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10/6/2021 20:52:18   
Lv 1000
Member

A collection of item and item-rework suggestions.

Reworks

No-Drop Equipment:
  • UltraGuardian Armors
  • UltraGuardian Shield
  • Armors of Awe
  • Shield of Awe

    Z-Finity:
  • Mind Gauntlet
  • Soul Gauntlet
  • Power Gauntlet
  • Time Gauntlet
  • Space Gauntlet

    Armors:
  • Algern's Carapace
  • Algern's Versatile Carapace

    Weapons:
  • Infinita Staff/Scythe
  • Glacial Short Staff
  • Sila's Staff
  • Book of Burns

    Spells:
  • Invincible Star

    Misc Items:
  • Bag of Mixed Nuts
  • Shadowfeeder Pendant

    New Items

    Weapons:
  • Hiltless Blade
  • Infnita Reaver
  • Book of Coalescing Shadow

    Notes

    AnimAnimalking:
    quote:

    Read no drop rule, yours are more improvements, hand waves rule.


    < Message edited by Lv 1000 -- 10/27/2021 18:14:48 >
  • Post #: 1
    10/6/2021 21:08:01   
    Lv 1000
    Member

    Current
    quote:

    Infinita Staff
    Dark Ranged Scythe/Magic Staff (toggle)
    0.25 BR lean (so random heavy)

    Effect: On all weapon attacks, you deal -25% damage. Heals SP or MP depending on form.

    Ranged (SP healing): [damage] * 0.32 * [standard Magic SP cost] / [expected player damage]
    Magic (MP healing): [damage] * 0.32 * [standard Magic MP cost] / [expected player damage]


    Rework Suggestion
    quote:

    Infinita Staff
    Darkness Ranged Scythe/Magic Staff

    Effects -
    Scythe: Pays 20% damage + MC to heal (25*1.125)% = 28.125% of damage dealt as SP.
    Staff: Pays 20% damage + MC to heal (25*1.5*0.75)% = 28.125% of damage dealt as MP.

    SP and MP healing use the formulas below:

    Scythe:
    If ((DmgDealt/MobRes)*0.28125/490) > 1, SPHeal = ((DmgDealt/MobRes)*0.28125/490)^0.5)*490*0.9
    Otherwise, SPHeal = (DmgDealt/MobRes)*0.28125*0.9

    Staff:
    If ((DmgDealt/MobRes)*0.28125/653) > 1, MPHeal = ((DmgDealt/MobRes)*0.28125/653)^0.5)*653*0.9
    Otherwise, MPHeal = (DmgDealt/MobRes)*0.28125*0.9


    Thoughts: Currently, Infinita Staff/Scythe has a very strange formula, unlike other similar items that exist in game, and does not have suitable penalties on its effect when dealing extreme damage. The above suggested formulas mimic Defiant Mode from the Essence of Carnage guest more or less.

    < Message edited by Lv 1000 -- 10/14/2021 15:49:04 >
    Post #: 2
    10/6/2021 21:18:37   
    Lv 1000
    Member

    Current
    Algern's Carapace

    Rework Suggestion
    quote:

    Algern's Carapace

    FO Darkness Armor. Normal Attack is two hits.

    Can toggle between Normal and Darkness-Element Locked forms.

    In Darkness-Locked Form normal attacks get EleComp.

    MC: Skill compression. EleVuln skill can be used in Normal Form, and Heal Skill can be used in Darkness-Locked Form

    EleVuln Skill: Darkness Weapon Based Skill, 2 hits. Deals -(28/1.25)% = -22.4% damage and attempts to inflict a +(44.8/0.5/1.4/2*1.25)% = +40% Darkness EleVulnn for [Hits Connected] turns. Has a +0 save bonus, player inflict with [MainStat]/LUK and mob resist with END/LUK.

    Heal Skill: Darkness Weapon Based Skill, 3 hits. Deals *0.5 damage and heals HP equal to [DmgDealt]/[MobDarkRes].

    Notes -
    Normal Attacks
  • Uses regular attack animation

    EleVuln Skill
  • Uses shield-bash animation from the Algern boss

    Heal Skill
  • Uses life-drain animation


  • Thoughts: This is more or less a swept version of the armor with some personal touches.


    < Message edited by Lv 1000 -- 10/27/2021 18:18:19 >
    Post #: 3
    10/6/2021 21:22:06   
    Lv 1000
    Member

    Current
    Algern's Versatile Carapace

    Rework Suggestion
    quote:

    Algern's Versatile Carapace

    FO Darkness Armor. Normal Attack is two hits.

