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5/8/2019 15:06:38   
Primate Murder
Member

Bard's Ukulele

Wind magic 'bow'
3 hit attack
no special-special, but instead of yourself, your pets and guests deal *1.1 damage.

Effect (toggle): Click on the Ukulele to switch between Standard Mode and Storytelling Mode. In Storytelling mode, all your weapon attacks deal -(20/0.75)% damage, but your pets and guests gain celerity (guest must pay the upkeep twice if they act twice).

MC: Uses Cha instead of Int for stats.

Appearance: The ukulele from Bard of War armors.
Description: The ultimate proof that the ukulele is mightier than the sword!
AQ DF  Post #: 176
5/8/2019 15:17:30   
Primate Murder
Member

Infamous Blade

Melee ele-seeking sword
no bth lean
0-proc, so *1.08 damage.

Effect (passive): Infamous Blade ele-seeks among the standard 8 elements on all weapon attacks.

Effect (passive): The player loses hp worth (HitsMissed*100)% every time they miss with a weapon attack. (calc: 30/0.15, /2 for #ofHits)

Appearance: Mythical Blade, but with the color scheme inverted.
Description: This cursed sword is possessed by the spirit of an infamous assassin. It would always seek out the weakness of your foes, but beware of falling short of the blade's high expectations.
AQ DF  Post #: 177
5/10/2019 6:55:46   
Primate Murder
Member

Swashbuckler's Raiment
Pirate class armor.

FO water armor with good wind and dark secondaries; weak to the rest of the elements to maximize MRM
MRM reasonably high, with a weakness to Magic
2 hit attack at -3 bth lean.

Appearance: The original look brough up to modern standards, has a parrot either flying above or on the shoulder.
Description: Arr! Sail the high seas as a freedom-loving pirate, and learn abilities such as Keelhaul, Walk the Plank and Cannon Fodder!


Level 0: Ain't no Landlubber - Passive/Toggle
Your experience with combat on the high seas has taught you some fancy footwork to get the most from your dexterity!

Toggle: All your Melee and Ranged weapon attacks (as well as Pirate class skills) use Dex*(3/20) + Luck/40 for bth, and Dex/16 + Str/16 for damage.

Passive: Regardless of whether the skill is toggled, all 100-proc guns get the Swashbuckler's armor's lean, dealing +25% damage.


Level 1: Roll the Dice - Toggle
A pirate's life is short, so you might as well enjoy everything it has to offer. Throw caution to the wind, pray to Lady Luck and may Davy Jones have pity on the souls of those that fall short.

On all weapon attacks and specials, make a (Luck/MainStat vs Luck/Dex) save with +0 bonus. If you fail, the attack deals 50% damage. If you succeed, it deals 150% damage.

Additionally, when you land a Lucky Strike, make a second Luck save. If you succeed, gain 50 Pieces of Eight.


Level 2: Petey - Passive
Rely on your faithful (and entertaining) parrot Petey to belittle and enrage your foes, making them attack without any care for accuracy or defense.

At the beginning of every turn, inflict DefLoss (-6 MRM) and Berserk (-20 bth lean) on the monster for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.


Level 3: Jack of All Trades - Toggle
Are you a charming swashbuckler, a cutthroat corsair or a risk-loving privateer? You're the only one who gets to decide.

Choose between a Dex, Cha or a Luck drive. Costs sp, with *1.1 cost for compression.


Level 4: Keelhaul - Active
Show your enemies just who is the master of the high seas!

2-hit weapon-based water skill at -3 bth lean. If you have at least 45 Pieces of Eight, consume them and make a (Luck/MainStat vs Luck/Dex) save with +0 bonus to save. If you succeed, both hits are automatic Lucky Strikes.

Costs sp of a standard skill, reduced due to elecomp.


Level 5: Ahoy, Me Hearties! - Active
Call upon a greedy, but versatile pirate crew to help you out for a cut of the loot!

Calls an sp-costing guest 'Pirate Crew', that has an additional gold upkeep worth 30% melee (150% total damage of a standard guest). MC goes into seeking between water and fire damage, and you can click on the guest to switch between modes:

- Grog and Burn! The Crew throws two bottles of burning grog. Deals damage of a standard guest and inflicts Burn (Power 3, element seeks between water and fire) for 2 turns. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus.

- Dead Men Tell No Tales. Similar animation to Jolly Rotten Roger. Deals 50% damage of a standard guest and inflicts Fear (100% chance of inaction) for one turn. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

- Musket Salvo. The crew shoots the monster with muskets, producing a cloud of smoke. Deals 125% damage of a standard guest and inflicts Blind (-18 bth) for one turn. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save.


Level 6: Walk the Plank - Active
Can you intimidate your foe into giving you everything he has?

Perform a normal attack, and make a save (Cha/Luck vs Cha/Luck) with +0 bonus. If the monster fails, you gain 1 hp potion and 1 mp potion.

If at least one of the hits is a Lucky Strike and you have at least 20 Pieces of Eight, you gain 2 hp and mp potions instead.

Costs sp of a standard skill.


Level 7: Devil's Own Luck - Toggle
Your enemy's Luck ran out the moment they met you.

Hp-costing negative Luck drive. Pay the listed hp and the monster looses a standard drive's worth of Luck. (no save)


Level 8: Cheap Shot - Active
Take advantage of your foe's blunder to shoot them with a hidden pistol!

