulse of blue light erupts from the player and strikes the monster, dealing the four hits of damage.
Description: When early mages first experimented with spells, they took a considerable amount of time performing each. As one of those attempts, this spell enables you to concentrate such huge amounts of light-aligned mana, your enemy will find it hard to even glance your way. When released, the resulting beam is brilliant enough to compare to the sun (and deals incredible amounts of damage too!)


EDIT: Also updated Dream Devourer to work similar to items like Royal/Regal void charge, based on save rolls. I've also made minor updates to Curse of the veil, Bone-chilling blast, Lich Orb and a more major update to Unstable chaos staff, which now applies the "Chaos theory" status effect and can chaorrupt your foe.


< Message edited by CH4OT1C! -- 5/16/2020 16:44:22 >
AQ  Post #: 147
5/21/2020 10:52:01   
CH4OT1C!
Member

Switching things up for a change, I decided to do a collaborative suggestion with @zekefreed777. It was a lot of fun to come up with this one, so thanks to him for the help! You can find his work on the first half of the Dracomancer skillset here:


Dracomancer Armour
[See here for armour stats and other abilities]

Effects:
- The level 6-10 class abilities are:

6). Dragon Prayer
Call upon the Great Dragon Kethorat to strike at your foe with damage they can't resist! Be aware though, Kethorat is finicky, and may deny your request!
Cost: 392SP (if Melee/Ranged) or 490SP (If magic)

- This attack deals three hits of harm damage (animation shows Kethorat being summoned and breathing fire onto the enemy).
- This is treated as a pet/guest attack with the appropriate boosters/damage bonuses. The attack damage scales based on your CHA
- Furthermore, the skill has a 15-(1*[DracomancerLevel]% chance of failure. To compensate, the attack deals +1.1% damage and lacks the -10% "always useful" penalty
- Balance-wise: The chance of failure (averaged to 10%) means 200% this 200% melee is spread over the remaining 90% chance of success. 200/9 = 22.2%, or 11.1% skill damage. This is used to remove the 10% penalty for always useful, with 1.1% left over to boost the skill further.



7). Call Bob.
Lord Cyrus has allowed you to make use of his personal Pet Wyvern, Bob, whenever you wish!

- Quickcast Call spell that summons "Bob" the wyvern as a guest. Costs SP to maintain. Casting again will dismiss Bob
- Click Bob to select between two modes, "Poison" (tail glows) and "Cyclone" (nothing unusual)
- In "Poison" mode, Bob deals 1 hit of damage, with a -50% penalty. It has a [Hitsconnected]% chance of attempting to inflict Poison (purple element, 1.8 power, 3 turns). Your foe can resist at a +0 bonus*:

PowerLvl vs MonsterLvl
YourCha vs MonsterCHA
YourLUK vs Monster LUK

*Bob's venomous bite poisons your foe!
Your foe resists the poison!


- In "Cyclone" mode, Bob charges up a whirlwind, unleashing it as a 1-hit attack on the second turn for increased damage

- Balance-Wise:Guests are worth 60% melee, and assuming a Power 1 poison is worth 10% melee, this is worth 0.5*6*2*0.9/3 = 1.8 power poison for 3 turns. It takes a 0.9 harm penalty (already included in the figure. The "Cyclone" attack deals x2*1.01 damage due to only attacking every two turns, plus compensation (x1.01)



8). Impenetrable hide
Your draconic friends have taught you the secret to making your skin just as hard as theirs is!

- Toggle ability that costs 110SP per turn to maintain
- While active, the Neutral armour lean is removed in favour of the "Defensive Dragon" lean, applying a x1.0 output and x0.8 damage intake.

- Balance-wise: Reducing enemy damage by 20% requires a cost of 20*1.4% melee in SP. 392*0.2*1.4 = 109.8SP.



9). Animal Instinct
Your Dracomancy training enables you to better understand the thoughts of your companions. Coordinate with them, putting yourself at risk so that they can strike your foe at their weakest!

- Toggle Ability that boosts the damage output of your pets and guests by 25%. In return, you take an additional 25/1.4% damage. This costs a small amount of SP to maintain, reduced to zero if either your pet or guest is tagged as a "Dragon"

- Balance-wise: The damage boost is balanced by the increased intake, meaning no SP cost is really necessary. However, I decided to include one just because it felt appropriate.



10). Half Dragon Form
Focus your Dracomantic skills to temporarily take the form of a Half-Dragon Hybrid!
Cost: 255SP per turn, taken at the start of each turn. If you lack the necessary SP, you automatically revert to normal form, and the form becomes inaccessible for that turn.

