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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/Awe Armors and Shields
  • UltraGuardian/Guardian/Awe Weapons

    Z-Token Packages:
  • 2500 Tier Packages
  • 6000 Tier Packages
  • 7500 Tier Packages
  • 12000 Tier Packages
  • 20000 Tier Packages
  • 50000 Tier Packages - Champions of Great Creatures
  • 50000 Tier Packages - Champions of Elemental Realms
  • 50000 Tier Packages - Other Sets

    Golden Giftboxes:
  • GGB - Rare Shop
  • GGB - UltraRare Shop

    Item Sets:
  • Ares Warlord
  • Kindred

    Armors:
  • Algern's (Versatile) Carapace

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

    Spells:
  • Invincible Star

    Pets:
  • Guardian Dragon Jr. Pets

    Misc Items:
  • Shadowfeeder Pendant
  • Resource Conversion Miscs
  • Z-Finity Gauntlets

    New Items

    Weapons:
  • Book of Coalescing Shadow

    Misc Items:
  • Horn of the Warmonger

    Notes

    AnimAnimalking:
    quote:

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


    < Message edited by Lv 1000 -- 11/18/2022 14:18:25 >
  • Post #: 1
    10/6/2021 21:18:37   
    Lv 1000
    Member

    Current:
    Algern's Carapace
    Algern's Versatile Carapace

    Rework Suggestion:
    quote:

    Notes:
    Normal Attacks: Uses regular attack animation

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

    Heal Skill: Uses life-drain animation
    quote:

    Algern's Carapace
    FO Darkness Armor. Normal Attack is two hits.

    Flavor Effect: Player normal attacks (not specials or skills) are locked to Darkness and get EleComp to damage.

    MC: Compresses 2 skills:
    EleVuln Skill: Darkness Weapon Based Skill, 2 hits. Pays 29.75% damage and attempts to inflict a +(59.5/0.5/1.4/0.85/2)% = +50% Darkness EleVuln for [Hits Connected] turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.

    Heal Skill: Darkness Weapon Based Skill, 3 hits. Deals x0.5 damage and heals HP equal to [DmgDealt]/[MobDarkRes].
    quote:

    Algern's Versatile Carapace
    FO Darkness Armor. Normal Attack is two hits.

    MC: Compresses 2 skills:
    EleVuln Skill: [Weapon Element] Weapon Based Skill, 2 hits. Deals -29.75% damage and attempts to inflict a +(59.5/0.5/1.4/0.85/2x0.9)% = +45% Omni EleVuln for [Hits Connected] turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK.

    Heal Skill: [Weapon Element] Weapon Based Skill, 3 hits. Deals x0.5 damage and heals HP equal to [DmgDealt]/[WeaponElementMobRes].


    < Message edited by Lv 1000 -- 10/5/2022 18:12:25 >
    Post #: 2
    10/6/2021 21:32:51   
    Lv 1000
    Member

    Current:
    UltraGuardian Armors
    UltraGuardian Shield
    Armors of Awe
    Shield of Awe

    Rework Suggestion:
    quote:

    General Info
    When aligning No-Drops to Neutral skills:
  • Have the element of each skill-hit randomized (8 standard elements).
  • Deal x(132/109) damage.
  • Do not benefit from EleComp.

  • UltraGuardian Set
    quote:

    UltraGuardian Set Bonus
    Equipping the UltraGuardian armor, shield and weapon (Guardian or UltraGuardian) unlocks an additional effect:

    Effect: Varies depending on UltraGuardian armor variant:
  • Mighty: Player normal attacks and specials deal +10% damage.
  • Deft: Player normal attacks and specials gain +8.5 BtH.
  • Insightful: Reduces toggle cost by 10% melee (25%->15%).
  • quote:

    Mighty UltraGuardian Plate
    MC FO [No-Drop Element] armour. Has 2 allied secondary resistances. Normal attack is 2 Hits. Melee focused blocking.

    MC: Compresses a skill. [No-Drop Element] weapon-based skill. Has 4 hits*. EleComp reduces SP cost.
    *Note: Uses the old 4-hit normal attack animation.
    quote:

    Deft UltraGuardian Leathers
    MC FO [No-Drop Element] armour. Has 2 allied secondary resistances. Normal attack is 2 Hits. Ranged focused blocking.

    MC: Compresses a Toggle. [No-Drop Element] Player Attack Modifier. Normal attack has 3 hits* while active. Weapon-based effects (normal attacks and weapon-skills) and specials deal x1.5 damage and are locked to [No-Drop Element]. Base cost is 50% melee in SP (75% for Magic). EleComp reduces SP cost.
    *Note: Uses the old 3-hit normal attack animation.
    quote:

    Insightful UltraGuardian Robes
    MC FO [No-Drop Element] armour. Has 2 allied secondary resistances. Normal attack is 2 Hits. Magic focused blocking.

