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5/29/2025 15:35:23   
  Kamui
 Hashire sori yo Kaze no you ni!


Gale Fang

Wind FD armor, 2-hit attack. MC pays for compressing two toggles detailed below, and further -6 MRM grants +10 All Status Potence, already factored into the numbers below.

Resists are Main < 2 x Ally < 2 x Neutral < 2 x Weak < Opp

So for this: Wind < Light/Ice < Energy/Water < Fire/Darkness < Earth

Legendary Visage: Charges 50% Melee in SP on the first attempted weapon/special/spell hit per turn to, at end of player turn, attempt a -(50 x MobEleRes x Hits / Attempts /1.4/(0.6/0.4))% DmgDlt Panic on the foe. This has a -10 penalty to the save, so is assumed to last ~1.5 turns (0.6 for inflict rate, 0.4 for chance to cleanse it, so 0.6/0.4 = 1.5). Inflicts with WpnMainstat/LUK vs mob's CHA/LUK. If all hits connect, this will be ~23.81% damage penalty before resists are factored in.

Terrifying Onslaught: Locks attacks to armour's element, also pays 50% Melee in SP per turn. Attack is boosted as though it were a spell of the armour's element. 30% Melee of the SP cost goes toward attempting to inflict a 4-turn (7.5 x EleComp)% Melee Burn after each hit of the armour's attack while this toggle is active. This inflicts with WpnMainstat/LUK vs mob's DEX/LUK, 50% save. The other 20% Melee of the SP cost goes towards healing the player's HP for 10% Melee after each hit of the armour's attack while this toggle is active.

PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	310	145	205	265	325	385	445	505	559
Stat	562	199	331	463	595	727	859	991	1109.8
BtH	8	1	4	6	9	11	14	16	19

CostLv	5	15	35	55	75	95	115	135	152
50SP	15	23	40	60	83	109	137	168	196
									
Main	95	86	78	68	61	54	48	42	39
Ally	97	94	90	78	74	72	68	63	60
Ntrl	98	97	93	88	85	83	82	78	77
Weak	100	100	99	93	92	91	90	90	90
Opp	110	110	110	110	110	110	101	100	100
									
Melee	23	25	30	33	36	40	43	46	49
Ranged	20	21	25	28	31	35	38	41	44
Magic	21	23	28	31	34	38	41	44	47
AQ DF MQ  Post #: 226
5/31/2025 19:41:08   
  Kamui
 Hashire sori yo Kaze no you ni!


Praetorian Warlock

Fire armour, caster lean, MC compresses 3 skills/toggles.

Praetorian Blaze: Standard MP Fire spell attack, 4 hits, costs 125% Melee in MP.

Praetorian Swiftness: Pay 25% Melee in SP per turn (paid either at end of turn or on first attempted hit with a weapon/special/spell, whichever comes first) to gain 1 charge of Swiftness, max 4 charges. When using a spell attack, consume all charges to have (Charges x 25)% chance to gain Celerity for 1 turn. Charges do not carry across battles, if you have reached 4 charges the toggle remains active but no longer deducts SP or adds more charges. If you end battle while in the armour and you have any charges, you're refunded the SP cost of the charges.

Burning Trance: Replaces standard armour attack with a pseudo weapon attack that overrides your equipped weapon, deals 75% Melee baseline, 2 hits (effectively while this is active you deal Magic Fire damage with your attack, and don't gain any bonuses or other effects from your equipped weapon). Damage is reduced by 2/3 (so effectively deals 25% Melee) and each hit that lands replenishes (50 / 0.85 / 2 = ~29.41)% Melee in MP. Also charges 50% Melee in HP cost when using a spell attack to give +25% DmgDlt to the spell, and if the Swiftness toggle is on, and you're below 3 charges, you pay an extra 25% Melee in SP (if you have at least 50% Melee total in SP) to gain 2 Swiftness charges at a time).

PLvl	5	15	35	55	75	95	115	135	150G
									
BR%	115	145	205	265	325	385	445	505	559
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	0	1	4	6	9	11	14	16	19
									
Fire	95	86	78	68	61	54	48	42	39
Water	100	100	99	93	92	91	90	90	90
Ice	110	110	110	110	110	110	101	100	100
Wind	100	100	99	93	92	91	90	90	90
Earth 	97	94	90	78	74	72	68	63	60
Energy	97	94	90	78	74	72	68	63	60
Light 	98	97	93	88	85	83	82	78	77
Dark	98	97	93	88	85	83	82	78	77

Melee	27	29	34	37	40	44	47	50	53
Ranged	26	27	31	34	37	41	44	47	50
Magic	29	31	36	39	42	46	49	52	55

A+2SP	141	190	713	4906	38729	311437	2510055	20236032	96820667
A+2SS	70	95	356	2453	19364	155718	1255027	10118016	48410333
AQ DF MQ  Post #: 227
6/1/2025 12:03:41   
  Lorekeeper
And Pun-isher

 

Warforged Package: War Unleashed

Ianthe says:

Fire armour, FO lean by default, resists are Fire > Earth/Energy > Darkness/Light > Wind/Water > Ice. MC compresses 3 skills, and pays -6 MRM (already factored in below numbers) to gain +105 InitBoost and to regen an extra 5% Melee in SP each turn.

Normal attack is two hits.

Comes with three skills:
- Absolute Carnage: standard SP weapon skill (Melee/Ranged) or MP spell (Magic). 5 hits, +10 BTH.
- Rampant Mayhem: toggle, locks your normal attack to Fire and give it eleComp.
- Divine Tactician: once per battle, toggle between FO and SC.