- Quickcast beast form transformation ability, similar to the subraces.
- Your attack animations change whilst in this form
1). Stab attack. 2 hits, each with a +3 bth lean (*85/88 damage). *2/3 damage overall
2). Electric attack. 1 hit of +10 bth lean (*85/95 damage). *4/3 damage overall

- While this form is active, you gain the "Draconic" Tag. Your armour lean changes to "Offensive Dragon" form. x1.25 Ouput and x1.0 Intake
- Quickcast beast form transformation, similar to the subraces
- You also gain an updated version of the Dragon Fear status effect. Every time your foe takes a turn, it has a 25/1.4% chance of becoming unable to act
- You also gain "Status Potency" +15.
- When active, you lose access to "Dragon's Breath", "Dragon's Heart", "Call Bob" and "Dragon Prayer". If you activate "Impenetrable hide" whilst this is active, the "Dragon Warrior" lean is applied instead, with x1.25 output and x0.8 damage intake

Apperance: An updated version of this
Description: Wear this suit of armor to train as a Dracomancer! Find Lord Cyrus in the Dragonspine Mountains and learn abilities such as Dragon's Breath, Impenetrable hide, and the ultimate Half-Dragon ability!


< Message edited by CH4OT1C! -- 5/21/2020 10:57:20 >
AQ  Post #: 148
5/23/2020 14:20:10   
CH4OT1C!
Member

@gavers also asked me to suggest this months ago, so...

Double-Edged Sword
MC Accurate Earth Sword. Causes you to bleed, and deals increased damage based on the potency of bleed inflicted upon the player

Example Tier
Level: 150
Powerlvl: 153
Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: +5 bth lean (*85/90 damage)
Type: Melee
Element: Earth

Effect:
- No special so *1.08 damage
- MC is a simple +5% damage
- Every turn, the weapon attempts to inflict you with Bleed (Power 1, Harm Element). This is automatically inflicted when you first strike on any turn. As with other bleeds, you make a save at the end of your turn, at a +0 bonus:

PowerLvl vs PlayerLvl
VStat vs PlayerCHA
VStat vs PlayerLUK

- If you are bleeding, the weapon emits a glowing aura, and you deal +10*[Bleed Power]*(1-SaveDC)% damage with all weapon attacks. Skills receive half of this bonus.
-Balance-Wise: Here, I assume a Power 1 Bleed is worth 10% melee. The bleed has no set duration and continually stacks, so I needed to include bleed potency and the save rate in battle. Hopefully, the boost can be applied immediately, but if that's not possible with coding, damage can be retroactively applied.

Appearance: This
Description: Created by the Guardian @gavers, this weapon is specifically designed to maximise the chance of lacerating your foe at any cost... even to the detriment of the wielder!



Chaotic Microcosm
MC Neutral spell. Damage is released on the third turn, and the Pandemonium effect is applied to both sides.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: LTS
hits: 3
Element: Neutral
Cost: 392mp

Effects:
- This is an efficient spell (Explained below), so *0.6 of a standard spell cost.
- Once this spell is cast, you spend this turn and the next charging the attack, unleashing on the third turn. This attack deals +50% damage, and gets compensation for taking three turns (for a total of 300*1.01% melee).
- The spell deals any of the 8 standard elements, so receives a further *132/109 damage to compensate
- On the first hit of the spell, both you and your foe are automatically inflicted with the "Pandemonium" status effect (Power 1, Duration of 9999 turns)
- Every turn, this status randomly inflicts one (and only one) of the status effects described below for 1 turn. These statuses are deliberately meant to resemble those seen during the Void dragon War. Both you and your foe can resist every turn at a -20 bonus:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterCHA
PlayerLUK vs MonsterLUK

PowerLvl vs PlayerLvl
VStat vs PlayerCHA
VStat vs PlayerLUK

Balance-Wise
- I want the spell to do 300% melee damage. Skipping two turns and using this spell would usually produce 200+(75*2) = 350% melee over the course of three turns. This means I am not dealing 50% melee, which can directly be used to reduce MP cost as the spell still forces you to skip 2 turns. 653mp is worth 125% melee, so 125-50 = 75% melee left to pay in MP. 653*75/125 = 392mp, or an efficient spell cost.
- The Pandemonium status description reads Exposed to an unstable environment!. The status effects it can randomly inflict are: Blind (-10bth), Chaos-Enhanced Vision (+10bth), Elemental Disempowerment (-10% damage), Elemental Empowerment (+10% damage), Defence loss (-10MRM), Defence Boost (+10MRM), Poison (Void element, Power 1), Regeneration (Power 1).
- The potency of the above effects are also modified by the potency of "Pandemonium". For example, a Power 3 Pandemonium could attempt to inflict a -10*3 = -30bth blind for 1 turn.
- The Pandemonium effect needs no cost, as both the player and the foe receive the effects. Whilst a monster turn is worth more than a player's, there are equal number of positive and negative effects, which would both benefit and hinder the monster more respectively.

