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1/30/2022 0:52:39   
Sapphire
Member

2 New suggestions

Assuming changes to dexterity to be made less all encompassing...


Change initiative-> Kaelin's old thread touched on changing it to be Dex based and also a save. I kind of like that idea.
However, I think the major should be Your level vs Monster Level, where if the two levels are the same, there is a 50/50 chance. The greater your level over the monster, the better the chance you win initiative. I think approx 15-20 (someplace in this range) levels above is automatic win irregardless of stats. Then it goes to Dex vs Dex. If one's Dex is higher, the chance is literally (Higher Dex/Lower Dex)/2. (Then changed to a percentage.) So you have 250 dex and the monster has 200. 250/200=1.25. 1.25/2=62.5% chance to win the roll. Same dex that way = 50/50.

However, the 2nd suggestion comes in the form of "Lucky Overrides".

Instead of making luck always be the minor roll, delete this and introduce lucky status wins at a Luck/25 (10%@250) clip.

For damage, we know we have a 10% base chance for the damage increase for lucky strikes. Here, for all status saves against your character you should have a (Luck/25)% chance to "override" the failed save simply out of pure luck. So if a monster wins the Paralyze infliction, you have a chance to override it in the form of a lucky save. Verbiage can be displayed saying "Luck is on your side. You avoided being paralyzed"

For inflicting on monsters, it is the same. (Luck/25)% chance that when the monster wins the save, you get lucky with the lucky override. "Your good luck enables the status infliction"

This is also applied to the above initiative roll shift to Level and Dex.

I kind of also tend to think "lucky block" could also be implemented instead of including it at a measly luck/40.


I think something like this would push luck more towards actually BEING luck, and helps out in several areas and gives it a bit more thematic sense.

< Message edited by SapphireCatalyst2021 -- 2/9/2022 0:38:56 >
Post #: 51
2/5/2022 20:17:12   
Sapphire
Member

ZOOKEEPER'S DIPLOMA

MISC

+ 50 Charisma

Click to Toggle Through Three Modes. Heals HP, or MP, or SP based on guest and pet damage.

HP healing is just 5% of DmgDealt/MobELERes, where ELE is element of weapon held. MP is HPHeal*1.5, SP is HPHeal*1.125.
Post #: 52
2/8/2022 20:34:01   
Sapphire
Member

Class and Subrace Definitions

So we had somewhat recently an update that turned off skills for Necromancer and Paladin. I am not entirely sure as I have not tested it, if other classes were also included, but I wanted to make a suggestion, some of this may already planned or whatever but..

I think there should be rules, or definitions for skills being toggled on or off.

CLASSES

1. If you are a class, you can still have access to all skills from other classes *if* it is within the same lineage. For example, -> Mage->Wizard->Necromancer. If you are a Necromancer, you get access to everything below.
2. If your class is assigned as a level 1 or 2 tier, but you can use a tier 3 armor based on level and scaling, you cannot get access to all tier 3 skills. Example-> You are level 150 and you have your class set to Mage. You lose certain skills in Wizard and Necromancer, but those armors will still scale with you to L150.
3. If there is two classes at tier 2 (or tier 3) that both require the *same* lower tier, they both get access to the lower skills as in rule 1, but they cannot get access to each other's total skill set. Example-> Let's say Necromancer and Archmage both require Mage and Wizard. Being an Archmage *and* being a Necromancer both allow you to use Mage and Wizard FULLY, but an Archmage cannot use Necromancer fully and a Necromancer cannot use Archmage fully.
4. Enemy/Rivalry Classes- AQ has a few rivalries. Necro vs paladin. Pirate vs Ninja. Dracomancer vs DragonSlayer...to name a few. No matter the prerequisites of these classes, as they are rivalries, if you are one, you cannot get access to the other's skills at all. In other instances, you can get access to *some* skills, as what happened with Necro/Paladin, but here, it's more like how subraces are currently. It's all shut off if theyre rivalries. This would mean Paladin/Necro would need to be changed to shut off all skills instead of partials for one another.


