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

 
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4/2/2020 14:12:49   
Zennistrad
Member

A small update: I just realized that that Poison ability on the Darkovian Gear is actually just a tad underpowered: the Warlord of Nulgath has a similar ability without the trigger, and it inflicts poison with power 1.25. So presumably, this means that a passive poison/burn/bleed effect on an armor has its power multiplied by the armor's lean bonus.


I've also updated a couple previous suggestions accordingly to reflect this, notably the Overlord and Gatekeeper revamps.

< Message edited by Zennistrad -- 4/2/2020 14:14:11 >
AQ  Post #: 101
4/6/2020 22:14:45   
Zennistrad
Member

Here's the Dracomancer class revamp concept. This class is designed to be equally good for both mages and warriors, with a togglable class title bonus that lets you choose which stat you want to use to attack. Potentially good for hybrids as well due to its versatility.

quote:

Dracomancer Armor

Class armor. To train as a Dracomancer, you must be a Level 5 Scholar and either a Level 5 Fighter or a Level 5 Mage.

Neutral-lean armor. Primarily resistant to Ice, secondarily resistant to Energy and Wind. (39% Ice and 42% Energy and Wind at level 150).

MRM focuses on Melee and Magic, with a slight ranged weakness.

2-hit attack at a +0 BTH lean.

Appearance: Based on the Elemental Dracomancer from AdventureQuest Worlds. Your character’s weapon and shield appear below the screen, instead you wield a pair of katanas.

Description: Wear this suit of armor to train as a Dracomancer, a powerful half-dragon warrior skilled in both magic and melee attacks!

Level 0: Draconic Aspect - Toggle

Dragons are the perfect marriage of raw might, cunning intellect, and the will to use them both. Click here to switch between using Magic damage or Melee damage for your attacks.

Click to toggle between two different modes. The ability’s name in the menu changes depending on what mode is active, and when hovering over the ability, beginning the battle, or toggling to a different mode you get a message on the top of the screen:

Your aspect is set to Mind of the Dragon. You deal magic damage and use INT for damage calculation.

Your aspect is set to Might of the Dragon. You deal melee damage and use STR for damage calculation.


In each mode, all of your weapon-based attacks will deal the corresponding damage type and use the corresponding stat to calculate damage and BTH. This also affects what type of damage all active Dracomancer skills deal, but does not affect other spells.

Normal attacks and specials with magic weapons converted to melee have their base damage multiplied by *(4/3), while normal attacks and specials with melee weapons converted to magic have their base damage multiplied by *0.75.

By default, this ability is set to Mind of the Dragon if your character build has magic-focused stats, and to Might of the Dragon otherwise.

As a hidden effect, while your class title is Dracomancer, your character will be tagged as a Dragonkin for all purposes. This applies even when you're outside the armor. (Mostly this just means certain enemies will deal extra damage to you, notably enemies with Dragon Blade weapons.)

Level 1: Dragonbreath Strikes - Passive

Your attacks and spells are infused with the elemental essence of dragons, inflicting minor burns on your opponent.

At the end of your turn, if you hit your opponent with a weapon, special, or spell, they are automatically inflicted with Burn (0.5) * [HitsConnected/HitsAttempted] Power, 1 Turn) without a chance to save. The element of the burn is the element of the last successful hit you made that turn.

If the Level 10 ability is active, the power of the burn inflicted is increased by *1.25 as a lean bonus.

Level 2: Dragon Claw - Active

Pay a moderate HP cost to slash at your foe with a dragon’s claws, leaving your foe bleeding!

Weapon-based skill, costs 50% melee in HP. You perform one-hit variant of a normal weapon attack, lean is +0 BTH. If it connects, your opponent is inflicted with Bleed (Power 0.5). During each of their turns, your opponent can save to resist the bleeding at a +0 bonus (MainStat/LUK vs. END/LUK). MainStat is INT if Mind of the Dragon is toggled, and STR if Might of the Dragon is toggled.

Level 3: Dragon’s Heart - Toggle

Send the blood of dragons coursing through your veins for extra accuracy. You’ll lose HP each turn, but your attacks gain extra bonus to hit.

Costs 10% melee in HP each turn. While active, your weapon attacks get +8.5 BTH, and your spells get +4.25 BTH.

Level 4: Dragon’s Wings - Active

Focus the winds made by a set of mighty dragon’s wings! This attack can knock your opponent off-balance, reducing their DEX.

Spell-based skill. Deals two hits of Wind damage, Ranged if Might of the Dragon is your current Draconic Aspect, and Magic if Mind of the Dragon is your current Draconic Aspect. The cost is 100% melee in SP if Ranged, and 125% melee in MP if Magic.

The spell deals damage equal to a standard spell/skill. The skill deals -25% damage and inflicts Offbalanced (-150 DEX, [HitsConnected] Turns). Opponent can save at a +0 bonus (MainStat/LUK vs. DEX/LUK.) The damage is then multiplied by elecomp.

Mainstat is INT of Mind of the Dragon is active, and STR if Might of the Dragon is active.