    MC: Compresses a toggle. Costs 25% melee in HP per turn. Uses the normal attack animation. While active, weapon specials cannot occur.
  • Starts as [Weapon Element] spell-type attack that deals (100x0.5)% = 50% melee base damage.
  • After the attack you heal MP equal to [(StandardMPMagicSpellCost)x0.8]x[HealMult], where [HealMult] = [DamageDealt/MobWeaponEleRes]/[ExpectedDamage].
  • If [HealMult] > 1, then you heal MP equal to ([(StandardMPMagicSpellCost)x0.8]x[HealMult])^0.5.
  • quote:

    UltraGuardian Shield
    MC [No-Drop Element] Shield. No secondary resist. If Neutral aligned, same as before.

    MC: Compresses a toggle. Costs SP each turn. While active, grants +50 [STAT]. Clicking on the shield opens a menu to pick STR, DEX, or INT for [STAT].

    Awe Set
    quote:

    Awe Set Bonus
    Equipping the Awe armor, shield and weapon unlocks an additional effect:

    Effect: Varies depending on Awe armor variant:
  • Mighty: Player gains +10 Omni status resistance.
  • Deft: Player gains +6 MRM blocking.
  • Insightful: Applies a Mana Shield effect worth (10x4x0.75)% = 30% melee when the player casts a harmful/damaging spell.
  • quote:

    Mighty Armor of Awe
    MC FD [No-Drop Element] armour. Has 2 allied secondary resistances. Normal Attack has 2 hits. Melee focused blocking.

    MC: Compresses a [No-Drop Element] spell-type skill. Has 2 hits*. EleComp increases damage. Pays 15.1725% damage and attempts to inflict a (30.345/0.5/1.4/0.85/2x[MobNoDropEleRes]x[EleComp])% = (25.5x[MobNoDropEleRes]x[EleComp])% "Awe Struck" effect (renamed Choke) for [Hits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    *Note: Uses an animation of Awethur attacking with his dual Blades of Awe. Animations for this effect can be found in the various Awethur quests.
    quote:

    Deft Armor of Awe
    MC FD [No-Drop Element] armour. Has 2 allied secondary resistances. Normal Attack has 2 hits. Ranged focused blocking.

    MC: Compresses a [No-Drop Element] spell-type skill. Has 3 hits*. EleComp increases damage. Pays 21% damage and attempts to inflict a -(42/0.5/1.4x0.85/3x[MobNoDropEleRes]x[EleComp]) = -(17x[MobNoDropEleRes]x[EleComp]) BtH "Blinding Awe" effect (remamed Blind) for [Hits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
    *Note: Uses the old 3-hit normal attack animation.
    quote:

    Insightful Armor of Awe
    MC FD [No-Drop Element] armour. Has 2 allied secondary resistances. Normal Attack has 2 hits. Magic focused blocking.

    MC: Compresses a spell/skill. Creates an "Awe Bulwark" which functions as a renamed Mana or Chi Shield. Deals x0.85 damage for auto-hitting. Checks the damage-type of the player's equipped weapon: Melee/Ranged = Chi Shield (STR or DEX scaling), Magic = Mana Shield (INT scaling).
    quote:

    Shield of Awe
    MC [No-Drop Element] Shield. No secondary resist. If Neutral aligned, same as before.

    MC: Compresses a quickcast skill (usable once per turn). Applies a (35/1.4)% = 25% Omni EleShield for 1 turn. Costs (35x1.1)% melee in SP.


    < Message edited by Lv 1000 -- 11/18/2022 14:30:38 >
    Post #: 3
    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.
    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.
    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)
    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 Suggestions:
    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 (50x0.9)% = 45% melee in MP.

    1/Turn Skill: Heals 125% melee in MP once per turn. This costs (125x1.1)% = 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 (50x0.9)% = 45% melee in SP.

    1/Turn Skill: Heals 125% melee in SP once per turn. This costs (125x1.1)% = 137.5% melee in HP
    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 ((125x1.1)-50)% = 87.5% melee in SP.