So this isn't just a blatant if you are a class, you lose access to all other classes full arsenal. It depends on the structure of the prerequisites and such



SUBRACES

I want to suggest that If you are a Werepyre, you should get access to *some* Vampire and Werewolf skills if you own those armors. If you are a Vampire or Werewolf, you should get access to *some* Werepyre skills, but continue to not have access to anything from the other (Vampire/Werewolf)
The thematic logic here is a Werepyre is literally half Vampire, half Werewolf.

< Message edited by SapphireCatalyst2021 -- 2/9/2022 0:37:24 >
Post #: 53
2/9/2022 0:34:40   
Sapphire
Member

VEPHOMA'S MEDALLION

Misc

No stat boost.

94 Sp upkeep (Mother's staff takes -20% damage, this is 20% melee SP + an additional 120% for "always useful" instead of making the weapon take a damage penalty.

Effect-Like Ancient Mother's Staff/Independence Daygur, but in a misc.
After your pet or guest's turn, the monster becomes Vulnerable (Element of Weapon, 1 round, +(5.36*hits connected)% damage). The monster can resist with a save at a +0 bonus (inflict with CHA/LUK, resist with END/LUK).


< Message edited by SapphireCatalyst2021 -- 2/9/2022 0:35:13 >
Post #: 54
2/9/2022 1:47:31   
Sapphire
Member

MOAB-Harm Element Spell/Skill.

Two versions, one as an SP skill, the other a MP spell.
Standard costs

Inflicts 0 damage, but does the following. Basically it's a status bomb similar to Necromancer's skill. All lasts 4 rounds.

~-20 All status resistance
~Choke -20% damage
~Monster gets +20 increased harm resistance and -20 decreased heal resistance. This affects SP regen and MP regen.
~Fragile, -50 End
~New status-> Lucky Strike Vuln 20 (Changes the rate from 10% to 30%) The monster has an increased rate of lucky strikes against it


None of this stuff does damage (although the fragile will remove HP temporarily), but it sets it up for a rough road ahead.


Post #: 55
2/10/2022 21:40:04   
Sapphire
Member

CELERITY'S FINALITY

Quick Cast Spell/Skill

Standard Spell and Skill Cost

Effect- All Rounds of existing celerity get consumed, and damage for the player and guest and pet all get enhanced by the number of turns consumed. If only the player has celerity, only the player gets the enhancement. If only the pet or guest has celerity, only they get the enhancement.
If you have 1 round of celerity, damage increases X175%. 2 rounds = damage increases 325%. 3 rounds damage increases 425%. 4 rounds damage increases 525%. Caps here. Any more celerity consumption treats it as 4 rounds.
So more rounds increases poorer and poorer return on investment, and you never out-perform if you just simply took your celerity turns.

In addition, since you're essentially forgoing the monster's turn (by consuming celerity, when normally you'd go, then you'd go (1 turn of celerity) Then the monster goes. Then you go, then you'd go (2 turns of celerity) ... This means for every 1 turn of celerity you consume (includes guests and pets), the monster will deal X125% damage back to you *PER* celerity.

If you and your pet and your guest all have 1 round, you can consume this to boost all 3's damage up to X175% and then go. If the monster lives, you just gave it X125% (you) + X125% (Guest) + X125% (Pet) damage back to you that round.

