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RE: Zenn's Suggestion Thread!

 
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5/15/2019 17:26:54   
Zennistrad
Member

Here's an armor based on some of the rejected ideas I had for my work-in-progress Turtle Tamer class armor. I'm not so sure if it works exactly, but it's something I found interesting to explore.

The armor is one that emphasizes versatility, with how powerful it is being mostly based on your other equipment.

quote:

Armamancer's Cloak

FD Earth armor. Mastercraft, can infuse your weapon with your shield's element for added damage. Can also switch to an FO lean.

Average MRM, spread evenly across all three.

Standard attack is two hits at a +0 BTH lean.

Appearance: A set of plain brown robes and leggings, but with a suit of chainmail over the chest. The robes have a hood that's pulled back, and a scabbard by the waist with a small short sword sheathed in it.

Description: Armamancers form a spiritual bond with their weapons and armor, allowing them to invoke their weapon specials at will, focus their strikes, and change their armor lean!

Skills:

Invoke Offense/Invoke Defense:

Commune with the spirit of your armor to change your armor lean!

Toggle between a fully-offensive and fully-defensive lean.

Invoke Weapon:

Commune with the spirit of your weapon to invoke its weapon special at will!

Costs 50% melee. Performs a normal attack, except it's an automatic special attack.

The special attack deals a (150 * ProcRate / [ProcRate + 10])% damage of the usual special, making it equal by default to 150% a normal attack.

If your weapon is Mastercraft, the damage is subtractively reduced by -[500 / ProcRate]% of a normal attack before applying the multiplier, so (150 * ProcRate / [ProcRate + 10])% of ([Normal Special BR]% - [500 / ProcRate]%). So a non-MC'd weapon with 20% proc will have a weapon special that deals 100% of the usual damage of a 20-proc special (so 150% a normal attack overall), and a 10-proc with an MC that boosts its special damage to 250% of a normal attack would be reduced subtractively to 200%, then be reduced multiplicatively to 150% overall.

If your weapon is 0-proc or 100-proc, the move fails. If the weapon can summon the Guardian Dragon or Ultraguardian Dragon**, or is a Weapon of Awe***, it fails. If the move fails, you get your SP back and don't use a turn.

*This weapon doesn't have a spirit to invoke!
**"Sorry, I can't answer your summon right now. Please leave a message at the beep." *BEEP*
***The Spirit of Awe refuses your command!

Temper Weapon:

Focus your weapon's power, disabling its special but boosting its damage!

Quick-cast, costs 75% melee in SP. For three turns your non-100-proc weapon specials (including the invoke weapon skill) are disabled, and your weapon attacks, weapon skills, and 100-proc specials do +35% damage, or /0.75 for magic weapons. Does not persist if you change armors.

First skill is free.

Second skill is paid for by your weapon's mastercraft bonus. The damage reduction on the special assumes an equivalent mastercraft damage boost on your weapon's special, so the two cancel out. (This prevents specials like the Fruitcake weapons' from doing large amounts of damage with powerful statuses on top.) If your weapon is 0-proc, 100-proc, or has no MC, you instead get a flat -5% damage on all weapon attacks.

The third skill is paid for by the armor's mastercraft.


< Message edited by Zennistrad -- 5/17/2019 18:10:33 >
AQ  Post #: 26
5/15/2019 23:40:47   
Primate Murder
Member

A very interesting idea, but I rather doubt the staff would be able to implement it. Actually, didn't they mention at some time that they can't make equipment that affects weapon specials? I can't quite recall where it was, so if it's outdated just ignore me.

FO/FD lean shifting is considered a free effect, kinda like MRM shifting on weapons. You don't need to spend a Mastercraft on it.

The third skill doesn't seem to account for the no-proc bonus. A special reduced to no-proc is worth 10% (or rather *1.08 by modern standards to account for FO lean, but let's ignore that for the moment). That means that you should gain +35% damage bonus, not +25%. Also, any bonuses applied to magical weapons /0.75, not multiply.
AQ  Post #: 27
5/16/2019 0:08:19   
Zennistrad
Member

quote:

Actually, didn't they mention at some time that they can't make equipment that affects weapon specials?