Level 5: Call Ice Wyvern/Summon Ice Wyvern - Active

Call/Summon a loyal ice wyvern to attack your opponents! Its freezing breath will chill your foe and hinder their ability to attack.

The skill changes slightly based on whether Mind of the Dragon or Might of the Dragon is active. If Mind of the Dragon is active, the skill is “Summon,” if Might of the Dragon is active it’s “Call.”

Depending on whether Call or Summon is used, the guest that’s summoned/called will use either MP or SP. SP for the Call variant and MP for the Summon variant.

Either way, the skill summons/calls an Ice Wyvern guest. The guest deals two hits of Ranged Ice damage at a +0 BTH lean. The guest takes -25% to its damage and inflicts Chilled, a renamed Daze (-31.51*[IceResist] chance of inaction, 1 Turn). Opponent can save at a +10 bonus (CHA/LUK vs. END/LUK).

Level 6: Dragon Scales - Passive

You possess the resilience of a dragon, granting you extra Melee and Magic resistance.

While equipped with the armor, you gain the intrinsic status effect “Dragon Scales”, which grants you +4.5 Melee and Magic defense.

Level 7: Dragon’s Vigor - Passive

You possess the unyielding stamina of a dragon. Depending on your Draconic Aspect, you’ll either regain MP or regain SP each turn.

If your aspect is Mind of the Dragon, you’ll regenerate 5% melee in MP each turn. If your aspect is Might of the Dragon, you’ll instead regenerate 5% melee in SP each turn.

Level 8: Wyrm’s Mastery - Toggle

Invoke the power of an ancient wyrm to increase your efficacy in battle. If you’re attacking with magic damage, you’ll spend MP to increase your INT. If you’re attacking with melee damage, you’ll spend SP to increase your STR.

A drive toggle whose effects depend on your Draconic Aspect. If your Aspect is Might of the dragon, it costs SP and boosts STR. If your Aspect is Mind of the Dragon, it costs MP and boosts INT.

Level 9: Great Dragon - Active

Invoke the Great Dragon Kethorat to assault your foe! He won’t always do what you ask, but if he does he’ll blast your foe with Void damage!

Spell-based skill. Costs 75% melee in SP if using Might of the Dragon, or 100% melee in MP if using Mind of the Dragon.

43% of the time, the skill does nothing, causing you to waste a turn. The remaining 57% of the time, Kethorat will deal two hits of Ranged Void damage to your foe, at a +0 BTH lean.

The skill does not receive stat bonuses to damage or BTH, instead having a fixed base damage, random damage, and bonus to hit that scales to your class armor’s effective level. However, it is affected by anything that affects spells.

Calc: The monster’s expected resistance to its opposite element is 130%, and its expected Void resistance is 200%. 200/130 = 1.53846153846. So treating the spell as equivalent to a standard spell of the foe’s weakest element, the chance of it being effective is [100 / (200/130)]%, or 65%. The chance of success is multiplied by *(175/200) for the reduced cost, for a 56.875% success chance, rounded to 57%.

Level 10: Half-Dragon Form! - Toggle

Assume a draconic form to overwhelm your foes! Your defense is decreased, but you’ll deal vastly more damage!

A transformation skill, similar to the Level 10 skills of the Vampire and Werewolf subraces. When toggled, all active class skills are disabled, and your lean becomes fully offensive.

The cost per turn depends on your Draconic Aspect. If you’re using Might of the Dragon, it costs 75% melee in SP. If you’re using Mind of the Dragon, it costs 25% melee in MP and 50% melee in SP.

If you have the MP/SP to pay the per-turn cost, your normal attack becomes a three-hit attack that deals *2 base and random damage, but takes -12.5% (Might of the Dragon) or -25% (Mind of the Dragon) additive damage. This doesn’t affect Lucky Strike damage. Your spells also deal +37.5% damage.

If you don’t have the available MP/SP, the spell damage boost disappears, and you instead perform a two-hit attack that deals standard base and random damage.


< Message edited by Zennistrad -- 4/7/2020 0:05:10 >
AQ  Post #: 102
4/6/2020 23:32:03   
Primate Murder
Member

Dragonbreath Strikes. Why Power 0.63? 5/0.85=5.88% melee, or power 0.588.

Great Dragon. Your turn + cost means you expend 175% melee. In that case, the chance of success should be multiplied by *(175/200), not *0.75.
AQ DF  Post #: 103
4/6/2020 23:57:05   
Zennistrad
Member

quote:

Dragonbreath Strikes. Why Power 0.63? 5/0.85=5.88% melee, or power 0.588.


Passive DoT status MCs don't count the chance to hit when calculating status power. (See Warlord of Nulgath).

That said, 0.63 seems to be a leftover from a previous draft, when the armor's base lean was fully-offensive rather than neutral. It should be power 0.5 normally and power 0.63 when the Level 10 skill is active (rounded from 0.625). I've gone ahead and made that change.

quote:

Great Dragon. Your turn + cost means you expend 175% melee. In that case, the chance of success should be multiplied by *(175/200), not *0.75.


Fair. Fixed.

