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RE: CH4OT1C!'s Suggestion Bank

 
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6/3/2020 15:35:26   
CH4OT1C!
Member

Reward is ready!

Helmet of the Ironborn
MC Earth misc. Provides STR, END and Earth resistance. Also enables you to survive an attack that would otherwise reduce HP to zero. MC is spent on reduced SP cost.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
Price: 6,051,292
Sellback:3,025,646
Location: Defeat Ironborn!
Cost: [x] SP, plus 53 HP

Effect:
- Provides +50 STR/END
- Provides x0.5 Earth Resistance
- Every turn, you pay 10% melee in HP (the 53 HP stated above), which is recorded and added to a pool (I'll refer to this as [PooledHP]). At maximum, this pool can hold 0.2*[23.8 * ((5.25 + 0.5625 * Pwrlvl + 0.00375 * Pwrlvl^2) + (1 + 0.066 * PwrLvl) * (MiscENDBonus/16) * 1/1.4] HP, or 970 HP at level 150. You can see the amount stored by hovering over the item*
- Once per battle, you can click the misc and apply the Sturdy** effect to yourself for 1 round, at no cost. The Sturdy will be worth 0.9*1.01*[PooledHP] HP (stored similar to the Barrier/ Mana Shield status effects), and [PooledHP] will be reduced to 0. I'll refer to the HP within the Sturdy effect as [SturdyHP]
- If your HP is reduced to 0 whilst Sturdy is applied, and the hit that killed you dealt less than or equal to [SturdyHP]-1, the attack will actually deal ([RemainingHP] -1]) and the overflow will be redirected to the [SturdyHP]
- If the Monster's level is >PowrLvl+20, the effect will fail***, and you will not be revived if the monster damage is >[SturdyHP], this effect will not apply, and you will die. At level 150, the Sturdy is worth a maximum of 873 HP

-Balance-wise: The cap of the HP pool is based on Revenant (5% melee is added to a 10% cap, so I figured 10% melee should have a 20% cap). This is modified further by the END provided by the misc because you can be assumed to have at least that much END if the misc is providing it and the Sturdy effect together! The Sturdy effect is always useful so I gave it a *0.9 penalty, and a buffer to prevent abuse against things like Void Nightbane

*Your helmet has now stored [y] HP, click to brace yourself from harm!
**Description reads: Braced for heavy hits! Protects against an attack of [z] HP!
***The attack was too potent for you to brace yourself against!

Appearance: The Helmet of Ironborn
Description: This copy of Ironborn's helmet is so heavy that it's painful to wear! However, it boosts your resistance to earth attacks, as well as your strength and endurance! It's also sturdy enough to (sometimes) protect you from certain death!



Experimental Construct #264: Channel Void
MC Harm Spell, with a chance to deal void damage. MC and HP cost into increasing the chance

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Defeat CH4OT1C!
hits: 3
Element: Harm/Void [See Effect]
Cost: 653 MP and 70 HP

Effects:
- +10 bth lean so *85/95 damage
- This spell normally deals harm damage, so deals *0.9 "always useful" penalty
- This spell has a 15% chance to deal Void damage (obviously, still receives the "always useful penalty") MC and HP cost (the latter applies on ALL casts of this spell) pays for this

-Balance-Wise: Void hits against 200% resistances, so is worth an extra 200% melee on a spell. This happens 15% of the time. 1/3 of this is paid for by MC (Standard MC is *1.05 damage, or 10% melee on a spell, 5% chance of dealing an extra 200% melee is 200/20 = 10% melee.
The HP cost of 20% melee (653*1/1.25/1.5*0.2 = 69.6, rounded up to 70 HP) pays for the other 10% chance, based on the same logic as above

Appearance: Similar in appearance to the spell CH4OTIC! uses in battle
Description: Even with his extensive arcane knowledge, Warlic was only able to partially-stabilise the spell CH4OT1C! used against you in battle. Born from a twisted mind, and years of prior research, it will sometimes channel pure void energy. Be wary though, as whilst it is (relatively) safe to use, its instability means it will also harm the user...

< Message edited by CH4OT1C! -- 6/3/2020 17:25:48 >
AQ  Post #: 151
6/13/2020 13:39:51   
CH4OT1C!
Member

Another one for @Yozai!

Profane Bond
MC Neutral misc. Deals Damage to you and weakens your attacks but deals damage to any foe that strikes you

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,292
Sellback:3,025,646
Location: LTS
Cost: [x] HP, the compensation for which I'll call [y]

Effect:
- Once activated, this misc cannot be unequipped, the compensation for which I'll call [z]
- Once activated, you will be inflicted with Choke (-20% damage, 9999 turns). If (for whatever reason) you are not choked at the start of your turn, it will reapply this effect*.
- MC is spent on applying Backlash potency +20 to the player, renamed to "Cursed aura"
- Whenever your foe attacks, the necklace will attempt to deal damage equal to ((40/1.4)+[y])*[z]*([Damage Intake]/([Player HP]/20)/0.85*0.9% of the damage dealt. The monster can resist at a +0 bonus:

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

The parasitic magic weakens you!

-Balance-wise: 20% choke on the player is worth 20% melee. Monster turns are worth 140% melee so /1.4. Adding to this is [y], representing the potency added by the HP cost of the misc. This is then modified by [z] (the compensation for being unable to unequip the misc) and Actual/Expected damage. Finally, this is non-element so /0.9 penalty (it deals harm damage!). Divided by 0.85 as the cost is always applied but the monster only hits an assumed 85% of the time

Appearance: A simple black choker, complete with a clouded, purple gem
Description: The dark magic held within this choker acts almost in a parasitic fashion, attaching to its host on a spiritual level. Once linked, it will not only weaken them, but also slowly drain their life force. However, unlike most other parasites, this choker will defend its host vigorously...

< Message edited by CH4OT1C! -- 6/13/2020 15:39:37 >
AQ  Post #: 152
6/14/2020 16:53:09   
CH4OT1C!
Member

@Weeum came up with a fantastic idea on discord to create a series of mana-efficient status spells, so I decided to help out! You can find his take on that here


Primordial Metamagic: Perennial Gloom
MC Quickcast efficient darkness spell. Deals no damage but applies "Dark Emanation" to the player [See below]

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Rare GGB
hits: [See effect]
Element: [See effect]
Cost: 366mp (MC used here)

Effects:
- Quickcast, mana-efficient spell so 75% (+5% MC) available for use.
- This spell can only be used once per turn, and cannot be used if the effect is already applied
- The spell deals no damage. Instead, it applies a new status effect, "Dark Emanation" to the player for 3 turns.
- "Dark Emanation" activates whenever the player attacks a monster with a regular attack/skill/spell. Each hit of your attack will attempt to inflict your foe with "Elemental Disempowerment" to outgoing light damage for 1 turn. The potency for this effect is -12.755% damage, and if this exceeds 100%, the standard "half potency, double duration" rule is applied
- Your foe can resist at a -20 bonus*:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterINT
PlayerLUK vs MonsterLUK

*Your foe is shrouded in a darkness that even light cannot penetrate!
Your foe's arcane knowledge enables it to dispel the shroud of darkness!