Possibly? I went into this off the idea that it would be somewhat difficult to work out, which is why I decided not to put it in the Turtle Tamer class.

I've gone ahead and tweaked the rest, though.
AQ  Post #: 28
5/17/2019 19:37:26   
Zennistrad
Member

Armamancer's Cloak, Take 2

quote:

Armamancer's Cloak

FD Earth armor. Resists follow the elemental wheel. Mastercraft, has a shield attack. Can alsoo switch to an FO lean.

Average MRM, spread evenly across all three. Gets -3 MRM to pay for third skill.

Standard attack is two hits at a +0 BTH lean.

Appearance: A set of plain brown robes and leggings, but with a suit of chainmail over the chest. The robes have a hood that's pulled back, and a scabbard by the waist with a small short sword sheathed in it.

Description: Armamancers form a spiritual bond with their equipment, letting them change their armor lean, focus their weapon strikes, and smite opponents with their shield's element.

Skills:

Invoke Armor:

Commune with the spirit of your armor to change your armor lean!

Toggle between a fully-offensive and fully-defensive lean.

Invoke Weapon:

Focus your weapon's power, disabling its special to strike for extra damage!

Quick-cast, costs 75% melee in SP. For three turns, your non-100-proc specials are disabled, but damage from normal attacks and 100-proc specials is boosted. Attacks with 0-proc and 100-proc weapons are boosted by 25%, attacks with other weapons are boosted by 35%, /0.75 to the boost for magic weapons either way.

Invoke Shield:

Invoke your shield's power to strike your opponent with its element, dealing extra damage the more your resistance to that element is!

A "weapon"-based attack that deals damage with your shield, striking with a burst of elemental magic from afar. Deals either Magic or Ranged damage, depending on your INT. Damage element is equal to your shield's highest resistance. If two or more resistances are tied (i.e. Adventurer Shield, non-swap compression shields), it defaults to Harm and deals -10% damage. Costs 50% melee on SP, 62.5% if magic damage.

Deals elecomp based on the element of the attack, with the most for earth and least for wind.

First skill is free.

Second skill is paid for by the armor's mastercraft.

The third skill is paid for by -3 MRM.


< Message edited by Zennistrad -- 5/18/2019 11:09:26 >
AQ  Post #: 29
5/17/2019 23:09:42   
Primate Murder
Member

quote:

Mastercraft, can infuse your weapon with your shield's element for added damage.

I think you forgot to add that skill or changed it later, but forgot to switch the description. Maybe change it to "MC: has a shield attack".

quote:

your non-100-proc specials are disabled, but damage from normal attacks and non-100-proc specials is boosted

lol, I think boosting specials on a special-disabling skill is a little counterproductive.

Is Invoke Shield a skill? Or a toggle for standard attack?
AQ  Post #: 30
5/18/2019 11:07:58   
Zennistrad
Member

Yeah, I made a few typos during the first revision when I made changes, they should be fixed now. Invoke Shield is a skill, and Invoke weapon boosts 100-proc specials, not non-100-proc ones.
AQ  Post #: 31
5/18/2019 23:48:32   
Zennistrad
Member

Alright, after multiple different revisions, I finally managed to finish the Turtle Tamer class concept.

quote:

Turtle Dermis
Turtle Tamer basic class armor

MD Earth armor with secondary water resistance.

Average MRM, even across all three

Regular attack is two hits, with a -3 BTH lean

Appearance: A set of armor fashioned out of an ancient turtle shell, with scaly leather beneath the main shell, on the legs and torso. A living tortoise remains perched atop the character's head, which can be removed by clicking on it.

Description: In a faraway dimension, Turtle Tamers forge a spiritual connection to their scaly brethren. Their Muscle and their animal bonds with their animal companions are the key to their success.

Level 0: Turtle Totem - Passive

Turtle Tamers share a spiritual connection with their weapons, using them as totems to bond with their familiars. While equipped with a melee weapon, your Pets and Guests gain bonus damage.

Pets and guests gain +10% bonus damage while a melee weapon is equipped. This bonus is increased to +20% damage in the advanced armors.

If "Out of Your Shell" is toggled on, the bonus is reduced to 5% either way.