AQ  Post #: 104
4/27/2020 19:00:39   
Zennistrad
Member

Because it wouldn't be AdventureQuest without gratuitous pop culture references, would it?

quote:

Black Hole Sun

Fire/Darkness spell. Creates an elemental shield against Water. Mastercraft; increases the power of the elemental shield.

Deals two hits of Magic damage at a +0 BTH lean; the first hit is Fire and the second hit is Darkness. Instead of getting the normal *1.1 damage multiplier for neutral elements, it instead grants you an Elemental Shield against Water (-[30/1.4]% Damage, 1 Turn).

Effectively, the *1.1 multiplier is removed for an elemental shield equivalent to 10% spell damage, or 20% melee. (No *0.9 always-useful penalty since it only affects one element.) Then the shield's value is increased by an additional 5% spell damage, or 10% melee, as a Mastercraft bonus.

Appearance: A fiery, sun-like sphere appears and engulfs your opponent, before collapsing into a much smaller black hole before disappearing.

Description: Black hole sun/Won't you come/And wash away the rain?

AQ  Post #: 105
5/6/2020 17:40:25   
Zennistrad
Member

Another class concept! This one is based on trading card games, and as such gives you different abilities depending on randomized card draws.

quote:

Duelist’s Trappings
Class Armor. You must be a Level 5 Mage and a Level 5 Scholar to become a Duelist.

Fully defensive armor. Resistant to Light, Water, Darkness, Fire, and Earth (55% resistance at Level 150), weak to all other elements (100% resistance at Level 150.)

Average overall MRM, with a slight Magic focus and slight Melee weakness.

2-Hit attack at a neutral BTH lean.

Appearance: A set of loose-fitting white mage robes with blue markings that appear to glow slightly, with a matching cape that flutters in an invisible wind.

Description: It’s time to P-P-P-P-PLAY CARDS! This is the Duelist class armor, which will let you use cards to cast a variety of spells in battle!

Special Mechanic: Cards

The Duelist class has a special resource called cards, represented by a hand of up to five cards at the bottom of the screen. Certain abilities let you “draw” cards, and other class abilities consume them. The most recently-drawn card appears as the rightmost card of your hand; if you draw a card when you already have five cards in hand, it replaces the rightmost card. You cannot have more than five cards in your hand.

There are five types of cards in total: Light, Water, Darkness, Fire, and Earth.

Some skills consume a card of a specific element, others can consume cards of any element. When using an active skill that costs cards, you click on which card you want to use for at the bottom of the screen. Cards not of the required element cannot be clicked on. If you do not have the required cards for a skill, that skill is disabled.

Level 0: Opening Hand - Passive

Start each duel by drawing five cards. At the beginning of each turn, if you have less than five cards in hand, you’ll draw an additional card. You can have up to five cards in your hand at a time.

You start the battle with a hand of five cards. Each card is worth 10% melee. If you have less than five cards in your hand at the beginning of your turn, you’ll draw an additional card when your turn starts.

While this ability is functioning, you also get -6 MRM to pay for the card draws on each of your turns.

Level 1: Spell Card - Active

Spend a card of any element to deal elemental damage to your foe!

Costs 52% of the MP of a standard spell, plus one selected card. Deals two hits of magic damage at a +0 BTH lean, according to the element of the selected card.

The spell’s base damage is 75% that of a standard spell, but then gets multiplied by elecomp. (Elecomp is strongest for Water, Fire, and Earth and weaker for Light and Darkness.)

Level 2: Mise - Passive

Short for “might as well,” as in “you might as well use the card you just drew.” The most recently-drawn card in your hand becomes more effective when used for a spell.

When an active class ability consumes the rightmost card in your hand, that spell will have its damage increased by +9.375%. (Class abilities that don’t deal damage are not affected unless otherwise specified.)

Calc: 50% MC bonus for one battle /2 expected spell uses, /2 for spell damage, then *0.75 for affecting 5/8 elements.

Level 3: Soul of the Cards - Toggle

You can argue all you want about skill, but at the end of the day it’s luck that makes or breaks a duelist. Fortunately, you can spend a bit of MP to increase your LUK stat. (Disclaimer: Does not affect card draws. Terms and restrictions apply. Artix Entertainment, LLC is not liable for any psychological side-effects, including obsession with hair gel and loudly announcing your next move to your opponent.)

LUK drive. Costs MP.

Level 4: Healing Elixir - Active

Light-element duelists use potent magic to heal wounds and prevent any harm from befalling their allies. By consuming one Light card, you can heal your wounds.

Standard healing spell. Costs 92% of the MP of a standard spell, plus one Light card. The amount healed is boosted by the Level 2 ability, so you heal +9.375% damage if the Light card used is the rightmost card.

Level 5: Card of Drawing Two More Cards - Active

...But what exactly does the card do, though? Costs one card to use. Usable once per turn.

Quick-cast, once per turn. Costs 10% melee in MP, plus one card of any element. You draw two additional cards. (This happens after consuming the card for the cost, so you get a net gain of one card.) If this would end up with you having six or more cards in your hand, the rightmost card in your hand after paying the cost is replaced.

Level 6: Spell Counter - Toggle

Water-element duelists are infamous for their ability to shut down their opponents’ spells. While this skill is toggled, you’ll automatically negate your opponents’ magic attacks, at the cost of two Water cards and some MP.