    1/Turn Skill: Costs (70x1.1)% = 77% melee in SP, and attempts to inflict a +(70/0.5/1.4/0.85x0.85/4)% = +25% Omni EleVuln for 4 turns. This has a +0 Save Bonus, player [MainStat]/LUK vs. monster END/LUK
    quote:

    Time Gauntlet
    1/Turn Skill: Costs (70x1.1) = 77% melee in SP and applies two effects:

  • DefLoss: Pays 35% melee and attempts to inflict a -(35/0.5/1.4x0.85/4) = -10.625 MRM DefLoss for 4 turns, +0 save, player [MainStat]/LUK vs. monster END/LUK.

  • Blind: Pays 35% melee and attempts to inflict a -(35/0.5/1.4x0.85/4) = -10.625 BtH Blind for 4 turns, +0 save, player [MainStat]/LUK vs. monster INT/LUK.
  • quote:

    Space Gauntlet
    Comes with two skills:

    1/Battle Skill: Grants a +(91.5/1.4x0.85x0.9) = +50 MRM Defense Shield for 1 turn. This costs (91.5-50) = 41.5% melee in SP.

    1/Turn Skill: Grants a (54.4/1.4x0.9)% = 35% All-Element EleShield for 1 turn. This costs 54.4% melee in SP


    < Message edited by Lv 1000 -- 10/5/2022 18:11:59 >
    Post #: 4
    10/9/2021 0:34:23   
    Lv 1000
    Member

    Current:
    Powerful (!!!) / Swift (!!!) / Arcane (!!!) UltraGuardian Scythe
    Guardian Blade / Spear / Staff / Dagger
    Blade (!!!) / Spear (!!!) / Staff (!!!) / Dagger (!!!) of Awe

    Rework Suggestion:
    quote:

    UltraGuardian Scythe
    MC Melee/Ranged/Magic [No-Drop Element] Scythe. Has a 1/3 BR lean and a -5 BtH lean. Swapping between modes works as a toggle.

    Upgraded Versions: Same as before, the !!! versions scale with no penalty.

    Weapon Element: Follows your No-Drop alignment. When alignment is set to Neutral, weapon element is randomized (between the 8 standard elements). Weapon attacks deal x(132/109) damage to compensate for this.

    Special: Summons the UltraGuardian Dragon which functions identically to PowerWord Die.

    MC: Increases the proc rate of the special.
    quote:

    Guardian Blade/Spear/Staff/Dagger
    MC Melee/Ranged/Magic/(Melee/Ranged 100-Proc) [No-Drop Element] Sword/Spear/Staff/Dagger. Spear has a +3 BtH lean, and Dagger has a +5 BtH lean. Swapping between modes works as a toggle.

    Dagger can toggle between Melee and Ranged 100-proc. In Ranged 100-Proc mode, the Dagger uses the Awe Spiral Carve animation, with 2 hits. The Dagger's true-special is the normal weapon special.

    Upgraded Versions: Same as before, the !!! versions scale with no penalty.

    Weapon Element: Follows your No-Drop alignment. When alignment is set to Neutral, weapon element is randomized (between the 8 standard elements). Weapon attacks deal +(132/109)% damage to compensate for this.

    Special: Summons the Guardian Dragon. Updated to current standards.

    MC: Increases the proc rate of the special.
    quote:

    Blade/Spear/Staff/Dagger of Awe

    MC Melee/Ranged/Magic/(Melee/Ranged 100-Proc) [No-Drop Element] Sword/Spear/Staff/Dagger. Spear has a +3 BtH lean and the Dagger has a +5 BtH lean. Swapping between modes works as a toggle.

    Dagger can toggle between Melee and Ranged 100-proc. In Ranged 100-Proc mode, the Dagger uses the Aww Spiral Carve animation, with 2 hits. The Dagger's true-special is the normal weapon special.

    Upgraded Versions: Same as before, the !!! versions scale with no penalty.

    Weapon Element: Follows your No-Drop alignment. When alignment is set to Neutral, weapon element is randomized (between the 8 standard elements). Weapon attacks deal x(132/109) damage to compensate for this.

    Special: Current special system.


    < Message edited by Lv 1000 -- 10/5/2022 19:42:42 >
    Post #: 5
    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 #: 6
    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 #: 7
    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 #: 8
    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.

    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 for the cost of the spell. Comes with three options, a 33%, 66%, and 99% All-Element EleShield, i.e., Lesser, Greater, and Super Invincibility Star. See below for updated costs:

    Lesser: Grants a +(51.33/1.4x0.9)% = +33% All-Element EleShield for 1 turn. This costs 51.33% melee in SP/MP.

    Greater: Grants a +(102.67/1.4x0.9)% = +66% All-Element EleShield for 1 turn. This costs 102.67% melee in SP/MP.

    Super: Grants a +(154/1.4x0.9)% = +99% All-Element EleShield for 1 turn. This costs 154% melee in SP/MP.


