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RE: Shields - Read the first post!

 
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12/30/2020 17:25:35   
  Kamui
 Hashire sori yo Kaze no you ni!


Mystic Father Time

Basically an Energy clone of the existing Father Time shield. Shares the same variable and such for the time reversal.

Level	5	15	35	55	75	95	115	135	150G
									
Energy	-2	-6	-14	-19	-21	-23	-24	-25	-26
									
Melee	2	4	6	8	11	12	15	16	16
Ranged	-4	-4	-2	0	5	6	6	6	8
Magic	1	4	5	8	11	12	14	16	16
									
MCPrice	35	47	178	1226	9682	77859	627513	5059007	24205166
MCSell	17	23	89	613	4841	38929	313756	2529503	12102583
AQ DF MQ  Post #: 126
1/9/2021 21:58:01   
  Kamui
 Hashire sori yo Kaze no you ni!


Lorian Shield

Light shield, MC effect toggles between two modes. It will either boost your block rate against incoming attacks by default, or lower your damage taken. Similar to the Master's Blade, it scales potency based on how full your HP is, with a value = to 10% Melee at 100% HP, 5% Melee at 75% HP, and 0% Melee at <= 50% HP, basically every 5% HP you lose below your max you lose 1% Melee worth of potency on the shield's effects. The following numbers are based on you being at 100% HP, thus are the full potency at 10% Melee.

Block mode: Lowers BtH of incoming attacks by 6.

Resistance mode: Lowers incoming damage by -(10 / 1.4 = 7.14)%.

If used with the Master's Blade, the Master's Blade effects get doubled potency.

Level	5	15	35	55	75	95	115	135	150
Type	-	-	-	-	-	-	-	-	G
PowLvl	5	15	35	55	75	95	115	135	153
									
Melee	0	2	6	7	9	12	12	13	14
Ranged	0	2	6	7	9	12	12	13	14
Magic	0	2	6	7	9	12	12	13	14
									
Ele	-3	-7	-13	-19	-21	-22	-24	-25	-26
AQ DF MQ  Post #: 127
1/17/2021 23:58:39   
Lv 1000
Member

From Kam on Discord:

Item Update -
quote:

Lorian Shield: Similar to the Master's Blade, the shield now caps out at effects = to 15% Melee at full HP. So at full HP you'll get +9 MRM in block mode, or take -(15/1.4)% damage in damage reduction mode. These still scale down as before, so you'll go down to 7.5% Melee for the effect at 75% HP (so +4.5 MRM, for example), and the effect vanishes fully at <= 50% HP.
Post #: 128
2/1/2021 22:41:10   
  Kamui
 Hashire sori yo Kaze no you ni!


Brightslayer Bulwark

Ice shield, MC effect is that based on the % of attacks that miss against you from the monster, you gain up to a +33.333...% damage Empowerment effect for the next turn, basically the bonus is +(100 / 3 x Misses / Attempts)% damage. MC is normally 5% Melee, due to 85% hit rate that gets /0.15, so that gives us 33.333...% Melee. This Empowerment effect covers all elements, and is applied at the start of your turn, and you can freely swap shields once the effect is applied. If using the Brightslayer weapons, the potency of this effect gets doubled to a max of +66.666...% damage Empowerment. Scales, so sample numbers are below.

Level	-	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153
						
Ele	-18	-20	-22	-24	-25	-26
						
Melee	9	11	12	12	13	13
Ranged	10	12	13	13	14	14
Magic	10	12	13	13	14	14
AQ DF MQ  Post #: 129
2/1/2021 22:41:31   
  Kamui
 Hashire sori yo Kaze no you ni!


Nutcracker Defender

Light shield, MC effect causes you to be granted a beneficial effect at the end of your turn based on which mode the shield is in, the shield has 3 modes. In order to activate these effects, you must have the listed SP to power the effect, the shield pays 5% Melee MC as well as 20% Melee in SP for these effects. In EleShield mode, which is the default, the shield will grant you a 1-turn -(25/1.4 = 17.86)% damage taken universal EleShield (as a quick-cast, this would be locked to Light or take a cost/potence penalty to be non-elemental, but since you have to end turn with the shield equipped, that's enough to not have it considered always useful). In DefBoost mode, the shield will grant you a 1-turn +15 MRM DefBoost. Finally in Regen mode, the shield will apply a mini healing spell to you worth 25% Melee, with a x0.85 modifier since it auto-hits (no always useful penalty since, again, you must end your turn while the shield is equipped), primary stat for the spell is END instead of INT. If you don't have enough SP when your turn ends to power any of these effects, the shield will skip applying its chosen effect, and instead heal your SP for 5% Melee (so 1/4 of the usual SP cost for the effects). If used with the Nutcracker weapons, the shield will only charge 15% Melee in SP (so 3/4 of the amount listed) per turn, if you don't have the required SP, the shield will instead heal your SP for 10% Melee (so 1/2 of the amount listed).