Level 1: Headbutt - Active

Butt your foe with your head. You butthead.

Weapon-based skill, 1 hit, -3 BTH lean. Costs 25% melee in SP, or 31% if using a magic weapon. Deals melee damage with the element of your equipped weapon equal to 125% damage of a normal attack. CHA is used in place of LUK for lucky strike damage and BTH.

* NOTE: Butt skills will always take a damage penalty according to your lean — so -10% damage in the basic armor, and -20% damage in the advanced armors. The penalty is removed if "Out of Your Shell" is active.

Level 2: Kneebutt - Active

With your expert knowledge of all things squishy, you can give your foes exactly what they kneed.

Weapon-based skill, 1 hit, +3 BTH lean. Costs 100% melee, or 125% if using a magic weapon. Deals 200% the damage of a melee attack with the element of your equipped weapon. Stat bonuses use CHA in place of LUK.

In the advanced armors, the skill has additional effects.

The War Snapper: Takes a damage penalty and inflicts Wincing, a renamed Defloss (-6 MRM), for one round. Opponent can resist at a +0 bonus (STR/CHA vs. END/LUK).

She-Who-Was: Deals darkness damage, gets appropriate elecomp as a reduced SP cost. Takes a damage penalty and inflicts Knee'd, a renamed Choke, for two rounds. Opponent can resist at a +0 bonus (STR/CHA vs. END/LUK).

The Storm Tortoise: Deals energy damage, gets appropriate elecomp as a reduced SP cost. Before elecomp is applied, the base SP cost and damage is increased by an additional 25% melee.

Level 3: Shieldbutt - Active

After being infused with a secret supersoldier serum, you've learned... wait, no, that's someone else. Anyway, this lets you bash your foes with your shield.

Weapon-based skill, neutral BTH lean, costs 100% melee in SP. Receives elecomp to SP cost, under the assumption that your shield is the same element as your armor. Deals 1 hit of melee damage according to the highest elemental resistance of your equipped shield, equal to 200% the damage of a normal melee attack. Uses CHA for lucky strike damage.

If your shield has even resistances to two or more elements, the skill does Harm damage at a 10% damage penalty.

In the advanced armors, this has additional effects.

The War Snapper: Takes a damage penalty, but has a chance to inflict Internal Bleeding (renamed Bleed, power 1). Foe can resist at a +0 bonus (STR/CHA vs END/LUK)

She-Who-Was: Takes a damage penalty, but restores HP.

The Storm Tortoise: Takes a damage penalty and inflicts Daze (3 rounds, 33% chance of inaction). The monster can resist with a save at a +0 bonus (STR/CHA vs END/LUK).

Level 4: Empathy of the Newt - Toggle

Harness your spiritual power to enhance your empathy and boost your charisma.

CHA drive, costs SP.

Level 5: Out of Your Shell - Toggle

By removing your shell, you can set an example for your pets and guests, coaxing them out of theirs! Metaphorically. Real turtles can't remove their shells.

When toggled, your character flashes briefly, and the shell on their outfit vanishes. Your lean becomes a beastmaster lean (you take 1.25x damage and deal 1x damage with attacks, but pets and guests deal 1.25x damage.)

War Snapper's Armaments
Advanced Turtle Tamer class armor

FD earth armor. Resistances follow the elemental wheel.

Average MRM, has higher melee blocking than the basic class armor, but lower magic.

Regular attack is two hits, with a -3 BTH lean

Appearance: A much more aggressive-looking variant of the basic Turtle Tamer class armor, with a red spiked shell and a number of other spines adorning the armor.

Description: Become a follower of the War Snapper, the fiercest of the Great Turtle Spirits!

Level 6: War Snapper's Blessing - Passive

The War Snapper doesn't care for subtlety. With his blessing, your normal attacks and specials will deal extra damage.

All normal attacks and weapon specials deal +5% damage.

Level 7: Butts of Steel - Toggle

You like powerful butts, and cannot lie. Use this skill to make your butts more powerful.

Costs 25% melee in SP per turn. Headbutt deals an extra +20% (calc: 25 / 1.25) damage. Kneebutt and shieldbutt each deal an extra +12.5% (calc: 25 / 2) damage.