    MC: Skill compression, 2nd skill is paid for by taking a -3 MRM penalty.

    EleVuln Skill: [Weapon Element] Weapon Based Skill, 2 hits. Deals -(28/1.25)% = -22.4% damage and attempts to inflict a +(44.8/0.5/1.4/2*1.25*0.6)% = +24% All-Element EleVuln for [Hits Connected] turns. Has a +0 save bonus, player inflict with [MainStat]/LUK and mob resist with END/LUK.

    Heal Skill: [Weapon Element] Weapon Based Skill, 3 hits. Deals *0.5 damage and heals HP equal to [DmgDealt]/[WeaponElementMobRes].

    Notes -
    Normal Attacks
  • Uses regular attack animation

    EleVuln Skill
  • Uses shield-bash animation from the Algern boss

    Heal Skill
  • Uses life-drain animation


  • Thoughts: Similar to the above post.

    < Message edited by Lv 1000 -- 10/27/2021 18:18:35 >
    Post #: 4
    10/6/2021 21:32:51   
    Lv 1000
    Member

    Current
    UltraGuardian Armors

    Rework Suggestion
    quote:

    Mighty UltraGuardian Plate

    Normal Attack
    50% chance for 80% damage, 2 Hits
    50% chance for 120% damage, 4 Hits

    Flavor Effect: Can toggle between FO and Champion leans.

    Champion Lean: Deal x1.125 damage and take x1.25 damage. Normal Attacks and Specials gain +10.625 BtH.

    MC: Compresses a skill. Unleash the fury of a Guardian in a powerful 6-hit attack. Starts as a standard [No-Drop Element] weapon-based skill. Deals +25% damage at the cost of 50% melee in HP. If no-drop alignment is neutral the element of each hit is randomized (8 standard elements) and deals +(132/109)% damage to compensate.
    quote:

    Deft UltraGuardian Leathers

    Normal Attack
    50% chance for 80% damage, 2 Hits
    50% chance for 120% damage, 3 Hits

    Flavor Effect: Can toggle between FO and Beastmaster leans.

    Beastmaster Lean: Deal x1 damage and take x1.25 damage. Pet and Guest attacks deal x1.25 damage.

    MC: Compresses a toggle. While active, weapon attacks and specials gain +21.25 BtH, spell-type attacks gain +10.625 BtH. When in Beastmaster lean is toggled on, pets gain +4.25 BtH and guests gain +6.375 BtH. This costs 25% melee in SP per turn.
    quote:

    Insightful UltraGuardian Robes

    Normal Attack
    100% chance for 100% damage, 2 Hits

    Flavor Effect: Can toggle between FO and Spellcaster leans.

    Spellcaster Lean: Deal x1 damage and take x1.25 damage. Boosts the damage of all spells by *1.375.

    MC: Compresses a toggle. While active, regenerates 25% melee in MP. This costs 25% melee in HP per turn.


    Thoughts: The UltraGuardian No-Drop armors are honestly some of the most disappointing armors in the game currently in terms of relative power (even compared to basic armors with standard skills). These suggestions should help make them a more viable option.

    < Message edited by Lv 1000 -- 10/27/2021 21:26:02 >
    Post #: 5
    10/7/2021 23:25:01   
    Lv 1000
    Member

    Current
    quote:

    Mind Gauntlet:
    1/Battle Skill
    costs 87.5% Melee in SP and heals 125% Melee in MP for the player (basically enough for 1 spell casts of the item's PowLv). 125% Melee * 1.1 for it being non-elemental means 137.5% Melee, -50% due to it being once per battle.

    1/Turn Skill
    Costs 137.5% Melee in HP (= to 6.875% of your max HP if you have 0 END), this heals 125% Melee in MP for the player, same as the 1/battle skill. The cost of this skill goes up by *1.25 each time it gets used in a single battle (second use costs 171.875% Melee in HP, or 8.59375% of your max HP if you have 0 END, third use costs 214.84375% Melee in HP, or 10.7421875% of your max HP if you have 0 END, and so on and so forth), this is there as a balancing mechanic to avoid heal loops and the like.
    quote:

    Soul Gauntlet:
    1/Battle Skill
    Heals 45% Melee in SP for the player. Starts as 50% Melee in value, -50% for cost, so *0.9 for effectiveness.