-Balance-wise: Balance assumes you use a darkness spell against a light monster, so it figures the effects of such a dark spell would inflict disempowerment to light. For that same reason, I'm not modifying the damage based on darkness resistance (no double-dipping!)
- 75% melee over 3 turns (the duration of this imbue), divided by 1.4 (we're weakening a monster's attack) leaves us with 17.857. I divided this by two (I assume a standard player attack is two hits) and by a further 0.7 (-20 save roll)

Appearance: Black mist begins to swirl around the player, and they begin to glow with a deep purple aura
Description: This ancient form of magic will attempt manifest a dark haze around your foe. This shroud is so absolute that even light cannot easily escape!



Metamagic Prototype: Perennial Gloom
Non-mc efficient darkness spell. Deals no damage but applies "Dark Emanation" to the player [See below]

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Common GGB
hits: [See effect]
Element: [See effect]
Cost: 392mp

Effects:
- Mana-efficient spell so 150% available for use.
- The spell deals no damage. Instead, it applies a new status effect, "Dark Emanation" to the player for 3 turns.
- "Dark Emanation" activates whenever the player attacks a monster with a regular attack/skill/spell. Each hit of your attack will attempt to inflict your foe with "Elemental Disempowerment" to outgoing light damage for 1 turn. The potency for this effect is -25.51% damage, and if this exceeds 100%, the standard "half potency, double duration" rule is applied
- Your foe can resist at a -20 bonus*:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterINT
PlayerLUK vs MonsterLUK

*Your foe is shrouded in a darkness that even light cannot penetrate!
Your foe's arcane knowledge enables it to dispel the shroud of darkness!


-Balance-wise: No mp cost reduction because no MC. I've also doubled the potency because I have double the Melee % to play with!

Appearance: Black mist begins to swirl around the player, and they begin to glow with a deep purple aura
Description: This ancient form of magic will attempt manifest a dark haze around your foe whenever you attack. This shroud is so absolute that even light cannot easily escape! This prototype form of metamagic takes longer to cast, but is much more potent as a result!

< Message edited by CH4OT1C! -- 6/15/2020 3:59:42 >
AQ  Post #: 153
6/16/2020 14:05:21   
battlesiege15
Member

I like the idea of the Primordial Metamagicz. We don't have that many status MP spells so these are pretty neat.

However, -12% damage doesn't seem that great since miscs essentially do a much better job than that. Maybe a monster Light damage BTH loss would be more beneficial? Or a shroud that gives the Player +MRM vs. Light attacks (is that possible?)
AQ AQW  Post #: 154
6/17/2020 7:42:37   
CH4OT1C!
Member

I understand your point of view. I chose to deliberately have the effect restricted to -12% damage; the effect is applied on a per-hit basis. That means, should you use a 6-hit attack, you'll be attempting this -12% effect 6 times, each at a -20 save (plus the INT bonus you should already have if using a spell). With the 15-hit Fireball z, that works out to ~-95% damage for 2 turns.
AQ  Post #: 155
6/21/2020 13:26:19   
CH4OT1C!
Member

Primordial Metamagic: Frozen Stupor
MC Quickcast Efficient Ice spell that deals no damage. Instead, it attempts to prevent your foe from using Spells/Skills, and reduces their INT.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Rare GGB
hits: [See effect]
Element: [See effect]
Cost: 366mp (MC used here)

Effects:
- You can activate this spell as many times as it takes to successfully inflict any of the statuses below per turn.
- This spell deals no damage. However, it will attempt to inflict your foe with 3 different effects:
1). INT loss -100*Ice Resistance, [x] Turns
2). The inability to cast spells, [x] Turns
3). The inability to use skills, [x] Turns

Your foe can resist each effect at a -20 bonus*:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterEND
PlayerLUK vs MonsterLUK

(All three have the same roll modifiers)

* Your foe becomes unable to think clearly!
Your foe keeps its mind clear
The cold makes forming spells impossible!
Your foe retains enough focus to cast spells!
Your foe catches hypothermia, becoming unable to use its energy (SP)!
Your foe manages to stave off hypothermia!



Appearance: Your foe becomes shrouded in a blue light. Particles similar to snowflakes fall from this shroud.
Description: This ancient metamagical construct enables you to severely drop the air temperature around your foe for a short period. Whilst it won't freeze your foe, it'll definitely give them a severe case of hypothermia, making them unable to think clearly!



Metamagic Prototype: Frozen Stupor
Non-MC Efficient Ice spell that deals no damage. Instead, it attempts to prevent your foe from using Spells/Skills, and reduces their INT.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Common GGB
hits: [See effect]
Element: [See effect]
Cost: 392mp

Effects:
- This spell deals no damage. However, it will attempt to inflict your foe with 3 different effects:
1). INT loss -200*Ice Resistance, [x] Turns
2). The inability to cast spells, [x] Turns
3). The inability to use skills, [x] Turns

Your foe can resist each effect at a -20 bonus*:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterEND
PlayerLUK vs MonsterLUK

(All three have the same roll modifiers)

* Your foe becomes unable to think clearly!
Your foe keeps its mind clear
The cold makes forming spells impossible!
Your foe retains enough focus to cast spells!
Your foe catches hypothermia, becoming unable to use its energy (SP)!
Your foe manages to stave off hypothermia!



Appearance: Your foe becomes shrouded in a blue light. Particles similar to snowflakes fall from this shroud.
Description: This metamagic prototype enables you to severely drop the air temperature around your foe for a short period. Whilst it won't freeze your foe, it'll definitely give them a severe case of hypothermia, making them unable to think clearly! Although it takes longer to cast, it's considerably more potent as a result!



Primordial Magic: Critical Defect
MC Quickcast Efficient Energy spell that deals no damage. Instead, it attempts an energy spiritual seed that damages your foe's HP and SP

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Rare GGB
hits: [See effect]
Element: [See effect]
Cost: 366mp (MC used here)

Effects:
- You can activate this spell as many times as it takes to successfully inflict the status per turn
- The spell deals no damage, but instead attempts to inflict your foe with two energy-element Spiritual Seeds (0.609, 0.541 potency, 3 turns). The first targets your foe's SP and is renamed to "Energy Imbalance". The second targets your foe's HP and is renamed to "Energy Overload". Your foe can resist with 2 saves at a -20 bonus*:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterCHA
PlayerLUK vs MonsterLUK

PowerLvl vs MonsterLvl
PlayerINT vs MonsterEND
PlayerLUK vs MonsterLUK

- If your foe resists either save, then neither status is inflicted. If compensation is necessary for this to apply, it is fuelled into the potency of each spiritual seed (included in balance numbers below as [Comp?])
- Balance-wise: A quickcast efficient spell means 75% melee to play with, evenly spread between each spiritual seed. Assuming that a power 1 spiritual seed reflects 100% melee, then...
1). The HP spiritual seed is worth 0.375/0.7*1.01*[Comp?] = 0.541 Potency
2). The SP spiritual seed is worth 0.375/0.7*1.125*1.01*[Comp?] = 0.609 Potency

*You create an imbalance within your foe's energy reserves!
Despite the disharmony, your foe's energy reserves remain stable!

