Home  | Login  | Register  | Help  | Play 

Suggestion advice

Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Q&A >> Suggestion advice
Forum Login
Message << Older Topic   Newer Topic >>
3/31/2020 12:42:07   
Mr. Roguish

So I was looking at Rorsach's thread on item suggesting and noticed along with potential skills there was something for potential MC effects.

From what I understand, MC effects are essentially away that legendary items can have a unique effect without the usual consequences that most items would have to balance it out. Essentially having one's cake and eating it to.

Obviously I can only do so much when it comes to balancing an item because if these suggestions ever get put in the game, it is at the liberty of artix to make it as strong as as weak as they seem fit. So I'm not gonna get super deep into the numbers. However, does anyone know or have any guide to understanding how to appropriately correlate them to an item? So as to not get ridiculous and say something like MC effect weapon does 1,000,000/1 damage or armor reduces mp cost of spells by 99%. As well as liberties that can be taken to ensure the feasibility of certain items and maintain their uniqueness.
Post #: 1
3/31/2020 16:09:51   
Primate Murder

An MC is generally worth 5% melee.

What it means can vary:

- +5% damage

- +4.25 bth (5 * 0.85 for accuracy)

- taking 5/1.4% damage (because monster deals *1.4 player damage)

- +3 MRM (4.25/1.4)

- a passive effect infliction worth 5% melee (Burn, Blind, etc)

- a skill or a toggle.

Overall, if you can justify your MC as being worth 5% melee, the sky's your limit.

< Message edited by Primate Murder -- 3/31/2020 16:10:35 >
AQ DF  Post #: 2
3/31/2020 16:27:28   
Mr. Roguish


+4.25 bth (5 * 0.85 for accuracy)

- taking 5/1.4% damage (because monster deals *1.4 player damage)

- +3 MRM (4.25/1.4)

Where are you getting those numbers: 0.85,1.4, (4.25/1.4), and what do they mean/correlate to?


- a passive effect infliction worth 5% melee (Burn, Blind, etc)

Burn usually does substantial damage, I dont get how it would on any existing items be only a +5% to damage?
Post #: 3
3/31/2020 17:56:45   
Legendary Ash

Optimization Academy of Lore: Builds, Expectations, Weapons and Armors explains the damage distribution scheme, the standards still assume 200 Mainstat for their melee% that is used to determine the values for status conditions and Cha is not assumed to be trained.

After reading the above info, further explanations:
Pets deals a base of 20% melee, like the Mainstats, stat damage is worth 38.5% and Luk 11.5% add to a base of 50% for 40% melee.
Weapon element following skills formerly and nonelemental miscs are assumed to be *.8 power and *1.2 cost, therefore 25% melee from a skill is reduced to 20% melee.
Players 100% + Pet 20% + Skill/Misc 20% = 140% before accuracy.
Monsters deal +40% of player damage due to not having pets or skills, otherwise their Hp/Mp/Sp skills or pets follow the same scheme as players.
Monster MRM grows slower than player BTH at early levels to give builds the opportunity to be more spread out while maintaining expected accuracy, it becomes very strict at mid/high/end game levels, the standard accuracy is assumed to be 85%, which is usually the case beginning at mid-levels.

The average power from MCs are assumed to be 5%, what you do with it, for example apply it only weapon specials or place RNG chance, in which it is appropriate increase the power in response by the rate occurrence, or combine it with power extracted from a weapon's normal damage/special/Hp/Mp/Sp resource causes it to be higher than just being an effect that totals 5% alone by itself.
In fact most of the items in the game especially older ones, are just 5% MC into the effect, most status conditions from weapon specials are still simply MC modified by special rate to average an MC, MC spells scrolls and the more recent elemental Warrior skills scrolls are a simple 5% MC effect.
It was only recently that toggles between 5% dmg/4.25 BtH and status conditions that are composed of half base + MC from Guests(first Nezujimbo 2012/Pets (first FruitcakeZard from 2016 Frostval) were applied to weapons (first Nilak's Frostbite from 2018 Frostval drive, Moglin Fan from Murderator Gauntlet, Alchemical Unity from 2020 Blarney) to either consume the MC for skill compression or combined skill power to produce a greater overall power for the status conditions.

< Message edited by Legendary Ash -- 3/31/2020 18:16:02 >
AQ  Post #: 4
4/1/2020 18:22:38   
Mr. Roguish

When is it more appropriate to have say an effect be based off of MP or SP cost vs MC effect?
Post #: 5
4/1/2020 18:47:21   
Legendary Ash

The points of resources is to provide a medium to distribute power to, using them in combination with MC as opposed to MC alone will result in an effect or status condition of greater magnitude, how much power can be channeled into a single turn is dependent on the resource cost or if necessary, penalties on other turns.
AQ  Post #: 6
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest Q&A >> Suggestion advice
Jump to:


Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts

Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.

Forum Software © ASPPlayground.NET Advanced Edition