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RE: Zenn's Suggestion Thread! (Take 2)

 
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3/6/2020 7:19:45   
Zennistrad
Member

quote:

I'd suggest using that to give the shield a Str drive instead - it seems like a pretty popular option.


Could've sworn there was a shield that does that already, but it looks like there isn't? In any case, this seems like a more appropriate ability, so I'll go ahead and do that. Went ahead and made the other minor fixes, too.
AQ  Post #: 76
3/6/2020 18:37:05   
Zennistrad
Member

While I'm busy tweaking the drafts for the Tier 3 classes (Gladiator, Archmage, Assassin, and Warden), I've gone ahead and conceptualized an update to the Overlord Set. Being one of the original Mastercraft sets, I feel it deserves to be something fairly powerful.

quote:

Overlord's Dynasty
Fully offensive Fire armor with Energy and Light secondaries (39% Fire and 42% Light/Energy at Level 150.) Primarily weak against Ice, secondarily weak against Water and Darkness. Mastercraft; causes weapon attacks to burn your foe.

Lower-than-average MRM, focused mainly on melee. It then gets an additional -3 MRM to increase the burn power of its Mastercraft ability.

4-hit attack at a -3 BTH lean. Base damage is higher than average.

Description: The mighty armor of kings long forgotten! This armor will infuse your weapon attacks with the will of the Overlord, burning them with your radiant authority! With the full set, you can occasionally command your foe to give you an extra turn!

Mastercraft Bonus: Every time you perform a weapon attack, weapon special, or weapon-based skill, you attempt to inflict Burn* on your opponent (Power 2.5*[Hits/Attempts], Equipped Weapon Element, 1 Turn.) The opponent can save at a +0 Bonus (MainStat/LUK vs. DEX/LUK)**. Mainstat is the higher of STR, DEX, or INT.

Full Set Bonus: At the end of each turn, if you have the Overlord Weapon + Shield equipped, you have a 10% chance of granting yourself Overlord's Privilege, a renamed Celerity***. This only affects you, it does not affect pets and guests. Your opponent does not get a save.

*Your radiant authority burns your foe!
**Your foe resists your burning might.
***You invoke the Overlord's Privilege!


quote:

Overlord's Legend
Fire shield with light and energy secondaries. (-25% Fire and -12% Light/Energy at Level 150). Mastercraft; damages foes who hit you.

Even MRM, fairly low to help pay for secondary resists.

Description: The sturdy shield of kings long forgotten! This shield's surface is burning hot to your opponents, making their own attacks harm them!

Mastercraft Bonus: At the end of the opponent's turn, if they hit you with at least one attack, they take Harm damage equal to (5/0.85/1.4)% of the total damage they dealt.


quote:

Overlord's Conquest/Supremacy/Ascendancy
0-Proc Fire weapon. Mastercraft; inflicts a powerful burn on a lucky strike.

Conquest is a Melee sword with a -3 BTH lean, Supremacy is a Ranged spear with a -1 BTH lean, and Ascendancy is a Magic sword with a -3 BTH lean.

Description: The fiery weapon of kings long forgotten! This sword's/spear's radiant flames will melt through your resistances, but will deal extra damage. When you land a lucky strike, it will inflict an especially potent burn!

Effect: You take +(10/1.4)% damage but deal +10% damage with all weapon attacks. For the Magic version, you take +(7.5/1.4)% more damage instead.

Mastercraft Bonus: Whenever you land a Lucky Strike with a weapon attack, you attempt to inflict Burn (Power 10*[# of LSs/# of Hits Attempted], Fire Element, 1 Turn)*. Opponent can save at a +0 bonus (Mainstat/LUK vs. DEX/LUK)**. Mainstat is STR for Overlord’s Conquest, DEX for Overlord’s Supremacy, and INT for Overlord’s Ascendancy. For the Magic version, the power of the burn is reduced to 7.5*[# of LSs/# of Hits Attempted].

*Your weapon burns your foe with imperial fire!
**Your weapon attempts to burn your foe, but they manage to dodge the flames.


quote:

Overlord's Reincarnation
Ranged Fire pet. Mastercraft; Grants Burn Potence

Description: Much as the legacy of the kings of old will live forever, so too will their phoenix pets! This phoenix is covered in powerful flames that will scald your foes!

Has two modes; damage mode and status mode. Click to swap between the two.

Deals 1 hit of damage at a -3 BTH lean. In damage mode, it deals standard pet damage. In status mode, it deals -25% damage and attempts to inflict Burn (Power 1, Fire Element, 2 Turns)*. Opponent can resist at a +0 bonus (CHA/LUK vs. DEX/LUK)**.

Mastercraft Bonus: You get the Overlord's Divinity intrinsic, which grants you +20 to any roll to inflict Burn.

Set Bonus: If you have the Overlord Armor + Shield equipped, the pet’s attacks heal you equal to (10/0.85)% of the damage dealt in damage mode. In Status Mode, instead the power of the Burn it inflicts is increased to 1.47.

*Some of your Phoenix's undying flames set your foe ablaze!
**Your foe manages to avoid the worst of your pet's flames.



Also not technically part of the Overlord Set, but...

quote:

The Erupting Liquefactor

0-proc Melee Fire mace with a -3 BTH lean. Mastercraft; can permanently reduce an opponent's MRM.

Description: Within the hollow head of this mace is a portal to the Fire Lord's domain. The heat escaping superheats tough metal -- melting away the defenses of both you and your enemy!

Effect: You lose 6 MRM as long as the weapon is equipped. This cost is used to strengthen the weapon's Mastercraft Bonus.

Mastercraft Bonus: After every weapon attack you make, if you hit the opponent at least once, your opponent makes a save at a +10 bonus (STR/LUK vs. DEX/LUK). If they fail*, they permanently lose 1.6 * Hits/Attempts MRM, rounded stochastically. (E.g., if you hit one out of four attempts, your opponent loses 0.4 MRM, with a 60% chance of rounding to 0 and a 40% chance of rounding to 1.) If they succeed the save, or the MRM loss randomly rounds to 0, then they do not lose any defenses.**

*Your Liquefactor has melted your foe's defenses, reducing their blocking by [amount]!
**Your opponent resists the molten heat of your Liquefactor.


Calc: 15% melee value, /0.4 for save gives 37.5% melee. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 26.7857142. *0.6 for omni-elemental gives 16.0714285, then divided by 10 for ten turns gives 1.6.



< Message edited by Zennistrad -- 4/2/2020 14:13:42 >
AQ  Post #: 77
3/7/2020 11:18:46   
Zennistrad
Member

Following up the Overlord Set revamp, here's my proposed Twilight Set revamp.

quote:

Twilight's Mantle
Fully defensive Darkness armor with Light secondary. Mastercraft; has -5% to all elemental resistances.

MRM is average overall, with a slight focus on melee defense at the expense of magic.

1 hit standard attack at a +3 BTH lean. Base damage is lower than normal to help pay for resistances. In addition, all armor attacks deal *0.98 damage.

Description: The Forgotten are but shadows of life itself. Taking their form grants you Darkness resistance beyond any other armor, and with the full Twilight set you have a chance of automatically evading any hit!

Mastercraft: The MC bonus and the 2% penalty from armor attacks pays for a -(7/1.4)% reduction to all damage taken, or -5%. This is represented in the armor's listed elemental resistances. At Level 150, these are:

Darkness   37%
Light      55%
All Others 80%


Without the armor attack penalty and the mastercraft, each resistance would be 5% higher. While it is not displayed, you also take -5% damage from the Harm element (but not from Void.)

Full Set Bonus: When wielded with the Twilight's Regalia and the The Twilight's Dread/Twilight's Horror/Twilight's Foreboding, you have a (10 * [Monster Dark Resist] /1.4)% chance of automatically evading any attack not marked as auto-hit.*

*The full power of the Twilight Set pulls you into the shadows!


quote:

Twilight's Regalia
Darkness shield with light secondary (-25% Darkness and -14% Light at Level 150). Mastercraft; can reduce your foe's effectiveness each turn.

Decent melee and ranged blocking but low magic blocking.

Description: These shields are fashioned from the undead legions that protect the Forgotten, acting as their battle standard. So frightening is the sight of this symbol that many attackers lose their nerve, reducing the damage they deal!

Mastercraft Bonus: At the beginning of your turn, your opponent makes a save at a -10 penalty (Mainstat/LUK vs. CHA/LUK). If they fail*, they are inflicted with Trembling (renamed Choke, -5.95% effectiveness, 1 Turn). Otherwise, they resist the status.** Mainstat is the highest of your STR, DEX, or INT stats.

*Your foe is left trembling by the terrifying sight of Twilight’s Regalia!
**Your foe is disturbed by your shield, but shakes it off.


Calc: 5 / 0.6 / 1.4


quote:

Twilight's Dread/Horror/Foreboding

50%-proc Darkness weapon. Can inflict Fear with its special. Mastercraft; increases the potency of the Fear effect.

Dread is a ranged spear with +5 BTH lean, Horror is a melee mace/scepter with a +0 BTH lean, and Foreboding is a magic staff with a +3 BTH lean.

Description: This spear/scepter/staff of rigid bone is fashioned from the undead legions that protect the Forgotten! It has a very high special rate, and its special can terrify your foe into inaction!

The special deals two hits of Magic Darkness damage at a +3 BTH lean. It then takes -16.667% damage, but attempts to inflict Fear ([30*DarkResist*Hits/2]% chance of not acting, 1 Turn)*. Opponent can save at a -20 Penalty ([Mainstat]/LUK vs. CHA/LUK)**, where Mainstat is DEX for Twilight's Dread, STR for Twilight's Horror, and INT for Twilight's Foreboding. For Twilight's Forboding, the power of the Fear effect is instead ([22.5*DarkResist*Hits/2]% chance of not acting, 1 turn).

*Your weapon’s dark energy fills the enemy with dread!
**Your foe resists your weapon’s dark energy.


Calc: 20% melee worth of damage reduction for the special +5% mastercraft bonus = 25% melee worth of fear. /0.7 for save, /1.4 for monster power, /0.85 for requirement to hit. For the magic version the damage reduction is worth 15% melee, +(5 * 0.75)% for Mastercraft, making 18.75% fear value.


quote:

Twilight's Harbinger

Ranged Darkness Pet. Mastercraft; inflicts Blind

Description: A bird-like companion of the Forgotten that is a sign of the horrors yet to come. It tends to focus on the eyes of its enemies, plucking them out and leaving them Blind.

Has two modes, damage mode and status mode. Can be changed by clicking the pet.

1-hit attack at a +3 BTH lean. In damage mode, this attack gets +5% damage. In status mode the attack deals -26.875% damage, but attempts to inflict Blind if it hits (-7.5 BTH, 2 turns).** Opponent can resist at a -10 penalty (CHA/LUK vs. DEX/LUK)**

Mastercraft Bonus: Makes the Blind effect more powerful.

Full Set Bonus: If you're equipped with the Twilight's Mantle, and Twilight's Regalia, the pet instead deals +15% damage in damage mode. In status mode, it instead attempts to inflict Trembling when it hits (renamed Choke, -5.6% effectiveness, 1 Turn).^ Opponent can resist the Trembling at a -10 penalty (CHA/LUK vs. CHA/LUK).^^

*[Pet Name] has landed a blinding strike on your foe's eyes!
**Your opponent manages to avoid being blinded by your [Pet Name].
^The sight of [Pet Name] causes your foe to tremble!
^^Your foe is unnerved by [Pet Name], but shakes it off.