While toggled, you gain a passive ability. Each time you take magic damage, you spend two Water cards and 78% melee in MP. When you do, your opponent makes a save at a -20 penalty (INT/LUK vs. INT/LUK). If they fail, all magic damage you take for the turn is reduced to zero.

*You counter your opponent’s spell!
**You attempt to counter your opponent’s spell, but they respond with a counter-counterspell.
***You lack the cards in hand to counter your opponent’s spells.


Level 7: Nightfell Tutor - Active

Darkness-element duelists will trade anything for further power. By spending one Darkness card, you can obtain a card of any element. Usable once per turn.

Quick-cast, once per turn. Costs one Darkness card. You select one of the five elemental cards, you then draw a card of that element.

Level 8: Might of Redwoods - Active

Earth-element Dueslists evoke the power of the land to strengthen themselves. By spending one Earth card and some mana, you can massively increase your damage for the turn! Usable once per turn.

Quick-cast, once per turn. Costs one Earth card, plus 28% of the MP for a standard spell. Your weapon attacks deal +45% damage for this turn only, +60% damage instead if you’re using a magic weapon. Spells instead deal +22.5% damage for this turn.

Level 9: Duelist’s Wit - Toggle

It’s not just the cards, it’s also how you use them. Spend a bit of MP each turn to increase your intellect so you can play your cards better.

INT drive. Costs MP.

Level 10: Channel Fireball! - Active

Fire duelists are not known for subtlety. Spend one Fire card plus any number of other cards to deal massive damage to your foe, dealing more damage the more cards you spend!

Costs 121% the MP of a standard spell, plus one Fire card. When used, you select a Fire card plus any number of other cards in your hand, those additional cards are also consumed by the spell.

The spell starts out as a standard spell, dealing three hits of damage at a +0 BTH lean. The spell deals +30% damage, and gets an additional +5% damage for each card spent to cast it beyond the first. (So +35% damage if you spend a Fire card plus one other card, +40% if you spent a fire card plus two other cards, etc.)


< Message edited by Zennistrad -- 5/7/2020 13:37:03 >
AQ  Post #: 106
5/7/2020 1:15:21   
Primate Murder
Member

Lvl 10. Channel Fireball. 116*1.25 +10 = 155, 5% melee less than required for a 30% spell damage boost.

Other than that, there's nothing to mention balance-wise, though the wording is a little awkward (and you probably want to bold the lvl 5 skill):

- Lvl 4. 'Acts as a standard healing spell' should be enough - the 76.5% part just adds confusion.

- Lvl 6. 'The toggle remains active even if you don’t have the cards, but will fail if you lack the cards necessary.' - not entirely sure what you're trying to say here.
AQ DF  Post #: 107
5/7/2020 13:35:11   
Zennistrad
Member

Fixed, thanks!
AQ  Post #: 108
5/19/2020 1:41:26   
Zennistrad
Member

Here's my take on what a revamped Beastmaster class could look like. This class is designed to be good with both warriors and mages, and as expected focuses extensively on CHA and pets/guests.

quote:

Feral Garb

Beastmaster class armor. To train as a Beastmaster, you must be a Level 5 Scholar and either a Level 5 Fighter or a Level 5 Mage.

Defaults to fully offensive, but can switch to fully defensive as a class ability. Primarily resistant to Earth (39% at Level 150), secondarily resistant to Wind and Water (42% at Level 150).

Average overall MRM, with a slight Ranged weakness.

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

Appearance: Similar to the current armor: a rugged set of leather armor that’s draped with green cloth over the waist.

Description: This totemic armor allows you to unlock your inner beast. Use this armor to unlock skills such as Falcon Claw, Wild Spirit, and Gorilla Rage!

Level 0: Wolf Aspect - Toggle/Passive

Rely on your own strength to deal more damage, or rely on your companions to enhance your defense. Either way, your abilities are enhanced by your CHA.

Lets you toggle between two Wolf Aspects. Lone Wolf and Pack Leader, a fully-offensive* and fully-defensive** lean, respectively.

When your aspect is Lone Wolf, you’ll deal +(Min(PlayerCHA/ExpectedCHA*7.5,10))% damage with weapon attacks. When your aspect is Pack Leader, you take -(Min(PlayerCHA/ExpectedCHA*7.5,10)/1.4)% damage.

*You howl with ferocious strength, and deal +<<>>% damage with weapons!
**You let your companions do the fighting, and take -<<>>% damage!


Level 1: Predator's Scent - Passive

Your companions are naturally drawn to the scent of your prey, increasing the accuracy of your pet and guest attacks.

Pet and guest attacks get an additional +4.25 BTH.

Level 2: Falcon Claw - Active

Strike with the talons of a falcon for a devastatingly accurate attack! You have a 25% chance of a critical strike for even more damage!

Weapon-based skill. Costs 75% melee in SP, 100% melee in SP if wielding a Magic Weapon.

Deals 1 hit of damage of your weapon’s element and type at a +10 BTH lean, Ranged converts to Melee.