Appearance: A small bolt of lightning is emitted from the player, which hits your foe. This energy continues to crackle around your foe after this initial bolt fades.
Description: Originally intended as a form of indirect mana manipulation, Warlic repurposed this energy spell for direct use! While it may seem painless, this construct can create an imbalance within your foe's Energy (SP) reserves. Over time, this imbalance compounds, eventually resulting in a massive outburst of unstable energy!



Metamagic Prototype: Critical Defect
Non-MC efficient energy spell that deals no damage. Instead, it attempts an energy spiritual seed that targets your foe's HP and SP.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Common GGB
hits: [See effect]
Element: [See effect]
Cost: 392mp

Effects:
- The spell deals no damage, but instead attempts to inflict your foe with two energy-element Spiritual Seeds (1.217,1.082 potency, 3 turns). The first targets your foe's SP and is renamed to "Energy Imbalance". The second targets your foe's HP and is renamed to "Energy Overload". Your foe can resist with 2 saves at a -20 bonus*:

PowerLvl vs MonsterLvl
PlayerINT vs MonsterCHA
PlayerLUK vs MonsterLUK

PowerLvl vs MonsterLvl
PlayerINT vs MonsterEND
PlayerLUK vs MonsterLUK

- If your foe resists either save, then neither status is inflicted. If compensation is necessary for this to apply, it is fuelled into the potency of each spiritual seed (included in balance numbers below as [Comp?]).
- Balance-wise: An efficient spell means 150% melee to play with, evenly spread between each spiritual seed. Assuming that a power 1 spiritual seed reflects 100% melee, then...
1). The HP spiritual seed is worth 0.75/0.7*1.01*[Comp?] = 1.082 Potency
2). The SP spiritual seed is worth 0.75/0.7*1.125*1.01*[Comp?] = 1.217 Potency

*You create an imbalance within your foe's energy reserves!
Despite the disharmony, your foe's energy reserves remain stable!

Appearance: A small bolt of lightning is emitted from the player, which hits your foe. This energy continues to crackle around your foe after this initial bolt fades.
Description: This is a prototype version of the energy spell that Warlic repurposed for direct use. Even at this early stage, the spell was clearly designed to destabilise your foe's energy reserves (SP). Although it takes longer to cast, the result is considerably more potent!

< Message edited by CH4OT1C! -- 6/21/2020 13:34:02 >
AQ  Post #: 156
6/24/2020 8:20:00   
CH4OT1C!
Member

Mana Siphon
MC Water Staff. The weapon has a special that drains your foe's MP, storing a proportion of it within the staff. You can then use that MP to boost the damage and accuracy of your spells

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: GGB
Damage: +3 bth lean (*85/88 damage)
Type: Magic
Element: Water

Effect:
- 20-proc special. MC is used to boost the power of the special (*1.75/1.5 Damage)
- The weapon special deals three hits of water damage, targeting your opponents MP (deals *1.5 damage to compensate). If your foe lacks MP, the damage overflows to HP (without the *1.5 bonus). The attack takes a further -50% damage penalty
- Whenever the special occurs, the staff records and adds "MP" to a pool. The amount is proportionate to the damage done: (100*[Damage]/([ExpectedMeleeAttack]*1.5)*[Buffer])%. If the attack damages your opponent's HP, the denominator for this equation is [ExpectedMeleeAttack] instead. [Buffer] Applies a modifier related to monster level and power (so people can't stack as much MP using the combat trainer). The staff can hold a maximum of 2612 "MP". You can check how much "MP" has been stored by hovering over the weapon*.

- Clicking the staff opens a GUI, where you can select two quickcast options. You can use this a maximum of twice per round:

1). Empower Construct
Cost: 262 "MP"
- This applies the "Empowered Spell" status effect to the player for one turn, boosting the damage of all spells cast by 22.5%

2). Redirection Metamagic
Cost: 262 "MP"
- This applies the "Accurate Casting" status effect to the player for one turn, boosting the accuracy of all spells cast by 19.125bth


- Balance-wise: Each effect costs 50% melee in "MP". The potency of each is given a *0.9 penalty because it's "always useful". Then, as spells deal 200% melee rather than the standard 100%, the potency of each effect is halved. This gives a 45/2 = 22.5% boost to spells for one turn.
- Accuracy-wise, 5% melee = 4.25bth. 45/2 = 22.5% to play with, so 4.25 *22.5/5 = 19.125bth


*Your staff has currently stored [x] of your foe's MP!

Appearance: A white and blue staff, topped with an orb that glows when the staff holds any number of mana charges
Description: Created by a now-forgotten order of mages, this staff was specifically designed to drain and utilise the mana of anyone that dare cross them! You can click the staff to spend some of that mana and activate one of two different forms of metamagic. The first boosts your spell damage, and the second makes them more accurate!

< Message edited by CH4OT1C! -- 6/24/2020 8:27:08 >
AQ  Post #: 157
6/28/2020 16:53:38   
CH4OT1C!
Member

Something slightly different from me today...

Until very recently, CIT dominated the META, limiting the popularity of alternative setups. Best summed up in a recent post by Cray, the primary reason for this is that each new item the staff created was compared unfavourably to this incredible overpowered item. This inevitably stifled diversity in item design. However, its recent nerf means the limitation to diversity has now been removed, and this gives us a golden opportunity to do exactly that.

One of the major impacts of CIT was on mages that followed the META. This group preferred to use skills over spells (and were thus dubbed "skillcaster mages"). They did this for two main reasons:

1). Spells and Spell-based skills simply couldn't compete with the damage output of a CIT-boosted weapon-based/old skill. No equally-overpowered option was available, and so they fell to the periphery. Even the recent introduction of prime chaos orb changed nothing, as the tradeoff was more balanced and the effect also applied to weapon-based/old skills.

2). Spells/Spell-based skills are less versatile than their Weapon-based counterparts. I have previously created suggestions in an attempt to help correct this, for example my idea for an "infuse" mechanic. Attached to this, weapon-based skills, fittingly, respect the versatile number of weapon effects available in-game (for example, the bloodblades and infinita staff). Whilst we have some decent spell-boosting weaponry as well, there isn't nearly as much diversity. It is this issue that I want to begin to address today.

My idea is simple, to reintroduce and diversify the number of spell-boosting weapons we currently have, in an attempt to reduce the gap I've explained above. Of course, I want to go further than this (this is an item suggestion thread after all!), and so I considered what could be suitable candidates...

Two or so years ago, the staff introduced three... staffs into the February golden giftboxes. For the relatively short amount of time they were available, they received little attention because, despite each costing an UR giftbox, they only offered a +9.375% damage boost. Not only is this underwhelming in comparison to other options within that giftbox but, with the introduction of Adventurer Figure, it can be considered outright underpowered.

That's where my suggestions for today come in. These items present an excellent opportunity to help fill the gap I've explained above. Rather than leaving them as they are. My suggestion is to reintroduce each, reworking them so that they fill this gap. This would improve item diversity, as well as making them more desirable in their own right. Naturally, I've created my own suggestions for how these items should be reworked. I've focused on Seraph Calamity and Eye of the Underworld today, given they also fit quite nicely with the Paladin/Necromancer theme (which is quite popular at the moment!) but I also plan or reworking Luminous Whiff in due course.

These items won't address the gap on their own, but they would make a good start. Now, without further ado...