Player/Guest/Pet Damage Table: Each the player/Pet/Guest is granted these damage boosts
Celerity Damage Increase
1 175%
2 325%
3 425%
4 525%

Monster Damage Table:
Celerity Damage Increase
1 125%
2 156% -> 2 Rounds for the Player, or 1 Round for Player + Guest/ or Pet
3 195% -> 3 Rounds for the Player, or 1 Round for Player + Guest + Pet
4 244% -> 4 Round Cap for Player w/o Pet Guest Out, or 2 Rounds for Player + guest/or Pet
5 305%
6 381% -> 2 Rounds For Player + Pet + Guest, or 3 Rounds for Player + Guest/or Pet
7 476%
8 596% -> 4 Round Cap for Player + Guest/ or Pet
9 745% -> 3 Rounds for Player + Pet + Guest
10 931%
11 1164%
12 1455% -> 4 Round Cap for Player + Guest + Pet

Post #: 56
2/12/2022 21:50:07   
Sapphire
Member

MORE THAN MEETS THE EYE

Spell/skill

Standard costs, MP and SP versions.

Does no damage. Gives the monster 1 round of x150% all ele vuln and gives the monster celerity for 1 turn. Weapon mainstat/luk to inflict, Int/Luck to resists @ -20 penalty.
Post #: 57
2/13/2022 3:06:46   
Sapphire
Member

Yearly Mastercraft Armor Set

HYDRA'S MUTANT CONJURER SET

Water Set- Choke based set, where here on all aspects it's called "Drown" and is a renamed choke. All effects mentioning "Eating and removing" drown or choke works with all chokes in the game.

ARMOR
Toggles between Neutral Armor and SpellCaster Lean for it's MC. *This Toggle changes the art* similar to Jack Claws. Neutral= Hydra looking beast. Spellcaster=More human, with hints of Hydra
Comes with 3 Skills
1. 20% SP per Turn Toggle- Attempts to Inflict "Drown", a renamed Choke..per turn. Attempts always, if attack, if cast spell, or even charge/bake, etc and skip your turn. Always attempts. 10% Choke attempt.
2. Ele-Comp Spell (Water) that pays 33% damage to inflict a strong "Drown", renamed Choke. Standard MP cost
3. Toggle- If a monster is inflicted with "Drown", or any Choke, casting a spell will "eat and remove" the Drown/Choke and
A. Regenerate MP based on standard spell costs and amount of choke.-> If the Choke amount is 30%, you regen 30% of that spell's cost. If the amount of choke is 90%, you regenerate 90% of that spell's cost.
B. Based on the number of turns drown/choke is inflicted, you give the monster +20%*EleComp Water Elemental Vulnerability for every 1 round Drown/Choke is removed on your next turn. If you just removed 5 rounds of Drown/Choke, that's 20%+1.8*5 rounds.. elecomp ele vuln on your next turn.


WEAPON

Toggles Between Magic/melee/Ranged
20% Proc Special-MC goes to special damage. Special Inflicts a strong "Drown"/Choke. 5 Rounds.
Clicking the Weapon Eats/Removes The "Drown"/Choke and costs a standard 100% Melee skill in SP.(392 for melee/ranged, 490 for magic) and does 50% of a normal skill's damage. For every Round of Choke removed you gain a round of MP regen (if magic weapon held) or SP Regen (If melee/ranged weapon held). The amount of Regen is the % cost of a standard spell cost (653) or SP Cost (392) of choke that is removed. So if there's 3 rounds of choke at 50%, you regen 50% of 653MP for 3 rounds (if magic) or 50% of 392 SP for 3 Rounds.

SHIELD

While holding the shield you get -10 Choke Potency
Clicking the shield casts a spell/skill, 653 MP if holding a magic weapon, 392 SP if holding melee/ranged weapon. This does not work if there is no drown/choke inflicted, and can only be casted if drown/choke exists on the monster. This eats/removes the drown/choke and you give yourself Blocking = to the amount of choke removed for = to the rounds of choke removed. So you have 3 rounds of 50% Choke. This is consumed, and you give yourself 3 rounds of +50 blocking.


PET

Essentially, a water version of Ghost Hound, except regens MP. Two modes, "Drown"/choke inflict, and eat choke to regen MP.


MISC

Two Modes-Click to toggle

Mode 1
+50 END/Luck
While equipped, gives you the same backlash damage as frostyrm mask, but water damage. If in the Set armor, the backlash damage gains elecomp.