    The cooldown system remains but is modified. Greater and Super Star have the same cooldowns as before, but Lesser Star does not. Lesser can be cast without a turn cooldown, but not while Greater or Super star are on cooldown. See below for details:
    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.


    < Message edited by Lv 1000 -- 10/5/2022 18:20:42 >
    Post #: 9
    10/24/2021 0:49:11   
    Lv 1000
    Member

    New Item:
    quote:

    Book of Coalescing Shadow
    Magic Darkness Tome. Compresses 3 spells and Draw Mana.

    Restrained Darkness
    Efficient Darkness Spell, 3 hits. Deals 150% melee base damage and costs 60% of a standard spell in MP.

    Blaze of Terror
    Standard Darkness Spell, 4 hits. Pays 50% damage and attempts to inflict a Power: (100/0.5/10/4) = 5 Darkness Burn for [Hits] turns. This has a +0 Save Bonus, player INT/LUK vs. mob CHA/LUK. (CHA because the monster is burning with fear)

    Obsidian Cloak
    Toggle skill. While active, grants a +(33/1.4x0.85) = +20 MRM Defense Shield. This costs 33% melee in MP per turn. This is applied directly to player MRM, not as a status.

    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 LUKx3/8).



    < Message edited by Lv 1000 -- 10/13/2022 17:19:39 >
    Post #: 10
    10/24/2021 21:42:20   
    Lv 1000
    Member

    Current:
    Glacial Short Staff

    Rework Suggestion:
    quote:

    Glacial Short Staff
    Magic Ice Tome. Compresses 3 spells and Draw Mana.

    Ice Shot
    Efficient Ice Spell, 1 hit. Deals 150% melee base damage and costs 60% of a standard spell in MP.

    Icicle Barrage
    Standard Ice Spell, 5 hits. Has -5 BtH lean.

    Frozen Grasp
    Standard Ice Spell, 4 hits. Deals -45.75% damage and has a (91.5/0.5x13/20/1.4/0.85x[Hits Connected/4])% chance to attempt to apply Freeze for 1 turn. This has a +0 Save Bonus, 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 LUKx3/8).


    < Message edited by Lv 1000 -- 10/13/2022 17:19:47 >
    Post #: 11
    10/25/2021 22:30:39   
    Lv 1000
    Member

    Current:
    Sila's Staff

    Rework Suggestion:
    quote:

    Silaís Staff
    Magic Neutral Tome. Compresses 3 spells and Draw Mana.

    Flavor Effect: Pays 10% melee in SP per turn and causes all spell-type attacks to deal +(10x4x0.75/2x0.9)% = +13.5% damage.

    Elemental Blast
    Efficient Multi-Elemental Spell, 8 hits, one for each of the standard 8 elements and deals x(132/109) damage. Deals 150% melee base damage and costs 60% of a standard spell in MP.

    Silaís Wrath
    Standard Multi-Elemental Spell, 8 hits, one for each of the standard 8 elements and deals x(132/109) damage.

    Prismatic Blaze
    Standard Multi-Elemental Spell, 8 hits, one for each of the standard 8 elements and deals x(132/109) damage to compensate. Deals -70% damage and attempts to inflict a Power: (140/0.7x(132/109)/8/10/4x[Hits/Attempts]) = (0.7569x[Hits/Attempts]) Prismatic Burn for 4 turns. This has a -20 Save Bonus, 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 LUKx3/8) and deals -10% damage.


    < Message edited by Lv 1000 -- 10/13/2022 17:19:56 >
    Post #: 12
    10/27/2021 1:09:20   
    Lv 1000
    Member

    Current
    quote:

    Book of Burns

    Spellcasting tome item.

    Big Blaze - standard spell, costs 1x a normal spell in MP.
    Scorch - standard spell, -50% damage, causes Burning (power:5, duration:4), monster can resist with a save at a +0 bonus (inflict with INT/LUK, resist with DEX/LUK).
    Fire Shield - Mana Shield, works like Gandolphin, casts as a standard spell (x0.9 damage)
    Stoke the Flames: Gain +15 Fire Charges
    Kindle: regen MP
    Multicast: Spend 30 Fire Charges, and you can cast multiple spells from the tome

    Bonus: For every Fire spell in your active inventory, you gain +1 Fire Charge per turn. (The spell's displayed element has to be Fire, no multi-elemental stuff.)

    Rework Suggestion
    quote:

    Book of Burns
    MC Magic Fire Tome. Compresses 4 spells and Draw Mana.

    Precise Ignition
    Efficient Fire Spell, 4 hits. Deals 150% melee base damage and costs 60% of a standard spell in MP.