Seraph Calamity
MC Light Staff. Uses its MC and no-proc bonus to blind your foe whenever you use a light spell. Paladins gain a further boost to the potency.

Example Tier
Level: 150
Powerlvl: 153

Price: 0 (Scaling)
Sellback:0
Location: UR GGB
Damage: 0 bth lean
Type: Magic
Element: Light

Effect:
- No-proc, so *1.08 damage. The weapon also takes a -7.4% penalty. These should cancel one another out!
- Whenever you use a light spell, each hit will attempt to Blind your foe ([-18.28/HitsAttempted] bth, 4 rounds). They can resist at a -20 bonus*:

Level: (Spell Pwrlvl +PowLvl)/2 vs MonsterLvl
Major: PlayerINT vs MonsterEND
Minor: PlayerLUK vs MonsterLUK

- Balance-wise: Based on previous spell-boosting weapons, 5% melee is equivalent to a +9.375% damage boost to spells (equating to +18.75% melee). This works because you're assumed to use 2 spells every 10 turns, meaning you only gain the mastercraft 20% of the time. This is a boost of 5*5*0.75 = 18.75% melee (*0.75 because you're using a magic weapon)

We have a no-proc bonus worth *1.08. I want this bonus to instead be used to boost spell damage (rather than weapon damage) and so the weapon deals 100/108 or 92.6% damage. This opens 7.4% melee to boost spell damage! Equating this to blind, 5% melee is worth -4.25bth, and we use all three effects (Mastercraft, No-proc bonus and Paladin/Necro trigger) on applying the blind.

One more note: The introduction of Adventurer figure, which boosts ALL spell damage by +9.375% has inevitably shaken up the standards of what we consider a balanced spell-boost. Given Adventurer figure is the latest spell-booster to be released, I've decided to interpret the situation as all single-element spell-boosters are underpowered. A boost applied to every element can be considered omni-elemental, and receives an appropriate penalty. This means the +9.375% damage of Adventurer figure must include that penalty. This is typically *0.6, though I argue this should be *0.65 because you get at least one element for free. As a result, the single-element spell-boost should be 1/0.65 = *1.54 as powerful.

Finally, the blind has a -20 save (/0.7) and lasts for 4 turns (/4), meaning our final numbers work out to be:

No-proc:
4.25*7.4/5*0.75 = 4.72 (accounting for 7.4% melee and the penalty for being a magic weapon)
4.72/1.4 = 3.37 (accounting for monster turns being worth 140% melee)
3.37*5 = 16.85 (accounting for 20-proc on a spell)
16.85*1.54 = 25.95 (accounting for light spells only)

MC/Paladin-Necro bonuses (each):
4.25*0.75 = 3.19 (accounting for penalty for a magic weapon)
3.19/1.4 = 2.28 (accounting for monster turn)
2.28*5 = 11.4 (accounting for 20-proc on a spell)
11.4*1.54 = 17.56 (accounting for light spells only).

Summing up:
25.95 + 17.56 + 17.56 = -61.07 (bth to spend)
61.07/0.7/0.85 = -102.64 (total value once save roll and accuracy taken into account)
102.64/4 = -25.66bth per turn.

For Non-Paladins, this reduces to -18.28 bth, and for Necromancers it becomes -10.9 bth

*Your spell radiates a searing light, blinding your foe!
Your foe manages to endure the intense light emanating from your spell!


Appearance: Same as now
Description: A former possession of the Zombified King Alteon, this staff from another realm amplifies the power of your light spells, enabling them to blind your foe! Alteon wasn't too happy about being zombified, so he made sure this staff was more cooperative if you're a paladin!



Eye of the Underworld
MC Darkness Staff. MC and no-proc bonus are used to inflict "Anima link" on your foe whenever you use a darkness spell. Necromancers gain a further boost to the potency of this effect.

Example Tier
Level: 150
Powerlvl: 153

Price: 0 (Scaling)
Sellback:0
Location: UR GGB
Damage: 0 bth lean
Type: Magic
Element: Darkness

Effect:
- No-proc, so *1.08 damage. The weapon also takes a -7.4% penalty. These should cancel one another out!
- Whenever you use a dark spell, each hit will attempt to inflict an "Anima link" (2.13/[HitsAttempted] power, 4 turns, darkness element), which essentially functions the same as Psionic Link. One small difference: This is treated as a poison rather than a burn. Your foe can resist at a -20 bonus*:

Level: (Spell Pwrlvl +PowLvl)/2 vs MonsterLvl
Major: PlayerINT vs MonsterEND
Minor: PlayerLUK vs MonsterLUK

*Your spell links you and your foe's life force!
Your foe manages to avoid having their life force tapped!


-Balance-wise: Once again, we're working with a no-proc bonus worth 7.4% melee, and MC/Trigger bonuses worth 5% each. I assume here that a power 0.5 "Anima link" is worth 10% melee, as you heal based on the damage dealt. Once again, I multiply by 1.54 for the same reason as above!

No-proc:
0.5*7.4/5*0.75 = 0.56 (accounting for 7.4% melee and the penalty for being a magic weapon)
0.56/2 = 0.28 (the effect damages your foe and heals you)
0.28*5 = 1.4 (accounting for 20-proc on a spell)
1.4*1.54 = 2.16 (accounting for dark spells only).

MC/Paladin-Necro bonuses (each):
0.5*0.75 = 0.38 (accounting for penalty for a magic weapon)
0.38/2 = 0.19 (the effect damages your foe and heals you)
0.19*5 = 0.95 (accounting for 20-proc on a spell)
0.95*1.54 = 1.46 (accounting for dark spells only)

Summing up:
- 2.16 + 1.45 + 1.45 = 5.06 (power to spend)
- 5.06/0.7/0.85 = 8.5 (total value once save roll and accuracy taken into account)
- 8.5/4 = 2.13 Power for 4 turns!

- For Non-Necromancers, the potency is reduced to 1.52. For Paladins, it reduces to 0.91


Appearance: Same as now
Description: Originally from the realm of AQWorlds, this staff was forged for the armies of the Evil Necromancer Dage. You can use it to apply some of your necromantic abilities to your darkness spells, enabling you to drain your foe's life force! Unfortunately, it doesn't work quite as well for Paladins...

< Message edited by CH4OT1C! -- 6/29/2020 16:18:06 >
AQ  Post #: 158
6/28/2020 23:44:28   
Primate Murder
Member

I do rather like the idea of diversifying spell-boosters and will put something out in the next few hours.

Regarding item suggestions:

- When calculating blind, you forgot to account for monster damage. 5% melee blind is 5*.85/1.4 = -3 bth.

- The no-proc bonus of *1.08 exists to account for FO armor lean. As spells do not use said lean (and you basically have a 20% proc that occurs when you cast a spell), this should give you 10% /.2 * .75 = 37.5% melee bonus.

- The balance standards apply penalties to non-elemental effects, not bonuses to elemental ones. Arcane Cutlasses, Athames, Magestaves - every spell booster only applies effects to spells of its element, so *1.66 bonus is unnecessary.