Calc: 26.875 + 5% MC = 31.875% of a pet attack. *0.4 gives us 12.75% melee value, /0.6 for save gives 21.25. *0.6 to convert melee value to MRM = 12.75, then /0.85 for requiring to hit = -15 BTH divided over two turns is 7.5.

For Trembling, calc is 10% FSB, *0.4 pet damage, /0.6 for save, /1.4 for monster damage, /0.85 for requirement to hit.


And again, not technically part of the set, but:

quote:

Forgotten's Harrowing Totem

100%-proc Magic Darkness wand. Mastercraft; causes Darkness spells to inflict Fear.

Split evenly between two wand attacks: 50% chance of one hit for *(2/3) damage, and a 50% chance of two hits for *(4/3) damage. Both attacks have a +5 BTH lean.

Description: This grisly totem is fashioned from the bones of the dead, a symbol of the power the Forgotten wield. Its dark power enhances Darkness spells, granting them the added ability to strike fear in your enemies' hearts!

Mastercraft Bonus: Whenever you cast a Darkness spell, that spell attempts to inflict Fear (19.7 [Hits/Attempts]*[MonsterDarkResist]% chance of not acting, 2 Turns)*. Opponent can resist at a +10 bonus** (INT/LUK vs. CHA/LUK).

*The dark energies of your spell resonate with those of your Forgotten's Harrowing Totem, filling the enemy with Fear!
**Your spell's dark nature is frightening, but your foe stands strong!


Calc: One MC for a spell boosting item typically increases spell damage by 9.375%, or 18.75% melee value. /0.4 for 40/60 save gives 46.875. /0.85 for requirement to hit gives 55.1470588, then /1.4 gives 39.3907563. /2 for two turns gives 19.6953781.


< Message edited by Zennistrad -- 3/18/2020 18:03:24 >
AQ  Post #: 78
3/7/2020 11:23:46   
Zennistrad
Member

And, finally, an update to the Gatekeeper Armor. This armor combines attributes of both the Overlord and Twilight sets, but the effects are only about half as powerful for each:

quote:

Insurmountable Gatekeeper

Multi-element armor that can switch between Fully-Offensive and Fully-Defensive leans. Resistant to Fire, Energy, Light, and Darkness (45% resistance to each at Level 150.) Mastercraft; takes less damage in defensive mode and inflicts Burn in offensive mode.

In defensive mode, average MRM is higher than normal. In offensive mode, it’s lower than normal.

In defensive mode, attack is a one-hit attack at a +3 BTH lean, which has lower base power than average. In offensive mode, the attack is a two-hit attack at a -3 BTH lean, which has higher base power than average.

Description: The preferred armor of Halliphax, gatekeeper of Alnaphar. Switch between a defensive form that takes reduced damage, and an offensive form that burns your foe. When used with equipment from the Overlord and Twilight sets, you get further bonuses!

Effect: Comes with a skill that lets you toggle between two modes: “Gatekeeper’s Lament,”* and “Gatekeeper’s Might.”** The former option switches your lean to fully-defensive (referred to elsewhere as ‘defensive mode’), while the latter switches your lean to fully-offensive (referred to elsewhere as ‘offensive mode’).

Mastercraft Bonus: In defensive mode, you take -(5/1.4)% damage from all attacks. In offensive mode, all of your weapon attacks, specials, and weapon-based skills have a chance to inflict Burn (Power 1.25 * [Hits/Attempts], Equipped Weapon Element, 1 Turn).

Mini-Full Set Bonus: While wielding the Twilight’s Regalia shield and a Twilight's Dread/Horror/Foreboding weapon, you have a 3.57% chance of evading any attack not marked as auto-hit.^ While wielding the Overlord’s Legend shield and an Overlord's Conquest/Supremacy/Ascendancy weapon, you have a 5% chance of automatically granting yourself Gatekeeper’s Privilege, a renamed Celerity, without giving your opponent a save.^^

Note that the pets from the Overlord and Twilight sets do not count the Gatekeeper Armor as part of their own Full Set Bonuses.

*Call upon the lament of the Forgotten to switch your armor to a defensive lean, taking less damage from attacks.
**Call upon the might of forgotten kings to switch your armor to an offensive lean, leaving your foe burning with every attack.
^Your weapon and shield resonate with your armor, pulling you into the shadows!
^^You invoke the Gatekeeper’s Privilege!


< Message edited by Zennistrad -- 4/2/2020 14:13:40 >
AQ  Post #: 79
3/7/2020 18:20:42   
Zennistrad
Member

An original Mastercraft Set this time, themed around the Greek pantheon. While powerful, these items have a theme of punishing hubris and will sometimes inflict you harmful statuses for daring to claim their power.

quote:

Olympian Chiton

Variable-lean Wind/Energy armor (40% to both at Level 15, 86% to all other elements) that can swap between fully offensive and fully defensive modes. Comes with a toggle skill whose effect varies depending on lean. Mastercraft; decreases the penalty for using the toggle.

Average overall MRM, focusing slightly on Magic defense.

3-hit attack at a +0 BTH lean.

Appearance: A Greek-style chiton tunic, seemingly woven from the clouds, alongside a simple pair of sandals. Each of the sandals have a pair of feathered wings attached to the ankles. In offensive mode the tunic crackles with sparks of blue electricity; in defensive mode it is surrounded by translucent swirling gusts of wind.

Description: The mighty tunic of the lost Olympian civilization! It has high wind and energy resistance, can swap between offensive and defensive leans, and can grant celerity or increase your damage! But beware, for the Olympians were known to punish hubris...

Effect: Click the tunic to swap between full-offensive and full-defensive leans. The skill changes depending on what mode you're in.

Skill:

Olympia’s Pride — Infuse yourself with the might of Olympians! In defensive mode, you’ll sometimes gain Celerity, and in offensive mode you’ll deal extra damage! However, your opponent has a chance of gaining Celerity in defensive mode, and in offensive mode you have a chance of taking extra damage.

Toggle skill, costs nothing to use. Has different effects depending on the mode. Mastercraft bonus is used to decrease the “cost” of the toggle.

In defensive mode, you have a 15% chance to gain Celerity for yourself only at the end of every turn*. This only happens if you did not gain Celerity by any means during your last turn; essentially, you do not get a chance of an extra turn if you’re already in an extra turn. However, if you gain Celerity this way, you make a save at a -18 penalty (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you fail**, your opponent gains Celerity also.

PlayerMainStat is the higher of your STR, INT, or DEX, while VStat is the expected value of your MainStat at that level, and VLuck is your expected LUK.

Calc: [100 - 5] / 1.4 = 67.857, or a 67% chance of enemy celerity, rounded to 68.

In offensive mode, all weapon attacks, specials, and skills deal +20% damage, and your spells deal +10% damage. However, at the end of every turn you make a save at a -10 penalty (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you succeed at the roll, nothing happens. If you fail^, you gain the EleVuln status (121% damage taken from all elements, 1 turn.)

PlayerMainStat is the higher of your STR, INT, or DEX, while VStat is the expected value of your MainStat at that level, and VLuck is your expected LUK.

Calc: (20 - 5)% for ‘cost’ of status / 0.6 chance of infliction / 1.4 / 0.85

*The divine winds of the Olympians allow you to act again!
**The divine winds of Olympia grant both you and your foe an extra turn!
^Your armor smites you for your hubris, making you more vulnerable!


Full Set Bonus: If used with the Olympian Set’s weapon and shield, you get the Divine Favor intrinsic, which grants you +10 to any saves against statuses inflicted by the weapon, armor, and shield of the Olympian Set. (This only counts status inflicted by the set items, similar statuses from monsters are not counted.)


quote:

Olympian Aegis
Mastercraft Wind/Energy shield (-26% at level 150). Reduces damage taken, but has a chance to inflict Burn.

Average MRM, evenly spread across all three.

Appearance: A perfectly circular, brightly-polished silver shield, engraved with an image that resembles the head of a Gorgon.

Description: The mighty shield of the lost Olympian civilization! It can swap between wind and energy resistance, and is even more resistant to damage than most shields! But beware, for its divine power will sometimes burn mortals who dare to touch it.

Mastercraft Bonus: Click the shield to switch between Wind and Energy resistance.

Effect: You take -3.57% damage from all monster attacks. However, at the end of the monster’s turn you make a save at a -10 penalty (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you succeed at the roll, nothing happens. If you fail*, you gain the Burn status (Power 0.83, Harm Element, 1 Turn.)

Calc is 5% melee value, /0.6 for 60% chance of infliction

*Your divine shield punishes you for wielding it with mortal hands!


quote:

Olympian Xiphos/Xyston/Harpe

0-proc weapon with an accurate lean. Deals increased damage, but has a chance to inflict Choke. Mastercraft; can swap between Wind and Energy.

Xiphos is a Melee sword with a +3 BTH lean, Xyston is a Ranged spear with a +5 BTH lean, and Harpe is a Magic sword with a +0 BTH lean.

Appearance: The Xiphos is short sword with a leaf-shaped blade. The Xyston is a very long spear with a varnished wooden shaft, a diamond-shaped spearhead at the end, and a smaller version of the spearhead at the opposite end. The Harpe is a medium-sized sword with a sickle-like protrusion on one end of the blade. In Wind mode, the weapon is surrounded by swirling gales, in Energy mode it crackles with blue lightning.

Description: The divine weapon of the Olympians! It can swap between Wind and Energy, and deals increased damage! But beware, for its overwhelming power can leave you choked, dealing less damage than normal instead.

Mastercraft Bonus: Click the weapon to swap between Wind and Energy modes.

Effect: You deal +10% damage with all weapon attacks. However, at the beginning of your turn you make a save at a +0 bonus (VStat/VLuck vs. PlayerMainStat/PlayerLUK). This is treated as though the monster attempted to inflict a status against you. If you succeed at the roll, nothing happens. If you fail*, you gain the Choke status (81.81% effectiveness, 1 turn.) Mainstat is STR for Xiphos, DEX for Xyston, and INT for Harpe, VStat is the expected player main stat for that level, and VLuck is the expected player LUK for that level.

*Your mortal body is weakened by your weapon’s divine power!

Calc: the Choke effect should reduce the damage of your weapon from 110% normal to 90% normal, so it multiplies your damage by *(90/110).


quote:

Olympian Mirror
Mastercraft Wind/Energy misc. Reflects a portion of damage dealt, but has a chance to reflect it to you instead of the opponent.

Appearance: A round, circular mirror made out of extremely well-polished bronze.

Description: A treasure of the lost Olympian civilization! It can defend against Wind and Energy, increases your LUK and Magic Defense, and can even reflect some of the damage dealt to you back to your opponent! But its power is hard to control, and can sometimes reflect damage to you instead!

Mastercraft Bonus: Click the misc to toggle between Wind and Energy resistance.

Effect: Increases your LUK, Magic blocking, and elemental resistance by the standard amount.

Secondary Effect: At the end of the monster’s turn, the misc deals Harm damage to the opponent equal to 10% of the damage it dealt to you that turn*. However, there is a 20% chance of it dealing that damage to you instead**, if that happens it deals 40% of the damage the monster dealt as Harm damage. This is not affected by the Olympian Set’s full set bonus.

*The mirror reflects your opponent’s attack!
**The mirror reflects your opponent’s attack, but hits you instead!