Choose between two abilities:

Buckaneer's Pistol. Quickcast, the first use per battle is free. At the end of the monster's turn, if you blocked at least one hit, make an attack against it. This is a weapon-based attack using 'Buckaneer's Pistol', a ranged no-special 100-proc gun with +5 bth lean, and gets all modifiers that would affect such an attack, including 'Ain't No Landlubber' passive. The attack does Blocks/Attempts*50/(1.5/10)% (or 333%) damage and can be dodged. The effects lasts for one turn, regardless of whether you blocked a hit.

Reload. Quickcast skill, 1/turn, costs 50% melee in sp. You reload and use your Buckaneer's Pistol.


Level 9: Pillage - Passive/Toggle
Every pirate knows how to get what they want! After many years spent searching for treasure, you can smell loot from a mile away and no monster is gonna stand in your way!

Your Lucky Strikes deal double damage against monsters with high gold lean. Can be toggled to double the bonus (to 3x LS damage) for 10 Pieces of Eight.


Level 10: Cannon Fodder - Active
Bring out the big guns! You have enough gunpowder to use this skill 5 times per day.

1 hit of ranged fire damage at +10 bth lean. Spell-type skill that deals 350% melee damage (1.75x of a standard skill).

Has no cost except your turn. (calc: a day's worth of MC is 1250, so /5 is 250)

< Message edited by Primate Murder -- 7/29/2019 12:41:38 >
AQ DF  Post #: 178
5/11/2019 18:11:25   
Zennistrad
Member

While this is a neat idea, I feel like the Pieces of Eight resource is somewhat underutilized. Generally when there's a secondary resource I feel there should be about three skills that make use of it.

< Message edited by Zennistrad -- 5/11/2019 18:12:34 >
AQ  Post #: 179
5/12/2019 2:12:57   
Primate Murder
Member

Really? I based my suggestion on Sol Neko, which has two charge-using skills.

Well, I added "If at least one of the hits is a Lucky Strike and you have at least 20 Pieces of Eight, you gain 2 hp and mp potions instead." to Walk the Plank skill anyways.
AQ DF  Post #: 180
5/12/2019 19:36:41   
Zennistrad
Member

Hmm, maybe. It's probably just my own personal preference, I still think the class works pretty great as it is.
AQ  Post #: 181
5/13/2019 7:09:41   
Primate Murder
Member

So, I checked to see what non-tier1 classes I haven't suggested revamps for, and this is the only one remaining. That's quite an achievement, I think.

I see wizard as less of a spell-posessing, and more of a spell-enhancing kind of class, since it presumes you're already familiar with magic and have signature spells of your own, so I've removed almost all of wizard's innate spells and turned them into passives and utility.


Generalist's Robe (and elemental variants)
Wizard class armors.

FO armor, for elecomp and because wizards were always glass cannons
Neutral element for generalist, respective elements for Pyromancer's, Hydromancer's, Aeromancer's, Cryomancer's, Geomancer's, Dynamancer's, Lumenomancer's, Tenebromancer's Robes
MRM has a strong focus on Magic
1 hit standard attack.

Appearance: The original has a good idea with robe, cape and pouches. Just bring it up to modern standards, replace some of the tackier staves with orbs, and maybe make it a little less skinny?
Description: Wizards are powerful spellcasters who wield elemental forces of the Ethereal Realm. Unlock the hidden mysteries of the arcane, and get the most out of your (fire/water/wind/ice/earth/energy/light/dark) spells!


Level 0: Arcane Efficiency - Passive
As a wizard, you have learned to get the most from your spells, reducing the amount of mana you need to spend!

All your spells cost 20% less mp. (calc: 25/125)

Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The reduction increases to (20*EleComp)%, but only affects spells of their respective element.


Level 1: Charged Blast - Active
Store some elemental energy for a rainy day each time you use a spell. Once per battle, you can release all that energy in a poweful blast!

Gain 25 Arcana each time you cast a spell. Once per battle, if you have at least 25 Arcana, you can Release the Blast:

Has the same animation and number of hits as the current lvl 4 wizard spell. The spell deals 0.6*(50+75 + #ofArcana)% melee's worth of damage and eleseeks. This consumes all your Arcana (to the max of 275).

Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The spell deals damage opposite to your armor element and deals (50+75 + #ofAP)% melee's worth of damage.


Level 2: Convergent Spells - Passive
Similar spells resonate with each other across time and space. Tap into that power to greatly increase the damage of consecutive magicks!

All your spells deal +25% damage, if you've used the same spell last turn. (basically, casting a spell makes you deal +25% damage with that same spell for one round)


Level 3: Arcane Potency - Passive
Your affinity with the elements allows you to boost the power of your spells!

All your spells deal +12.5% damage. (calc: 25/2)

Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The damage bonus increases to *(EleComp*1.125)%, but only affects spells of their respective element.


Level 4: Elemental Mastery - Passive
Channel the very essence of the elements to cause an effect beyond pure damage with every spell!

Generalist: Prismatic Torrent. All your spells inflict Prismatic Burn (Power 5*132/109) for one turn. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.