AQ DF  Post #: 159
6/29/2020 4:30:45   
CH4OT1C!
Member

- You have a point when dealing with the no-proc bonus, so I'll consider ways to incorporate this into the formulas when I have time. As for the other effects...
- I do account for monster damage, just later in the formula (once I've added those individual parts up):

quote:

Summing up:
56.44 + 31.125 + 31.125 = -118.69bth to spend.
-118.69/0.7/1.4/0.85 = -142.48bth (to deal with save rate, monster turn and spell accuracy)
-(142.48*0.75/4) = -26.72bth (for 4 turns of blind, accounting for a magic weapon).


... though I do admit that I could have made it a bit clearer to see. When I get to changing the numbers around, I'll change the position of that as well!
- I had considered a number of ways to account for point three. The reason I applied it in the first place was due to the introduction of Adventurer figure, which boosts the power of all spells, not just ones of that element. If I were to create an item that applied the same boost, but only to spells of one element, I would create a disparity in balance. Either Adventurer figure would be overpowered, or the other spell-boosters underpowered. I decided, given Adventurer figure is the latest spell-booster to be released, to follow the latter path. An omni-element penalty is typically *0.6 (I disagree with the strength of that penalty and think it should, at most, be *0.65 but I digress), so I simply considered the +9.375% damage to account for this penalty. The *1.66 simply backtracks on this hypothetical penalty, leaving me back at the original strength for one element. I admit, it's not the most rigorous system I could have come up with, but this is just a suggestion and the staff will change anything they disagree with anyhow. If you have a better system to account for this problem though, I'm all ears.

< Message edited by CH4OT1C! -- 6/29/2020 4:41:53 >
AQ  Post #: 160
6/29/2020 4:40:52   
Primate Murder
Member

I can see your point (though I honestly think AF is bugged or a one-off), but couldn't you use the same justification to say that all weapons should deal 167% melee damage because they're element-locked?
AQ DF  Post #: 161
6/29/2020 5:10:37   
CH4OT1C!
Member

Inevitably, that is a comparison you could draw. The way I choose to interpret the situation is that you're expected to be using an energy spell and an energy weapon against an opponent weak to energy attacks anyway. There are massive limitations to that interpretation, but I don't think there's any good explanation for the change anyway. I'm just trying to work to the current precedent, and I can always retroactively fix things if that precedent changes.
I've recalculated the Blind and "Anima Link" effects, changing the positions of certain penalties (and adding in a new one to deal with that pesky no-proc bonus effect).

< Message edited by CH4OT1C! -- 6/29/2020 16:15:14 >
AQ  Post #: 162
7/1/2020 12:24:49   
CH4OT1C!
Member

Dealing with the other 2 existing magestaves today, but more to come!

Luminous Whiff
MC Wind Staff. MC and no-proc bonus are used to inflict the player with "High Winds", which reduces the damage of any incoming attack, whenever they cast a wind spell.

Example Tier
Level: 150
Powerlvl: 153

Price: 0 (Scaling)
Sellback:0
Location: UR GGB
Damage: 0 bth lean
Type: Magic
Element: Wind

Effect:
- No-proc, so *1.08 damage. The weapon also takes a -7.4% penalty. These should cancel one another out!
- Whenever you cast a wind spell, each successful hit will inflict the player with "High Winds"*, a renamed damage reduction (-59/[HitsAttempted] damage, 2 turns)

-Balance-wise: Based on this post, 7hp damage reduction = 5% melee. Therefore...

No-proc:
7*7.4/5*0.75 = 7.77 (accounting for 7.4% melee and the penalty for being a magic weapon)
7.77*5*1.54 = 59.83 (accounting for wind spells only)

MC:
7*0.75 = 5.25 (accounting for penalty for a magic weapon)
5.25*5*1.54 = 40.43 (accounting for wind spells only)

Summing up:
59.83 + 40.43 = 100.26 (together)
100.26/0.85 = 117.95 (with accuracy taken into account)
117.95/2 = 58.98 = -59 Damage for 2 turns!

*A violent gale surrounds you, protecting you from harm!


Appearance: Same as now
Description: This staff was forged in another realm using several wind essences! As result, any wind spell you cast will stir a gale powerful enough to prevent your foe getting close without tremendous effort!



Winged Sapphire Staff
MC Water Staff. MC is used to apply regeneration to the player whenever they cast a Water spell

Example Tier
Level: 150
Powerlvl: 153

Price: 0 (Scaling)
Sellback:0
Location: R GGB
Damage: 0 bth lean
Type: Magic
Element: Water

Effect:
- No-proc, so *1.08 damage.
- MC effect: Whenever you cast a water spell, the player is inflicted with Regeneration* (2.46 power, 1 round).

-Balance-wise: Assuming a power 1 Regeneration = 10% melee...

0.5*0.75 = 0.375 (accounting for penalty for a magic weapon)
0.375*5*1.54 =2.89 (accounting for water spells only)
2.89*0.85 = 2.46 (account for autohit).

*The staff's enchantment activates, rejuvenating your body!

Appearance: Same as now
Description: Forged in the realm of AQWorlds, this staff has been enchanted to heal you whenever you use a water spell!
AQ  Post #: 163
7/13/2020 8:07:38   
CH4OT1C!
Member

Primordial Metamagic: Savage Gale
MC Quickcast Efficient Wind spell. Deals damage, and also temporarily inflicts the player with "Acceleration" and Freedom

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Rare GGB
hits: 3
Element: Wind
Cost: 366mp (MC used here)

Effects:
- You can only use this spell once per turn.
- The spell deals -46.67+[x]% damage and applies two effects to the player:

1). "Acceleration", which functions the same as my Acceleration Blade suggestion: you have a 12.5*[Monster Wind Resistance]% chance of striking twice in the same turn (a less reliable Celerity). As with celerity, you can't strike more than twice in the same turn. This applies for 2 turns, and can stack with subsequent casts.
2). Freedom. This grants immunity to all immobilising status effects for 1 turn.

- Balance-wise: A quickcast efficient spell offers 75% melee. A full player turn (pet etc.) included is worth 140% melee. An overall 25% chance of striking twice is worth 140/4 = 35% melee (-46.66% damage). This is split over two turns, to reach a 12.5% chance (modified by wind resistance). Nothing else added because it's automatically inflicted. I'll leave the cost of the temporary freedom up to the staff.


Appearance: A gale begins blowing from behind the player, with prominent gusts dealing 3 hits of damage to the monster
Description: This recently rediscovered form of metamagic enables you to manipulate the very air around the battlefield to generate a powerful tailwind! The violent winds will also boost your attack speed and make it impossible for your foe to hinder your strikes!



Metamagic Prototype: Savage Gale
Non-MC Efficient Wind spell. Deals damage and also temporarily inflicts the player with "Acceleration" and Freedom

Example Tier:
Level: 150
PowerLvl: 153

Price: 24,205,166
Sellback: 12,102,583
Location: Common GGB
hits: 3
Element: Wind
Cost: 392mp

Effects:
- The spell deals -46.67+[x]% damage. At the end of the spell, two effects are applied to the player:

1). "Acceleration", which functions the same as my Acceleration Blade suggestion: you have a 25% chance of striking twice in the same turn (a less reliable Celerity). As with celerity, you can't strike more than twice in the same turn. This applies for 2 turns, and can stack with subsequent casts.
2). Freedom. This grants immunity to all immobilising status effects for 1 turn.