Calc: An 80% chance of reflecting 10% damage dealt to the monster over ten turns is equivalent to reflecting 8% damage over ten turns. This is paid for by an equivalent damage to you over two turns, or 8% * 10 turns / 2, for 40%.


quote:

Olympian Nephele
Magic pet. Mastercraft; can swap between Wind and Energy damage. Deals more damage, but also damages the player.

Appearance: A small, androgynous fairy-like being wearing nothing but a loose cloth robe, and flying by your side on a pair of golden wings. Its hair is composed entirely of long, flowing clouds, in Wind mode it’s a fluffy whie cumulus cloud, and in energy mode its a stormy grey cumulonimbus.

Description: This cloud spirit was one of the companions of the now-extinct Olympian race. It can swap between Wind and Energy damage, and deals much more damage than normal pets! But be wary, for its attacks are difficult to control and will harm you as well.

Deals three hits of Magic damage at a +0 BTH lean. The attack deals +25% damage compared to normal pets. However, the pet then deals an additional hit of damage to you, with base power equal to 10% of a standard melee attack. This hit cannot be dodged.

Mastercraft Bonus: Click the pet to swap between Wind and Energy damage for all of its attacks.

Full Set Bonus: If you have the Olympian Chiton and Olympian Aegis equipped, the base damage the pet deals to you is equal to 8% of a melee attack instead.


And, while not part of the set, there is another item which you can obtain while questing for it:

quote:

Cloudborn Caduceus

20-proc Magic staff. Increases spell power, but will occasionally paralyze you. Mastercraft; can switch between Wind and Energy modes.

Appearance: A bright bronze staff with a pair of long, snake-like clouds coiled around its length. On its tip are a pair of white, feathery wings. In Wind mode the coiling clouds are white and fluffy, in Energy mode the clouds are grey and stormy.

Description: A legendary staff of an ancient civilization, this weapon can swap between the Wind and Energy elements, and will strengthen spells of whatever element it’s using. But beware, for its uncontrollable power can rarely leave you paralyzed!

Has a +0 BTH lean. Special is two hits of Magic damage at a +0 BTH lean, Wind element in Wind mode and Energy element in Energy mode. In Wind mode it spews out a barrage of clouds, and in Energy mode it summons a cumulonimbus cloud to zap your foe.

Mastercraft Bonus: Click the weapon to switch between dealing Wind damage and dealing Energy damage.

Effect: In Wind mode, your Wind spells deal +4.687% damage. In Energy mode, your Energy spells deal +4.687% damage.

However, at the end of every turn, the weapon has a 5% chance of backlash. When this happens, you make a save at a +0 bonus (VStat/VLuck vs. INT/LUK). If you succeed, nothing happens. If you fail, you are Paralyzed for one turn.*

VStat and VLuck are your expected INT and LUK for the weapon’s level.

*The Caduceus’s divine energy paralyzes you!


< Message edited by Zennistrad -- 5/20/2020 12:16:56 >
AQ  Post #: 80
3/8/2020 1:57:47   
Primate Murder
Member

Olympian Chiton.

The armor has free elemental compression. You probably want to remove that 5% from the toggle and shift it here.

Passive damage bonuses generally cap at +15%. Even ignoring that, there's also /0.85 to the effect, since monster only gains bonus damage on hit.

FSB generally exists to compensate for the fact that you're using same element weapon + armor and shield, meaning you generally deal subpar damage or take vastly more damage from monster attacks. Since the MC set toggles between two elements, the FSB, if applicable, should probably be limited to 5%, not 15%.


Olympian weapon.

You're overcomplicating the effect. I'd suggest making it a simple save - on success, gain +10% damage, on fail loose 10% damage.


Olympian Nephele.

Same thing with the FSB.
AQ DF  Post #: 81
3/8/2020 9:55:47   
Zennistrad
Member

quote:

The armor has free elemental compression. You probably want to remove that 5% from the toggle and shift it here.


The "free compression" doesn't really offer much of anything that the armor doesn't already have, since the primary and secondary resists are already so close together.

I'm not going to move the 5% from the toggle, but I can give the armor equal elemental resistances to Wind and Energy, if that works.

quote:

FSB generally exists to compensate for the fact that you're using same element weapon + armor and shield, meaning you generally deal subpar damage or take vastly more damage from monster attacks. Since the MC set toggles between two elements, the FSB, if applicable, should probably be limited to 5%, not 15%.


The FSB is worth 10%, not 15%. I'm not sure how much you're arguing I should reduce it by.

quote:

Passive damage bonuses generally cap at +15%.


This isn't a passive damage bonus, it's a toggled damage bonus similar to Subrace, which does not generally have the same cap. The only real difference is that it's paid for with status effects being inflicted on the player, rather than directly with SP.

quote:

You're overcomplicating the effect. I'd suggest making it a simple save - on success, gain +10% damage, on fail loose 10% damage.


That would be simpler, but it would also fit less with the overall theme and flavor of the set.

< Message edited by Zennistrad -- 3/8/2020 10:57:31 >
AQ  Post #: 82
3/8/2020 10:58:53   
Primate Murder
Member

Armor.

- From what I saw, the FSB gives you +20 resistance to set effects and a 10% celerity reduction. My bad, if I was mistaken.

- I was arguing that since the set has two elements (allowing you to use energy weapon against a wind mob, for example), the FSB should be, at most, 5%.

- The elecomp should still be +49% (40/0.6/1.4/0.85), since elecomp numbers include monster accuracy.

- Edit: Also, "40% to both at Level 15" - you probably mean level 150.

Weapon.

In that case, where do you get 115% in your calculations? You get +10% as a passive effect, then pay for that 10% with a 50/50 save to loose 20% (10/0.5) damage. Where did 115% and 85% come from?

< Message edited by Primate Murder -- 3/8/2020 11:00:58 >
AQ DF  Post #: 83
3/8/2020 11:34:46   
Zennistrad
Member

quote:

In that case, where do you get 115% in your calculations? You get +10% as a passive effect, then pay for that 10% with a 50/50 save to loose 20% (10/0.5) damage. Where did 115% and 85% come from?


Ah, oops. That was a mistake on my part, probably left over from a previous draft. Fixed

quote:

From what I saw, the FSB gives you +20 resistance to set effects and a 10% celerity reduction. My bad, if I was mistaken.


That's the way it should be — the FSB should reduce the chance of all penalties inflicted by the armor, weapon, and shield. A +20 to save against one status is worth a single MC bonus, so a +20 to save against multiple related statuses would be roughly worth a full set bonus, and since this extends to the chance of granting an enemy Celerity that means it's also reduced by equivalent 10%.

I can see what you mean by reducing the FSB to 5% value, though.

quote:

The elecomp should still be +49% (40/0.6/1.4/0.85), since elecomp numbers include monster accuracy.


There's no elecomp anywhere in this set. This is treated as an effect where you deal more damage, but take an equivalent amount of damage in return. (Similar to weapons which deal +[x]% damage and cause you to take +[x/1.4]% damage.) Those don't factor in monster accuracy into the penalty. The main difference is that since you only have a chance to take more damage, the penalty is increased by an amount corresponding to that chance.

< Message edited by Zennistrad -- 3/8/2020 12:08:57 >
AQ  Post #: 84
3/8/2020 12:07:53   
Primate Murder
Member

That was a misprint on my part, I meant EleVuln - since the player is inflicted with EleVuln, it should probably apply the usual EleVuln numbers.

Similarly, I meant 35, not 40 - my bad, I was distracted.
AQ DF  Post #: 85
3/8/2020 12:09:33   
Zennistrad
Member

Alright, that's fair. I've made the change to to the Elevuln, as well as reduce the FSB to account for using two different elements.

I've also gone ahead and reworked the Celerity effect granted to the opponent so that it also uses a save, which should make this a bit simpler.
AQ  Post #: 86
3/9/2020 19:38:39   
Zennistrad
Member

Here's the Assassin class. This one was a bit tricky to figure out; I wanted it to have its own identity that wasn't just "Ninja, but more." What I came up with was something that I think works well as an evolution of the starting Rogue, but isn't just about dodging attacks. Instead, what the Assassin is all about is all about: stacking lots and lots of status effects. While this leaves the class less offensively powerful than some others to start, its set of abilities greatly capitalize on the statuses it inflicts, dealing increasing damage the more your opponent has.

This new assassin Class will have a more involved storyline than most other class quests, much like the original. As expected, the class trainers are Wallo and Shii, though this time around the story is a mystery involving an attempt made on both of their lives at once.
spoiler:

Wallo and Shii both responsible for the attempt. Due to internal politics, they each hired an assassin from a rival guild to kill the other, but unknowingly hired the exact same person, who decided to make it simpler and kill them both at once. Whoops.


quote:

Whispering Raiment

Assassin class armor. You must be a level 10 Ninja and a level 5 Scholar to train as an Assassin

Fully-offensive armor. Resistant to Darkness, Wind, and Water (42% at Level 150). Highly weak against Light (you don't want to be seen), secondarily weak against Energy and Earth.

MRM focuses on melee and ranged, with a slight magic vulnerability. Slightly higher overall defenses than normal.

2-hit attack at a +3 BTH lean. Slightly lower base damage than normal.

Appearance: Similar to the existing Whispering Raiment, though slightly taller.

Description: Train as an Assassin, with skills that can inflict deadly status effects, sometimes even killing your foe instantly!

Level 0: Euthanize - Passive

Poisons and deadly afflictions are the hallmark of any assassin. Though you'll deal less damage against a healthy opponent, your attacks get a boost the more status effects your foe has.

You weapon attacks, weapon skills, and specials get +(10*(2/3)*[StatusCount] - 5)% damage, where StatusCount is the number of negative status effects your opponent has. (E.g. you deal -5% damage with zero negative status effects. +1.667% damage with one, +8.333% damage with two, +15% with three, etc.) Spells get half of this boost/penalty.

Level 1: Hissatzu Waza - Toggle

Use one of several special techniques to change your armor lean, inflicting debilitating status effects! Only one may be active at a time.

Brings up a menu with three toggle options. Only one can be toggled at a time.

Me-Eguri - Lower your damage to attack your foe’s eyes and render them blind!

Your armor lean changes. Instead of dealing *1.25 damage, you deal *1 damage. In return, your weapon attacks, specials, and weapon skills attempt to inflict Blind (-17.65 * [Hits/Attempts] BtH, 2 turns), or (-13.24 * [Hits/Attempts] BtH, 2 Turns) if wielding a magic weapon. Opponent can resist at a +0 bonus (DEX/LUK vs. DEX/LUK).

Calc: 5% melee = +3 MRM. *5 gives us 15, /0.85 since it requires hitting the foe. This gives 17.6470588, *2 for save, then /2 for being spread over two turns. *0.75 for magic damage.

Ashikubi-kiri - Lower your damage to slice your foe’s tendons and reduce their ability to dodge!

Your armor lean changes. Instead of dealing *1.25 damage, you deal *1 damage. In return, your weapon attacks, specials, and weapon skills attempt to inflict Defloss (-17.86 * [Hits/Attempts] BtH, 2 turns), or (-13.39 * [Hits/Attempts] BtH, 2 Turns) if wielding a magic weapon. Opponent can resist at a +0 bonus (DEX/LUK vs. DEX/LUK).

Calc: 25% melee value, *0.85 to convert to BTH gives 21.25, /0.85 since it requires hitting the foe, then /1.4 for affecting the player’s whole side. This gives 17.8571429. * 2 for save, then /2 for being spread over two turns. *0.75 for magic damage.

Chimeishou - Lower your damage to inflict a bleeding injury!