Pyromancer: Kill It With Fire. All fire spells deal damage against either monster's FireResist, or as if the monster's FireResistance was equal to 97.5%, whichever is higher. Basically, fire spells never deal less than 97.5% damage. (calc: 25 - 10 for pseudo-harm compression, remaining +15%/2 covers as much of the always-useful penalty as possible)

Hydromancer: Ocean of Power. When you miss with a water element spell, monster is paralyzed for (HitsMissed * EleComp * WaterResist) turns. Monster can resist (Int/Luck vs End/Luck) with -20 penalty to save. (calc: 25/0.15 / (119*0.7); /2 for average #ofHits))

Aeromancer: Deflecting Winds. When you cast a wind element spell, gain +(15 * EleComp) MRM for one turn.

Cryomancer: Frostbite. All your ice element spells have an (IceResist*EleComp*25/84.5) chance to Freeze the monster for one round. Monster can resist (Int/Luk vs End/Luck) with +0 bonus to save.

Geomancer: Crushing Earth. When you cast an earth element spell, inflict Fragile (-25*EarthResist*EleComp End) for one turn. Monster can resist (Int/Luck vs End/Luck) with +0 bonus to save.

Dynamancer: Electrocute. All your energy spells have an (EnergyResist*EleComp*25/60)% chance to autohit. At level 8, this increases to (EnergyResist*EleComp*35.625/60)% chance to compensate for bonus accuracy.

Lumenomancer: Speed of Light. When you cast a light element spell, you have a (EleComp*25/50)% chance to gain celerity (for yourself only). Monster can resist (Int/Luck vs Dex/Luck) with +0 bonus to save.

Tenebromancer: Fell Midninght. All your darkness spells heal your hp for EleComp*12.5% of damage dealt.


Level 5: Summon Elemental - Active
Summon a homunculus crafted from the essence of an element and given life by your will!

Summon an mp-costing guest. Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer get a guest of their element. Generalist summons any one of the 8 guests, but with *0.8 penalty to damage and at *1.2 cost.

All 'Elemental' guest attacks are considered spells and gain all appropriate modifiers. This includes all wizard passives that affect the spell (not ones that affect the player, such as Charged Blast or Elemental Exposure).

FSB: When used with one of the Wizard Robes, the guests deal +5% damage. When used with the Robe of the corresponding element, the guest gains +10% damage.


Level 6: Dharana - Active
Concentrate and draw mana in from the ambient air to charge your mental reserves!

Quickcast, usable once per turn. Spend 125% melee in sp and gain mp of a standard spell.


Level 7: Elemental Exposure - Passive
Draw upon your spells' arcane magics to reduce your vulnerability to all elemental damage!

When you cast a spell, gain Element Shield (-(25/1.4)% damage from all elements) for one turn.


Level 8: Arcane Accuracy - Passive
Your experience with channeling the elements allows you to control their trajectories with increased precision!

All your spells gain +10.625 bth. (calc: 21.25/2)

Pyromancer/Hydromancer/Aeromancer/Cryomancer/Geomancer/Dynamancer/Lumenomancer/Tenebromancer: The bth bonus increases to +(EleComp*10.625), but only affects spells of their respective element.


Level 9: Ethereal Evocation - Active
Infuse your foe with the very essence of the Ethereal Realm, making them highly vulnerable to all forms of elemental magic!

Quickcast, usable once per turn. Inflict Arcane Vulnerability (magic damage is increased by +46%) on the monster for one turn. Monster can resist (Int/Luck vs Int/Luck) with -20 penalty to save. (calc: 50/(1.4*0.7); *0.9 effect and *1.1 cost for non-elemental effect, like with Mana Trap)

Costs 55 Arcana.


Level 10: Arcane Lore - Toggle
Imbue your elemental spells with power directly from the Elemental Planes!

All your spells deal +50% damage, and give double the Arcana.

To compensate, they cost (225/125)% or 1.8x the usual amount of mp.

< Message edited by Primate Murder -- 5/21/2019 22:56:04 >
AQ DF  Post #: 182
5/13/2019 8:51:32   
Zennistrad
Member

How would Arcane Efficiency work for eleseeking spells (e.g. Destruction Burst) for the specialized robes? I'm assuming it would just return a portion of spent MP after casting.
AQ  Post #: 183
5/13/2019 9:14:01   
Primate Murder
Member

That would work, sure. At least, if the spell does damage of the right element.

Actually, it already works in a way - I'm farming Hybee with D-Burst in Generalist robes on one character and Tenebromancer on the other, and Tenebromancer takes longer to run out of sp (since it was before hp costs).

< Message edited by Primate Murder -- 5/13/2019 9:29:19 >
AQ DF  Post #: 184
5/19/2019 5:48:50   
Primate Murder
Member

Loved the week's quest, and figured I might as well make a slight tibute.


Umazen Miners

Energy monster with light and earth secondaries.
MRM focuses on Melee.

5-monster mob, has very high End and high Str. At top level should cap out max hp.

When has enough sp, uses an Earth skill for increased damage.

Umazen Teamwork: The monster deals increased damage and takes reduced damage based on the number of Miners remaining (more Miners - more damage dealt and less taken).

Appearance: Exactly as in the quest. Attack with pickaxes, sp skill is a minecart crashing into you.
Description: You got caught in the middle of a riot! Seems like you'll get first hand experience in some of that hardiness and teamwork that the Miners were boasting about. Yay...


Umazen Scholars

Energy monster with light secondary.
MRM focuses on Magic.

5-monster mob, has high End and Int.

Umazen Teamwork: The monster has a (20*#ofScholarsRemaining)% chance to imbue all your attacks with energy element for one turn.*

*Umazen Scholars use their skill in enchanting to attune all your weapons to energy!