    Searing Blaze
    Standard Fire Spell, 4 hits. Deals -50% damage and attempts to inflict a Power: (100/0.5/10/4) = 5 Fire Burn for [Hits] turns. This has +0 Save Bonus, player INT/LUK vs. mob DEX/LUK.

    Avatar of Flame
    Quickcast Skill. Attempts to apply Celerity to the player's side. Celerity from this effect can only be used once per turn. This has +0 Save Bonus, player [MainStat]/LUK vs. mob LUK/INT, and costs (140*0.5*1.1) = 77% melee in MP (MPCost). If used without a pet equipped, this instead costs (77/1.4)% = 55% melee in MP.

    Phoenix Shield
    Starts as a Magic Healing spell and creates a Mana Shield. Uses INT for scaling. Deals x0.85 damage for auto-hitting.

    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 LUKx3/8).


    < Message edited by Lv 1000 -- 11/17/2022 9:31:15 >
    Post #: 13
    10/27/2021 18:12:03   
    Lv 1000
    Member

    Current:
    Shadowfeeder Pendant

    Rework Suggestion:
    quote:

    Shadowfeeder Pendant
    MC Neutral Misc. MC compresses 2 quickcast skills, only one skill can be used each turn:

  • Resource Conversion: Converts (50x1.1)% = 55% melee in MP to 50% melee in SP.

  • Celerity: Attempts to apply Celerity to the player's side. This has +0 Save Bonus, player [MainStat]/LUK vs. mob LUK/INT, and costs (140*0.5*1.1) = 77% melee in SP. If used without a pet equipped, this instead costs (77/1.4)% = 55% melee in SP.


  • < Message edited by Lv 1000 -- 10/5/2022 18:26:55 >
    Post #: 14
    1/2/2022 15:35:22   
    Lv 1000
    Member

    Current:
    Discount Mogloween Candy Bag
    Essence Orb
    Pixel Ether

    Rework Suggestion:
    quote:

    Resource Conversion Design

    Has a similar design to the system introduced by the recent update to Discount Mogloween Candy Bag. All covered resource converters have "charges" that reset each turn. Each charge is worth 62.5% melee and for each conversion type (e.g., HPtoSP, SPtoMP, etc.) only 2 charges can be used each turn, so a max of 125% melee. Converters that follow the design of Essence Orb, Pixel Ether, etc., use 1 charge per activation and converters like Soul Gauntlet and Mind Gauntlet use 2 charges per activation (See Soul/Mind Gauntlet changes in a previous post).
    quote:

    General Information

    Each of the following are Neutral miscs that do not have an upkeep or provide any inherant effects. They can each be clicked twice per turn to convert between resources (HP/MP/SP). An "Always-Useful" penalty is applied to cost of each conversion.

    MC: Has an 10% chance to perform a "Lucky Conversion" which heals 150% of the listed amount.
    quote:

    Discount Mogloween Candy Bag
    Skill: Converts (62.5x1.1)% = 68.75% melee in MP to 62.5% melee in HP.

    Essence Orb
    Skill: Converts (62.5x1.1)% = 68.75% melee in HP to 62.5% melee in SP.

    Pixel Ether
    Skill: Converts (62.5x1.1)% = 68.75% melee in SP to 62.5% melee in MP.


    < Message edited by Lv 1000 -- 11/5/2022 10:07:28 >
    Post #: 15
    1/16/2022 21:50:08   
    Lv 1000
    Member

    Current:
    Armor of the Warlord
    Shield of the Warbringer
    Sword/Spear/Quarterstaff of Ares

    Rework Suggestion:
    quote:

    Armor of the Warlord
    MC FO Fire Armor, Energy/Light secondaries. Flat Blocking.

    Flavor Effect: Player takes +(10/1.4)% damage and player damage is increased each time the monster successfully hits the player. Increases damage by +(10/2/0.85x1.01x[Hits])% = (5.94x[Hits])% for each hit taken, up to 4 hits, or +23.76% damage. Magic attacks get /0.75 and spell-type attacks get /2 of the damage boost.

    MC: Compresses 2 skills:
  • Ares' Might: Fire weapon-based skill. Has 3 hits. EleComp reduces SP cost.
  • Warlord's War Cry. Fire spell-type skill. Has 2 hits. EleComp increases damage. Pays 17.5% damage and attempts to inflict a -(35/0.5/1.4x0.85/10x[MobFireRes]x[EleComp]x[Hits/Attempts]) = -(4.25x[MobFireRes]x[EleComp]x[Hits/Attempts]) MRM DefLoss effect for the remainder of the battle. Has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
  • quote:

    Shield of the Warbringer
    MC Fire Shield. Flat Blocking. The size of the shield should be reduced compared to the current version.