    1/Turn Skill
    Mirror of Mind's second skill, except it restores 125% Melee in SP each time it's used. Has the same *1.25 cost increase each time it's used in a single battle.

    Rework Suggestion
    quote:

    Mind Gauntlet
    Comes with two skills:

    1/Battle Skill: Heals 45% melee in MP once per battle. Once per battle effects are worth 50% melee, so this heals 50*0.9% = 45% melee in MP.

    1/Turn Skill: Heals 125% melee in MP once per turn. This costs 125*1.1% = 137.5% melee in HP.
    quote:

    Soul Gauntlet
    Comes with two skills:

    1/Battle Skill: Heals 45% melee in SP once per battle. Once per battle effects are worth 50% melee, so this heals 50*0.9% = 45% melee in SP.

    1/Turn Skill: Heals 125% melee in SP once per turn. This costs 125*1.1% = 137.5% melee in HP


    Thoughts: The goal here was basically to make the Mind and Soul Gauntlets proper clones of each other while also bringing them up to current standards with regards to HP costs. I have removed the increasing skill costs as the swept costs are more than sufficient.


    < Message edited by Lv 1000 -- 10/27/2021 18:23:21 >
    Post #: 6
    10/7/2021 23:35:36   
    Lv 1000
    Member

    Current
    quote:

    Power Gauntlet:
    1/Battle Skill
    Costs 120% Melee in SP and heals player for 10% of their max HP. Skill is valued at 200% Melee in SP, *1.1 due to it being non-elemental, -50% due to the skill being 1/battle.

    1/Turn Skill
    Costs 55% Melee in SP, and attempts to inflict a universal EleVuln on the foe. 50% Melee value, *1.1 cost due to being non-elemental, 50% save (inflict with highest of player's STR/DEX/INT for majour and player's LUK for minor, vs foe's END/LUK), so it's a base value of 100% Melee. EleVuln ends up being +25% damage for 4 turns.

    Rework Suggestion
    quote:

    Power Gauntlet
    Comes with two skills:

    1/Battle Skill: Heals for 125% melee in HP, once per battle. Once per battle effects are worth 50% melee so this costs costs (125-50)*1.1% = 82.5% melee in SP.

    1/Turn Skill: Costs 116.67% Melee in SP, and attempts to inflict a +(116.667/0.5/1.4*0.6/4)% = +25% All-Element EleVuln for 4 turns, +0 save, player [MainStat]/LUK vs. mob END/LUK


    Thoughts: Same as above in terms of updating standards, except that I set this up to heal 125% melee in HP instead of the 45% melee that Mind and Soul Gauntlets have for their once per battle skills as Power Gauntlet isn't a direct clone. I have also updated the EleVuln skill to include basic penalties which were missing (/1.4 specifically) and to change the *1.1 cost penalty to a *0.6 omni-elemental penalty.

    < Message edited by Lv 1000 -- 10/27/2021 20:51:51 >
    Post #: 7
    10/9/2021 0:34:23   
    Lv 1000
    Member

    Current
    Armors of Awe

    Rework Suggestion
    quote:

    General Information

    Normal Attack
    75% chance for 80% damage - 2 Hits
    25% chance for 160% damage - 3 hits
  • Note: These chances and damage values also apply to 100-proc weapons (without the hit-count part).

    FSB: At the end of your turn, attempts to inflict a 1-turn (15/0.5/1.4) = +21.43% [No-Drop Element] EleVuln, +0 save [MainStat]/LUK vs. END/LUK.
  • quote:

    Mighty Armor of Awe

    Flavor Effect: Can toggle between FD and Defender leans.

    Defender lean: Deal x0.8 damage and take x0.6 damage. Lowers M/R/M Defences by 17.

    MC: Compresses a skill. Summons the legendary Awethur to crush your foes. [No-Drop Element] spell-type skill, has 2 hits and gets EleComp to damage. Deals -50.4% damage and attempts to inflict a -(100.8/0.6/1.4*[NoDropMobRes]/4)% = -30% damage dealt Choke for [HitsConnected]*2 turns, -10 save, [MainStat]/LUK vs. END/LUK.
    quote:

    Deft Armor of Awe

    Flavor Effect: Can toggle between FD and Trickster leans.

    Trickster Lean: Deal x0.8 damage and take x1 damage. Monster attacks take a -17 BtH penalty.