Appearance: Just as they look in the quest. Attack by summoning magical weapons.
Description: You got caught in the middle of a riot! These scholars are not afraid to use their synchronized enchanting skills to fight for the freesoms they historically had!

< Message edited by Primate Murder -- 5/19/2019 6:39:24 >
AQ DF  Post #: 185
5/24/2019 2:48:22   
Primate Murder
Member

It's surprisingly difficult to make the armor both basic and interesting. I've repeatedly found myself nerfing some skills to make warrior slightly inferior to berserker, rogue to ninja and mage to wizard, yet keep the classes balanced and viable by themselves.

On that note, I took into account the complaints some players had about the warrior lacking a resource pool for nukes, so here you go - a pool that you can use for short-term increased damage or two 'free' nukes.


Fighter Armor
Fighter class armor.

Neutral lean, neutral element armor
MRM has a heavy focus on melee, a slight on ranged and pretty weak to magic
Standard attack at -3 bth, #ofHits depends on the weapon.

Appearance: Something more similar to Blackhawke might be preferred. Also, if possible, I suggest different animations for attacks with different weapons - a 1-hit overhead smash with hammers/maces, 3 stabs with a spear/lance, 2-hit attacks with swords or axes.
Description: Master the basic craft of the warrior! Train yourself in combat and the use of weapons to learn skills such as Intense Focus, Armsmaster and Peak Performance!


Level 0: Weapon Proficiency - Toggle
Your training in the use of weaponry allows you to wield any weapon as if it were melee!

All your weapon attacks are converted to melee. No cost, since MRM shifting is a free effect.


Level 1: Fighting Styles - Toggle
The field of battle has taught you that there's time to conserve your strength and time to go all out.

Toggle between 3 modes:

- Conservative. Your armor lean switches to Neutral if it isn't already. Deal -25% damage with all weapon attacks.

- Standard. Your armor lean switches to Neutral if it isn't already. Deal 100% damage with all weapon attacks, and spend one Adrenaline. If you lack Adrenaline, you automatically switch to Conservative mode.

- Brutal. Your armor lean switches to FO if it isn't already. Deal an additional +25% damage with all weapon attacks, and spend two Adrenaline. If you lack Adrenaline, you automatically switch to Conservative mode.

Either way, you start out with 10 points of Adrenaline at the beginning of every battle. The points do not tranfer between battles - you always start at 10.


Level 2: Intense Focus - Toggle
Focus on striking with increased power, sacrificing your defences but dealing inceased damage with all weapon attacks!

The player looses 9 MRM and deals +15% damage with all weapon attacks.


Level 3: Strength of a Warrior - Toggle
Fighters prize strength and power beyond all else. Your long hours of practice allow you to raise your Strength for a slight sp cost!

Sp-costing Str toggle.


Level 4: Martial Training - Passive
Your training, determination and skill allow you to continue fighting when others would tire or falter.

You start each battle with 12 Adrenaline instead of 10.


Level 5: Call Friend - Active
Call a friend from the training to help you out in battle! He'll knock your foe around, leaving him defenceless against your blows.

Calls an sp-costing earth guest that inflicts DefLoss.


Level 6: Second Wind - Active
Draw upon your inner reserves of endurance and conviction to find an extra burst of vitality.

Standard sp-costing heal, using End for stats. If your hp is below 50%, you also gain 4 Adrenaline.

Costs sp of a standard skill; usable once per battle.


Level 7: Armsmaster - Passive
More than any other class, fighters focus on the use of various weapons. Use that training to get the most out of your (WeaponType)!

Get a passive bonus based on the weapon you wield:

- Swords. +4.25 bth on all weapon attacks.

- Daggers and Axes. All your weapon attacks inflict Bleed (Power 0.05, or 0.0625 if armor lean is FO). Monster can resist (Str/Luck vs End/Luck) with +0 bonus to save.

- Hammers and Maces. +5% damage on all weapon attacks.

- Spears and Lances. 1.5x LS damage on all weapon attacks.

- Fists and Claws. All weapon attacks have a HitsConnected*12.5% chance to give you 1 Adrenaline.

- Other. -(5/1.4)% damage taken from all monster attacks.


Level 8: Peak Performance - Passive
You have become the master of combat, dealing increased damage as adrenaline surges through your veins.

Deal +5% damage per each point of Adrenaline that you use on an attack.


Level 9: Agression - Toggle
Sometimes you need careful positioning, calculated strikes and fancy footwork to pull you thorugh the battle. And sometimes you need to throw all that stuff away, and just charge the monster to kill it dead. LEEEROY JEEENKINS!

You are inflicted with Berserk (-15 bth lean).


Level 10: Power Attack - Active
Use a burst of adrenaline to unleash a devastating attack on the monster!

Your armor lean switches to FO if it isn't already.

2-hit attack at -5 bth lean. A standard weapon-based skill that follows the element of your weapon.

Costs 5 Adrenaline.

< Message edited by Primate Murder -- 5/28/2019 13:27:34 >
AQ DF  Post #: 186
5/27/2019 22:59:39   
Primate Murder
Member

Rogue Outfit
Rogue class armor.

Neutral lean, neutral element armor
MRM fairly high, with a slight focus on ranged, then melee, and the weakest to magic
1 hit attack at +3 bth lean; 90% chance of 90% damage and 10% of 190% damage.