The base and random damage of the skill is equal to 1.5 times that of a standard Melee attack. There is a 25% chance of the attack being a strong hit*, which deals +66.67% damage.

*Critical strike!

Level 3: Call Beast - Active

Call a wild beast to aid you in battle! New beasts become available as you level up.

Lets you summon one of eight different animals as SP guests, with new animals unlocked as you level. Each animal deals two hits of damage, with the damage type and lean chosen randomly from one of two different attacks. To fit the compression, each animal deals 80% damage and costs 120% normal SP.

3: Frog (Ranged Earth, +5 BTH lean/Melee Earth, +0 BTH lean)
4: Hawk (Ranged Wind, +5 BTH lean/Melee Wind, +5 BTH lean)
5: Shark (Melee Water, +0 BTH lean/Melee Water, -5 BTH lean)
6: Dragon (Melee Fire, -5 BTH lean/Ranged Fire, +0 BTH lean)
7: Snake (Magic Energy, -5 BTH lean, Melee Energy, -5 BTH lean)
8: Wolf (Melee Ice, +5 BTH lean, Melee Ice, +0 BTH lean)
9: Bat (Melee Darkness, +5 BTH lean/Magic Darkness, +0 BTH lean)
10: Tiger (Magic Light, +0 BTH lean/Melee Light, +0 BTH lean)

Level 4: Wild Spirit - Passive

You have the soul of a wild animal, deepening your bonds with your companions. Your guest attacks will cost less SP and MP.

SP and MP costs of guests are reduced by an equivalent of 5% melee.

Level 5: Alpha Command - Active

Skip your attack to vastly increase the damage of your pets and guests this turn! The damage bonus will be multiplied by your current armor lean.

Costs nothing except a turn. When used, your pets and guests each deal extra damage during that turn.

If your Wolf Aspect is set to Lone Wolf, your pets and guests deal +125% damage. If your Wolf Aspect is set to pack leader, they'll do +80% damage.

Level 6: Critical Claws - Passive

Your animal companions strike at your opponents' weak points, granting them a chance to deal more damage. Guest attacks can now land lucky strikes.

Attacks made by guests while the armor is equipped can deal Lucky Strike damage. Base Lucky Strike damage for guests is LUK*3/16.

Level 7: Tame Beast Essence/Release Beast Essence - Active

Use this skill to copy the next attack a monster hits you with. If you defeat the monster you copied from, you’ll be able to attack with that monster’s element and attack type, using CHA for any stat bonuses!

Quick-cast, once per battle. Costs 90% melee in SP.

When used, you’ll “absorb” the next hit that a monster makes against you. Absorbing an attack this way does not reduce the damage you take. After an attack is absorbed this way, defeating the enemy will change the skill to “Release Beast Essence.” If you change armors before defeating the enemy, the absorbed attack is lost.*

When Release Beast Essence is used, you’ll perform a spell-based skill with attributes copied from the attack you absorbed. Copied attributes are: Element, # of hits, Damage Type (Melee/Ranged/Magic), base and random damage, and BtH. Special effects, such as life drain or MP damage, are not mimicked. Void damage from an attack mimicked this way is converted to Harm. Any stat bonuses to damage are calculated using the formula CHA/8.

Release Beast Essence costs nothing to use, but can only be used once per attack absorbed. After using it, you will have to absorb a new attack.

*Your absorbed beast essence vanishes as you change armors!

Level 8: Mastered Beastmastery - Toggle

You’re good at telling beasts what to do, and that’s that. For a small SP upkeep, you can increase your CHA.

CHA drive. Costs SP.

Level 9: Call Wild Pair - Active

You know what’s better than calling a wild beast? Calling TWO wild beasts.

Lets you summon two different guests from the “Call Beast” ability at once. The combined guests function as a single guest with double the SP upkeep.

The damage of the two guests is also multiplied, depending on the relative position of their respective elements on the Elemental Wheel:

Allied Elements: *1.05

Neutral Elements: *1.1

Poorly-Related Elements: *1.155

Opposite Elements: *1.2

Level 10: Gorilla Rage! - Active

Briefly invoke a gorilla for a devastating attack! Your pets and guests will be too frightened to attack this turn, but you’ll deal massively boosted damage!

Spell-based skill. A massive gorilla appears on the screen and smashes your opponent with two fists, before running off. Deals two hits of damage of your weapon’s element and type at a -5 BTH lean, Ranged converts to Melee.

Deals the damage of a standard skill, but gets additional bonus depending on whether you have a pet or guest out. The bonuses stack with each other, for a maximum bonus of +80% damage.

Pet Active: +20% damage
Guest Active: +30% damage
Two Guests Active*: +60% damage.

*Only applies to guests from the Level 9 Beastmaster ability, or from certain specially tagged guests like the Doomquake Minions.

When the skill is used, your pets and guests won’t act during that turn, and you won’t pay guest upkeep. This does not cause the backlash damage normally had from having pets and guests unable to act.

The base cost of the skill is 100% melee in SP, or 125% melee if using a magic weapon. If you have a guest active, the cost of the skill is increased by the default SP cost for a guest of your armor level. If you have two guests active, the cost of the skill is increased by twice that amount.