Changes your lean. Instead of dealing *1.25 damage, you deal *1 damage. In return, your weapon attacks, specials, and weapon-based skills inflict Bleed (0.25 * [Hits/Attempts] Power), or (0.188 * [Hits/Attempts] Power) for magic weapons. Monster can save at a +0 bonus to end the effect (DEX/LUK vs. END/LUK).

Dokuken - Lower your damage to slice your foe with a deadly poisonous blade!

Changes your lean. Instead of dealing *1.25 damage, you deal *1 damage. In return, your weapon attacks, specials, and weapon-based skills inflict Poison (2.5 * [Hits/Attempts] Power, 2 Turns), or (1.875 * [Hits/Attempts] Power, 2 Turns) for magic weapons. Monster can save at a +0 bonus to end the effect (DEX/LUK vs. END/LUK).

When attacking in this mode, your character draws a knife dripping with green poison and either slashes with it (melee/magic) or throws it (ranged.)

Seijou Kougeki - Go for a simple and clean kill, dealing normal damage.

Switches your armor lean to a standard fully-offensive lean.

Level 2: Master of Mutilation - Passive

You know just how to strike your foe to inflict maximum injury. Your attacks are more likely to land status effects.

You gain +5 Status Potence, giving you +5 to all rolls to inflict status ailments.

Level 3: Unyielding Affliction - Active

Extend the duration of your foe’s Blind, Defence Loss, and Poison ailments, while also increasing the power of their Bleed statuses! This skill doesn’t take a turn to use, and is usable once per battle.

Quick-cast, once per battle. Each of your foe’s Blind, Defloss, and Poison ailments is extended by one turn. In addition, each of your foe's bleed statuses has their power multiplied by *1.125.

The SP cost is variable depending on how many of the three statuses your opponent has, and the power of those statuses.

This is calculated as:

SPCost = ([BlindVal + DefLossVal + PoisonVal + BleedVal] - 50)% Melee Value, with a minimum cost of 0.

BlindVal = MonsterBTHPenalty * 0.85 * (5/3)

DefLossVal  = MonsterMRMPenalty * 1.4

PoisonVal = Poison Power * 10

BleedVal = Bleed Power * 25


This ability only affects Blind, Bleed, Defloss and Poison, other statuses aren't counted.

Level 4: Assassin Trespassin’ - Passive

Sneak up on your foe to catch them unaware, causing them to lose their first turn.

At the beginning of the battle, you attempt to inflict Unaware (renamed Paralyze, 1 Turn) on your opponent. Opponent can resist at a +0 bonus (DEX/LUK vs. DEX/LUK).

Level 5: Jakusha Touta - Active

You decide who lives and who dies, and in that sense your job is like a shepherd culling the flock. Once your foe is sufficiently weak, you can use this skill to consume their poison and bleed statuses for massive damage!

Spell-based skill, deals damage according to your weapon’s type and element. Costs nothing to use.

Base damage is that of a standard skill, however it also consumes all poison and bleed statuses to deal extra damage. Damage modifier is calculated using the same formula as the Luna Neko’s Level 10 ability, replacing Burn with Poison in all calculations.

This means that with no statuses inflicted it deals -50% the damage of a standard skill, or -62.5% the damage of a standard skill if magic damage, but when consuming Poison and Bleed it can become much more powerful.

(Note that the damage bonus from the Level 0 ability is calculated after statuses are consumed, so Poison and Bleed will not grant bonus damage apart from the skill’s existing modifier.)

Level 6: Pain Magnification - Passive

Your malicious intent magnifies the wounds inflicted on your foe. Damage dealt by poison and bleed statuses is increased.

Damage from Poison and Bleed statuses is increased by +25%.

Level 7: Kairaku Senshi - Toggle

You know exactly where to stab your foe to make their body break down. Your attacks can reduce the END and maximum HP of your foes.

Costs 30% melee per turn. At the end of your turn, if you dealt damage your opponent, they make a save (DEX/LUK vs. END/LUK). If they fail*, they permanently lose END equal to [Hits/Attempts]*3, rounded stochastically.

*"Omae wa mou shinde iru."
**Nani!? Your opponent resisted your pressure point technique!


Level 8: Satsujin Shoudou - Toggle

This forbidden technique lets you increase your dexterity, at the cost of damage to your body.

DEX drive. Costs HP.

Level 9: Fuji no Fushou - Toggle

Spend SP each to ensure your Blind, Bleeding, Defense Loss, and Poison statuses land, preventing your foe from saving against them.

While toggled, you pay 20% melee in SP every time your opponent makes a save against Blind, Bleeding, Poison, and Defence Loss statuses; they automatically fail those saves. If your opponent has the Boss Boost intrinsic, the cost is increased to 50% melee per save. If you do not have the SP, the ability deactivates as the save is made, and your opponent gets a chance to resist the status as normal.

Only the listed statuses are affected; your opponent still gets a save for statuses outside of Blind, Bleeding, Poison, and Defloss.

Calc: All Poison, Bleed, Blind, and Defloss inflicted by Assassin skills are worth 25% melee. Adding an additional 25% melee is enough to have the same effect without the 50/50 save, -5% to cost due to the Level 2 skill. Cost is increased by 30% against enemies with the Boss Boost intrinsic to compensate for their increased save bonus against Blind.

Level 10: Sokushi - Active

At the end of the day, you’re only here for one thing. This weapon-based skill can only be used once per battle, but can instantly kill your opponent. If you fail, you’ll still deal extra damage.

Costs 100% melee in SP, or 125% if using a magic weapon. You perform a weapon-based skill, dealing five hits of your weapon's type and element at a +5 BTH lean. This attack's base damage is 150% melee.

However, there is a 40% chance of this attack attempting to instantly kill the foe. When this happens, your opponent makes a save at a +0 bonus (DEX/LUK vs. END/LUK). This save is affected by Status Potence. If you fail the save, you use the default weapon-based skill. If you succeed, you instead use a spell-based skill that deals 5 hits of Death-element damage and autohits, killing your foe instantly.

If your opponent resists or reflects Powerword Die, the instant-kill chance is reduced to 0%, but the weapon-based skill's damage is multiplied by *(5/3).

Note that this respects your weapon special, so if your weapon special occurs when using the skill, you do not get either the damage boost or the instakill chance. However, if this happens you can use the ability again next turn.

Calc: Based on the proc rate of PowerWord die, assuming 50% melee per battle is worth a 10% chance. The once/battle restriction empowers the "fallback" weapon attack, where the 100% melee pays for a 20% chance of instant death, /0.5 for save..


< Message edited by Zennistrad -- 3/10/2020 8:12:49 >
AQ  Post #: 87
3/10/2020 0:37:50   
Primate Murder
Member

Three minor imbalances I can find:

Lvl 0. Euthanize.

Overpowered. Bonebreaker Berserker and Moonchaser Rider already have a formula for an MC boosting damage based on status effects.


Lvl 7. Kairaku Senshi.

50% melee is used to inflict -50 End for 1 round. As such, a passive 5% would also be used to reduce End for one round only. Otherwise, you'd need to make it a toggle worth 5% * 10 rounds = 50% melee.


Lvl 10. Sokushi.

Underpowered, actually. 50% melee from skill damage + 50% from 1/battle would be 100/0.4/5 = 50% chance to attempt PWD.
AQ DF  Post #: 88
3/10/2020 1:30:37   
Zennistrad
Member

quote:

Overpowered. Bonebreaker Berserker and Moonchaser Rider already have a formula for an MC boosting damage based on status effects.


I recall seeing a similar effect in your own thread, which is what I based this on. (The Hexlord set, I believe.) Wouldn't that be overpowered by the same metric? Perhaps a comment best left there, but I think you might want to change that too.

In any case, fixed.

quote:

50% melee is used to inflict -50 End for 1 round. As such, a passive 5% would also be used to reduce End for one round only. Otherwise, you'd need to make it a toggle worth 5% * 10 rounds = 50% melee.


That's fair, actually. 50% melee per turn seems really oppressive, so I reduced it to a 30% melee toggle for a -3 END reduction per successful attack.

quote:

Underpowered, actually. 50% melee from skill damage + 50% from 1/battle would be 100/0.4/5 = 50% chance to attempt PWD.


That's not how the skill works though. The skill does not take a reduction to damage, the once/battle value is used to directly power the weapon attack option as a fallback. The one/battle value does not actually factor into the instant-kill chance.

Also, I'm confused how 100% melee/0.4/5 would grant a value exactly equal to a monster's maximum HP, and I honestly have no clue where you're getting "/5" from.

< Message edited by Zennistrad -- 3/10/2020 1:31:46 >
AQ  Post #: 89
3/10/2020 2:34:03   
Primate Murder
Member

Huh, you're right. I really have to go through my old suggestions and check them in regards to modern standards.

quote:

Also, I'm confused how 100% melee/0.4/5 would grant a value exactly equal to a monster's maximum HP, and I honestly have no clue where you're getting "/5" from.

quote:

Mastercraft; Power Word Die!
- directly from the Blade of Awe entry in the encyclopedia.

So you have 100% melee paid via sp, /0.4 for the save to get 250% melee. 5% melee = 1% chance of PWD, so 250/5 = 50% chance to attempt the save.
AQ DF  Post #: 90
3/10/2020 8:15:41   
Zennistrad
Member

To be fair, I'm actually completely unsure if PowerWord die fits current mastercraft standards. It feels like something that just got left in because it predates the mastercraft designation and is the single most famous weapon special in the game.

I can see your point though: I reworked Sokushi a bit. It now has a 40% chance of inflicting instant death with a +0 save.
AQ  Post #: 91
3/10/2020 21:03:27   
Zennistrad
Member

While I'm still finishing my Archmage concept (Coming Soon!), here's a Tier-2 class with a very unique Gimmick: copying monster abilities. I've always loved the concept of the Blue Mage class in the Final Fantasy series, so I did my best to try to recreate that faithfully here.

Granted, I think this would be extremely difficult to implement in AQ, but it's a nice idea.

quote:

Mimic Costume

Class armor. You must be a 4 Scholar, a Level 3 Mage, and a Level 3 Rogue to train as a Mimic.

Neutral-lean armor. Primarily resistant to Light, (39% at Level 150), secondarily resistant to Water and Darkness (42% at Level 150). Flat resistances otherwise, total resistances are a bit higher than normal.

Equal Ranged and Magic defense but slightly lower Melee defense.

Attack is one hit at a neutral BtH lean. Lower than normal base damage to pay for resists.

Appearance: An outfit resembling the classic Arlecchino outfit from Italian commedia dell'arte theater: a diamond-checkered costume with many different bright colors. Your character's normal head doesn't appear on the armor, instead they wear a black domino mask and a bright purple beret adorned with a fox's tail.

Description: Become a Mimic, a magical performer who can copy the abilities of monsters!

Mimicry - Passive

The Mimic class has a large variety of different active skills available, but only a few can be learned at a time. At class level 1, 3, and 5 (plus Level 7 and 9 for Guardians), you get an empty active skill slot. Upon defeating certain types of enemies*, you will learn a skill that fills one of those slots. You must be in the Mimic class armor when the battle ends for this effect to apply. You can only learn abilities this way if your enemy is (CharLevel-10) or higher.

If you have no usable or empty slots, the learned skill will be made available through a special "shop" in the class trainer**, which works similarly to elementalizing Guardian no-drops. The class trainer will ask you which spell you want to forget and which of your unlocked spells you want to learn. Once a monster that grants an ability is defeated, that ability will be permanently unlocked in this pseudo-shop. Changing abilities this way costs gold equivalent to a standard spell for your level.