    MC: Comes with a skill. This starts as a standard Fire Spell-Type skill, has 3 hits, and gets EleComp to damage. Pays 29.75% damage attempts to inflict a +(59.5/0.5/1.4/0.85/4x[Hits/Attempts])% = +25% damage Fire EleVuln for 4 turns. This has a +0 Save Bonus, player [WeaponStat]/LUK vs. monster END/LUK.
    quote:

    Sword/Spear/Quarterstaff of Ares
    MC Melee/Ranged/Magic Fire Sword/Spear/Staff. Spear has 2/3 BR lean and +3 BtH lean. Staff has 1/3 BR lean and -3 BtH lean. No Special.

    Flavor Effect: Pays -(9x[MagicMod]) MRM and player attacks deal +15% damage. [MagicMod] = 0.75 for Magic, 1 otherwise.

    MC: Compresses a Fire weapon-skill. If the monster is affected by DefLoss, deals +20% damage instead, deals -10% damage otherwise. This skill doesn't get the x1.08 0-proc bonus, or the /1.1 adjustment from the balance engine, but is affected by armor lean.


    < Message edited by Lv 1000 -- 10/5/2022 18:44:51 >
    Post #: 16
    1/16/2022 23:12:20   
    Lv 1000
    Member

    New Item:
    quote:

    Horn of the Warmonger

    MC Fire Misc. Reduces Fire damage taken, boosts STR/DEX/INT (offers choice when equipped) and LUK, and increases player damage.

    At lv 150 this would be x0.5 Fire damage taken, +50 STR/DEX/INT, +50 LUK, +20% damage (Magic: 26.67%; Spells: 10%).

    MC: +10 DefLoss and EleVuln Potence.


    < Message edited by Lv 1000 -- 10/5/2022 18:46:02 >
    Post #: 17
    1/23/2022 21:08:29   
    Lv 1000
    Member

    Current:
    Kindred Armor
    Kindred Shield
    Kindred Weapons
    Kindred Pet

    Rework Suggestion:
    quote:

    Kindred Mastercraft Set

    Notes:
    - Meditation Charges: These are used for various interactions within the set, each Meditation Charge is worth 5% Melee. The player can store up to 40 Meditation Charges.
    quote:

    Kindred Armor
    FO Water armor, Wind secondary. Normal attack is 1 hit. MRM as before.

    MC: Compresses 2 skills
  • Focus: Skips the player's turn, generating 20 Meditation Charges.
  • Kindred Strike: Water weapon-based skill. Has 2 hits. EleComp reduces SP cost. Consumes Meditation Charges in multiples of 5 to increase the base damage of Kindred Strike, up to 30 Charges. Base Damage = (100 x (2 + [ChargesConsumed/20]))% melee. If used with one of the Kindred weapons, the BTH lean of the weapon is doubled, so either +10 or -10. If used with Kindred's Humility (Bow) instead performs a Bow skill* that has the same effects.
    *Uses the animation from what was previously bow's 20-proc true-special.
  • quote:

    Kindred Shield
    MC Water shield. MRM as before.

    MC: Compresses 2 skills that consume Meditation Charges, only two turn skills can be used per turn.
  • Restore Mind: Consumes 10 Meditation Charges and restores (50x0.9)% = 45% melee in MP.
  • Restore Spirit: Consumes 10 Meditation Charges and restores (50x0.9)% = 45% melee in SP.
  • quote:

    Kindred's Enlightenment/Humility/Prestige
    MC Melee/Ranged/Magic Water Sword/Bow/Sword. Can toggle between +5 and -5 BTH leans. Bow's 100-proc attack is 2 hits. No special/true-special.

    MC: Compresses a quickcast skill. Consumes 5 Meditation Charges and causes weapon attacks to auto-hit with no damage penalty for 1 turn.
    quote:

    Kindred's Tranquility
    Water pet. Can toggle between two modes:
  • Normal Mode: Attack has 2 hits, with a +5 BTH lean. MC: +5% damage.
  • Meditation Mode: Generates Meditation Charges instead of attacking. Generates (4 + (4 x [CHA/ExpCHA])) Meditation Charges.