Level 8: Spiked Aura - Passive

Infused with the War Snapper's will, your armor will strike back at any foe who hits you!

At the end of a monster's turn, if they successfully dealt damage to you, they will take Harm damage equal to ([Monster Hits Connected / Monster Hits Attempted] * 5 / 1.4 / 0.85)% melee.

Level 9: War Snapper’s Fervor - Active

Instill both your pet and guest with the War Snapper’s fighting spirit, boosting their damage for a turn!

Pay 100% melee in SP to increase the damage of your pet and guest by 100% for one turn. You must stay in the armor for the effect to be applied. Usable once per turn.

Level 10: Rage of the War Snapper - Active

War! Huh. What is it good for? Hit them again, y’all. Usable 10 times per day.

Weapon-type skill. A powerful, three-hit melee attack with a -3 BTH lean, using your weapon’s current element. Deals a total of 200% melee damage normally, 225% if "Out of Your Shell" is active. Uses CHA for lucky strike damage.

Has no cost except your turn. (One day’s worth of MC is 1250%, /10 is 125%. Weapon skills cost 125% of normal in FD armors, so damage is reduced appropriately in defensive mode.)

Mantle of She-Who-Was
Advanced Turtle Tamer class armor

FD Darkness armor, has good overall resists to everything except light.

Lower-than-average MRM to pay for resistances, with a focus on magic

Regular attack is one hit at a neutral BTH lean

Appearance: The standard turtle tamer’s garb is now worn and greyed, and the turtle shells have become bleached white bone of immeasurable age. The armor has an almost ethereal quality to it, as though it were ever-so-slightly incorporeal.

Description: Become a follower of She-Who-Was, the most ancient of all the Great Turtle Spirits!

Level 6: Blessing of She-Who-Was - Passive

She-Who-Was lived before the material universe. With her blessing you are more resistant to the material, and take less damage.

All damage you take is reduced by -(5/1.4)%. This doesn't apply to Healing effects.

Level 7: Spirit Shell - Active

Channel the spirit of She-Who-Was to call upon her protection, boosting your blocking and resistance for as long as you wear her armor. Does not cost a turn to use.

Costs 100% melee in SP. Quick-cast, once per turn.

When used, you gain the Ghostly Shell (renamed Defense Boost) and Astral Shell (renamed element shield) statuses for four turns each, boosting your combat defenses by +7.5 and reducing damage from all elements by -(12.5/1.4)%. Does not persist if you change armors.

Level 8: Soul of the Ageless - Toggle

She-Who-Was lived before the Elemental Lords, and before the boundaries between elements. Channel a fragment of her power to ignore your foes’ elemental resistances, and return to the time before time.

At the end of your turn, the monster makes a save (Cha/Luck vs Cha/Luck) at a +0 bonus. If it fails, all its elemental resistances are set to 100%.

The toggle has no cost and automatically turns off when you succeed.

Level 9: Compassion of She-Who-Was - Active

She-Who-Was loves all of her children, and that same bond is shared between a Turtle Tamer and their companions. Channel the power of She-Who-Was to have your pet and guest attacks restore HP for a turn.

Costs 100% Melee in SP. For a turn, all pet and guest attacks will heal you equal to the damage they deal. This does not apply to existing heal damage from pets (e.g. Fairy Godmother or Retro Twilly), and requires you stay in the armor for the turn.

Level 10: Voice of She-Who-Was - Active

Speak a single word with the magnificent voice of She-Who-Was, confronting your foe with its indescribable splendor. Deals damage from all elements, and is usable 10 times per day.

Spell-type skill. Deals eight hits of magic damage at a +10 BTH lean, one for each element. Uses CHA in place of INT for damage calculation. Deals damage equal to a standard spell, *132/109 for hitting with all elements.

Storm Tortoise Heraldry

Advanced Turtle Tamer class armor

FD Energy armor with wind secondary and decent water resistance (about 70% at level 150). Weak against other elements to pay for higher MRM.

Higher-than-average MRM, with a slight melee focus.

Regular attack is three hits at +3 BTH lean

Appearance: The standard Turtle Tamer armor is replaced with a much sleeker looking armor, with chrome, almost mechanistic shells for the torso and helmet, covering white clothes that almost resemble clouds. A pair of lightning rods adorn the shoulders, crackling with energy.