To help with finding new skills, about half of the eligible enemies can be fought during the Mimic class quests, but others must be sought out for yourself.

*You learn [ability] from your fallen foe!
**You unlock the [ability] ability! Visit your class trainer to change skills.


Level 0: Artful Performance - Toggle

To become a true performer requires both unflinching grace and magical prowess. While active, you can use your INT and DEX to determine dodge chance, as well as damage with magic attacks.

While toggled, stat bonus to block chance is calculated as INT/16 + DEX/16 + LUK/40, core stat damage from magic attacks is calculated as INT*3/64 + DEX*3/64, and core stat damage to spells is calculated as INT/8 + DEX/8.

Level 1: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 2: Method Acting - Passive

Before you can get into a role, you have to REALLY understand who you’re playing. When you’re facing an enemy with a skill you can learn, you’ll receive a notification, even if you’re not in the Mimic armor. If you are in the Mimic armor, you’ll get a defense boost against any enemy whose skill you can copy.

At the beginning of battle, if your class title is Mimic, a message pops up alerting you if they have a learnable skill.* This happens even if you're not in the armor.

Also, if you are in the Mimic class armor, and your foe has a learnable skill, you gain +6 MRM.

*[Enemy name] has a skill! You must be in the Mimic armor when the battle ends to learn it.

Level 3: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 4: Juggler’s Trick - Passive

When you perform, you become so “in the zone” that you can catch a flaming sword between the tip of your teeth in a fraction of a second. Whenever you use a mimicked ability, you gain extra accuracy with all attacks.

Whenever you use an active class skill, you get +2.5 BTH for the rest of the battle, /2 that bonus for spells. This does not count quick-cast class skills.

Calc: +42.5 BTH bonus, divided over ten turns. With an assumed two abilities used per fight, that gives one turn with no abilities used, one turn with one ability used, and eight turns with two abilities used. So 0x + x + 2(8)x = 42.5, or 17x = 42.5. 42.5 / 17 = 2.5.

Level 5: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 6: Improvisation - Passive

Sometimes, a stage performer has to make the best of mistakes. Whenever you miss an attack, your next attack will get a massive accuracy bonus.

Whenever you miss an attempted hit, the next hit you attempt gets +28.333 BTH, or +14.167 BTH if the next hit is from a spell.

Level 7: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 8: Sleight of Hand -Toggle

Your stage performances have given you knack for motor skills and magic. For a small MP and SP upkeep, you can boost your INT and DEX.

INT/DEX drive. Costs MP and SP.

Level 9: Empty Slot

When you learn a mimicked skill, it will be available here.

Level 10: Encore! - Active

The show must go on! With this skill you can repeat the last spell or monster ability you used, provided that spell dealt damage to your opponent. Usable once per battle.

Costs 75% melee in SP, usable once per battle. Only usable if the last spell you cast this battle dealt damage (including healing “damage.”) You use that spell again this turn for no additional cost.

This even works with quick-cast spells, but only if it’s one that dealt damage. Spells like Summon/Call spells, Purple Rain, and Moonwalker’s Grace cannot be repeated. If the last spell you cast is ineligible for repeating this way, the Encore skill is disabled.


Available abilities:

All skills below are spell-based and receive appropriate elecomp to damage, with the exception of Zard Punch, Sneak Attack, and the two healing spells.

quote:

Zard Punch

Channel the strength of a Frogzard into your fists and punch your foe. While this weapon-based skill deals only slightly more damage than a normal attack, it has a chance to hit extra hard!

...Wait, do Frogzards even HAVE fists?


Spell-based skill, costs 15% melee in SP. Deals one hit of damage according to your element and weapon type, at a +5 BTH lean. Base damage is equal to a normal attack, but gets +5% damage, or +6.667% damage for magic weapons.

However, there is also a 10% chance of the attack dealing an extra +100% damage (+133.333% for magic weapons.)*

*"Frogzard PAWNCH!"

Learned from: Any Earth-element monster tagged as a Zard

Draining Geyser

Watch out! This thing can drain your magic points! And by "thing" I mean "water spell," and by "your" I mean "your foe's."

Costs the MP of a standard spell. Deals one hit of Magic water damage at a +5 BTH lean. Deals -50% damage, but reduces your foe's MP by 1.5x the damage dealt.

Learned from: Braken, Shadow Braken, Undead Braken, Shower Monster

Sneak Attack

Infuse your weapon with a bit of poison and attack! When used on your first turn, the poison is especially potent!

Spell-based skill. Costs 55% melee in SP.

Deals two hits of damage at a +0 BTH lean, according to your weapon's element and type. The skill then attempts to inflict Poison (Power 2.5*Hits, 2 Turns.)* Opponent can resist at a +0 Bonus (INT/DEX vs. END/LUK).** If used on your first turn in a battle, the power of the poison is doubled.

*The sneak venom poisons your opponent!
**Your opponent resists the poison.


Learned from: Sneak, Sneak on a Plain

Shifting Shield

It's nifty to be shifty. Call upon the power of a Forest Demon to summon a shield, increasing your blocking by a random amount for one turn! Doesn't take a turn to use.

Quick-cast, once per turn. Costs 55% melee in SP. You gain the Defence Boost status (+[X] Blocking, 1 Turn). X is a random integer between 1 and 60, inclusive.

Learned from: Forest Demon, Dull Forest Demon

Sea Shield

She shells she sealds by the— wait, no. Darnit.

...Um, anyway. This skill will let you create a Chi Shield, letting you redirect damage to your SP instead of your HP.


Costs nothing to use. Not quick-cast.

Generates a Chi Shield. Deals one hit of Magic Heal damage, *0.85*0.9 damage. Uses INT for stats. Damage is reduced to 0 immediately before it gets inflicted, and instead you get a Chi Shield (absorbs [damage dealt] damage, efficiency is [damage dealt] / [SPCost]), where SPCost is 125% Melee in SP.

Learned From: Sea Squirt, Sea Fiend

Bonesplosion

Summon an explosion of bones, dealing massive Darkness damage, but damaging you as well. This spell has all the young mages telling their parents: "Buy me Bonesplosion or go to Heck!"

Costs the MP of a standard spell. Deals two hits of Magic darkness damage at a +0 BTH lean. Starts out as a standard spell, but deals +25% damage.

Afterward, you take Darkness damage equal to 20% of the damage dealt. The self-damage is fixed and ignores elemental resistance.

Learned from: Death Knight

Supwise Wabbit

Shh. Be vewwy vewwy quiet. Ambush youw foe with ghostwy wabbits, deawing wind damage without taking a tuwn.

Costs the MP of a standard spell. Quick-cast, usable once per turn.

Deals three hits of Wind damage at a +5 BTH lean. Deals the damage of a standard spell, -32.5% damage for being quick-cast.

Learned from: Am-Bush, Am-Boss

Five-Leaf Clover

Dang. This spell must be seriously lucky. So lucky, in fact, that using it will practically guarantee a lucky strike this turn! Does not take a turn to use.

Quick-cast, once per turn. Costs 90% melee in SP. You gain the Hypercritical (+90% Lucky Strike chance) status for one turn.

*The clover grants you luck, then disappears in a puff of smoke.

Learned from: O'Meany, O'Greeny, O'Teeny

Healing Light

Cast this spell to regain some HP. It's the perfect thing to light up your world toni-i-ight, after fighting monsters that didn't give up the bark and the bi-i-te.

A copy of the temporary Healing Light spell gained by making a Sunray explode, except it scales with your level. You do not have to make the Sunray explode from Light damage to learn it as a Mimic skill.

Obtained from: Sunray, Queen Raychel the Sunray

Restful Night

"Lullaby, and goodnight, your HP'll be alright / and your foe, no more screams, since it's enjoying sweet dreams."

A copy of the temporary Restful Night spell gained by making a Moonray explode, except it scales with your level. You do not have to make the Moonray explode from Darkness damage to learn it as a Mimic skill.

Learned from: Moonray, King Raymoond the Moonray

Galloping Gogg

“Gogg” is such an inherently funny word, isn’t it? With this technique, you can attempt to grant yourself Celerity. If you succeed, you’ll deal more damage during this turn and the extra turn.

Quick-cast, once per turn, and usable only if you aren't already in an extra turn granted by Celerity. Costs 50% melee in SP. You attempt to gain Celerity. Monster can save at a +10 bonus (INT/DEX vs. INT/LUK.)

If you succeed, you’ll not only gain Celerity*, but deal +12.5% damage during this turn and the extra turn that follows. /2 for spells, *4/3 for magic weapons.

*You rush your foe like a hungry Gogg!
**You attempt to rush your foe like a Gogg, but trip over yourself.


Calc: 50% melee value /0.4 chance of save = 125% melee. 100% of that goes towards the Celerity, the rest goes toward the damage boost.

Learned from: Little Gogg, Gogg, MeGogg, ArMeGoggon, Shadow Gogg, Mighty Shadow Gogg

Ice Eruption

This spell will summon a massive crystal of ice from beneath your opponent, potentially dazing them.

...Huh. You’re pretty sure the Frost Giants couldn’t do that before.


Costs the MP of a standard spell. Deals one hit of Magic Ice damage at a +0 BTH lean.

Deals -25% damage. If it hits, it attempts to inflict Daze (42*[IceResist]% chance of inaction, 2 Turns). Opponent can resist at a +0 bonus (INT/DEX vs. END/LUK).

Calc: 25*2, /0.5 for save, /0.85 for requirement to hit, /1.4 monster turn value, then /2 for two turns.

Learned from: Frost Giant, Frost Giantess, Frost Giant Commander, Frostval Giant

Vorpal Carrot

Death awaits your foe – with nasty, big, pointy carrots! Summon the carrots of the Vorpalzard to tear through your foe's armor and resistances!

Costs the MP of a standard spell. Starts out as a standard spell, but deals -41.5% damage. Deals two hits of Harm damage and autohits.

Learned from: VorpalZard

Thunder Fang!

Evoke the lightning of Krenos, the mightiest energy dragon in Lore! It can leave your foe paralyzed and bleeding!

Costs the MP of a standard spell, plus 60.7% melee in SP.

Deals one hit of Magic energy damage at a +0 BTH lean. Deals the damage of a standard spell, and attempts to inflict Paralysis (1 Turn), and Bleed (Power 0.25) on hit. The opponent can resist the Paralysis at a +20 bonus and the Bleeding at a +0 bonus. Both statuses are (INT/DEX vs. END/LUK).

*The apparition of Krenos paralyzes and wounds your foe!
**The apparition of Krenos paralyzes your foe!
***The apparition of Krenos inflicts a bleeding wound!
****Your opponent resists the apparition's bleeding and paralysis.


Calc: 30% chance to inflict Paralysis is worth 119*0.3% melee, or 35.7% melee. Power 0.25 bleed at 50/50 save is worth 25% melee.

Learned from: Krenos, Uncle Krenos

Soul Rend!

Tear out your foe's soul with fiendish light, freezing them in place and massively increasing the Darkness damage they take!

Costs the MP of a standard spell, plus 91.6% melee in SP. Deals 1 hit of Magic Light damage at a +0 BTH lean. Deals the damage of a standard spell.

If the hit connects, your opponent is inflicted with Spirit Rend. Opponent can save at a +0 bonus (INT/DEX vs. END/LUK).

*Your attack tears through your foe's soul!
**Your foe's soul resists being ruptured.