Appearance: On turn 1, a purple runic circle appears below the player, with the depiction of an eye of chaos in the centre. This grows and becomes more visible on the second turn. On the third, an eye of chaos is summoned, radiating a pulse of purple energy that washes over the player and the monster, dealing the three hits of damage and converting the background scenery to the deep void
Description: Used by high-level Disciples of Chaos to turn a battle in their favour, this spell converts the surrounding area into a corrupted wasteland. The unstable energy is more than enough to distort both the foe and the user...

< Message edited by CH4OT1C! -- 5/24/2020 18:04:07 >
AQ  Post #: 149
5/30/2020 6:17:36   
CH4OT1C!
Member

I haven't done a player gauntlet suggestion for a while, but @MetalKnight came up with a good backstory for his character, and I felt it was too good an opportunity to pass up! Still working on the reward!

Ironborn

Example:
Level: 150
Power: 4

Location: Arena of Enthusiasts: Player Gauntlet Challenge
Monster lean: 1 (Neutral)
Element: Earth

Resists:
Fire: 75%
Water: 130%
Wind: 130%
Ice: 90%
Earth: 50%
Energy: 75%
Light: 90%
Darkness: 90%

Low M/R/M. More health to compensate

Stat Distribution:
STR: 300
DEX: 200
INT: 0
END: 250
CHA: 0
LUK: 0

Effect:
- Has "Boss Boost" +30 (Hail to the.... Golem Knight Berserker (?), baby!)
- Has the "Golem" status effect. This functions similar to "Malice" Immunity (cannot be poisoned, burned, made to bleed or feel the effects of disease. After all, Golems have no blood etc.!)
- Has Initiative Penalty -1000
- Has the "Sturdy" status effect ( You cannot reduce Ironborn's HP below one on any single turn. If the monster has 1hp at the start of its turn, the status will fade at the end of the same turn).
- Ironborn deals *[x]/[1/20 TotalHP] Damage. In this formula, [x] represents the highest total damage the player has dealt over the course of any one turn. This value can be overwritten at the end of the player turn. A popup notifies the player whenever this happens, with the final multiplier being represented by [y]*.
- Ironborn begins the battle by dealing 50% damage. However, similar to the Ticking clock ability of Berserker, he deals additional damage equal to *1+[2*(1-(CurrentHP/TotalHP))]. This means he will deal approximately *1.5 the standard boss damage at 1hp.
- Ironborn's usual attack deals 2 hits of Earth damage. -5bth lean so *85/80 damage to compensate.
- If he has enough SP, he will spend it and use the "Golem Roar" ability. Similar to the Roar of Courage ability, this deals no damage, but will boost Ironborn's damage output by 25+(50*1-[CurrentHP]/[TotalHP])% for the next 4 rounds.
- If Ironborn reaches 1HP, he will make a last ditch attempt to fight back. When he unleashes this attack, he will begin to glow and a popup will notify the player**. This functions similar to his standard attack, except it deals unblockable earth damage. It gains all of the bonuses above. Ironborn will also spend any leftover SP to deal a further *(1+(1*([SPUsed][RoarOfCourageCost])^0.75))) damage

*Ironborn's rage grows! He'll now deal *[y] damage
**Ironborn goes all out!

Appearance: A fusion between This and the Pria knight armour. Has two functioning hands (so not an axe, like the iron golem), carrying a large double-handed sword.
Description: Ironborn, a golem fashioned to look and fight similar to the knights of Rennd, was created to guard the ancient city of Iron Keep. One fateful day, a group of raiders finally managed to slip past this protector and lay waste to the city. After seeing the destruction of Iron Keep, a primal rage grew within the previously emotionless golem, born from the sorrow of his failed duty. Now homeless, Ironborn decided to learn the brutal techniques of the Northern Berserker clan in order to claim vengeance. Dare you get in his way?

I also decided to update my own boss, as I wasn't particularly happy with it back then. I think it works much better now!

< Message edited by CH4OT1C! -- 5/30/2020 7:43:12 >
AQ  Post #: 150
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