Mode 2
+50 Dex/Luk
While equipped, gives you dodgelash effect, water damage, like summoning stone, adjusted up due to not being the always useful harm. If in the Set Armor, the dodgelash amount gets elecomp.


FULL SET BONUS

If weapon, armor, and shield are equipped, all "drown"/choke inflictions get 5% more added.


< Message edited by SapphireCatalyst2021 -- 3/5/2022 7:37:00 >
Post #: 58
2/25/2022 12:36:14   
Sapphire
Member

ROGUE's SECRET

MISC

When equipped, all ranged weapons inflict bleed, poison, and disease. All Harm.

The poison is for 1 turn. Disease and bleed stays until a save, and can stack. Poison stacks with other harm poisons.

78 Sp per turn.
Post #: 59
2/26/2022 7:37:52   
Sapphire
Member

"Ranger Stats"

This is a change to 100 proc Bows only, not guns.

1.New stat to damage:
Dex/16+Luk/32+Str/32-Int/16

Logic-> You Need same stats as now to max damage, just redistributed to give luck a bigger role since you are firing from distance. Lowers Strength as for damage. Your Strength plays a smaller role than closer hand to hand combat where you're swinging or stabbing. It may only affect how far back you can pull back before shooting, that's it. Adds the INT subtraction to prevent Mages from solid use.

2. BTH Changes to..
Dex/12+Str/24+Luck/40

Logic-> In terms of strength, for accuracy, it's reversed. You need strength to hold the bow steady so here it plays a larger roll as compared to damage, but luck is about arrow placement and is more difficult to achieve and luck is simply that, luck. So with distance fighting, a moving target makes luck actually luck for accuracy.

Recaps-> Mainstat-> Dexterity: Eye-hand coordination is essential to bow use. It's the heaviest influence on damage, BTH, and half of "Precision hit"
Secondaries-> Strength: Less useful for damage, a bit more for BTH due to needing a steady hand prior to firing a bow.
Luck: Less useful for accuracy, as luck is luck. But a good arrow placement can in fact, cause way more damage. So higher influence compared to strength.

3. All Status inflicts from bows changed to Dex-> Major and Strength-> Minor. This removes Luck from all bows status inflict.

Logic-> For Rangers, status infliction is based on SKILL, rather than part skill, part luck. These should be efficient status inflictors.

4. Renames "lucky strikes" to "precision hit"

5. Lucky strikes (precision hit) is changed to half the rate (5% instead of 10%) but upped in damage to 1.5X.
Precision Hit damage is changed also. Same total as luck provides to other weapons (X1.5, half rate), but here it splits damage 1/2 each from Dex/Str.

Logic-> Again, this is about SKILL. Ranger's theme is SKILLS. You're not lucky, when you're good. But it *is* distance combat, so you will be get a precision hit less often, but a "Precision Hit" will create much more damage because you're able to skillfully hit specific soft spots on the monster.

Ranger Variants and pros and cons with this change:

Pure Ranger (DEX/LUK/STR)

Pros-> Max damage, and max defense. Initiative (Luck) and stat inflict help (Dex/Str)) Two play styles with the same build. (pure ranger/warrior) Both can use booster pets/guests the same.
Cons-> Not as versatile as beast builds. Boosters quick casts (buffalot) less strong across all variants.

No Strength Beast Ranger (DEX/LUK/CHAR)

Pros-> Beastmaster versatility. Might be the most defensive, even over Pure if you include blocking booster pets/guests. Pets/Guests damage exceed loss from not training strength. Maintain good initiative and pets lucky strike. (luck). Pets/Guests most accurate (dex + luck)
Cons-> Least accurate variant with bows. Loss of damage from bows in both regular damage and half of Precision hit. . Lowest status inflict. (No Str)

No Luck Beast Ranger DEX/STR/CHAR

Pros-> More accurate than the other beast variant with bows. Pets/guests damage exceeds loss of damage from luck. Max status inflict and max precision hit damage.
Cons-> No initiative and lower blocking. (luck). Pets/Guests lower accuracy than other beast variant (no luck). Pets no lucky strike.