    MC: Compresses a toggle skill that costs 10.5% melee in SP per turn. Grants a Counter effect when dodging attacks, this effect deals (10.5/0.15/2*0.85)% = 29.75% Melee as harm damage for every hit dodged, this caps at 4 hits, or 119%.
    quote:

    Insightful Armor of Awe

    Flavor Effect: Can toggle between FD and Spellblade leans.

    Spellblade Lean: Deal x0.8 damage and take x1 damage. Normal Attacks and Specials gain +17 BtH, and Spells gain +8.5 BtH.

    MC: Compresses a skill that creates a Mana Shield if you have INT, and a Chi Shield otherwise.

    Mana Shield
    Deals 1 hit of healing damage to the player that does -15% damage and uses INT for stat bonuses. The spell's damage is reduced to 0 damage and instead grants a Mana Shield with:
  • Power = Damage Inflicted
  • Efficiency = Power/[MagicMPSkillCost]

    Chi Shield
    Deals 1 hit of healing damage to the player that does -15% damage and uses [STR/DEX] for stat bonuses. The spell's damage is reduced to 0 damage and instead grants a Chi Shield with:
  • Power = Damage Inflicted
  • Efficiency = Power/[MeleeSPSkillCost]

    Notes:
  • Only gets the auto-hit penalty, and not the always useful penalty because you're locked to an armor
  • This skill cannot be stacked in anyway with other sources of Mana Shields, Chi Shields, and/or Barriers.


  • Thoughts: Not much to say here, it's not hard to beat a single-digit passive heal and +3 MRM.

    < Message edited by Lv 1000 -- 10/27/2021 20:58:12 >
    Post #: 8
    10/9/2021 0:53:05   
    SapphireCatalyst2021
    Member
     

    I like that you are suggesting some revamps of the no drops. Something for sure should happen. I also like coming up with new leans, so I think the premise is good.


    In regards to Ultraguardian ... I think all spellcaster leans should have 3 ele comp effects. 1.8.... to one, and 1.44 to two...like how Necromancer was done. Making it to one element like how the old brilhado robes was, makes it far far too specialized.

    In addition, beastmaster lean,I was told, was tried kind of similar to what you have done. I was told people hated it, as bard of war was initially done this way, then changed.

    I think bard of war has it's place, but I view beastmaster lean just like spellcaster. Pets/Guests should get ele comp the same as spellcaster mentioned above.


    At the end of the day, kudos to implementing new leans and such. I personally believe there should be a dodge based, ranged using, high accuracy lean with rider and mount armors, that all get initiative. You're up high, so your hard to hit. Also the high ground gives you a tactical bth advantage, but since your on something then it should only work for ranged weapons.

    Anyway, keep them coming. I hope staff reads these ideas from the players and implement some things.
    Post #: 9
    10/9/2021 9:45:04   
    Lv 1000
    Member

    quote:

    I think all spellcaster leans should have 3 ele comp effects. 1.8.... to one, and 1.44 to two...like how Necromancer was done. Making it to one element like how the old brilhado robes was, makes it far far too specialized.

    I think that this is basically just a Necromancer thing, using T3 classes as a precedent usually isnít a good idea. Also being able to effectively choose which element is being boosted is more than enough imo.

    quote:

    In addition, beastmaster lean,I was told, was tried kind of similar to what you have done. I was told people hated it, as bard of war was initially done this way, then changed.
    A lot has changed since Bard of War was first released. Specifically, because being a beastmaster meant primarily using statuses as there were effectively no good pure damage options so a pet/guest damage armor lean was basically useless, whereas now it is very potent.
    Post #: 10
    10/9/2021 21:26:13   
    SapphireCatalyst2021
    Member
     

    It might be just a necromancer thing, but it shouldnt. Brilhado robes is not worth using ever. Just one persons opinion. I'd rather play with an armor with ele comp to its pets/guests over a general, yet weaker, boost to all pets/guests. Just one person's opinion.
    Post #: 11
    10/10/2021 10:51:12   
    Lv 1000
    Member

    Current
    UltraGuardian Shield

    Rework Suggestion
    quote:

    UltraGuardian Shield

    Resists: Single resist instead of primary/secondary resists, so -26 to [No-Drop Element] Resist. If Neutral aligned, same as before.

    MC: Compresses a toggle skill that costs 34 SP per turn. Can toggle between STR, DEX and INT stat drives. The stat drives provide +50 [STAT] and only one can be active at any given time.