- Balance-wise: An efficient spell offers 150% melee. A full player turn (pet etc.) included is worth 140% melee. An overall 50% chance of striking twice is worth 140/2 = 70% melee (-46.66% damage). This is split over two turns, to reach a 25% chance (modified by wind resistance). Nothing else added because it's automatically inflicted. I'll leave the cost of the temporary freedom up to the staff.

Appearance: A wind begins blowing from behind the player, with repeated gusts dealing 3 hits of damage to the monster
Description: This is the early prototype of a recently rediscovered form of metamagic, that lets you manipulate the air around the battlefield. Although this construct takes longer to cast, the powerful winds generated with greatly boost your attack speed, and make it impossible for your foe to hinder your strikes!


< Message edited by CH4OT1C! -- 7/15/2020 16:36:24 >
AQ  Post #: 164
7/19/2020 13:55:31   
CH4OT1C!
Member

Scythe/Spear/Staff of Vitality
MC Energy Staff. Whenever you cast a spell/spell-type skill, it will deal less damage and heal you based on the damage done. MC is used to boost the potency of your Energy Spells/Spell-type skills

Example Tier
Level: 150
Powerlvl: 153

Price: 24,205,166
Sellback: 12,102,582
Location: LTS
Damage: -3bth lean (Melee), +3bth lean (Ranged), +0 bth lean (Magic)
Type: Melee/Ranged/Magic (Depending on Weapon)
Element: Energy

Effect:
- No-proc, so *1.08 damage.
- Free effect: Whenever you cast a Spell/Spell-based skill, that attack will deal -25% damage and heal you for 33% of the damage done
- MC Effect: Whenever you cast an Energy spell/Spell-based skill, the attack will deal...
Staff: +14.4% damage
Spear: 14.4+(0.97*[DEX]/[ExpectedDEX]) + 3.88*([STR]/Expected[STR])% damage
Scythe: 14.4 + (4.85*[STR]/[ExpectedSTR])% damage

- Balance-wise: A standard Magic spell-boost weapon sacrifices its MC to deal +9.375% damage. As I explained in this post, this is given *1.54 in compensation, increasing the boost to +14.4% (magic). Melee and Ranged weapons should receive 133% of this value.

I want to ensure that mages can't abuse the stronger spell-boost available on the Melee/Ranged versions. To do this, I applied a standard 75% (magic) boost to all of the weapons. The Melee weapon then checks whether you have the required STR, before giving you the additional boost. The Ranged weapon receives 20% of this extra boost from DEX, and the rest from STR. Of course, some mages will inevitably have DEX (and so could get up to 20% of the extra boost). However, they'd have to sacrifice 80% of their Weapon stat damage (because they don't typically carry STR!). Whilst a little botched, I believe this should deter mages from using the melee/ranged weapons as I intended

Appearance: A Scythe/Spear/Staff with a similar design to the Blood Blade, with a Blue/Black colour palette. The Blue is the same as the Dynamancer Bloodblade.
Description: The energies within this [Scythe/Spear/Staff] have been carefully shaped to resonate with the life force of anything it touches. As a result, whenever you use a spell or certain skills, the staff will drain your foe's life to restore your own (though they do less damage as a result)! It will also increase the damage if that attack is aligned to energy!

< Message edited by CH4OT1C! -- 7/19/2020 13:57:37 >
AQ  Post #: 165
7/25/2020 7:12:00   
CH4OT1C!
Member

This is my take on an updated form of Shadowfeeder Pendant. I'm fond of powerful items that come with a hefty price, and so...

Charm of Avarice
MC Neutral misc. Increases your SP regeneration at the expense of your defences. MC is used to compress a skill that offers celerity for a reduced SP cost, but boosts enemy damage and accuracy

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 30,256,459
Sell: 15,128,229
Location: LTS
Cost: Nothing (see effect)

Effect:
- Every turn, you gain an additional [x] SP. In exchange, all monster attacks deal + [y]/1.4% damage. No standard misc cost as a result.

- The MC is used to compress a skill, which is activated by clicking the item. This costs either 275 or 196 SP (see below). Upon activation, you receive Celerity for 1 turn, for which no save is made. The SP cost changes depending on whether or not your pets/guests are active. You can use this skill once every two turns.
- On the monster's next turn after you use the skill, it will deal +34.8% damage, gain +10 bth and receive the "Freedom" effect. Any existing status that would be blocked by Freedom is removed.

-Balance-wise: The standard MC on this item is used for skill compression. Celerity skips a monster turn's worth of damage, worth 140% melee. Instead of a further *1.2 "always useful" penalty to cost, the monster gains "Freedom". I just made a broad assumption to quantify this.

50% of the Celerity is paid via the SP cost (70% melee = 392*0.7 = 275 SP), and a further /1.4 compensation is applied if your pets/guests are inactive. This leaves 70% melee. The skill is only available once every two rounds, and so a further 5% reduction is applied. This leaves 65% melee paid for via monster buffs.

+10bth, when assuming a standard 85% hit rate, means the monster should deal 85/95 = 89.4% damage to compensate. This is worth (100-89.4)*1.4 = 16.24$ melee. 65 - 16.24 = 48.76% melee remaining. The remainder is used to increase monster damage, resulting in a 48.74/1.4 = 34.8% damage boost.

Appearance: A simple golden locket, with a embedded stone that shines dark purple. It emanates a dark aura, similar to that of shadow creatures.
Description: This trinket is highly sought after by those who so desperately crave power, they're willing to pay any cost. Normally, it will boost your energy regeneration at the expense of weakened defences. However, you can also click it to activate an unresistable form of celerity. Beware though, for such power always comes with a hefty price...

I also thought I'd have a go at fixing essence orb, currently a highly contentious and overpowered item. I wanted to try and preserve the niche EO has carved out for itself, whilst also ensuring other items can compete

Essence Orb
MC Neutral misc. Converts HP into SP. MC is used to have a chance at healing additional SP.

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153

Price: 6,051,293
Sell: 3,025,646
Location: Guardian Shop
Cost: Nothing (see effect)

Effect:
- Quickcast effect: Click on the misc to spend 75 HP to heal 84 SP. You have an 8% chance to heal 136 SP instead.
- Every time you use this effect, the cost will receive a *1.25 penalty (stacks akin to compound interest). For example, the third use will cost 75*(1.25^2)= 117 HP. The value resets to 75 HP at the end of your turn
- This effect also receives the Dunamis/Thernda/Poelala level buffer

- Balance-wise: The conversion from HP to SP is 1:1.125. 75*1.125 = 84.375, rounded down to 84 SP (conversion inefficiency). MC is worth 5% melee, which only happens 8% of the time. 5/0.08 = 62.5%, so you heal 84*1.625 = 136.5 SP, rounded down to 136. This receives the level buffer to prevent misuse of lower levelled versions of the item.

The *1.25 penalty is arbitrary and can, of course, be changed. The main aim here was to prevent spamming on a single turn. For example, assuming you don't get the boosted healing, 392 SP would take 392/84 = 4.666, or 5 EO uses to reach. This incurs a cost of 75 + 94 + 117 + 146 + 183 = 615 HP. Similarly, a magic skill takes 490/84 = 5.83 or 6 casts, incurring a total cost of 844 HP.