Endurance variants have same pros/cons as above, just adjust for differences if deciding to not train Strength or Luck.

As you can see, this change provides fairly balanced pros and cons and gives the ranger style it's own unique ideas.





< Message edited by SapphireCatalyst2021 -- 2/26/2022 10:05:37 >
Post #: 60
2/27/2022 17:16:42   
Sapphire
Member

KING'S CHARM

Misc

78 SP per turn, to add + 15% damage to pets and guests *including an add-on to booster pets boosts





TRAINER's WHIP-Earth Element

100% Proc Magic Wand/Tome Hybrid similar to Zardwarts; -20% Damage because uses Charisma stats

4 Options

1. Regular Wand Attack
2. Overcharged Earth Spell
3. Regular Earth Spell. 50% Damage reduction to Place the same effect as Carnax's Malice (w/o elecomp) to do an Earth burn that heals SP based on damage dealt
4. Draw Mana
Post #: 61
3/3/2022 8:17:26   
Sapphire
Member

BLOOD SPORT

Misc

10% Melee Per turn in SP Upkeep

-20 Bleed Potency when equipped

Click to toggle on an effect for an additional 10% SP upkeep

Effect- Changes the harm element of any bleed to the element of the weapon you hold.

Post #: 62
3/4/2022 8:53:02   
Sapphire
Member

GHOST SHELL

Shield

-19 to Earth, Light, and Fire

Troposhield Clone idea, with a twist.

Instead of ele vuln to 3 elements, with this shield if you attack with Wind, Darkness, or Ice, The player receives -20 all status potency for saves similar to cracked ornament/wind drake pet for 1 turn (the turn you just attacked/casted, so any status attached to that attack or spells/skill gets a 20 bonus essentially. This stays through your pet/guest's turn like the troposhield's ele vuln does.
Post #: 63
3/5/2022 7:55:38   
Sapphire
Member

Wi-ZARD

SPellcaster Lean Armors- Zards with hats and capes.

8 Elemental variants, representing all 8 elements.

Each comes with 2 skills. One being an ele comp base Spell of the element the armor defends best against. Costs MP

The other is another spell, with 50% damage to pay for an effect. Also, Charisma replaces Dexterity for BTH on these similar to Hunting Horn Weapon. If Charisma= to mainstat, then charisma to inflict, otherwise Mainstat to inflict. *IF* Charisma is used to inflict, charisma is used to resist. If mainstat is used, resist is defaulted back to what *normally* would be used to resist. For example, bleed is usually END. But The Cold is already usually Charisma, so charisma it is!

FIRE-Thermal Shock
WATER-Panic
WIND--Heal Version of Wind Poison
ICE-The Cold
EARTH-Bleed
ENERGY-SP Heal version of Burn
LIGHT-Blind
DARKNESS-Entangle

< Message edited by SapphireCatalyst2021 -- 3/5/2022 7:59:27 >
Post #: 64
3/5/2022 8:02:58   
Sapphire
Member

CHARISMATIC EXISTENCE


Golden Gift Box Quick Cast Spell

SP and MP versions

Effect- For 5 turns, any effects that are not Virtualstat inflicted, irregardless of whats used to inflict and resist, it changes the effect to be charisma vs charisma. In addition, if you have this active at the end of a battle you win, the next battle you will use your charisma stat to get initiative instead of luck.
Post #: 65
4/5/2022 7:26:53   
Sapphire
Member

GLITTERING DOOMCASTER

Light-based Doomlight Variant with Light as primary resistance and fire/energy as secondaries.