Learned from: Ryn the Undying


< Message edited by Zennistrad -- 4/4/2020 16:28:21 >
AQ  Post #: 92
3/13/2020 0:47:42   
Zennistrad
Member

Here's my concept for the archmage class. This one was interesting to work on, because I had to come up with an identity for the class that expanded my Wizard class concept without making the Wizard seem totally useless in comparison, and I think I like what I came up with.

While the Wizard focuses mainly on elemental magic, and the elemental specialist subclasses can be extraordinarily powerful, the Archmage class ditches the traditional elemental focus in favor of non-elemental magic. While this means it is less capable of exploiting elemental weaknesses than the Wizard, it's also excellent at dealing with foes that have no particular weakness. It also comes with one of the most powerful nukes in the game, though it will leave you vulnerable should your foe survive, since it drains all of your MP and the Archmage has much less powerful standard attacks than the Wizard.

The class quests for this Archmage will once again be more story-focused, with the class trainer this time being Beleqwaya. The storyline involves investigating a hostile and powerful entity from the Void that is attempting to emerge into Lore, causing severe damage to Lore's environments due to its escape attempts.

spoiler:

The "entity" isn't actually hostile at all; it's a fragment of Beleqwaya's subconscious mind, left behind in the Deep Void while the rest of him was restored. It wants nothing more than to reunite with Beleqwaya, and all the damage it caused was completely unintentional.


quote:

Cosmic Mantle

Archmage class armor. You must be a level 10 Wizard and a Level 5 Scholar to train as an Archmage.

Neutral-lean armor. Resistant to Ice, Darkness, and Energy. (42% Resistance at level 150). Highly weak against Earth (you're unconcerned with most earthly matters), secondarily weak against Light and Water.

MRM heavily focused on magic, at the expense of ranged and melee

Standard attack is two hits at a neutral BTH lean.

Appearance: Similar to the archmage armor in the old preview image. Your shield appears below the menu when equipped.

Description: Train as an Archmage, an almighty wizard with powerful non-elemental magic!

Level 0: One With the Weave - Passive

Your life force has ascended, becoming part of the very essence of magic. Though this has decreased your maximum hit points, your mana regenerates at a constant pace.

As long as you’re wearing the Archmage armor, your maximum HP is decreased by an equivalent of 50% melee. In exchange, you heal 10% melee in MP every turn.

Reducing maximum HP by switching to the archmage armor also reduces your current HP by the same amount, no matter how much HP you have. When you switch out of the archmage armor, you gain back the HP you lost.

Level 1: Critical Spell - Passive

You’ve optimized your spells to deal maximum damage when they strike your foes’ weak points. Your INT is added to your LUK when calculating lucky strike damage.

Instead of the normal formula, Lucky Strike damage from spells is calculated by ([LUK * 3/8] + [INT * 9/16]).

Calc: 5% mastercraft bonus * 10 turns = 50% boost. /2 for expected number of spells cast per battle, /2 for spell damage *0.6 for omni-elemental, means that one mastercraft bonus for spells is 7.5% of a spell. Since spells already get /2 lucky strike damage, this bonus is multiplied by 2 for 15%. *10 for 10% lucky strike chance gives 150%. INT Boost to Lucky Strike damage is thus 150% of the LUK boost, or 9/16. So with max INT and LUK, this means lucky strike damage is multiplied by *2.5.

Level 2: Probability Manipulation - Passive

By warping the laws of quantum mechanics, you’ve increased the lucky strike chance of your spells.

Lucky strike chance from spells is multiplied by *2.5.

Calc: Same as above.

Level 3: Exsanguinate Mana - Active

Siphon your opponent's life force to restore your mana!

Spell-based skill, costs 125% melee in SP. Deals two hits of magic Harm damage at a +0 BTH lean, equal to 45% of the damage of a standard spell. You then gain MP equal to 1.5 * the damage dealt.

Level 4: Spacial Warp - Passive

By squashing and stretching spacetime, you can move at incredible speeds, making you more likely to get the drop on your opponent.

You get a passive +105 initiative boost for as long as you wear the armor.

Level 5: Gravitational Collapse - Active

Crush your opponent with powerful gravity waves, dealing fixed damage equal to 28% of their current HP!

Spell-based skill. Costs the MP of a standard spell, plus 12.5% melee in SP. On cast, your opponent makes a save at a +0 bonus (INT/LUK vs. END/LUK.) If they fail, they automatically take Harm damage equal to 27.87% of their current HP. This damage cannot be boosted by abilities or leans, and does not deal lucky strikes. However, it is affected by the enemy's Harm resistance.

Calc: Using the ten turn model, two turns of spells equal to 200% melee each = 400% melee, or 400/1400 of the damage expected to be dealt to the monster over the battle (so, 28.57% the monster’s max HP.) This means two turns of standard spells will reduce a monster to 71.43% of their current HP.

This spell's base damage starts at reducing a monster to roughly 84.51%, or [100 * root(0.7143)]% of their current HP. The spell then deals double damage for using a 50/50 save, then the damage gets multiplied by *0.9 for the always useful penalty. So that means the base damage of the spell is (100 * [1 - root(0.7143)] * 2 * 0.9)% of the monster's current HP, or about 27.87%. Since the spell autohits, it costs an extra 25% melee (assuming archmages have a 75% hit chance due to having INT and LUK), /2 since it still has a base 50% chance of failing.

Level 6: Archmage Lean - Passive

You don’t need armor when you can crush your enemies to atoms with your mind. You take more damage, but your spells are massively stronger!

Your armor lean permanently changes. You take x1.25 damage from attacks and deal x1 damage with attacks. In return, your spells deal +45% damage.

Calc: The lean shift has a value of +25% damage, similar to an offensive lean but the bonus is applied to spells instead. +5% for the MC of the ability gives an equivalence of +30%. 30 * 10 Turns / 2 for spell damage / 2 for expected # of spells *0.6 for omni-elemental gives +45%.

Level 7: Voidmage Master - Passive

You’ve performed intense research on the Deep Void, obtaining an understanding unlike any other mage. Your spells from the eight standard elements have a small chance of dealing Void damage instead.

All spells from the eight standard elements (e.g. not Harm, Healing, etc.) have a 13.9% chance of dealing Void damage instead of their normal element with each hit.

Calc: Assuming you're casting a spell that deals damage to the monster's weakness, the monster's expected resistance is 130%. Void resistance defaults to 200%, 200/130 is 1.5384615384615, or +53.84615384615%. MC pays for +5% damage over ten turns, or +50% /2 for expected number of spells cast, /2 for spell damage, *0.6 for omni-elemental, giving +7.5% spell damage. 7.5 / 53.84615384615 = 0.1392857142857, or a 13.92857142857% chance.

Level 8: Arcanum Vitae - Toggle

You've sold your soul to unlock the secrets of the universe. By paying a bit of HP each turn, you can increase your INT.

INT drive. Costs HP.

Level 9: Quantum Certainty - Toggle

You do not play dice with the universe. By adding some SP to your spells, you can eliminate all but one possibility, letting them deal automatic lucky strikes.

While toggled, all magic spells cost an additional 25% melee in SP. If you do not have the SP, the toggle is automatically deactivated when you cast a spell. In return, affected spells deal guaranteed lucky strikes. Bonus lucky strike damage dealt from magic spells this way is multiplied by *0.5.

Melee and ranged spells are unaffected by this ability, and do not receive any modifications to SP cost, lucky strike chance, or lucky strike damage.

If you do not have the SP, this skill is automatically toggled off when you cast a spell.

Level 10: Mana Burst! - Active

Unleash all of your mana at once in a devastatingly powerful non-elemental attack!

Spell-based skill. Deals three hits of magic Harm damage at a +15 BTH lean.

Has a “cost” of 0 MP, but then drains all of your MP. Starts off with damage equivalent to a standard spell, and then deals +(125*[MPPaid/StandardSpellMP]-125)/2%. So with 0 MP spent it deals 37.5% damage, with the MP cost of a standard spell spent it deals 100% damage, with double the cost of a standard spell spent it deals 162.5% damage, with four times the cost of a standard spell it deals 287.5% damage, etc. The damage is then multiplied by *0.9 as an always useful penalty.


< Message edited by Zennistrad -- 5/19/2020 20:59:18 >
AQ  Post #: 93
3/18/2020 17:47:55   
Zennistrad
Member

And here we have the Tier 3 Fighter class, the Gladiator. While the Berserker focuses on raw weapon damage at the expense of accuracy and defense, the Gladiator is able to hit with both strong and accurate attacks. However, it is also by far the most SP-intensive of the Fighter classes, so while its damage output is high, it forces you to play more carefully with resource management than most classes. (At least, in theory.)

The class trainer for the Gladiator is Gaius Artorius Invictus, a retired general from a foreign empire and owner of a pit fighting arena on the road to Lolosia, just to the southwest of the Ninjutsu Temple. The questline primarily involves investigating the arena's dark past, including persistent rumors that the opponents Gaius has you fight are slaves.

spoiler:

You find out that the rumors are 100% true; many of the Pirates in Lolosia are escaped slaves themselves. The questline ends with you freeing the slaves and leading a revolt against Gaius.


quote:

Armatura Secutoris

Gladiator class armor. You must be a level 10 Berserker and a Level 5 Scholar to train as a Gladiator.

Fully-offensive armor. Resistant to Fire, Light, and Earth (42% resistance at level 150.) Highly weak against Ice (You’re not wearing much!), secondarily weak against Wind and Darkness.

MRM focuses on Melee and Ranged, with a Magic weakness.

2-hit attack at a +0 BTH lean.

Appearance: Based on the secutor (pursuer) class of gladiators in ancient Rome. Your character wears a red loincloth (plus a matching cloth over their torso if female), iron shinguards with bare feet, an iron armguard on the arm where they hold their weapon, and a full iron helmet with two small eye-holes.

Description: Become a gladiator, paying SP for powerful and accurate weapon attacks!

Level 0: Are You Not Entertained? - Passive

Gladiators push themselves to their limit to please the crowd. You’ll lose a bit of SP each turn, but your attacks are more powerful and accurate. If you don’t have the SP, you’ll lose HP instead.

Your weapon attacks deal +10% damage and get +8.5 BTH. Spells instead deal +5% damage and get +4.25 BTH.

In exchange, you lose 15% melee in SP each turn. If you don’t have the SP, you instead lose that amount of HP / 1.125.

Level 1: Modus Pugnae - Passive/Toggle

Change your fighting style to hit with greater power or precision. You’ll always have one active, and each costs SP. If you don't have the SP, you'll lose HP instead.

Click to toggle between one of two modes. One is always toggled (defaulting to Modus Potentiae) and both cost 5% melee in SP each turn; you cannot toggle off. If you don’t have the SP for either ability, you instead lose that amount of HP / 1.125.

At the beginning of each battle and when activating the toggle, you’ll see a message at the top of the screen showing you what mode you’re in.

*Your armor is set to Modus Accurati, making your attacks more accurate!

**Your armor is set to Modus Potentiae, making your attacks more powerful!


In Modus Accurati, you gain +8.5 BTH on all weapon attacks and +4.25 BTH on spells. In Modus Potentiae, you gain +10% damage to all weapon attacks and +5% damage to spells.

Level 2: Spirit of the Games - Active

The spirit of the games, of course, is beating the other guy. As you deal damage to your foe, you’ll regain SP.

Weapon attacks heal SP equal to 5.625% of the damage done. Spells heal that amount /2.