Description: Become a follower of the Storm Tortoise, the the swiftest of the Great Turtle Spirits!

Level 6: Ride the Lightning - Passive

Slow and steady wins the race? Not for the Storm Tortoise.

As long as the armor is equipped, you gain a passive initiative bonus equal to your CHA/1.67.

Level 7: Thundersnap - Active

Lightning never strikes twice, but it always strikes first. If you get the jump on your foe, you can strike them with lightning for massive damage!

Spell-based skill, deals two hits of ranged energy damage at a +5 BTH lean. Deals damage equal to a standard spell, with elecomp applied to damage. CHA is used in place of LUK for lucky strike damage.

Costs nothing except for a turn — however, it can only be used during your first turn, and only if you go first.

Level 8: Galvanic Bond - Passive

Your bond with your companions electrifies your soul, restoring your SP when they deal damage.

Your pet and guest attacks restore SP equal to 5.625% of the damage done.

Level 9: Storm Tortoise’s Agility - Active

Infuse your companions with the agility of the Storm Tortoise, letting them act an additional time this turn!

Quick-cast, costs 75% melee in SP. Grants both your pet and guest celerity for the turn, enemy can save at a +0 bonus (CHA/LUK vs INT/LUK)

(Standard guest is 25% melee SP per turn, the additional 25% melee upkeep cost for the guest’s second action pays for part of the skill, the remaining 75% is paid upon activation.)

Level 10: Will of the Storm Tortoise - Active

The Storm Tortoise’s voice is thunder, and his actions are lightning. Invoke his will to strike your foe with paralyzing energy! Usable 10 times per day.

Spell-based skill. Deals 2 hits of ranged energy damage at a +0 BTH lean. Has a (100 * [EnergyResist] * [HitsConnected]/[HitsAttempted])% chance to paralyse the monster for 1 turn. The monster can resist with a save at a +0 bonus (CHA/LUK vs. END/LUK). CHA is used in place of LUK for lucky strike damage.

Deals 225% melee damage total, but takes a -60% damage penalty to pay for the effect, for an overall total of 165% melee damage.

Costs nothing except a turn. (1250% is one day’s worth of MC, /10 = 125%)


< Message edited by Zennistrad -- 5/19/2019 20:11:44 >
AQ  Post #: 32
5/19/2019 5:19:29   
Primate Murder
Member

I particularly like the thematic component of the She-Who Was (and I'm not just saying that because it implements my equal elements idea). We don't really have much (if any) info on what was before Lore, and it's a highly interesting idea that's worth exploring.

Are you sure you want to make the original armor MD? If it were ever implemented, it would gain a lot of backlash from the players, and it doesn't synergize very well with weapon-based skills (they all deal 10% less damage). For that matter, advanced armors are all FD - which means that the Butt skills either loose 20% damage or cost 125% sp.

- Turtle Totem. It'a little unbalanced, I think, since you actually loose 20% damage by wielding melee weapons in FD armors (10% in MD). You'll probably want to increase the damage bonus some (for when Out of the Shell is not active).

- Headbutt. You'll need some compensation for using Cha in place of Luck, I think, - usually that's an MC (same issue with Kneebutt and Shieldbutt). Also, I would suggest making headbutt a toggle - skills take only half the bonus from boosters and miscs.

- Shieldbutt. Since shield is usually the same element as your armor, you get elecomp. You'll probably want to mention if it goes into reduced sp cost.

- Out of Your Shell. "you take 1.25x damage and deal 0.8x damage with attacks, but pets and guests deal 1.25x damage" - you probably mean take 1.25x damage, deal 1x damage, and pets/guests deal 1.25x. Otherwise, you just loose 20% damage.


- Butts of Steel. Ok, that takes munchkining to a new level. Headbutt normally deals +25% damage, adding another 20% damage for free... I really don't think that's going to work out. Normal skills get +25% melee because the player's expected to use them 2 times per battle. For a skill that could be upkept indefinetly, that doesn't quite work.

- Spiked Aura. You forgot to add in the /1.4 modifier to account for the fact that monster deals 140% melee damage per turn.