Everything is the same as doomlight armors except this one is Spellcaster Lean.
Post #: 66
4/9/2022 16:20:18   
Sapphire
Member

BACKLASH EFFECTS OF ALL TYPES

The suggestion is to expand backlash.

Instead of damage, you take the enemy damage and convert it to different effects whose power is based on how much damage is being done to you.

Armors, shields, miscs, pets, guests, etc can have these.

Shield that backlashes burns . Miscs that backlash daze. Armors that backlash Paralyze. Shields that backlash disease. Misc that backlash poison. And on and on.
Post #: 67
8/31/2022 21:32:03   
Sapphire
Member

This suggestion is a change to the guest "system"

Currently we are seeing staff almost always make two versions of almost every guest. I do not know how much extra time this is, but IMO the following should be changed for better QoL changes for both players and staff:

Someplace in the menu, maybe even near dismiss guest, or can be below where the battle log area is.. but just have a toggle that changes the guest upkeep back and forth from SP to MP and back and forth whenever you wish.


1. The players then no longer have to use the upgrade system to change it to a technically "different item"
2. Players can change the upkeep based on build/preferences.
3. Staff now can just make 1 guest version and not 2
4. Staff can keep the call or summons variant, whichever they want, and phase out the other.
5. Staff then can free up the database by deleting old variants
6. Cannot change mid-battle. Once it begins, it's locked. Can change during the "start battle" phase.

< Message edited by SapphireCatalyst2021 -- 9/1/2022 14:50:21 >
Post #: 68
9/4/2022 23:18:09   
Sapphire
Member

Some "transfer of power" ideas:

1. This won't likely work for everything as "Melee power" can be a bit different from effect to effect, but I see no reason such a thing shouldn't exist because on paper it should work.

Quick Casts that eat an effect, then apply a different effect = to the same melee power. Sp/MP etc cost of course.

Example-> Maybe you have a quick cast that would eat Fear and apply panic. Or eat blind and apply elevuln. Just random ideas.


2. Weapons with specials that the special is either partially decreased in power, or wholly removed, then that Melee value in damage is then transferred to a guest or pet immediately, resulting in the same overall DPT on paper. The value here is with if you happen to have an armor/misc/shield/etc etc that is already enhancing a guest/pet so the effect is stronger for them.

Or a spell that sacrifices some damage (or a lot) to buff a guest/pet damage. Same ideal.
Post #: 69
9/4/2022 23:20:12   
Sapphire
Member

Spell Imbues

Imbuing makes more sense with magical things anyway.
Post #: 70
9/9/2022 0:04:51   
Sapphire
Member

LOCO'S BAG OF TRICKS

Energy Spell

Pays 15% damage to give a menu with the following options:

1. Fear, 3 turns
2. Panic
3. Sp Siphon Burn, 3 turns
4. Paralyze, 2 turns at 200% energy

The selection is the effect added to the spell. The spell takes a further 50% damage reduction to inflict the effects. Normal rules apply to the power of the effect vs varying energy resistances.
Post #: 71
9/14/2022 14:37:09   
Sapphire
Member

Change to FSB standards:

A FSB means same-element weapon/armor. When an armor gets a element locked attack/skill, it is given ele comp.

A FSB essentially follows the same logic, yet doesn't get the ele comp.

Suggestion-> When a FSB is damage, the damage should be = to elecomp.

When a FSB is something other than damage, the bonus should be equivalent to elecomp in melee power.


Seems logical to me!!!

< Message edited by SapphireCatalyst2021 -- 9/16/2022 12:06:56 >
Post #: 72
9/26/2022 12:08:56   
Sapphire
Member

RANGERS (total build idea)

Scrap Ramp Up. - Thematically, IMO, Ramping UP damage from someone who shoots bows or uses spears doesn't make sense. It feels like bow users and spear users are able to either get the first shot in (distance and hidden) or are able to keep their distance and still inflict damage with spears, whereas a warrior needs a more close combat style to get the meat of the weapon to land.
Using pointy and elongated weapons with sharp points should mean 3 very important things.

