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RE: Armours - Read the first post!

 
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5/29/2020 15:28:44   
  Kamui
 Hashire sori yo Kaze no you ni!


Tank Knight

Fully Defensive <all elements> armours. MC effect is that for every attack attempted against you, hit or miss, you get one Defender charge. Each charge is worth 2.5% Melee (assume average of 2 hits per turn, usual MC is 5% Melee, so each charge is worth half that), and you can hold up to 100 charges, the equivalent of 250% Melee. If you have at least 51 charges, you can use a quick-cast skill that burns 51 charges and gives you an <armour element> Element Shield that reduces your damage taken for 1 turn by 90%. Mob attack is worth 140% Melee, x0.9 due to it lowering damage by 90%, so total value is worth 126% Melee, 51 charges is = to 127.5% Melee. Charges are shared between all elemental variants. The elements follow the usual wheel pattern, so Geo Tank Knight is Earth < Fire/Dark < Energy/Water < Ice/Light < Wind, as an example.

Level	15Z	55Z	95Z	135Z	143Z
PowLvl	47	70	105	145	153
					
BR%	241	310	415	535	559
Stat%	410.2	562	793	1057	1109.8
BtH	5	8	13	18	19
					
Main	72	61	51	41	39
Ally*2	79	71	62	55	54
Ntrl*2	89	84	78	74	72
Weak*2	94	92	89	85	83
Opp	99	97	95	95	95
					
Melee	38	42	47	54	55
Ranged	33	37	42	49	50
Magic	28	32	37	44	45
					
MCPrice	462	1320	2871	5324	5940
MCSell	Z	Z	Z	Z	Z
AQ DF MQ  Post #: 226
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