- Rage of the War Snapper. In an FD armor, weapon skills cost 125% damage just to deal damage of a standard skill (same as spells). Also, as with Butts, you'll need something to compensate for using Cha in place of Luck.


- Spirit Shell. Does the status persist if you change armors? If it does, than DefBoost probably needs the *0.9 always-useful penalty as well. If not, you can remove the penalty from EleShield, increasing it to -(12.5/1.4)%.

- Voice of She-Who-Was. You'll need to compensate for using Cha in place of Int - is what I want to say, but Sol Neko doesn't do it. I'm not sure how it's balanced, though... Also, you're overcomplicating with "93.75%" thing. Spells cost 125% melee and deal 200% total damage (combined with 75% turn cost). Don't bother with *0.75, just use -25% penalty.


- Ride the Lightning. I think you can actually get away with Cha/1.67 initiative. Using an extra stat usually gives you 1.5x bonus (like with Macka-lot or Sol shields).

- Thundersnap. As with Butts, you'll need compensation for running Cha in place of Luck.

- Will of the Storm Tortoise. As above, requires Cha use compensation. Also, for a 100% chance of monster paralysis on 50/50 save you need 60% (or rather 59.5%) melee, which is 30% of skill damage not 30% melee. You need to either half the chance or double the penalty.


...Wow, that took a while.

< Message edited by Primate Murder -- 5/19/2019 7:52:38 >
AQ  Post #: 33
5/19/2019 19:03:22   
Zennistrad
Member

quote:

I particularly like the thematic component of the She-Who Was (and I'm not just saying that because it implements my equal elements idea). We don't really have much (if any) info on what was before Lore, and it's a highly interesting idea that's worth exploring.


Thanks! I think it's worth nothing that much of the She-Who-Was bits, as in Kingdom of Loathing, are more folklore than anything else. While her power is real, it's not readily apparent if the things that are said about her are, necessarily.

And yeah, I figured there were going to be some balance issues, since this is by far the most complicated of the class concepts I'll be doing. Let's see if I can address a few of them:

quote:

Are you sure you want to make the original armor MD? If it were ever implemented, it would gain a lot of backlash from the players, and it doesn't synergize very well with weapon-based skills (they all deal 10% less damage). For that matter, advanced armors are all FD - which means that the Butt skills either loose 20% damage or cost 125% sp.


I did want to have it be this way: the idea here is that the "basic" armor is intentionally sub-optimal compared to the advanced armors, which would encourage players to choose an advanced class path as soon as they are able. The weapon-based skills dealing less damage is also intended, since Turtle Tamer is the more defensive of the melee classes — you're encouraged to rely much more on pets and guests than a standard melee class.

quote:

Turtle Totem. It'a little unbalanced, I think, since you actually loose 20% damage by wielding melee weapons in FD armors (10% in MD). You'll probably want to increase the damage bonus some (for when Out of the Shell is not active).


That's fair. I wanted to find a way for a defensive melee beastmaster to work, much like the way Turtle Tamers play in their original game. I think that it would work if the bonus would be enough to negate the damage penalty from the lean, so I've changed it to that instead.

quote:

You'll need some compensation for using Cha in place of Luck, I think, - usually that's an MC (same issue with Kneebutt and Shieldbutt)


I would actually disagree — there are several Charisma-based SPells that aren't mastercrafted, such as Deck of Hearts, which substitute CHA in place of INT, and I think that a similar spell/skill that uses CHA in place of LUK would work on the same principle.

I think I'm comfortable not putting a penalty for this stat replacement, at least as it is right now.

quote:

Also, I would suggest making headbutt a toggle - skills take only half the bonus from boosters and miscs.


I think it works better as a skill to make it work more cleanly with Butts of Steel — using two different toggles for boosting a normal attack seems a bit more cumbersome than necessary. (And I'll get to Butts of Steel in a moment.)

quote:

Out of Your Shell. "you take 1.25x damage and deal 0.8x damage with attacks, but pets and guests deal 1.25x damage" - you probably mean take 1.25x damage, deal 1x damage, and pets/guests deal 1.25x. Otherwise, you just loose 20% damage.