Level 3: Plus Ultra - Active

Push your body further beyond! Once per battle, you’ll be able to restore a bit of your SP for a moderate HP cost.

Quick-cast, once per battle. Costs 60% melee in HP. You gain 100% melee in SP.

Level 4: Opening Gambit - Passive

The most important move in a fight is the first. Your attacks have enhanced power and accuracy on your first turn.

During your first turn, weapon attacks deal +25% damage and get +21.25 BTH. Spells instead get +12.5% damage and +10.563 BTH.

Level 5: Finish Him! - Active/Toggle

Gaius taught you a technique that deals extra damage to opponents close to death. You don’t like the idea of killing already-downed combatants, but there’s no denying its effectiveness...

Costs four finisher charges to use.


Weapon-based skill. You perform a one-hit variant of your normal attack, dealing damage at +0 BTH lean. If your opponent is below 1/4 of their maximum HP, the attack does +100% damage, +166.667% if you're using a magic weapon. (So either way, it deals twice the damage of a standard melee attack if used against a weakened opponent.)

Since this is treated identically to a normal attack, it respects your weapon special, so you do not get the damage bonus if your special occurs.

The skill uses a special resource called finisher charges, represented on the bottom-right of the screen by a number next to an icon of a gladius sword. The charges are obtained through the use of a toggle. While the toggle appears on the menu as a toggle button directly above the main active skill button, it is treated as part of the same skill.

quote:

Charge Finisher

Spend a bit of SP each turn to build finisher charges.


This sub-skill costs 25% melee in SP per turn to use. Each turn it is active, you gain one finisher charge at the end of your turn.

Level 6: Blood for Bloodsport - Toggle

Both spirit and flesh are strong. By activating this ability, you can split costs among both HP and SP.

All armor abilities that cost SP (both toggled, passive, and active) have their costs reduced by 35%. In exchange, you also pay 31.111% of the original cost in HP.

Level 7: Adrenaline Rush - Passive

When you’re cornered, you fight harder than ever. You’ll occasionally recover SP at the start of your turn, with the chance increasing as your HP lowers.

At the beginning of every turn, you have a ((MaxHP-CurrentHP) * 40 / MaxHP)% chance of gaining 25% melee in SP. (So, 0% chance at 100% health, 20% chance at 50% health, 30% chance at 25% health, 39.6% chance at 1% health, etc.)

Level 8: Musculus Maximus - Toggle

You’ve trained your body so hard that just flexing in someone’s direction knocks them out cold. For a moderate SP cost, you can increase your STR.

STR drive, costs SP. Slightly more powerful than standard STR drives, but also costs slightly more SP per turn.

Level 9: Verus Ictus - Toggle

Strike true to guarantee a hit with weapon attacks and specials, and greatly increase the chance of hitting with spells. While active, bonuses to hit from other abilities are converted to damage bonuses.

Costs 35% melee in SP per turn. While toggled, your weapon attacks and specials automatically hit. All BTH bonuses from the level 0, 1, and 4 abilities are converted into equivalent damage bonuses. (So, additional damage bonuses are each equal to +[BTH/0.85]%).

Spells do not autohit from this skill, instead getting a +14.875 BTH bonus. Class BTH bonuses to spells from other skills are still converted to damage, however.

Level 10: I Am [Playername]!

The ultimate show of solidarity. Unite with your allies and cast off your chains, crushing those who stand in the way of freedom.

Spell-based skill. Costs 200% melee in SP.

You call a stampede of former gladiators that overruns the entire screen. Deals 12 hits of damage according to your weapon’s type and element. Alternates between +0, +5, and -5 BTH leans. This means the first, fourth, seventh, and tenth hits have a +0 BTH lean, the second, fifth, eighth, and eleventh hits have a +5 BTH lean, and the remaining hits have a -5 BTH lean.

Starts off as a standard skill, but deals +50% damage, +37.5% damage if magic.


< Message edited by Zennistrad -- 4/2/2020 7:24:23 >
AQ  Post #: 94
3/28/2020 23:19:36   
Zennistrad
Member

The last of the basic Tier 3 classes is the Warden class, a fully-defensive ranger class. This class focuses on stacking as many triggered bonuses as possible for maximum effect.

This time, the class trainer is Kirion, an experienced elvish Warden on the western edge of Greenguard Forest. The class storyline involves an encroaching army of undead, raised by an unnamed Necromancer using the souls of those slain by the great wars of the west as fodder.

spoiler:

The Necromancer is actually Gravelyn, though she's considerably weaker compared to her AQW counterpart. She is raising undead in a bid to regain her power, but how she lost that power is left ambiguous. She and Kirion have a history, and it's implied that the remaining Wardens are the survivors of an elf kingdom that Gravelyn destroyed.


quote:

Verdant Vesture

Warden class armor. You must be a Level 10 Hunter and a Level 5 Scholar to train as a Warden.

Fully-defensive armor. Resistant to Earth, Light, and Darkness. (42% Resistance at level 150). Highly weak against Fire (your enemies would burn Greenguard Forest to the ground if given the chance), secondarily weak to Wind and Ice.

MRM focuses on Ranged and Magic, at the expense of Melee.

Standard attack is two hits at +0 BTH

Appearance: An especially fancy-looking ranger's outfit consisting of a forest green tunic and cape, and leather boots and gloves. The tunic is worn over a visible suit of mithril chain mail and decorated with dark gold trim, in a similar pattern to the Guardian Armor's yellow markings. The tunic has a hood that is draped over the character's head by default, this can be moved to below the menu and back by clicking. A leather strap belt carries a small mithril shortsword by your waist; if you aren't wielding a 100-proc weapon then your character will wield it while your weapon is shown below the menu. Shield is also shown below the menu at all times. Finally, a quiver of arrows remains slung across your character's back at all times.

Description: Become a Warden, an ancient protector of the wilds! With your arsenal of abilities, your arrows will strike the weakness of any target!

Level 0: Arrow of the Meek - Passive

The Wardens shelter the meek and vulnerable, protecting them from those who abuse strength. When fighting a foe with STR, your 100-proc attacks deal extra damage.

Attacks with 100-proc weapons deal +10% damage, as long as you're facing an opponent with > 0 STR.

Level 1: Elfshot - Passive/Toggle

Lower your damage to give your 100-proc weapons different effects, depending on what kind of monster you're fighting. Affected monsters include undead, dragons, flying monsters, shadows, and zards!

While toggled Your weapon attacks and specials deal -20% damage, or -26.667% damage for magic weapons. In return, 100-proc weapons have one of several different effects depending on the monster’s tags. If the monster has two or more different compatible tags, one ability is chosen at random each turn. (So attacking a flying undead dragon will have one of three random effects, for example.)

However, the last enemy tag listed overrides all of the others. This is because it is treated as a passive ability, rather than a true toggle like the others.

Armor/Metallic*

Your attacks with 100-proc weapons inflict Elevuln of your element’s weapon. (+(16.807 * [Hits/Attempts]% damage), 2 turns.) Opponent can resist at a +0 bonus. (DEX/LUK vs. DEX/LUK.)

Calc: 20 / 0.85 for hit requirement, /1.4 for affecting your whole side. Two turns for 50/50 save.

Demons**

After you attack with a 100-proc weapon, your opponent makes a save (DEX/LUK vs. END/LUK). If they fail, your opponent is inflicted with Elevuln (+(8.403 * [Hits/Attempts])% damage, 2 turns) and Exorcized (renamed Choke, -(8.403 * [Hits/Attempts])% damage reduction, 2 turns).

Calc: 20/0.85/1.4/2 for each status

Dragons/Dragonkin/Drakel***

Your attacks with 100-proc weapons inflict Scale Rot (renamed defLoss, -14.286*[Hits/Attempts] MRM, 2 turns.) Opponent can resist at a +0 bonus (DEX/LUK vs. END/LUK).

Calc: 20% melee *2 for save = 40%. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 28.57142857143%. Divided over two turns gives -14.286 MRM.

Flying Monsters****

Attacks with 100-proc weapons have an 80% chance of autohitting with each hit.

Calc: assumes a base 75% hit rate for ranged 100-procs for expecting STR and DEX, which is worth 25, 20/25 = 0.8. For magic 100-proc weapons the assumption is also 75%, since you're expected to have both INT for the weapon and DEX to take advantage of the Warden's saving throws.

Weres^

Your 100-proc attacks inflict Disease equal to 113.625% of the damage dealt. Your opponent does not get a save.

Calc: Disease effect is equivalent 20% melee in damage. *0.9 for being non-elemental, *1.01 for delayed turn = 18.18%. 18.18 / 0.8 for expected damage, then *5 for Disease effect.

Shadows^^

Whenever you attack with a 100-proc weapon, you get Elemental Shield against Light and Darkness (-12.86% damage, 1 turn.) Opponent does not get a save, and you do not need to hit the opponent.

Calc: 20/1.4, then *0.9 for always useful, since Shadows almost always deal exclusively light and darkness damage.

Undead/Zombies^^^

Your attacks with 100-proc weapons inflict Afraid (2 turns, 16.807 * [hits/attempts])% chance of inaction). Opponent can save at a +0 bonus (DEX/LUK vs. CHA/LUK).

Calc: 20 / 0.85 for hit requirement, /1.4 for monster damage. Two turns for 50/50 save.

Zards^^^^

Your attacks with 100-proc weapons inflict Bleed (0.235 * [Hits/Attempts] Power). Opponent can save at a +0 bonus (DEX/LUK vs. END/LUK).

Calc: 20% melee = 0.1 base power, *2 for save, then /0.85 for requirement to hit, then *2 for save.

spoiler:

Shadowscythe


Your attacks with 100-proc weapons deal +30% damage and deal Void damage instead of their normal element. (This negates the damage penalty from the Elfshot toggle, so you actually deal +10% damage.)

In addition, the Elfshot ability is toggled on automatically when you enter battle with monsters with this tag, and cannot be toggled off.

If your enemy is not tagged with one of the above, the toggle is disabled, and you get a short message from trying to click on it.††

*Your acid-coated projectiles melt through your opponent’s resistance!
**Your Lohkaista-infused attack weakens your demonic foe!
***Your dragonbane ammo rots your foe’s scales!
****Your anti-air attack strikes your foe for an automatic hit!
^Your wolfbane ammunition hinders your foe’s natural healing!
^^Your luminous shots create a veil of protection around yourself!
^^^Your consecrated shots leave your undead foe cowering in terror!
^^^^Your piercing shots tear through the zard’s thick hide!
†You strike true against your destined nemesis!
††You don't have any special elfshot techniques for this kind of foe.


Level 2: Anti-Mage Arrows - Passive

The third eye is just another eye to shoot. If your opponent has INT, your 100-proc attacks deal extra damage.

Attacks with 100-proc weapons deal +10% damage, as long as you're facing an opponent with >0 INT.

Level 3: Power Draw - Toggle

Put some oomph into your next 100-proc attack for extra damage! If your opponent’s ranged defense is their highest, ranged 100-procs will be extra accurate!

Costs 25% melee in SP per turn. Your attacks with 100-proc weapons deal +20% damage, or +26.666% (calc: 95 / 75) if it’s a magic 100-proc weapon.

If you’re fighting a monster with higher ranged defense than melee or magic defense, your attacks with ranged 100-proc weapons also get +8.5 BTH. (This does not affect magic 100-procs.)

Level 4: Hidden in Plain Sight - Passive

Wardens have perfected the art of camouflage and ambush tactics. With this ability, you'll get an extra turn at the start of battle.