A. Being able to "go first" (like for bow users who can remain out of sight until they attack)
B. Spear users keeping a distance means it may take some acclimation by the enemy to get used to how to adjust to the distance, resulting in better damage at first for the Ranger
C. Pointy objects hitting critical body parts matters. This means *where* you hit matters, not *that* you hit.

So How can we create a desirable Ranger with some common sense approach and also try and make it AQish?

Proposition:

1. Average Damage over the 20-turn model is slightly lower than warriors/mages to pay for +5 blocking and then also to add +5 status potency. I don't know how much melee% these 2 are worth, but adjust the things I will outline below to account for these two gameplay "perks"


2. Add Ramp Up. Just use the opposite numbers. 129% ramps down to 75% over 10 turns or whatever they did. (Remember, account for the above)
A. This ensures a larger first hit due to being hidden with bows or fighting at a distance with spears
B. Longer fights they'll be at a disadvantage, but can end fights faster..better. For bossing, I have another idea below to mitigate this.

3. Add in a feature for all Ranged weapons called "Precision Hit" I have suggested a few iterations of this before, but here is where I'll settle:
A. The precision hit Rate is Dex/25%, or 10% at 250 Dex. Increasing Dex, increases the rate.
B. The damage add-on is a flat and fixed amount. It's Dex/2.5 added damage, or 100 damage per hit (if it goes off).
C. The precision hit bypasses boss damage caps. If the cap is 250, then rangers can 10% of the time actually hit the boss for 350. This isn't game breaking nor OP, it's just a perk to make Rangers more attractive to play.

4. Add in a damage modifier to all non-100 proc weapon specials that use DEX as the damage add-on. Dexterity is directing the special to land for more damage. The number I don't know, but it would be ideal for making it so weapons with 10, 20, and 30 proc specials compete with 100 proc in FD, 0 proc in FO, and make it so neutral armors with this new add on become the overall best efficiency for non FD Rangers. Keep FO with 0 proc minimally higher, but the defensive aid in being in neutral and being "near FO" is the *same idea* is being in FD and using 100 proc. It's increased defense but the offense is a touch under the tier above.

A. This revitalizes the weapon special w/o touching a single weapon
B. Revitalizes the neutral armor w/o touching a single armor
C. So Rangers and any Ranger hybrids may very well wish to use Neutral armors with ranged weapons


5. Start Making some bows with initiative attached. Since bows ignore armor leans, it's you're "psuedo armor" and bows means fighting from a distance, and that means getting in the first shot. If damage overall needs to come down to pay for this, then so be it. But its common sense if Im using a bow I'll likely shoot first most of the time and can then, get a large amount of damage on an unsuspecting opponent.



I think this complete idea creates a fantastic Ranger Niche and may will want to play this way. It will be fun.





< Message edited by SapphireCatalyst2021 -- 9/26/2022 12:10:26 >
Post #: 73
10/1/2022 10:03:20   
Sapphire
Member

SWORD OF ANIM

Magic Sword-Energy Element-Standard B/R
Gets CHA stats

30% Special

When the special fires, nothing happens. Verbiage appears that says "You powered up your pet!" A 30% special is worth +333% damage. Your pet will get a damage boost of +333% during that same turn. This just transfers the special damage onto your pet.
Post #: 74
10/1/2022 10:08:03   
Sapphire
Member

ELEMENTAL CONFUSION

Energy Spell, +10 BTH lean

Takes -25% damage, to scramble the monster's attack element.

When this occurs, the elemental sign on the monster changes to a Question Mark ..?

You won't know what the element the monster will attack with until it attacks.

If the monster has a multi-elemental attack, they are immune.

If the monster has two (or more) separate attacks and each one is a different element, then it's "main" attack is only affected.

This is considered a form shift .

< Message edited by SapphireCatalyst2021 -- 10/1/2022 10:09:24 >
Post #: 75
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