Done. I seem to have forgotten that a "beastmaster lean" used to be a real thing, before the Bard of War updated. It should be fixed now.

quote:

Butts of Steel. Ok, that takes munchkining to a new level.


This one was entirely my bad — I'd actually intended to make it a toggle skill that costed 25% melee in SP after my last revision. Whoops!

Anyway, I've gone ahead and changed it. The effect is the same, but now it's a toggle with an appropriate cost.

quote:

Spiked Aura. You forgot to add in the /1.4 modifier to account for the fact that monster deals 140% melee damage per turn.


Fixed that, thanks.

quote:

- Rage of the War Snapper. In an FD armor, weapon skills cost 125% damage just to deal damage of a standard skill (same as spells).


Gotcha. The skill now deals reduced damage in defensive mode.

quote:

- Spirit Shell. Does the status persist if you change armors? If it does, than DefBoost probably needs the *0.9 always-useful penalty as well. If not, you can remove the penalty from EleShield, increasing it to -(12.5/1.4)%.


The status does not persist, no. I've made it more clear from the description, and updated it accordingly.

quote:

Also, you're overcomplicating with "93.75%" thing. Spells cost 125% melee and deal 200% total damage (combined with 75% turn cost). Don't bother with *0.75, just use -25% penalty.


Yeah, fair. I've updated it so that it says "damage equal to a standard spell" with the bonus for hitting with all elements.

quote:

Ride the Lightning. I think you can actually get away with Cha/1.67 initiative. Using an extra stat usually gives you 1.5x bonus (like with Macka-lot or Sol shields).


Fair. Done.

quote:

Also, for a 100% chance of monster paralysis on 50/50 save you need 60% (or rather 59.5%) melee, which is 30% of skill damage not 30% melee. You need to either half the chance or double the penalty.


The damage penalty has been doubled, thanks.

< Message edited by Zennistrad -- 5/19/2019 19:05:04 >
AQ  Post #: 34
5/25/2019 15:12:07   
Zennistrad
Member

Here's the last of the KoL classes, the Sauceror. This one is a defensive mage class with a focus on DoT effects:

quote:

Sauceror's Robes
Sauceror class armor

Fully defensive fire/ice armor with good water resistance. Weak against energy.

Average MRM, focused on magic

Regular attack is one hit at a neutral lean. Melee and ranged convert to magic, and deal 75% damage.

Appearance: A set of wizard's robes overlaid with a white chef's apron. The character wears a saucepan on their head, which can be removed by clicking on it.

Description: Long engaged in an uneasy truce with the Pastamancers, Saucerors devote their Mysticality to the Ancient Brotherhood of Gravymakers.

Level 0: Cursive Spelling - Passive

You're an expert in all spells curse-related. Your curses will foil your foes again and again.

You gain the Curse Potence intrinsic. Your opponent gets -10 to save against all passive damage statuses (Backlash, Bleed, Burn, Control, Poison, and Prismatic Burn) and all renamed variants.

This is enough to cancel out the save bonuses to the Sauceror's curses, allowing them to deal comparatively increased damage. However, it also applies to other statuses.

Level 1: Conjure Soup Spoon - Active

Summon a special spoon to assault your foes with hot soup!

Replaces your no-drop weapon with the Mystic Spoon, a temporary 100-proc magic wand. The wand’s attack summons a glob of hot soup, dealing two hits of fire damage at +0 BTH.

Level 2: Salsaball - Active

If there's one thing you've learned from parties, it's that nobody can avoid the chips and salsa. You don't have any chips, but you can conjure a ball of unavoidable salsa at will.

Spell-based skill. Deals 1 hit of Fire damage, and automatically hits. Costs 60% of the MP of a standard spell, but only deals 52.5% damage of a standard spell. Elecomp modifier is minimal due to the armor's ice resistance.

Level 3: Curse of Vichyssoise - Active

Before you can learn to make sauce, you have to learn to make soup. Thankfully it's still pretty effective, and will deal ongoing damage from the sheer cold.

Spell-based skill, costs the MP of a standard spell. Deals 1 hit of magic ice damage with +5 BTH, with minimal elecomp due to the armor's fire resistance.