  • < Message edited by Lv 1000 -- 10/5/2022 18:46:26 >
    Post #: 18
    9/25/2022 23:04:01   
    Lv 1000
    Member

    Rework Suggestions:
    50000 Tier Packages - Champions of Great Creatures



    Airenal Champion Set
    quote:

    Airenal's Might
    MC FO Wind armour, Earth/Light secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Wind weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses a Wind spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 70% damage + 1/2 FSB and attempts to inflict a Power: ([70+5]x2/0.5/10/10/2)x[EleComp]x[Hits/Attempts]) = (1.5x[EleComp]x[Hits/Attempts]) Wind Siphon (renamed Poison) for the remainder of the battle. Additionally, the poison heals player HP equal to [PoisonDamage]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Airenal's Crest
    MC Wind shield. Flat blocking. No secondary resist.

    MC: +20 Poison Potence.
    quote:

    Airenal's Cunning
    MC Melee/Ranged/Magic Wind Sword/Spear/Staff. Has a 1/3 BR lean. Spear has a +3 BtH lean. No special.

    Flavor Effect: Pays 50% damage + MC (68.33% + MC for Magic), and attempts to inflict a Power: (55/0.5/10/2x[BtHMod]x[Hits/Attempts]) = (5.5x[BtHMod]x[Hits/Attempts]) Wind Siphon (renamed Poison) for 1 turn after any player attack. The Siphon also heals player SP equal to [DamageDealt x 1.125]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise.
    quote:

    Neo-Airenal's Cunning
    MC Melee/Ranged/Magic Wind Sword/Spear/Staff. Has a 1/3 BR lean. Spear has a +3 BtH lean. Has a 20-proc "special".

    "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 20-proc specials used in this manner are worth 140% melee for Melee/Ranged, and 105% melee for Magic, so 40% melee for Melee/Ranged and 30% melee for Magic. When the special procs, attempts to inflict a Power: (40/0.5/10/2x[BtHMod]x[MagicMod])% = (4x[BtHMod]x[MagicMod])% Wind Siphon (renamed Poison) for 1 turn after any player attack. The Siphon also heals player SP equal to [DamageDealt x 1.125]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise.

    Flavor Effect: Pays 25% damage (33.33% for Magic), and attempts to inflict a Power: (25/0.5/10/2x[BtHMod]x[Hits/Attempts]) = (2.5x[BtHMod]x[Hits/Attempts]) Wind Siphon (renamed Poison) for 1 turn after any player attack. The Siphon also heals player SP equal to [DamageDealt x 1.125]. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise.

    MC: Poison effects deal +25% damage.


    Akriloth Champion Set
    quote:

    Champion of Akriloth
    MC FO Fire armour, Earth/Darkness secondaries. Normal attack is 2 hits. Magic focused blocking.

    MC: Compresses a Fire weapon-based skill. Has 2 hits. Skill cost is split between HP and SP. EleComp reduces HP/SP cost.

    FSB: Compresses a Fire spell-type skill. Has 6 hits. Skill cost is split between HP and SP. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 36.65% damage + 1/2 FSB and attempts to inflict a +([36.65+5]x2/0.7/1.19/10x[Hits/Attempts])% = +(10x[Hits/Attempts])% damage taken Fire EleVuln effect for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Akriloth's Command
    MC Fire shield. Magic focused blocking.

    MC: Compresses a quickcast skill. Pays 100% melee split between SP and HP and applies a +25% damage Fire EleEmpower effect for 4 turns.
    quote:

    Akriloth's Carnage Sword/Spear/Staff/Bow
    MC Melee/Ranged/Magic/Ranged Fire Sword/Spear/Staff/Bow. Has a 0.4 BR lean. Spear has a +3 BtH lean; Bow has a +6 BtH lean. No special/special-special. Bow has a 50% chance for 1 hit dealing x2/3 damage, and a 50% chance for 2 hits dealing x4/3 damage.

    Flavor Effect: Player takes +(15/1.4)% damage and player attacks deal +15% damage for Melee/Ranged, +20% damage for Magic.

    MC: Compresses a Fire weapon-skill*. Deals 100% melee (base damage), costs 100% melee for Melee/Ranged, 125% melee for Magic. Skill cost is split between HP and SP. Heals player HP and SP each equal to 1/2 of damage dealt. SPHeal = [ScaledHeal x 1.125], HPHeal = [ScaledHeal]. ScaledHeal = (([DamageDealt/MobFireRes]/[ExpectedDamage])^0.75)x[ExpectedDamage]x0.5) if [DamageDealt/MobFireRes]/[ExpectedDamage] > 1. Otherwise, ScaledHeal = ([DamageDealt/MobFireRes]x0.5)
    *Uses the old special animation.


    Custosilva Champion Set
  • New status: "Ensared": Combination of Blind and DefLoss. Basically a turn-based version of the "The Cold" status.
    quote:

    Spirit of Custosilva
    MC FO Earth armour, with Water/Light secondaries. Normal attack is two hits. Flat blocking.