Appearance: The original is a good base, though I would suggest making the attack something more... agile. Maybe a roll, with an upward stab?
Description: Rogues rely on agility, cunning and daring strikes to deal with their enemies. Use this armor to master skills like Sneak Attack, Marauder's Instinct and Steal!


Level 0: Weapon Finesse - Toggle
Wield your weapons with finesse and skill, handling them as if they're ranged!

All your weapon attacks are converted to ranged. No cost, since MRM shifting is a free effect.


Level 1: Sneak Attack - Toggle
Use surprise, careful timing and surgical precision to strike your foe when their defences are down!

Do a hit of harm damage at the end of the monster's turn, based on the number of hits that you blocked. The attack autohits and is not affected by the 25% damage penalty of Cutthroat/Thug Modes.

Toggle is used to switch between 3 modes:

- Standard. Sneak Attack deals damage worth HitsBlocked*14.17% melee. (calc: 2.5*0.85/0.15)

- Cutthroat. All your weapon attacks and specials deal -25% damage. Sneak Attack deals damage worth HitsBlocked*70.83% melee. (calc: 12.5*0.85/0.15)

- Thug. All your weapon attacks and specials deal -25% damage; in addition, you take +(25/1.4)% damage from all monster attacks. Sneak Attack deals damage worth HitsBlocked*141.67% melee. (calc: 25*0.85/0.15)


Level 2: Bandit's Dodge - Toggle
Some rogues prefer stalking in the shadows and calculating every strike. You lack the patience for such subtlety, and prefer to get in your foe's face, letting steel and skill decide who's more deserving to live another day.

You take +(15/1.4)% damage from all monster attacks, and gain +9 MRM.


Level 3: Agility of a Thief - Toggle
Dexterous fingers, agile body and swift wit are all necessities for a true rogue. Use your extensive experience to increase your Dex for an sp cost!

Sp-costing Dex drive.


Level 4: Burglar's Backstab - Passive
Stick your knife in and twist it, maximizing damage on sneak attacks and lucky strikes!

Has two effects:

- Damage penalty from Cutthroat and Thug Sneak Attack modes does not apply to Lucky Strikes.

- Sneak Attack has a 16.67% chance of being a Lucky Strike.


Level 5: Call Black Cat - Active
Calls a black cat to reduce your enemies' chance to hit. Only a rogue could be so snarky as to keep a black cat purely to cross their enemies' paths.

Calls an sp-costing guest. Deals no damage, but the monster looses bth worth (18 + 18*Cha/VStat). No save.


Level 6: Ruffian's Recovery - Active
Unlike others, a rogue can't afford to take a moment to heal and rest - they've got to recover on the move.

Make a standard attack on the monster, then make a save (Dex/Luck vs Dex/Luck) with +0 bonus. If you succeed, you drink an hp potion.

Has no cost, but can only be used once per battle.


Level 7: Scoundrel's Tricks - Toggle
Use dirty and effective tactics of streets and back alleys to achieve a variety of effects on your Lucky Strikes!

Toggle between three modes:

- Invigorating. Your Lucky Strikes heal hp worth 50% LS damage.

- Eviscerating. Inflict Bleed (Power 0.5) when you land an LS. Monster can resist (Dex/Luck vs End/Luck) with +0 to save.

- Rattling. When you land an LS, monster makes a save (Dex/Luck vs Cha/Luck) with +0 bonus. If it fails, it's inflicted with Rattled (-15 bth) until it succeeds on a save (similar to bleed).


Level 8: Bruiser's Ripostre - Passive
Remind your foe who's the top dog here every time they make a mistake.

You gain 2.7x LS rate for one round each time you hit with a Sneak Attack.


Level 9: Marauder's Instinct - Passive
Like a wild beast, you sense your wounded enemy's weakness and pounce on it with renewed strength!

Your Lucky Strikes deal double damage against monsters with hp below 50%.


Level 10: Steal - Active
Whether you're a pickpocket, a racketeer or a grave robber, acquisition of treasures that do not belong to you remains the staple of any rogue.

Choose between two skills:

- Use Loot. You use one of the Loots you have acquired. This skill is quickcast, usable once per turn and causes you to loose the Loot. You can't use a Loot if you already have the same type of Loot active.

- Steal. Quickcast, usable once per battle. Monster makes a save (Dex/Luck vs Dex/Luck) with +0 bonus, and if it fails you gain Loot based on the category the monster belongs to. If the monster belongs to two or more categories (except Knickknack), Loot is chosen randomly. Loots last until they're used or until you log out.

Dragonscale (Dragon). Gain +12 Ranged Defense until the end of the battle.

Cloak of Shadows (Shadow). Gain +12 Magic Defense until the end of the battle.

Feather of Levitation (Flying). Gain +12 Melee Defense until the end of the battle.

Essence of Darkness (Werewolf or Vampire). Gain hp regeneration worth 10% melee until the end of the battle.

Nature's Blessing (Natural: Burp, Plant, Bunny, Fish). Gain sp regeneration worth 10% melee until the end of the battle.

Unholy Strength (Demon or Undead). Deal +10% damage with all weapon attacks until the end of the battle.

Pot of Gold (Leprechaun). 2x LS rate until the end of the battle.

Knickknack (Anything else). Randomly gain hp potion, mp potion or some gold.




< Message edited by Primate Murder -- 5/28/2019 12:30:47 >
AQ DF  Post #: 187
5/28/2019 15:05:57   
Primate Murder
Member

Mage Robes
Mage class armor.