Appearance: This
Description: This is an orb that takes marinara sauce and in exchange gives you a boost to your sauce points (SP). Sadly there's no marinara sauce around, so you'll have to use blood instead.

< Message edited by CH4OT1C! -- 7/25/2020 13:33:37 >
AQ  Post #: 166
8/11/2020 4:55:17   
CH4OT1C!
Member

With the recent release of Paladin, I realised that the direction of my necromancer class rework felt a little off. The main aim of Paladin was to suit a particular build (in its case, Hybrid) whilst also being fun for any class. I decided to rework my original idea with that in mind. Whilst I've kept some abilities, I'm going to entirely redesign others.

Necromancer cloak

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

Price: 96,820,665
Sellback: 48,410,332
Location: Necromancer Class shop

Combat Modifiers
Melee: 45
Ranged:45
Magic: 55

Elemental Modifiers
Darkness main, Earth secondary

Attack is 2 hits. 0bth lean (nothing unusual)

Effects:
- You gain Armor Lean x1
- This armour comes with a variety of armour skills:

Level 0: Dominion
Bearing the title of Necromancer, you can sometimes force your will upon an undead foe!
If your enemy is tagged as "undead", this passive offers a 19.3% chance to attempt to control them*. They can resist at a +20 bonus:

129*0.3 = 38.7 (Control is worth 160% melee divided by the save roll of *0.3, since it's a +20 save)
7.5/38.7 = 19.3 (7.5% melee since it's a common trigger, divided by above value is worth 15.4% chance

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

*You impose your will upon your undead foe!
Your foe defies your will!



Level 1: Summon Minion
Use your necromantic abilities to call forth an Undead minion
Cost: Nothing
This summons the undead minion pet (Undead knight form)


Level 2: Undead Coercion
Your training has amplified your spiritual presence, enabling you to influence your undead foes even when you can't entirely dominate them!
Passive ability. You take -7.5/1.4% damage from any undead foe.


Level 3: Stench of Decay
The transition between life and unlife has a marked effect on the corporeal form, which you can use to your advantage...

Cost: 392 SP (+130 MP in magic form)
Standard Darkness spell (no bth lean, 3 hits). You deal -50% damage and have a [HitsConnected]/3 chance to attempt a darkness poison (5 power, 2 rounds) and a choke (-50/1.4% damage, 2 rounds ). They can resist with 2 saves at a +0 bonus:

Level: 153 vs MonsterLvl
Major: Your[Mainstat] vs MonsterEND
Minor: YourLUK vs MonsterLUK

(assumes power 1 poison is worth 10% melee)
Your foe is poisoned by the toxic fumes!
Your foe endures the toxic fumes!
Your foe is choked by the deadly gas!
Your foe endures the choking fumes!


Level 4: Mastery Of the Dark Arts
Your knowledge of Dark Magic enables you to boost your INT and CHA
Cost: [x] SP
You gain 35 INT and CHA


Level 5: Banshee's Scream
It's much easier for a Necromancer when their foe is already close to death...

Cost: 392SP (+130MP in magic form)
3- hit Spell-type skill with 0 bth lean. You start by dealing 50% of a standard spell, gaining a further +100*[MonsterHP]/[MonsterMaxHP] damage. This means you deal ~150% damage when the foe is at 1HP.


Level 6:

Level 7:

Level 8:

Level 9:

Level 10:

Level 11:

Level 12:

Level 13:

Level 14:

Level 15:

Level 16:

Level 17:

Level 18:

Level 19:

Level 20:


Appearance: A purple/black robe with a hood. Comes with a skeleton warrior nearby
Description: Don this garb to become a master of life and death. You have become a necromancer!



Undead Knight
Darkness pet from the "Necromancer Cloak" armour.

Example tier
Level: 150 MC
PowerLvL: 153

Location: Necromancer Cloak
Element: Darkness

Effects:
- In "Undead knight " form, this is a standard darkness pet. Nothing exciting
- In "Death Knight" form, you can select between your standard attack (-3th lean) or pay 20% melee in HP (70 HP) to have the pet deal +50% damage

Appearance: A standard undead knight monster. After Necromancer level 10, it becomes a death Knight
Description: No description [See necromancer cloak]


< Message edited by CH4OT1C! -- 8/11/2020 9:10:36 >
AQ  Post #: 167
8/11/2020 5:21:24   
Primate Murder
Member

quote:

Control is worth 160% melee

Iirc, it's actually 129% melee. 119% monster turn (140% damage *0.85 accuracy) + 10% DoT damage.

quote:

You gain 50 INT and CHA

Do we have any word from the staff on this? Werepyre only gives 35 points to each stat.

quote:

This means you deal ~150% damage when the foe is at 1HP.

...Why? Just, why?
AQ DF  Post #: 168
8/11/2020 9:15:57   
CH4OT1C!
Member

quote:

Iirc, it's actually 129% melee. 119% monster turn (140% damage *0.85 accuracy) + 10% DoT damage.

Forgot this, and now fixed.

quote:

Do we have any word from the staff on this? Werepyre only gives 35 points to each stat.

No confirmation either way as far as I know. I'll go with the 35 precedent for the moment, though.

quote:

...Why? Just, why?

A couple reasons:
1). To me, makes more sense, given you're "further" from unlife, though that might be an overly simplistic viewpoint
2). Encourages you not to dump your SP immediately, instead waiting a little. Of course, few people would actually use the attack at 1hp, but you can get a more efficient skill by carefully judging the damage boost you'd need to kill your foe.
AQ  Post #: 169
9/19/2020 12:11:28   
CH4OT1C!
Member

Cloak of Fire
MC Backlash lean Fire Armour. MC is spent on the compression of a skill.

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

Prize: 72,615,500
Sellback: 36,307,750
Location: LTS/GGB

Combat Modifiers
Melee: 45
Ranged:45
Magic: 45

Elemental Modifiers
Primary Fire resistance. Modifiers scale via the elemental wheel

Attack is 2 hits. 0bth lean (nothing unusual)

Effects:
- When equipped, you gain a “Backlash” armour lean, making you deal *1 and receive *1.25 damage. You also reflect 20/1.4% of the damage you receive back at your foe (no save penalty).
- MC is used to compress a quickcast skill: Flame Shroud

Cost: 196sp

- When activated a popup displays “You shroud yourself in fire!
- For the next turn, you gain Defence Loss (-10 MRM) and take 22.43% additional damage from monster attacks
- You receive the Backlash Status effect (1 round, 100% damage reflected). Your foe can resist at a -20 bonus:

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

Appearance: Similar in design to the Obsidian cloak, minus the undead minion. The cloak is entirely ablaze.
Description: This cloak really is part of the “hot” new fashion trend! Your foe will get burned just by getting anywhere near you. By standing still and imbuing the cloak with some of your energy, you can make the emanating flames burn with even greater intensity!