Level	-	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153

MPLvl	58	77	97	117	137	152
SPCost	25	34	44	56	68	78
						
Ele	-18	-20	-22	-24	-25	-26
						
Melee	10	12	13	13	14	14
Ranged	10	12	13	13	14	14
Magic	9	11	12	12	13	13
AQ DF MQ  Post #: 130
2/2/2021 15:10:40   
Bao Zi
Member

@ Kamui
quote:

If using the Brightslayer weapons, the potency of this effect gets doubled to a max of +66.666...% damage Empowerment. Scales, so sample numbers are below.


Brightslayer Bulwark did not get any boost when using with Brightslayer weapons.
AQ  Post #: 131
2/4/2021 11:17:29   
battlesiege15
Member

Could we get official info subs for the Dreamweaver shields? Thank you.
AQ AQW  Post #: 132
2/12/2021 19:17:22   
  Kamui
 Hashire sori yo Kaze no you ni!


Dark Asgardian Shield

Darkness shield, MC effect is skill compression. The skill checks your equipped weapon to determine its SP cost and if it should do Melee/Ranged/Magic damage. The skill has a +10 accuracy lean and pays 66.5% Melee (this is done after calcing the boost it gets from EleComp for being on a shield) to attempt to inflict a 3 turn (33.3... x MobDarkRes x Hits / 2)% stun rate Daze, the skill has two hits. Status inflicts with your STR/DEX/INT (for Melee/Ranged/Magic damage, respectively) and LUK vs mob's END/LUK, 50% save.

Level	-	5	20	51	72	95	115	135	150
Type	B	B	B	B	B	B	B	B	B
PowLvl	5	15	35	55	75	95	115	135	153
									
MPLvl	12	21	39	58	77	97	117	137	152
SPMeRa	41	55	88	127	171	222	279	342	392
SPMag	51	69	110	159	214	278	349	427	490
									
Base	15	20	35	51	72	96	124	154	179
Rand	28	41	68	104	144	194	247	309	358
Stat	199	251.8	370.6	489.4	614.8	746.8	878.8	1010.8	1109.8
BtH	3	5	10	14	19	24	29	34	38
									
Dark	-3	-7	-13	-19	-21	-22	-24	-25	-26
									
Melee	0	2	6	7	9	12	12	13	14
Ranged	0	2	6	7	9	12	12	13	14
Magic	0	2	6	7	9	12	12	13	14
AQ DF MQ  Post #: 133
2/25/2021 18:15:29   
  In Media Res
 Lemon Bars of Order


quote:

Kinda minor but: I was fixing a bug with the Doom Knight's Blade and while I was there I figured I could touch up the code a bit. One thing led to another and
- it now scales
- it now uses *1.09 damage for no special (instead of *1.08)
- deals +10% damage to undead (instead of *1.1)
- really minor point, but it literally replaces [Mob's Darkness res] with [Mob's whatev res], instead of doing the *new/old. It should have the same outcome, except now it works against mobs with 0% Darkness.

I also got the shield because it'd be a bit weird of only one scaled, eh?
- it now scales
- its damage is a bit higher (the same way that we upped poison/burn when the stat cap was increased)
AQ  Post #: 134
2/25/2021 23:21:32   
  Kamui
 Hashire sori yo Kaze no you ni!


Legion Shogun Defender

Water shield. MC effect is that you hit your SP with a healing effect worth 2.5% Melee each time you get hit by an attack. Technically this has a /0.85 boost since it requires you getting hit, but it also gets a x0.85 penalty since it auto-hits. The 2.5% is the 5% MC split in half since we assume 2 hits on average per turn per source.

Level	10B	30B	50B	70B	90B	110B	130B	150B
PowLvl	19	36	54	73	93	113	133	153
								
Melee	1	2	4	4	8	10	12	12
Ranged	1	2	4	4	8	10	12	12
Magic	4	8	9	10	13	15	16	16
								
Water	-9	-14	-19	-22	-23	-24	-25	-26
AQ DF MQ  Post #: 135
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