Neutral lean, neutral element armor
MRM has a heavy focus on magic
2 hit attack

Appearance: A more dignified version of the original. Has a staff on the back, and minimizes the shield, holding an open book instead. The attack is a magical blast followed by a smash of the levitating weapon.
Description: These robes signify you as a student of the arcane. Study under Warlic to learn a variety of elemental spells, as well as some spell-altering metamagic!


Level 0: Weapon Enchanting - Toggle
Coat your weapon in arcane energies, allowing you to wield blades that you normally wouldn't even be able to lift!

All your weapon attacks are converted to magic, with *0.75 modifier. No cost, since MRM shifting is a free effect.


Level 1: Firebolt - Active
Weave together the volative energies of fire and lightning to strike down your foe!

Standard 1-hit spell, seeks between fire and energy.

Costs mp of a standard spell + 10% melee in sp (for compression).


Level 2: Shape Magic - Toggle
Alter the composition of your spell to enhance its power or accuracy!

Click to toggle on one of the two modes. Click again to disable the effect.

- Focus Spell. All your spells gain +10 bth lean.

- Empower Spell. All your spells gain -10 bth lean.


Level 3: Knowledge of a Mage - Toggle
Mage's powers require constant study, excellent memory and on-the-spot improvisation. Focus on reciting your spells and increase your Int for an sp cost!

Sp-costing Int drive.


Level 4: Acid Arrow - Active
With a wave of your hand and a sharp syllable, you send out an arrow of corrosive acid!

Standard 1-hit spell, seeks between water and earth.

Costs mp of a standard spell + 10% melee in sp (for compression).


Level 5: Call Familiar - Active
Call forth a Flying Eyeball to attack your foes and restore your mp!

Calls an sp-costing darkness guest. Deals 50% damage and heals your mp for 1.5x damage dealt.


Level 6: Arcane Rejuvenation - Active
When in a pinch, draw upon your magical reserves to restore hp!

Standard healing spell, uses Int for stats. Usable once per battle, but if your hp is below 50%, Arcane Rejuvenation heals 150% hp of a standard spell.

Costs mp of a standard spell.


Level 7: Phantom Bolt - Active
Craft an illusionary projectile of finely woven light, and fill it with compressed air to provide substance.

Standard 1-hit spell, seeks between light and wind.

Costs mp of a standard spell + 10% melee in sp (for compression).


Level 8: Master of Magic - Toggle
Change the arithmantic framework of your spell to stabilize it or drive it wild for a chance to deal high damage!

Click to toggle on one of the two modes. Click again to disable the effect.

- Stable Spell. Your spells have all their Random damage converted to Base.

- Wild Spell. Your spells have all their Base damage converted to Random.


Level 9: Mana Manipulation - Toggle
Channel excessive amounts of mana through your spell to increase its power, or lower the spell's damage output to conserve your mp!

Click to toggle on one of the two modes. Click again to disable the effect.

- Efficient Spell. Your spells cost 60% mp, and deal 75% spell damage.

- Overcharged Spell. Your spells cost 4/3 mp, and deal 29/24 spell damage.


Level 10: Necrotic Orb - Active
Send out a sphere of necrotic energies to assault your foe with the chill and darkness of the grave!

Standard 1-hit spell, seeks between ice and darkness.

Costs mp of a standard spell + 10% melee in sp (for compression).



< Message edited by Primate Murder -- 5/28/2019 15:07:38 >
AQ DF  Post #: 188
6/1/2019 4:34:28   
Primate Murder
Member

A tribute to the monster that is Afterlifex in the Moderator Challenge.


Revenant (revamp)

FO darkness armor
High Ranged, neutral Magic and weak Melee defenses; looses 7.2 MRM to enhance the effect.
2 hit attack.

Effect (passive): You start each battle at 10 Charges, and loose 1 Charge at the end of each turn. Caps at 0 Charges and resets at the end of the battle.

Effect (passive): Once per battle, when you're reduced to 0 hp and you're in the armor, you activate the Retribution effect.* You heal hp to the amount it was at at the end of your last turn (accounted for via 4.2 MRM penalty), and your next weapon attack against the monster deals +(#ofCharges*20)% damage.

*Strike back with a vengence against the one who has slain you as an undead Revenant!

Appearance: Doesn't really need changing.
Description: Even when it appears you have been defeated in battle, you can draw upon a reserve and continue fighting with a vengeance.

AQ DF  Post #: 189
6/24/2019 23:29:36   
Primate Murder
Member

Wisdom Stat

A seventh stat. At Wis=VStat, provides the following benefits:

- Sp regeneration is doubled (to 50% melee per turn),

- DoT (Bleed, Burn and Poison) damage is doubled,

- 25% of activating 'Wise Choice' when the monster is inflicted with a DoT effect. The DoT has double the power.


Calc: An average stat is worth around 50% melee (not counting extra bth). 25% goes into sp regen; 20% into DoT damage increase (according to Neko's 5% melee = +25% DoT damage); 5% into a Lucky Strike of sorts for DoT inflictions.

Notes: An idea for the upcoming stat revamp. Mostly, I see it as an alternative to Luck for sustained damage builds, especially beastmaster ones. Increased sp regen allows you to run both a guest and a misc, and DoT enhancement is mostly because we don't currently have anything than affects DoT damage.
AQ DF  Post #: 190
6/24/2019 23:45:35   
Primate Murder
Member

Gogg's Claw

Melee energy claw
no bth lean
0-proc, so *1.08 damage.