    Thoughts: This suggestion is quite simple, a offense-oriented set shouldn't have a component that relies on a defensive mechanic. Additionally raw stats are one of the best ways to support offensive builds.
    Post #: 12
    10/10/2021 10:54:26   
    Lv 1000
    Member

    Current
    Shield of Awe

    Rework Suggestion
    quote:

    Shield of Awe

    Resists: Single resist instead of primary/secondary resists, so -26 to [No-Drop Element] Resist. If Neutral aligned, same as before.

    MC: Compresses a Quick-Cast skill that applies a (40)% = 24% All-Element EleShield for 1 turn. This costs (40/0.6*1.4)% = 56% Melee in SP. Can only be used once per turn.


    Thoughts: Pretty much anything is better than -(5/1.4)% damage taken, this suggestion helps defensive builds with omni-elemental coverage while also potentially being a niche option for offensive build.

    < Message edited by Lv 1000 -- 10/27/2021 18:24:31 >
    Post #: 13
    10/11/2021 22:12:24   
    Lv 1000
    Member

    New Item
    quote:

    Hiltless Blade

    Melee Harm Katana, neutral BR and accuracy leans. Has no special, and deals -10% damage due to Harm element.

    MC: Compresses a toggle that costs 25% Melee in HP and 30% melee in SP per turn for the following effects:
  • Attempts to inflict a Power: 0.25*[Hits Connected/Hits Attempted] Bleed, +0 save, player STR/LUK vs. mob END/LUK
  • Increases Lucky Strike Chance by +30%

    Flavor Effect: Bleeds inflicted by this weapon from Lucky Strikes are instead Power: [0.25/LSChance]*[Hits Connected/Hits Attempted], however Lucky Strikes do not deal additional damage.
  • Note: If the toggle is turned off or disabled for whatever reason this effect does nothing.


  • < Message edited by Lv 1000 -- 10/28/2021 14:30:39 >
    Post #: 14
    10/14/2021 11:00:31   
    Lv 1000
    Member

    New Item
    quote:

    Infnita Reaver

    Darkness Melee "Sword"

    Effects -
    Pays 20% + MC to heal 25% of damage dealt as HP.

    HP Heal Formula:
    If ((DmgDealt/MobRes)*0.25/(490/1.125)) > 1, HPHeal = ((DmgDealt/MobRes)*0.25/(490/1.125))^0.5)*(490/1.125)*0.9
    Otherwise, HPHeal = (DmgDealt/MobRes)*0.25*0.9


    < Message edited by Lv 1000 -- 10/27/2021 18:31:49 >
    Post #: 15
    10/15/2021 10:30:28   
    Lv 1000
    Member

    Current
    quote:

    Bag of Mixed Nuts

    Wall-nuts: Simple enough, pay 55% in SP Melee to give yourself +30 MRM (= 50% Melee) for 1 turn via building barriers between you and your foe that you can use to block attacks.

    Dough-nuts: Gives yourself universal 35% EleShield for 1 turn, costs 53.9% Melee in SP (35x1.4 = 49, so need to pay 49% Melee in SP, further x1.1 for being always useful) via making a doughy barrier to soften impacts.

    Macadamageya-nuts: Gives yourself a universal +20% Empowerment status for 1 turn, costs 22% Melee in HP cost (eating the nuts damages ya, but also gives you the power to damage your opponent more.


    Rework Suggestion
    quote:

    Bag of Mixed Nuts

    Wall-nuts: Grants a +30 MRM Defense Shield for 1 turn. This costs (30/0.6/0.6) = 83.33% melee in SP.

    Dough-nuts: Grants a 35% All-Element EleShield for 1 turn. This costs (35/0.6*1.4)% = 81.67% melee in SP.

    Macadamageya-nuts: Grants a +20% All-Element Elemental Empowerment for 1 turn. This costs (20/0.6)% = 33.33% Melee in HP.


    Thoughts: Just a few simple changes to give these skills appropriate penalties. The excessive use of the "non-elemental" penalty generally makes items a lot stronger than they should be, especially when it comes to All-Element EleShields and EleVuln.