If it hits, the opponent makes a save at a +10 bonus (INT/LUK vs. END/LUK). If they fail, they gain the Curse of Vichyssoise (renamed Ice Burn, power 2) status for five turns. If the status is successfully inflicted, the skill is disabled until the status wears off.

Level 4: Simmer - Active

Sometimes your spells need a little bit more time to cook. Spend a turn seething to make your next spell hit extra hard!

Costs the SP of a standard magic skill (so 490 SP at level 150.) Upon activation, your character spends a turn "charging." During your next turn, the next spell you cast deals *2.5 damage.

Level 5: Utensil Lore - Passive

You know all about the tools of the sauce trade. You get more out of your wands - especially if that wand is a spoon.

Normal attacks with wands deal +7.5% damage. If the wand contains "spoon" in its name, it also restores MP equal to 3.75% of the damage dealt.

(Calc: 5% for normal passive, increased to 7.5% for restriction. Further restriction boosts damage bonus to +10%, which is equivalent to 7.5 + 2.5. Multiply 2.5 by 1.5 to convert bonus to MP, giving 3.75%)

Level 6: Curse of Marinara - Active

This curse causes writhing tendrils of marinara sauce to burst from your foe, siphoning their life force and injecting it into you. It's too gruesome to animate, so use your imagination.

Costs MP of a standard spell. Deals 1 hit of magic fire damage at a +5 BTH lean, with minimal elecomp. Takes a damage penalty to pay for the effect.

If the spell connects, it inflicts Curse of Marinara (a renamed, Fire element Burn, power 1.5) for four turns, which heals you equal to the damage it deals. Opponent can resist at a +10 bonus (INT/LUK vs. END/LUK). If the status is successfully inflicted, the skill is disabled until the status wears off.

Level 7: Impetuous Sauciness - Passive

When you consume sauce, it will restore your HP or MP more than usual. For the purposes of this skill, we'll pretend potions count as sauce.

Your health and mana potions restore +5% HP or MP each.

Level 8: Goldilocks Invocation - Toggle

Mutter this incantation to even your foe's resistance to hot and cold, ensuring your spells hit just right.

While toggled, the enemy's base resistance to Fire and Ice become equal. Both are set to ([Starting FireRes + Starting IceRes] / 2). So if a monster's Fire resistance is 30% and its ice resistance is 130%, both are set to 80%. Opponent can save each turn or when the toggle is activated, at a +0 bonus (INT/LUK vs. INT/LUK). If they successfully make the save, the skill is disabled for one turn.

Level 9: Curse of Mystery Gravy - Active

You know mystery meat? Well, mystery gravy is what you make from it. Hit your foes with this curse to confuse them with its inscrutable origin.

Spell-based skill. Costs MP of a standard spell. Deals 1 hit of magic darkness damage at a +5 BTH lean, with elecomp. Takes a damage penalty to pay for the effect.

If the foe is hit by the spell, they are inflicted with Control (33% chance of inaction) for three turns. The monster can resist at a +10 bonus (INT/LUK vs. INT/LUK). This can not be overridden by other control effects. If the status is inflicted, the skill is disabled until the status wears off.

Level 10: Saucestorm - Active

Summon a supreme storm of sauce, flaying your foe with a hail of hot and cold condiments!

Spell-based skill. Costs the MP of a standard spell, plus 30% melee in SP. Deals four hits of alternating fire and ice damage for *1.2 the damage of a standard spell, with a further +30% additive damage bonus.


< Message edited by Zennistrad -- 5/25/2019 19:00:32 >
AQ  Post #: 35
5/26/2019 3:06:45   
Primate Murder
Member

I like the idea of a DoT-based mage, that's a build we don't really have in AQ at the moment. Also, I think you've been hanging around Sleepy a little too long if your first thought for a new class is - hey, we need more spoons!

- Curse of Vichyssoise. I think, you forgot to mention the damage penalty for the Burn effect. Power 2 is 5% of spell damage, 5 turns makes it 25%, and with +10 monster save, 25/1.2, that's -20.83% damage.

- Saucestorm. 30% melee is sp gives +15% spell damage, since spells deal double damage. You'll need to either half the bonus or double the cost.
AQ  Post #: 36
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