< Message edited by Zennistrad -- 5/19/2020 1:43:14 >
AQ  Post #: 109
5/21/2020 15:55:54   
Zennistrad
Member

While this suggestion is most likely irrelevant since a Paladin revamp is already in the works, here is my idea of what I think it could look like. The class is a defensive class that inherits much of its combat style from the Knight, but has a greater focus on healing. Like its D&D counterpart, its abilities are significantly augmented by a high CHA stat, though in this case the Paladin class is versatile enough to be used by characters without CHA as well.

quote:

Holy Armor
Paladin Class armor. You must be a Level 10 Knight and either a Level 5 Shadowslayer or a Level 5 Nighthunter to become a Paladin.

Fully-defensive armor. Primarily resistant to Light (39% at Level 150) and secondarily resistant to Darkness (41% at Level 150), flat resists to other elements.

Average MRM, focusing on Melee and Magic defense over Ranged.

2-hit attack at a +0 BTH lean.

Appearance: The classic paladin armor worn by Artix himself, with the addition of a flowing red cape.

Description: Become a paladin with this holy armor, wielding the power of light for healing and protection, and using Strength and Charisma to inspire your allies!

Level 0: Living Paragon - Toggle

Your strength of conviction guides and empowers you. By focusing on your paladin’s oath, you can use CHA instead of LUK in all stat calculations.

While toggled on, you use CHA in place of LUK for all stat bonus calculations, including BTH, dodging, and lucky strike damage.

If your CHA is greater than or equal to your LUK, this ability is toggled on by default. Otherwise, it is toggled off by default.

*You defy fate and forge your own destiny!
**You defer to the authority of Lady Luck.


Level 1: Holy Might - Active

Call upon holy power to increase your size and strength, hitting your foe for massive light damage. Against unholy beings, it is even more potent!

Spell-based skill. Deals two hits of Light damage according to your weapon’s type at a +0 BTH lean, Ranged converts to Melee. Costs 100% melee in SP, or 125% if using a magic weapon. Cost is reduced slightly by elecomp.

Deals the damage of a standard skill, but deals -5% damage. Against trigger categories, it deals +10% damage instead.

Trigger categories are: Undead, vamps, weres, dracopyres, demons, and zombies.

Level 2: Regenerative Aura - Passive

Your holy magic grants you a potent regenerative ability. The higher your CHA, the more you will heal.

Each turn you heal HP equal to (YourMaxHP at [Powlvl] + YourCurrentCHA)/400.

Level 3: Ideal of Humanity - Toggle

Your feats of heroism are an inspiration to others. Exercise your heroic spirit for a bit of SP, increasing your CHA.

CHA drive. Costs SP.

Level 4: Rebuke the Unholy - Active

Send your foe panicking by uttering a prayer to the spirits. If your opponent is an unholy being, they’ll find it harder to resist its effects. Usable once per battle.

Usable once per battle, costs nothing to use, and does not take a turn to use.

When used, your foe is inflicted with Panic (-28.57% Effectiveness)* During each of their turns, they can make a save to end the status at a +0 bonus. (MainStat/CHA vs. CHA/LUK if you’re in the Paladin armor and Living Paragon is active, MainStat/LUK vs. CHA/LUK otherwise.) If your opponent is one of the trigger categories, their save is instead made at a -20 penalty.

MainStat is the highest of your STR, DEX, and INT.

Trigger categories are: Undead, vamps, weres, dracopyres, demons, and zombies

*Your foe is sent panicking by your blessed magic!

Calc: Skill is worth 50%, 40% of that is used to inflict panic worth (40/1.4)% value. The remaining 10% goes into the trigger.

Level 5: Call Lighthound - Active

Well, it’s more like a pomeranian. Call your faithful animal companion to assist you in battle by blinding, dazing, and burning your foes!

Summons a lighthound guest, which deals two hits of Magic Light damage at a +0 BTH lean.

The guest deals -50% damage and attempts to inflict Blind (-14.12 * [LightResist] * [Hits/Attempts] BTH, 1 Turn), Dazed ([16.8 * LightResist * Hits/Attempts]% chance of not acting, 1 Turn), and Burn (Light Element, Power 2*[Hits/Attempts], 1 Turn). Opponent can save against each separately at a +0 bonus (CHA/MainStat vs. DEX/LUK if you’re in the Paladin armor and Living Paragon is active, CHA/LUK vs. DEX/LUK otherwise.)

MainStat is the highest of your STR, DEX, or INT.

†Your Lighthound’s aura blinds your foe!
††Your Lighthound’s aura leaves your foe dazed!
†††Your Lighthound’s aura leaves your foe burned!
††††Your Lighthound’s aura leaves your foe blinded and dazed!
†††††Your Lighthound’s aura leaves your foe blinded and burned!
††††††Your Lighthound’s aura leaves your foe dazed and burned!
†††††††Your Lighthound’s bite leaves your foe blinded, dazed, and burned!
††††††††Your foe is hurt, but shrugs off your guest's status effects.


Calc: Blind effect is worth 10% melee, /0.5 for save gives 20%. *0.6 to convert damage reduction to MRM, then /0.85 for requirement to hit the monster. Daze effect is worth 10% melee, /0.5 for save, /0.85 for requirement to hit, then /1.4 for monster attack value.