Effect: You start the battle with 25% LS rate (instead of 10%), and loose 2% LS rate at the end of each turn. Caps at 5% LS rate. Resets at the end of the battle. (calc: 20-0 as flavor effect, like Tongue of Stragath, with +5% LS rate as MC).

Appearance: Similar to Katars, but using a Gogg's claw that's crackling with energy.
Description: A set of vicious claws firmly attached to an insulated glove. These claws still retain the propensity of a Gogg to ambush their prey, which makes them perfect for surprising your foes!
AQ DF  Post #: 191
6/24/2019 23:57:17   
Primate Murder
Member

Summon Werepyre

Summons an earth guest, with the upkeep cost divided evenly between sp and mp.

Effect (free): Savagery. The player takes +(15/1.4)% damage from enemy attacks, and the Werepyre guest deals +25% damage. (calc: 15/0.6)

Effect (MC): Werepyre. Uses Str+Int in place of Dex for stats.

Effect (Subrace): Pack. If the player has werepyre subrace or is using werepyre armors, the guest deals +10% damage.

Appearance: A standard werepyre monster.
Description: Summon a vicious werepyre to fight by your side!
AQ DF  Post #: 192
7/8/2019 5:34:31   
Primate Murder
Member

Based on Dragonfable's class, with a minor tribute to Rising of the Shield Hero.


DeathKnight
Deathknight class armor.

FO dark armor with a close light secondary, decent resists to other elements
MRM lowered to max out resists, Magic>Melee>Ranged
2 hit attack at +3 bth lean.

Appearance: Based on Dragonfable's Death Knight. Eye color changes to red, if possible.
Description: You have studied the skills of paladins and the spells of necromancers, and found the two to be more similar then either would want to admit. Fuse the powers of light and darkness to learn skills such as Dark Boon, Rot and Blood Sacrifice!


Level 0: Spiritual Possession - Toggle
Summon the spirit of a great warrior to guide your strikes. While you're possessed, your ability to work with others matters more than innate reflexes!

All spells, as well as Melee and Magic attacks use Cha in place of Dex for stats.


Level 1: Necrotic Presence / Inner Light - Toggle
Inflict a necrotic burn that burns away your foe's life, or concentrate on your inner light to recover and heal your wounds.

Toggles between the three states. NP and IL both cost 25% melee in sp per turn.

At the end of your turn, Necrotic Presence inflicts the monster with a stacking Corrupted status (Power: 1.25) that lasts until the end of the battle. This causes the monster to loose (12.5/1400) or 0.89% MaxHP at the end of each turn. The status is considered a Burn for the purposes of modifiers and caps at Power: 12.5 (8.9% MaxHP lost). Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

At the beginning of your turn, Inner Light gives the player Blessed status (power: 1.25) that lasts until the end of the battle. This causes the player to heal (12.5*0.85/2000) or 0.53% MaxHP at the end of each turn. The status caps at Power: 12.5 (5.3% MaxHP healed). Monster can disrupt your concentration, so to gain the effect, you need to make a save (MainStat/Luck vs Cha/Luck) with +0 bonus to save.


Level 2: Dark Boon - Passive
Every so often, the Darkness blesses your efforts, allowing you to take the life of your foe with a single strike!

The player starts with one Death Charge. The player can get more Death Charges from various DeathKnight skills. The charges cap at 10 and reset at the end of the battle.

For each Charge, the player looses hp worth 5% melee at the end of each turn, and has 1% chance of dealing damage equal to the monster's current hp (renamed PWD).


Level 3: Soul Slash - Toggle
Summon a swarm of malicious ghosts from the Underworld to rend and tear at the soul of your foe.

At the end of your turn, you pay sp upkeep of a standard guest and the monster is Poisoned (Power: 12 * HitsConnected/HitsAttempted) for one round. It counts all your weapon attacks and spell hits. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save.

Your guest does not attack while this skill is toggled.


Level 4: Rot - Toggle
Accelerate the decomposition processes in your enemy's body!

At the end of your turn, the monster is inflicted with Fragile (-25 End) for one turn. Monster can resist (MainStat/Luck vs End/Luck) with +0 bonus to save.

Costs 25% melee in sp, and you gain 1 Death Charge each turn the skill is toggled.


Level 5: Aura of Light - Active
Call upon the light to shield you from harm and grant your words incredible persuasive ability.

Summons an Aura of Light misc (replaces any miscs currently equipped). While it's equipped, you take reduced damage from all light and darkness attacks, gain Cha, and your Heal Resistance is lowered by 10 (to -110%). You also gain one Life Charge each turn the misc is equipped (free effect).

Has the appropriate misc upkeep.


Level 6: Bolstering Strike - Active
Attack your foe without mercy, regaining health and vigor with every strike.

Perform a normal attack. If the second hit of the attack connects, the monster is inflicted with Divine Smite for 4 turns (not subject to save). While the status is active, you heal hp worth (25*0.9/1.4) or 16% of all damage the monster takes.

Costs sp of a standard skill, and you gain 2 Life Charges.


Level 7: The Light of Salvation - Passive
Every so often, the Light blesses your efforts, allowing you to fully regain your hp!