    < Message edited by Lv 1000 -- 10/27/2021 18:26:06 >
    Post #: 16
    10/15/2021 11:08:42   
    Lv 1000
    Member

    Current
    quote:

    Time Gauntlet
    1/Turn Skill:
    Costs 55% Melee in SP, and attempts to inflict Blind and universal DefLoss on the foe, 50% Melee base cost, *1.1 for non-elemental. 25% Melee goes toward the Blind, so that's -7.5 BtH Blind for 4 turns with a 50% save, same stat saves as above for infliction, mob resists with INT/LUK. Other 25% Melee goes toward the DefLoss, this covers all elements. 5% Melee is worth +4.25 BtH, so with a 50% save this is worth 50% Melee, so that's a total of +42.5 BtH. Split it among 4 turns so it's a -10.625 MRM DefLoss. (Defloss save is +0, [MainStat]/LUK vs. END/LUK)


    Rework Suggestion
    quote:

    Time Gauntlet
    1/Turn Skill: Costs 80% melee in SP and applies two effects:

  • DefLoss: Pays 60% melee and attempts to inflict a -(60/0.5*0.6*0.6/4) = -10.8 MRM DefLoss for 4 turns, +0 save, player [MainStat]/LUK vs. monster END/LUK.

  • Blind: Pays 20% melee and attempts to inflict a -(20/0.5*0.85/4) = -8.5 BtH Blind for 4 turns, +0 save, player [MainStat]/LUK vs. monster INT/LUK.


  • Thoughts: This rework applies the "correct" penalties to the DefLoss effect and fixes the arbitrary weakness of the Blind effect (currently you pay 25% melee but only receive 17.64% melee worth of blind effect due to a strange ~*0.7 penalty). As a result, overall, this skill costs slightly more and provides slightly stronger effects.

    < Message edited by Lv 1000 -- 10/27/2021 18:25:12 >
    Post #: 17
    10/20/2021 17:00:24   
    Lv 1000
    Member

    Current
    quote:

    Space Gauntlet
    1/Battle Skill
    Costs 10% Melee in SP and gives you a massive +60 MRM for 1 turn. Similar to Time's Blind, 25% Melee is worth +15 MRM for 1 turn, so 100% Melee is worth +84 MRM, *1.1 cost due to being non-elemental, and -100% due to it being once per battle.

    1/Turn Skill
    Costs 70% Melee in SP and gives you a 50% damage resistance universal EleShield for 1 turn.


    Rework Suggestion
    quote:

    Space Gauntlet
    Comes with two skills:

    1/Battle Skill: Grants a +50 MRM Defense Shield for 1 turn. This costs ((50/0.6/0.6)-50) = 88.89% melee in SP.

    1/Turn Skill: Grants a 40% All-Element EleShield for 1 turn. This costs (40/0.6*1.4) = 93.33% melee in SP


    Thoughts: Not much to say here: 1) Brings the MRM shield up to current standards, 2) Adds the omni-penalty to the All-Element EleShield to be in-line with my design philosophy, 3) Lowers the potency of both buffs slightly.


    < Message edited by Lv 1000 -- 10/27/2021 18:25:47 >
    Post #: 18
    10/20/2021 17:59:18   
    Lv 1000
    Member

    Current
    quote:

    Invincible Star

    Quick-cast spell. When cast, the spell presents you first with the option for MP or SP cost. Then, you get three options between Lesser/Greater/Super Invincibility Star potency, each one provides you with a 1-turn 33%/66%/99% damage reduction EleShield effect that covers all elements. These effects cost (33 x 1.4 x 1.1 / 0.85 = 59.79)%, (66 x 1.4 x 1.1 / 0.85 = 119.58)%, and (99 x 1.4 x 1.1 / 0.85 = 179.36)% Melee, respectively. Basically it's the damage reduction value, x 1.4 since it's working off of monster damage, x 1.1 since it's universally useful, and then /0.85 since the effect auto-hits.
    33% Reduction
    MPCost    312
    SPCost    234
    
    66% Reduction
    MPCost    625
    SPCost    469
    
    99% Reduction
    MPCost    937
    SPCost    703
    Additionally, this spell has a cooldown between uses instead of being once per turn. You have to wait 1/2/3 turns before using the skill again after using the Lesser/Greater/Super Star versions of the skill.

    So for example:
    Turn X: Cast Lesser Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can now cast Invincible Star again.
    
    Turn X: Cast Greater Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can't cast Invincible Star, do attack.
    Turn X+3: Can now cast Invincible Star again.
    
    Turn X: Cast Super Star > Do attack.
    Turn X+1: Can't cast Invincible Star, do attack.
    Turn X+2: Can't cast Invincible Star, do attack.
    Turn X+3: Can't cast Invincible Star, do attack.
    Turn X+4: Can now cast Invincible Star again.