Level 6: Blessed Strike - Active

Call upon the spirits to strike your foe with radiant might, healing you based on the damage dealt. Against unholy beings, the healing is even stronger!

Spell-based skill. Costs 133% Melee in SP, or 158% melee if using magic stats.

Deals two hits of Light damage of your weapon’s type, +0 BTH lean. Deals damage equal to a standard skill, *1.33 and *Elecomp. The spell then takes a -25% damage penalty to pay for the healing effect.

After damaging your foe, you are healed by a value equal to 20% of the damage dealt. Against trigger categories, you are healed by 35% of the damage dealt instead.

Trigger categories are: Undead, vamps, weres, dracopyres, demons, and zombies

Level 7: Radiant Ward - Passive

You’re shielded against most physical ailments. Your paladin insurance doesn’t cover psychological injury, sadly.

You gain the Paladin Ward intrinsic, which gives you +7.5 to save against Choke, Blind, Bleeding, Burn, Daze, Disease, Paralysis, Poison, and Prismatic Burn.

Level 8: Paladin’s Might - Toggle

The feats of the Paladin Order are legendary. By focusing your SP, you can channel some of their legendary strength!

STR drive, costs SP.

Level 9: Lay on Hands - Active

The ultimate healing ability! Once per day, you can heal yourself by half of your maximum HP. This ability doesn't take a turn.

Quick-cast, costs 44% melee in SP. You are healed HP equal to half of your maximum HP. Once used, this ability is disabled for the rest of the day.

Calc: Player Max HP is a 2000% melee value, half of that is 1000% melee. One day's mastercraft is 1250% melee, 1250 * .9 *.85 = 956%. 44% melee in SP covers the rest of the cost.

Level 10: Blazing Archon! - Toggle

Invoke the power of spirits into your body to become an archon of unstoppable power! Not only will you deal much more damage, but as long as you have the SP you won’t sacrifice any of your defense!

Costs 75% melee in SP per turn. You assume the form of an archon, a massive armored being made of pure white light, with four angelic feathered wings. Your weapon and shield appear below the menu, instead as an archon you wield a massive sword coated in holy fire.

In this form, your lean changes so that you deal x1.25 damage, as though your lean was Fully Offensive. However, you still only take x0.8 damage.

Your standard attack as an archon is a 4-hit attack with a neutral BTH lean. The base/random damage of this attack (excluding lucky strike damage) is double that of a standard armor attack, but takes a -37.5% damage penalty, or -50% damage for Magic weapons. Spells in archon form also deal +12.5% damage.

If you do not have the SP for the upkeep, then your lean becomes a normal fully-offensive lean (e.g. you take x1.25 damage instead of x0.8.) and your attack becomes a standard 2-hit attack with normal base and random damage. You also lose the additive damage bonus to spells.

While in this form, all active class skills are disabled. The Living Paragon ability is also forcibly toggled on in this form.

Calc: Starts as a fully-offensive form. Of the 75% melee cost, 50% is used to reduce incoming damage to x0.8 damage taken. 1 - (0.8/ 1.25) = 0.36, so reducing *1.25 damage taken to *8 damage taken is a 36% reduction. 36 * 1.4 for monster damage gives a 50.4% cost for the lean damage reduction, rounded to 50%. The remaining 25% is used to increase your outgoing damage.



And, to go along with this, a new weapon:
quote:


Paladin’s Redemption

10-Proc Melee Light axe with a -3 BTH lean. Comes with a compressed skill.

Appearance: Artix Krieger’s iconic axe, though this variant is lighter in color and has a slight white glow to it.

Description: This radiant axe is a favored weapon of paladins, and can release a potent light that accelerates your healing!

The weapon special deals five hits of Ranged Light damage at a +3 BTH lean. The special takes a -15% damage penalty and grants you the Health Blessing status (+12% healed from healing effects, 5 Turns.)

Effect: Click the axe to perform a skill. Costs 35% melee in SP. The skill is treated as a normal attack and deals four hits of Melee Light damage at a +0 BTH lean. Base damage is *1.35 the damage of a normal attack, lucky strike damage is /1.35.

The skill takes a -32.92% damage penalty and grants you the Regeneration status (Weapon Level, [Hits] Turns). The outgoing damage is adjusted by the outgoing damage of your armor lean.

Penalty:

If your class title is Paladin, there is no penalty.

If your class title is Necromancer, weapon attacks (including the skill) get -8.5 BTH.

If your class title is anything else, weapon attacks (including the skill) get -4.25 BTH.

Calc: (32.92 * 1.35)% melee value = 4.4442 turns of Regen, *0.9 for always-useful gives 3.99978, rounded to 4.

< Message edited by Zennistrad -- 5/22/2020 4:38:06 >
AQ  Post #: 110
5/22/2020 0:35:27   
Primate Murder
Member

Lore: What does Artix have against werewolves? Admittedly, I didn't memorize every quest involving him, but I don't recall the paladin having any ideological opposition to those guys. Hell, they fight undead and occasionally even use light magic - wouldn't they be his natural allies?