< Message edited by CH4OT1C! -- 9/19/2020 18:14:29 >
AQ  Post #: 170
9/19/2020 13:42:30   
Primate Murder
Member

Obligatory minor nitpick:

If you take *1.25 damage, 25% melee are worth 20/1.4% backlash (because 25/1.25).
AQ DF  Post #: 171
11/14/2020 13:19:52   
CH4OT1C!
Member

Talisman of Vitality
MC Neutral Misc. Provides END and a small amount of healing, modified by the amount of damage dealt. MC effect is the compression of a skill, which removes the player's pet, healing them and boosting their damage output

Example Tier:
Level: 150 Mastercraft
PowerLvl: 153
Location: LTS, then Necromancer class shop.

Price: 30,256,459
Sell: 15,128,229
Cost: [x] SP

Effects:
- Provides +50 END
- Heal 7.5*[Damage]/[Expected]% of a standard melee attack. This effect is halved for spells/skills. ^0.75 is applied should the modifier exceed 1.
- Click on the misc to activate a skill*, which takes a turn to use. This will dismiss your pet and remove the option to summon another**. In return:

1). You're healed for 100+(20*5*0.9*0.85*[0.5+0.5*[CHA]/[Expected], Max=1.1])% of an expected Melee attack. This uses the standard INT/STR check, and will instead heal you for 75+(20*5*0.9*0.85*[0.5+0.5*[CHA]/[Expected], Max=1.1])% of an expected melee attack if you're classed as a magic user.

2). You gain a +20*[CHA]/[Expected]*0.9% damage for the rest of the battle. This is applied as Elemental Empowerment: All. The effect is halved for skills/spells and *4/3 for magic weapons.

- Balance-wise: A standard Pet is worth 40% melee. I assume the skill will be used on turn 5 of a 10-turn fight. This means the skill is worth 40*5 = 200% melee. Half of this is dependent upon CHA, and is also split evenly between the healing and damage boost. Both receive a *0.9 always useful penalty, with the heal receiving an additional *0.85 due to auto-hit
-> This is also subject to the standard level buffer effects

*Click to transport your Pet's vitality into your own body, re-invigorating you! (this will dismiss your pet and prevent you from calling another)
**Your pet allows you to borrow their life force, and you feel reinvigorated!

Appearance: A simple golden pendant with a red gem. Activating the skill will make the pendant glow red for the rest of the battle.
Description: This talisman has the power to manipulate anima, allowing you to bolster your own defence and steal a little health from your (rather reluctant) foe. You can also use it to transport a large amount of anima from a (willing) participant into your own body, healing you and letting you fight with renewed vigour!

< Message edited by CH4OT1C! -- 11/14/2020 13:24:30 >
AQ  Post #: 172
12/23/2020 9:16:10   
CH4OT1C!
Member

Benthos Bludgeon
MC Water Mace. Has 2 modes. One stores charges that can be used for a skill to choke your opponent. The second deals normal damage, with a trigger against choking enemies.

Example Tier
Level: 150
Powerlvl: 153

Price: 48,410,333
Sellback: 24,205,166
Location: The Maelstrom!
Damage: -5 bth lean (both modes)
Type: Melee
Element: Water

Effect:
- No-proc, so *1.08 damage.
- Click the weapon’s handle to switch between two different modes:
1). Damage: Weapon deals 100% melee. MC is used for a trigger effect. The weapon deals 107.5% damage if the monster is Choked (based on Alchemical Unity)

2). Pressure: The weapon deals -25% damage, but you gain a charge (modified by monster power level) every turn. Alternatively, you can click the base of the weapon to spend your turn and 196sp generating 6 charges*. By clicking the head of the weapon, you spend 4 charges and perform a 2-hit weapon-based skill (same bth lean as the weapon). This deals -25% damage, and each hit attempts to inflict your foe with Choked** (-39.8% damage, 2 turns). The potency of this Choke is modified by expected damage (with the standard double/half rule applied for >100% damage reduction) and the weapon MC. Your foe can resist at a +0 bonus:

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

*You spend your turn channelling energy into your weapon
**The intense pressure of the strike leaves your foe gasping for breath!
Your foe manages to hold onto its breath!


- Balance-wise: -25% damage is worth 50% melee. This is doubled for the save roll, then halved for the 2-turn duration. For a 2-turn choke, this is worth -50/1.4*85/80*1.05% damage (accounting for monster turns being worth 140% melee, and the higher chance to miss a strike due to the bth lean). This is modified by Expected damage:

Potency per hit= -25/1.4*85/80*1.05*[Damage]/[Expected] = -19.9% damage for 2 turns

Appearance: Something similar to this in teal and silver. When using the skill, a trail of foaming water is left as the mace strikes your opponent twice.
Description: This mace has been imbued with the crushing power of the Benthos. Unleashing the stored energy within will produce an attack with enough force to leave your foe gasping for breath!

Yes, the charges store over battles, but are affected by monster powerlevel. This prevents you storing charges against weak opponents like the combat practice trainer


< Message edited by CH4OT1C! -- 12/23/2020 9:24:40 >
AQ  Post #: 173
6/7/2021 1:25:24   
Mr. Roguish
Member

Lol we have very similar concepts for our assassin class revamps.

What was your idea of how you ended up reorganizing the skills to where they are? Additionally, what was your mindset when you were adding the extra skills?

If you even remember lol.
Post #: 174
6/7/2021 18:04:44   
CH4OT1C!
Member

I decided that I wanted to suggest an update to Assassin because I really enjoyed playing the old class. After taking some time to consider Assasin's original abilities, I realised that, whilst bringing them up to standards would make for a decent solution, the class as a whole lacked a clear sense of direction. With my update, I wanted to create abilities that synergised with one another and provided the class a unique identity unto itself. I decided to do that in two ways:
i). Dodging: The reason behind this was, by nature, assassins typically ambush their victims in order to maximise their chances of success. Attacking a high profile target, whom typically possess multiple layers of defence, requires them to capitalise on their weaknesses. This includes utilising the element of surprise.
ii). DoT Statuses: DoT statuses have not been seen as traditionally very good in AQ [though things have changed a fair bit since this class rework was created]. Assassin represents a perfect opportunity to change that. Not only are underhanded methods of killing (e.g. poison) common among the tools employed by the stereotypical Assassin, but the 20 skill limit associated with Tier 3 classes enabled me to create a range of synergistic abilities to boost DoT effectiveness.

With regards to skill order, some were just placed because I wanted them there. Others were deliberate. For example:
i). I honestly can't think of any better 20th skill for an Assassin than one that can literally instakill their opponent. Assassin's creed is a wave of nostalgia, perfect for the theme and can potentially be very powerful.
ii). Rain of disaster was moved up because the prismatic burn will be devastating when coupled with the other DoT effects
iii). Many of the initial skills are associated with the basics - boosting your defence, backstabbing and stat boosts. This then transitions in later levels to learning how to capitalise on these new defences with skills like "stalwart solitude" and "counter". This choice of progression was deliberate

The overall idea is to stall your opponent by dodging, whilst applying poisons and other DoT effects. Given the potency and variety of these different statuses, your foe will quickly be dealt a huge amount of unavoidable damage every turn, which is further worsened by "Malicious". At that point, you can continue to capitalise on your dodging with further backstabbing and countering, all the while adding more statuses through skills like "Venom Coat" and "Haemorrhage".

< Message edited by CH4OT1C! -- 6/7/2021 18:10:06 >
AQ  Post #: 175
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