    Rework Suggestion
    quote:

    Invincible Star

    Quick-cast spell, usable once per turn. When cast, allows you to choose SP or MP cost for the spell. Comes with three options, a 33%, 66%, and 99% All-Element EleShield, i.e., Lesser, Greater, and Super Invincibility Star. The Greater and Super options can only be used twice per battle. These options get cost reductions to reflect this. In for each option below:

    Lesser: Grants a +33% All-Element EleShield for 1 turn. This costs (33/0.6*1.4)% = 77% melee.

    Greater: Grants a +66% All-Element EleShield for 1 turn. This costs ((66/0.6*1.4)-25)% = 129% melee.

    Super: Grants a +99% All-Element EleShield for 1 turn. This costs ((99/0.6*1.4)-25)% = 206% melee.
    Lesser Costs:
    MPCost    402
    SPCost    302
    
    Greater Costs:
    MPCost    674
    SPCost    506
    
    Super Costs:
    MPCost    1077
    SPCost    807


    Thoughts: To be honest, I was never a fan of the cooldown mechanic provided that was added this spell. I have done away with it and instead made the Greater and Super options usable twice per battle. The costs for each option have increased across the board as a result of correct penalties being added.

    < Message edited by Lv 1000 -- 10/24/2021 1:16:39 >
    Post #: 19
    10/24/2021 0:49:11   
    Lv 1000
    Member

    New Item
    quote:

    Book of Coalescing Shadow

    Standard Tome, comes with 3 spells and Draw Mana.

    Restrained Darkness:
    Efficient Darkness Spell, 3 hits. This costs 40% of a standard spell, or 50% melee in MP, and deals -37.5% damage, or 125% melee.

    Blaze of Terror:
    Standard Darkness Spell, 4 hits. Pays 34% damage (68% melee) and attempts to inflict a Power: (68/0.5/0.85/10/4) = 4 Darkness Burn for [Hits] turns. This has a 50% save, player INT/LUK vs. mob CHA/LUK. (CHA because the monster is burning with fear)

    Obsidian Cloak:
    Toggle skill. Grants +30 MRM while active (not as a status). This costs (30/0.6)% = 50% melee in MP.

    Consume Shadow:
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Umbral Strike", this is 1 hit of Magic Darkness damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUK*3/8).



    < Message edited by Lv 1000 -- 10/27/2021 18:26:56 >
    Post #: 20
    10/24/2021 21:42:20   
    Lv 1000
    Member

    Current
    Glacial Short Staff

    Rework Suggestion
    quote:

    Glacial Short Staff

    Standard Tome, comes with 3 spells and Draw Mana.

    Ice Shot:
    Efficient Ice Spell, 1 hit. This costs 40% of a standard spell, or 50% melee in MP, and deals -37.5% damage, or 125% melee.

    Icicle Barrage:
    Standard Ice Spell, 5 hits. Has -5 BtH lean (landing all those spears is hard). Flavor Effect: Each hit has a 25% chance to become "Overcharged" and deal +50% damage. This increases the spell cost by ((200*1.5)-200)*0.25 = 25% melee but is paid in HP, so 87 HP (getting frostbite from your own spell hurts!).

    Frozen Grasp:
    Standard Ice Spell, 4 hits. Deals -(200/130*1.4*0.85*0.5*0.85/2*100)% = -38.9% damage and has a [Hits Connected/4]% chance to attempt to apply Freeze for 1 turn. This has a 50% save, player INT/LUK vs. mobs END/LUK.

    Glacial Restoration:
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Icicle Strike", this is 1 hit of Magic Ice damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUK*3/8).


    Thoughts: Just a simple sweep with a stronger freeze and fun flavor effect on the main spell.

    < Message edited by Lv 1000 -- 10/27/2021 18:27:18 >
    Post #: 21
    10/25/2021 22:30:39   
    Lv 1000
    Member

    Current
    Sila's Staff

    Rework Suggestion
    quote:

    Silaís Staff

    Standard Tome, comes with 3 spells and Draw Mana.

    Elemental Blast:
    Efficient Multi-Elemental Spell, 8 hits, one for each of the standard 8 elements and deals +132/109% damage to compensate. This costs 40% of a standard spell, or 50% melee in MP, and deals -37.5% damage (75% melee).