Lvl 1. Holy Might. Nothing wrong with the skill per se, but FD armors usually use spell-based skills. 100-procs' proc overrides the skill itself, and if you use anything else, you take a 20% damage reduction.

Lvl 6. Blessed Strike. Overcharges costs are only balanced on magic-cost skills. For ranged, you pay 33% extra melee for a 20% bonus, leaving the skill underpowered.

Lvl 7. Radiant Ward. First, let me say that I loved the description - it was pretty awesome. That said, isn't it a bit overpowered? Protocea's skill pays 12% melee for 1-turn +10 DoT resistance (not including Prismatic Burn), and while you can halve that (since you can't change a passive like you can a misc), you still get resistance to a lot of effects.

Lvl 9. Lay on Hands. Only monster's hp was *1.4, the player's total hp is still 2k% melee. Half that is 1k. 1250 * .9 *.85 = 956% melee, so you can disperse with the save altogether and just pay 44% melee sp. (I'm also unsure if *.85 is necessary, since many other not stat-based heals, like cupcake or z-finity gauntlets, don't use it, but that's just conjecture).

Lvl 10. Blazing Archon! Admittedly, I got lost in your calculations. The lean change gives you 45% melee extra damage, meaning you have the remaining 30% boost your damage by... 62.5%? Like I said, I got lost.

Paladin's Redemption. Working on the assumption that Regeneration acts as a Power 1 Heal Burn, 25% melee = 2.5 turns of Regeneration. *.9 (always useful) /4 (number of turns) = 56.25% chance of regeneration each turn.
AQ DF  Post #: 111
5/22/2020 4:26:21   
Zennistrad
Member

quote:

Lore: What does Artix have against werewolves


Nothing, per se, but Lycanthropy is the product of an extremely infectious magical virus that was crafted by Erebus's machinations. It is linked to unholy forces even if most werewolves aren't evil, or even enemies of the Paladin order.

(Really though, this is mostly a way to give a broad set of triggers in the vein of the Tarnished Caliburn)

quote:

Lvl 1. Holy Might. Nothing wrong with the skill per se, but FD armors usually use spell-based skills. 100-procs' proc overrides the skill itself, and if you use anything else, you take a 20% damage reduction.


Fair. Changed.

quote:

Lvl 7. Radiant Ward. First, let me say that I loved the description - it was pretty awesome. That said, isn't it a bit overpowered? Protocea's skill pays 12% melee for 1-turn +10 DoT resistance (not including Prismatic Burn), and while you can halve that (since you can't change a passive like you can a misc), you still get resistance to a lot of effects.


I don't necessarily think it's that unreasonable — I view this skill as a logical counterpart to the Taladosian Pendant, whereas that offers a bonus to inflict "mental" status effects, this offers an equivalent bonus to resist "physical" status effects. The Pendant offers a +10 roll bonus for six different statuses, and the passive offers protection against only three more (and really effectively only two more, since Prismatic Burn is generally treated as a variant of Burn.)

As a compromise though, I'll reduce the save bonus to 7.5.

quote:

Lvl 9. Lay on Hands. Only monster's hp was *1.4, the player's total hp is still 2k% melee. Half that is 1k. 1250 * .9 *.85 = 956% melee, so you can disperse with the save altogether and just pay 44% melee sp. (I'm also unsure if *.85 is necessary, since many other not stat-based heals, like cupcake or z-finity gauntlets, don't use it, but that's just conjecture).


Fair. Fixed. (I'm going with the *0.85 for this one, to be safe.)

quote:

Blazing Archon! Admittedly, I got lost in your calculations. The lean change gives you 45% melee extra damage, meaning you have the remaining 30% boost your damage by... 62.5%? Like I said, I got lost.


I think you might have been looking at the calculation I had before I made an edit to the skill. In its current form, archon starts at fully-offensive, then uses 50% melee to reduce damage output and the rest to increase outgoing damage:

quote:

Starts as a fully-offensive form. Of the 75% melee cost, 50% is used to reduce incoming damage to x0.8 damage taken. 1 - (0.8/ 1.25) = 0.36, so reducing *1.25 damage taken to *8 damage taken is a 36% reduction. 36 * 1.4 for monster damage gives a 50.4% cost for the lean damage reduction, rounded to 50%. The remaining 25% is used to increase your outgoing damage.


quote:

Working on the assumption that Regeneration acts as a Power 1 Heal Burn, 25% melee = 2.5 turns of Regeneration. *.9 (always useful) /4 (number of turns) = 56.25% chance of regeneration each turn.


It's actually 33.75% melee, since the base damage of the skill is 135%, 25% * 135 = 33.75%.

It seems that I forgot that burns don't factor in chance to hit in their power calculation, so I'll have to redo this.

So that would make the calculation:

25% * 1.35 = 3.375 turns of regen, *0.9, /4 = 75.9375% chance of regeneration each turn. So that would mean that the 25% melee damage reduction would be *(100 / 75.9375) to give 32.92% damage reduction.

< Message edited by Zennistrad -- 5/22/2020 4:38:34 >
AQ  Post #: 112
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