The player starts with one Life Charge. The player can get more Life Charges from various DeathKnight skills. The charges cap at 10 and reset at the end of the battle.

For each Charge, the monster heals hp worth 5% melee at the end of its turn, and the player has 1% chance to regain all hp (reverse PWD).


Level 8: Lifeseeker - Toggle
Feed your pet some of your life-force, imbuing it with necrotic energies that enable its strikes to always draw blood!

All your pet's attacks autohit.

Costs hp worth (0.4*30) or 12% melee.


Level 9: Blood Sacrifice - Active
Spill your blood upon the altar of darkness to summon a powerful undead monstrocity to assault your foe! Be warned - while this ability is powerful, it is also extremely taxing and can knock you unconscious!

Spell-type darkness skill. The player looses 10% MaxHP, and the monster takes damage worth (HPLost*EleComp*1.5*0.85). Afterwards, the monster is inflicted with Bleed (Power: 1). Monster can resist bleeding (MainStat/Luck vs End/Luck) with +0 bonus to save.

Aside from the hp cost, the player also gains 2 Death Charges and makes a save (MainStat/Luck vs VStat) with +0 bonus. If the player fails the save, they're knocked unconscious (renamed Sleep).


Level 10: Presence of Death - Active
Manifest a simulacrum of Death Incarnate, turning even the slightest scratch into a lethal injury!

Effect (passive): Whenever you kill the monster with anything except a weapon attack or a spell (such as DoT, type Other or pet/guest attack), you gain 1 Dark Soul. (calc: 50/(40/140))

Effect (active): Quickcast, costs 1 Dark Soul and 25% melee in sp. All your Poisons and Burns deals double damage for the rest of the battle. (calc: 5% melee = +25%, ergo +100% = 20% melee; *10 for expected battle duration)

< Message edited by Primate Murder -- 7/9/2019 1:53:46 >
AQ DF  Post #: 193
7/8/2019 8:08:53   
Primate Murder
Member

Dragonfable's best pet. Might be a good choice for next year's GGB crossover.


Stan the ScanOrb

Neutral element pet, not MC'd

Effect: Deals no damage, instead inflicting Scanned (renamed EleVuln) for one turn. While Scanned, the monster takes +18.4% damage from all sources. Monster can resist (Cha/Luck vs Cha/Luck) with -20 penalty to save. (calc: 30*0.6/1.4/0.7)

Effect: When the player's hp is below 50%, they're affected by Heal Aura, lowering Heal Resistance by 40% (to -140%).

Appearance: Same as Dragonfable's ScanOrb. A random insulting message appears whenever it scans the monster.
Description: The one and only, Stan the ScanOrb! Accept no substitutes! Made in Lore.
AQ DF  Post #: 194
7/9/2019 2:07:36   
Primate Murder
Member

Black Runed Crossbow

Ranged darkness crossbow
2 hits

Effect: By paying 15% melee in hp (same as for bloodblades), all Black Runed Crossbow attacks autohit.

Appearance: A blackened crossbow with runes that glow a dull crimson.
Description: This blackened crossbow is enchanted with blood runes that ensure your hits never miss their target.
AQ DF  Post #: 195
7/9/2019 2:16:21   
Primate Murder
Member

Signature Spell

2 hits of energy damage at +5 bth lean. Deals +5% damage for every empty (active) spell slot.*

*By focusing your mind on mastering a single spell, you deal +x damage!

Costs mp of a standard spell.

Appearance: Currents of magic swirl around you, forming into a single sphere that launches at the monster.
Description: This is your signature spell! Focus on mastering it, and your efforts will be repayed with increased damage!
AQ DF  Post #: 196
7/9/2019 2:42:19   
Primate Murder
Member

Moglin War Party

Ice monster mob
MRM average, with a focus on Magic
High Int, Cha and Luck.

Mob composed of three monsters - Chilly, Twilly and Poelala.

- Chilly attacks with powerful ice damage, dealing more damage if Twilly or Poelala are killed.

- Twilly does no damage, but heals Chilly. If Chilly dies before Twilly, Twilly revives Chilly with hp worth a single turn's healing.

- Poelala does no damage, but increases Chilly's damage. If Chilly dies before Poelala, Poelala instead increases Twilly's revival healing. If both Chilly and Twilly die before Poelala, Poe does one hit of Magic harm damage.

Appearance: Chilly, Twilly and Poelala, no frills.
Description: These moglins are on a warpath!
AQ DF  Post #: 197
7/9/2019 2:59:43   
Primate Murder
Member

Loco's Mallet

Melee/Magic energy hammer
Randomly uses either +3 or -3 bth lean
0-proc, so *1.08 damage.

Effect: All player weapon attacks deal *132/109 damage, but the player's elemental resists are scrambled for one turn after each hit of the Mallet.

Appearance: A large clown mallet with Loco's face on the side.
Description: A large hammer imbued with Loco's power. It hits harder than normal, but wielding the implements of the chaos lord always comes at a cost!

< Message edited by Primate Murder -- 7/9/2019 3:00:18 >
AQ DF  Post #: 198
7/9/2019 4:07:35   
CH4OT1C!
Member

I get where you've got the cost for Black crossbow, but autohit penalties usually assume that the player has min accuracy.
AQ  Post #: 199
7/9/2019 4:24:25   
Primate Murder
Member

It's a ranged weapon, so it already has an inbuild penalty if you have no Dex.
AQ DF  Post #: 200
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