At the beginning of battle, if you're wearing the Warden armor, you get an extra turn before the monster attacks. During this turn, you deal *0.5 damage with all weapon attacks and weapon specials, and heal *0.5 from healing potions. Ranged and melee skill/spell damage is multiplied by *0.75, and magic skill/spell damage is multiplied by *0.6875. Pets and guests will not act during this turn, but you will not lose HP from the inaction penalty. You cannot change armors or equip miscs during this extra turn.

The extra starting turn will happen after the pre-battle menu if the "Change Equipment Before Battle" menu in game options are selected, and will thus happen after any extra starting turns the monster gets. This means monsters that get a free attack on you like the Am-Bush will still always get the drop on you, but you still get the extra turn.

Level 5: Spirit Trap - Active

Set a special trap to detonate when your foe uses SP! Usable once per battle, and doesn't take a turn to use.

Quick-cast, costs 75% melee in SP, usable once per battle. Cost is increased to 100% if INT*3/2 > STR+DEX or if INT/4 >= STR/5+DEX/20.

You set a trap that detonates the next time your foe uses SP, dealing one hit of magic Harm damage. This autohits and deals damage equal to 84.375% of a melee attack, multiplied by [SPSpent/ExpectedCost]. The damage uses the average expected damage of a melee attack for your level for calculation, so it does not get stat boosts or random damage.

ExpectedCost = 0.6 * [38.1 + 2.3375*MonLvl + 0.01125*(MonLvl^2)]

Calc: [75 + 50]% for once per battle,* 0.9 for Harm and *0.75 for autohit. Expected Monster SP Cost is their expected MP cost *0.75, then *0.8 for expected melee and ranged damage from the monster. (Since monsters with INT are typically expected to use MP instead of SP.)

Level 6: Infuriating Taunt - Toggle

Irritate your foe with a taunt! They'll become less accurate if you succeed, but they will gain STR and hit you harder either way.

When activated and at the beginning of each of your turns, your opponent makes a save (DEX/LUK vs. CHA/LUK). If they fail, they gain the Berserk (-15 BTH and *(85/70) damage, 1 turns) and Rage-Blind (-12 BTH, 1 turns) statuses.

Has no SP or MP cost, but while toggled your opponent gains +28 STR, and your lean changes to take +10% damage. (e.g. you go from x0.8 to x0.9 damage taken, or x0.9 to x1 damage taken, etc.)

Calc: Berserk effect is a lean shift, which is free. Ability is worth 10% melee, *2 for save, then *0.6 to convert damage to player MRM, giving -12 BTH for the enemy. Cost is calculated as 10% melee = 28 STR given to the opponent, using Buffalot's Beach Bod as a basis (no /1.4 for enemy damage, since monster stats = player stats). Assuming about half of monsters use STR effectively doubles the cost for an additional 10% damage taken.

Level 7: The Bigger They Are... - Passive

...Well, you know the saying. Against opponents with END, your attacks with 100-proc weapons deal extra damage.

Attacks with 100-proc weapons deal +10% damage, as long as you're facing an opponent with > 0 END.

Level 8: Prepared for Anything - Passive

Wardens have the nimbleness and grace to adapt to any situation. For a minor SP cost, you can increase your dexterity to deal with any foe.

DEX drive, costs SP.

Level 9: Foe-Slayer - Toggle

Your skill at slaying enemies of the wilds is legendary. For a bit of SP, you can increase the damage bonuses you get against foes with STR, INT, or END.

Costs 15% melee in SP per turn, or 11.25% melee in SP if you’re wielding a magic weapon. The damage bonuses from the Level 0, Level 2, and Level 7 abilities are increased from +10% to +20% each.

Level 10: Quicksilver Arrow! - Active

Let loose a barrage of arrows so fast that it doesn't even use a turn! Usable once per turn.

Quick-cast, once per turn. Your character's weapon disappears and they pull out an ornate recurve bow carved from ancient redwood, firing three arrows in rapid succession.

Costs 100% melee in SP. Deals three hits of your weapon's element: ranged damage if wielding a melee or ranged weapon, otherwise magic. +5 BTH lean.

Deals damage equivalent to a standard skill, but takes a -50% damage penalty, (So 100% melee worth of damage.) This is true regardless of whether it deals ranged or magic damage: it's assumed mages will deal 175% melee damage that turn and rangers will deal 200%.

This skill is treated as a normal attack, so it gets damage bonuses from the level 0, 2, 7, and 9 abilities, as well as the damage and BTH bonuses from the level 3 ability, and is affected by Elfshot. However, it does not apply effects from your weapon.


< Message edited by Zennistrad -- 4/1/2020 17:13:49 >
AQ  Post #: 95
3/31/2020 18:50:52   
Zennistrad
Member

Since there's little reason not to have a subrace these days, I figured it would be neat to have an item that gives a bonus to characters without one. Here's what I came up with:

quote:

Darkovian Gear

Mastercraft fully-offensive armor. Resists Earth and Darkness. (40% to each at Level 150).

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

MRM focuses heavily on melee and magic, with a significant ranged weakness.

Appearance: A grey set of plate armor, similar in color to the Darkovian Bulwark, with fur taken from various native monsters insulating the interior. This is demonstrated by a tuft of fur sticking out the collar, which matches a fur cape slung across the shoulders. Two slender dragons adorn the chest in a symmetrical pattern, similar to the dragons on the Darkovian Bulwark: one red and one yellow. When fighting a monster in one of the trigger categories, the dragons' colors change to green and black, respectively.

Description: It takes a great deal of strength to survive in Darkovia without losing one's humanity. In addition to providing excellent Earth and Darkness resistance, this armor is oiled with an infusion of sacred herbs that poisons vampires and werewolves! If you have no subrace, its attacks are even stronger!

Mastercraft Bonus: When fighting an enemy tagged as a Vamp or a Were, your weapon attacks and specials will inflict Poison (Power 2.5*[Hits/Attempts], 1 Turn).* Opponent can resist the status at a +0 bonus (Mainstat/LUK vs. END/LUK).**

*Your attack inflicts a deadly poison on your unholy opponent!
**Your opponent resists the poison.

Effect (subrace): If you have no subrace, your weapon attacks and specials deal +10% damage. If you have a subrace, your weapon attacks and specials will instead deal -5% damage.



< Message edited by Zennistrad -- 4/2/2020 14:13:45 >
AQ  Post #: 96
4/1/2020 2:44:21   
Primate Murder
Member

Darkovian Gear

Seems pretty balanced, though you might want to add in the stats used for the save.


Verdant Vesture

Multiple anti-stat triggers is actually a pretty interesting and unique mechanic, so kudos for that.

Elfshot (for weres): *10 for Disease is at a 50/50 save (according to other Disease items like Underwyrmling). Without a save that would be *5. Also, should be 18.18 / .8, not *.8.

Elfshot (zards): 20% melee = 0.2 power bleed only at a 50/50 save (since on-save effects count as lasting 2 turns). The *2 for save is extraneous.

Elfshot (shadowscythe): ...do I really need to say anything here?

Infuriating Taunt: on berserk, -15 bth is equivalent to *85/70 damage, not 85/75.


Armature Secutoris

Finish Him: rather overpowered. You basically gain +100% damage for two hits (200% melee damage for 50% melee cost) each battle.


Cosmic Mantle

One with the Weave: Do you mean that you loose 5% melee each turn? Othrwise, that seems rather unbalanced.

Critical Spell: Spells automatically get /2 LS damage, there's no need to add the penalty a second time.

Probablility Manipulation: Same as above.

Gravitational Collapse: Monsters have *1.4 hp of the player. Outside of PWD, everything uses 1400% melee as monster's expected hp. The skill should deal 400/1400 = 28.57% of monster's MaxHP.

Quantum Certainty: Since you do not need the additional /2 on the lvl 2 skill, you have a base LS chance of 25%. Bringing it up to 50% (well, 100% but with /2 damage) should then cost only 25% melee sp.

< Message edited by Primate Murder -- 4/1/2020 2:46:05 >
AQ DF  Post #: 97
4/1/2020 17:33:14   
Zennistrad
Member

quote:

Darkovian Gear

Seems pretty balanced, though you might want to add in the stats used for the save.


Yeah, that was an oversight on my part. Should be Mainstat/LUK vs. END/LUK. Fixed.

quote:


Verdant Vesture

Multiple anti-stat triggers is actually a pretty interesting and unique mechanic, so kudos for that.

Elfshot (for weres): *10 for Disease is at a 50/50 save (according to other Disease items like Underwyrmling). Without a save that would be *5. Also, should be 18.18 / .8, not *.8.

Elfshot (zards): 20% melee = 0.2 power bleed only at a 50/50 save (since on-save effects count as lasting 2 turns). The *2 for save is extraneous.

Infuriating Taunt: on berserk, -15 bth is equivalent to *85/70 damage, not 85/75.


Fixed. Thanks.

quote:


Elfshot (shadowscythe): ...do I really need to say anything here?


Not really, no.

This is a hyper-specific trigger that, apart from a few very old enemies in the Absolix saga that have appeared nowhere else since, will only trigger against the final boss of the Warden questline. (In my current draft, she has 10% resistance to the Eight Standard Elements + Harm and 130% resistance to Void, this ability is basically meant to force the use of the Warden class armor against her.)

quote:

Armature Secutoris

Finish Him: rather overpowered. You basically gain +100% damage for two hits (200% melee damage for 50% melee cost) each battle.


The idea was that it gives you +100% melee one-fourth of the time. I can see your point, but I'm unsure how else you would balance it. Is there a similar effect on another skill or armor that I've missed?

quote:


Cosmic Mantle

One with the Weave: Do you mean that you loose 5% melee each turn? Othrwise, that seems rather unbalanced.


That was a mistake, I meant to have it be 50% melee reduction in Max HP. (Calculated using the base cost of an equivalent spell converted to an equivalent HP cost, so that would be about 174 HP for 50% melee, unless I'm missing something.)

Fixed now.

quote:

Critical Spell: Spells automatically get /2 LS damage, there's no need to add the penalty a second time.

Probablility Manipulation: Same as above.

Gravitational Collapse: Monsters have *1.4 hp of the player. Outside of PWD, everything uses 1400% melee as monster's expected hp. The skill should deal 400/1400 = 28.57% of monster's MaxHP.

Quantum Certainty: Since you do not need the additional /2 on the lvl 2 skill, you have a base LS chance of 25%. Bringing it up to 50% (well, 100% but with /2 damage) should then cost only 25% melee sp.


Fixed, thanks.
AQ  Post #: 98
4/2/2020 0:00:30   
Primate Murder
Member

quote:

Is there a similar effect on another skill or armor that I've missed?

I can't think of one off the top of my head, unfortunately.

The problem here is that it's a toggle. You're trying to compress the damage bonus from the entire battle into a single quarter - but you don't pay for that bonus damage during the battle. As far as I can see, there are two possible solutions:

- Make the skill a passive. That way you pay for the bonus damage over the course of the entire battle and it unleashes when certain conditions (monster hp below 25%) are met.

- Make the skill chargable. Each round the skill is toggled you gain a charge, and when monster hp is below 25%, you can click to spend 4 charges and gain +100% damage bonus.
AQ DF  Post #: 99
4/2/2020 7:15:32   
Zennistrad
Member

Chargeable seems like a good way to go there, I think. Went ahead and made the change, and while it seems a bit awkward to have a single skill use two buttons instead of one, it works.
AQ  Post #: 100
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