    Silaís Wrath
    Multi-Elemental "Burst" Spell, 8 hits, one for each of the standard 8 elements and deals +132/109% damage to compensate. Deals a further +25% damage, this effect costs 50% melee in HP.

    Prismatic Blaze:
    Standard Multi-Elemental Spell, 8 hits, one for each of the standard 8 elements and deals +132/109% damage to compensate. Deals -51% damage (102% melee) and attempts to inflict a (102/0.5/0.85/10/8/8) = 0.375 Power Prismatic Burn for [Hits] turns. This has a 50% save, player INT/LUK vs. mob DEX/LUK.

    Silaís Restoration:
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Prismatic Strike", this is 1 hit of Magic Harm damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUK*3/8) and deals -10% damage.


    Thoughts: Just a quick sweep of this item with a fun and powerful prismatic burn effect!

    < Message edited by Lv 1000 -- 10/27/2021 18:27:59 >
    Post #: 22
    10/27/2021 1:09:20   
    Lv 1000
    Member

    Current
    Info: In only....

    Rework Suggestion
    quote:

    Book of Burns

    Overcharged Tome, comes with 4 spells and Draw Mana. Spells cast from this tome costs an additional 10% melee in HP.

    Precise Ignition:
    Efficient Fire Spell, 5 hits. This costs 40% of a standard spell, or 50% melee in MP and deals -37.5% damage, or 125% melee.

    Searing Blaze:
    Standard Fire Spell, 4 hits. Deals -42.5% damage (85% melee) and attempts to inflict a Power: (85/0.5/0.85/10/4) = 5 Fire Burn for [Hits] turns. This has a 50% save, player INT/LUK vs. mob DEX/LUK.

    Avatar of Flame:
    Attempts to apply Celerity to the player + pet, can only be used once per turn. This has a 50% save, player [MainStat]/LUK vs. mob LUK/INT, and costs 1.4/0.85*0.5*1.1*100 = 90.6% melee in MP. If used without a pet equipped, this instead costs (90.6/1.4)% = 64.7% melee in MP and disables pets until celerity ends. Celerity from this effect cannot stack with celerity effects applied before or after this celerity effect.

    Phoenix Shield:
    Creates a Mana shield. Deals 1 hit of healing damage to the player that does -15% damage and uses INT for stat bonuses. The spell's damage is reduced to 0 damage and instead grants a Mana Shield with:
    - Power = Damage Inflicted
    - Efficiency = Power/[MagicMPSkillCost]

    Kindle the Inferno:
    Basically "Draw Mana", heals 75% melee in MP. Has a 10% chance of doing a "Lucky Flame Strike", this is 1 hit of Magic Fire damage, it has 0 Base/Rand damage and only uses LUK for stat damage (so LUK*3/8).


    Thoughts: Let's be real, this thing is broken as all heck. I couldn't think of a way to make restrict the charge and multicast mechanics while still making them fun, so instead I scrapped them and went with good 'ol Celerity.

    < Message edited by Lv 1000 -- 10/27/2021 18:40:25 >
    Post #: 23
    10/27/2021 18:12:03   
    Lv 1000
    Member

    Current
    Shadowfeeder Pendant

    Rework Suggestion
    quote:

    Shadowfeeder Pendant

    MC Misc. Converts 25% melee in MP to 25% melee in SP each turn, does not get an always useful penalty as the misc needs to be equipped during your turn for the conversion to happen.

    MC: Click pendant to attempt to apply Celerity to the player + pet, can only be used once per turn. This has a 50% save, player [MainStat]/LUK vs. mob LUK/INT, and costs (1.4/0.85*0.5*1.1*100) = 90.6% melee in SP. Has a *1.1 cost penalty due to being always useful (i.e., the misc doesn't need to stay equipped for the Celerity to function). If used without a pet equipped, this costs [SPCost]/1.4 and disables pets until celerity ends. Celerity from this effect cannot stack with celerity effects applied before or after this celerity effect.
    Level     115    135    150
    Type      -      -      G
    PowLvl    115    135    153
    
    MPCost    91     112    131
    SPHeal    68     84     98
    
    SPCost    248    304    355


    Thoughts: Fairly simple sweep. Updated tiers to be more relevant for max level. Also changed the conversion to be more direct and removed penalties (see above and Mogloween Candy Bag update). Finally, reworked the celerity to account for abuse with certain pets and added a *1.1 cost penalty due to being always useful.

    < Message edited by Lv 1000 -- 10/27/2021 18:37:05 >
    Post #: 24
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