The armour grants additional effects based on lean.
FO:
- Take +17.9% incoming damage. At the end of your turn, gain one stack of Divine Pressure.
- Weapon attacks and spell gain +[5% Melee] damage per stack.
-Rampant Mayhem consumes all charges and you gain +25% damage per charge,
SC:
- Whenever you cast a spell, gain two stacks of Divine Pressure and start Burning (1 turn, power:4.25, Fire).
- Regenerate [5% Melee] in MP at the end of your turn.
- Absolute Carnage consumes all charges and you gain +12.5% damage per charge,

FSB: FO and SC stack consumption bonuses are increased to +30% and +15% per charge, respectively.

Level	55	75	95	115	135	150
Type	B	B	B	B	B	B
PowLvl	59	78	98	118	138	153
						
BR%	277	334	394	454	514	559
Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
BtH	7	9	12	14	17	19
						
Opp 	96	95	94	93	92	90
Poor	88	85	82	80	77	75
Neut	80	76	73	70	67	65
Good	72	68	64	61	58	54
Main	66	59	53	47	42	39
						
Melee	26	29	32	36	39	41
Ranged	26	29	32	36	39	41
Magic	26	29	32	36	39	41
	


< Message edited by Lorekeeper -- 6/1/2025 23:13:01 >
Post #: 228
7/11/2025 17:47:00   
  Kamui
 Hashire sori yo Kaze no you ni!


OG Coal Armour update

Bit of a modern revamp for the original Coal armour. These all now scale, like how Guardian Giftbox stuff does for the past several years. In addition, the resists on them are now static, with the armour having good Fire/Light/Earth resists, weak to Ice/Darkness, and neutral to Water/Energy/Wind.

At the start of each fight, the armour is in Coal mode, where it's in an FO lean and you take x1.25 further damage vs Fire/Earth/Light attacks. If you take damage from any of those elements in a turn, the armour shifts to Diamond mode for 4 turns.

When in Diamond mode, the armour is in an FD lean and you take a further x0.81 damage vs Fire/Earth/Light attacks.

With this, on average you have (1.25 + (0.81 x 4) = 449% Damage Taken, so ~10% damage reduction over the course of 5 turns, so that works well enough as a trigger effect of sorts.

Lvl	5	15	35	55	75	95	115	135	150G
									
BR%	115	145	205	265	325	385	445	505	559
Stat	133	199	331	463	595	727	859	991	1109.8
BtH	0	1	4	6	9	11	14	16	19
									
Fire	95	92	82	72	63	58	53	48	45
Water	99	95	92	90	89	87	86	83	80
Ice 	110	110	108	108	108	105	105	100	100
Wind	99	95	92	90	89	87	86	83	80
Earth	95	92	82	72	63	58	53	48	45
Energy	99	95	92	90	89	87	86	83	80
Light	95	92	82	72	63	58	53	48	45
Dark	110	110	108	108	108	105	105	100	100
									
Melee	27	29	32	35	37	41	44	47	50
Ranged	27	29	32	35	37	41	44	47	50
Magic	27	29	32	35	37	41	44	47	50
AQ DF MQ  Post #: 229
7/11/2025 17:48:04   
  Kamui
 Hashire sori yo Kaze no you ni!


New UR GGB: Coal Golem armour - Ianthe says...

FD Earth armour. Normal attack is 2 hits.

The armour deals with stacks of Pressure, which passively reduce incoming damage by -[2/1.4]% per stack (to a max of -28.6% damage at 20+ stacks).
- If you're at less then 20 stacks of Pressure then non-skill weapon attacks take -[10% Melee] damage and generates a stack.
- Bonus: Takes -6 to blocking; generates a stack of Pressure every turn that the mob attacks you.

Comes with two skills:

- Carbon Carnage: weapon-based skill. 4 hits, -7 BTH lean. [250% Melee] baseline. Follows weapon element.
  • If Pressure is not soft-capped then you spend [50% Melee] HP, take [-50% Melee] damage, and generate 10 stacks of Pressure.
  • If Pressure is soft-capped then the attack is 8 hits instead.
  • If the Diamond Might toggle is on then it seeks between [weapon element]/Light/Ice/Wind and its cost is decreased based on whatever's best of Light/Ice/Wind eleComp.

    - Diamond Might: Toggle, disables the above pressure-generating passives, and the reduced blocking is used to reduce the armour's Fire and Darkness resistances to match Earth. This also activates a STR drive for [standard STR drive cost]. When attacking, convert up to 20 stacks of Pressure on you into EleEmpow (+[5 x Stacks]% damage, Light/Ice/Wind, this turn plus one additional turn). This has a 1-turn cooldown between uses.

    Lvl	5	15	35	55	75	95
    						
    BR%	277	334	394	454	514	559
    Stat	489.4	614.8	746.8	878.8	1010.8	1109.8
    BtH	7	9	12	14	17	19
    						
    Fire	69	63	57	52	47	44
    Water	105	105	105	105	105	96
    Ice 	94	94	93	93	93	85
    Wind	105	105	105	105	105	96
    Earth	65	58	52	47	42	39
    Energy	105	105	105	105	105	96
    Light	94	94	93	93	93	85
    Dark	69	63	57	52	47	44
    						
    Melee	27	30	32	36	39	41
    Ranged	27	30	32	36	39	41
    Magic	32	35	38	42	45	47
    						
    Melee	33	36	38	42	45	47
    Ranged	33	36	38	42	45	47
    Magic	38	41	44	48	51	53
    
    Notes for nerds:
    - Diamond Might costs [10% Melee] whereas Aegis of Liberty costs [20% Melee] because this already has really good secondary resistances. I'm dartboarding this here.
  • AQ DF MQ  Post #: 230
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