    MC: Compresses an Earth weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    New status: "Ensared" - Combination of Blind and DefLoss. Basically a turn-based version of the "The Cold" status.

    FSB: Compresses an Earth spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 44% damage + 1/2 FSB and attempts to inflict a -([44+5]x2/0.7/1.4x0.85/10/2x[MobEarthRes]x[EleComp]x[Hits/Attempts]) = -(4.25x[MobEarthRes]x[EleComp]x[Hits/Attempts]) MRM and BtH Ensared effect for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Scales of Custosilva
    MC Earth Shield. Melee/Magic focused MRM. No secondary resist.

    Flavor Effect: Pays -5.4 MRM and restores HP when the player blocks/dodges a hit from the monster. Restores (9/0.15/2)% = 30% melee in HP for each hit blocked, this caps at 4 blocked hits, or 120% melee in HP healed.

    MC: Increases player Heal resistance by +12.5%.
    quote:

    Fang of Custosilva
    MC Melee/Ranged/Magic Earth Sword/Spear/Staff. No BR lean. Spear has a +3 BtH lean. No special.

    Flavor Effect: Pays 15% damage (20% for Magic) and heals MP/SP equal to (15/2x[BtHMod]x[MagicMod])% melee per successful hit against the monster, this caps at 8 hits, or (60x[BtHMod]x[MagicMod])% melee. MP healing gets a x1.5 multiplier, SP healing gets a x1.125 multiplier. [BtHMod] = (85/88) for Ranged, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise.

    MC: Can toggle between MP and SP healing.


    Sinmaw Champion Set
    quote:

    Champion of Sinmaw
    MC FO Water/Energy armour. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Water weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses an Energy spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 70% damage + 1/2 FSB and attempts to inflict a Power: ([70+5]x2/(1/0.6-1)/100x[MobEnergyRes]x[EleComp]x[Hits/Attempts]) = (2.25x[MobEnergyRes]x[EleComp]x[Hits/Attempts]) Bleed until the enemy makes a save. This has a +10 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Sinmaw's Guile
    MC Water/Energy Shield. Ranged/Magic focused MRM.

    Flavor Effect: Pays -3 MRM to grant additional benefits when defending against Water/Energy.
    - Energy Mode: +20 Bleed Potence.
    - Water Mode: Burn effects deal +25% damage.

    MC: Can toggle between Water and Energy resist.
    quote:

    Sinmaw's Mastermind
    MC Melee/Ranged/Magic Energy Sword/Spear/Staff. Has a 0.25 BR lean. Spear has a +3 BtH lean. Has a 40-proc "special".

    Flavor Effect: Player takes +(15/1.4)% damage and player attacks gain +12.75 BtH for Melee/Ranged, +17 BtH for Magic.

    "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 40-proc specials used in this manner are worth 120% melee for Melee/Ranged, and 90% melee for Magic, so 20% melee for Melee/Ranged and 15% melee for Magic. When the special procs, attempts to inflict a Power: (20/0.5/10x[BtHMod]x[MagicMod])% = (4x[BtHMod]x[MagicMod])% Energy Burn for 1 turn. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise.

    MC: The Burn from the "Special" instead applies a Power: (35/0.5x[BtHMod]x[MagicMod])% = (7x[BtHMod]x[MagicMod])% Energy Burn for 1 turn against Bleeding enemies. [BtHMod] is (85/88) for the Spear, 1 otherwise. [MagicMod] = 0.75 for Magic, 1 otherwise.


    Tera'Suul Champion Set
  • The Corrupted Tera'Suul set would also have these effects, but Ice --> Darkess where applicable.
    quote:

    Hand of Tera'Suul
    MC FO Ice armour, Water/Wind secondaries. Normal attack is two hits. Flat blocking.

    MC: Compresses an Ice weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses an Ice spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 37.2% damage + 1/2 FSB and attempts to inflict a Frostbite effect. Choke portion pays 15.2% damage + 1/4 FSB and attempts to inflict a ([15.2+2.5]x2/0.7/1.4/0.85/10x[MobIceRes]x[EleComp]x[Hits/Attempts])% = (4.25x[MobIceRes]x[EleComp]x[Hits/Attempts])% Choke effect for the remainder of the battle. DefLoss portion pays 22% damage + 1/4 FSB and attempts to inflict a -([22+2.5]x2/0.7/1.4x0.85/10x[MobIceRes]x[EleComp]x[Hits/Attempts]) = -(4.25x[MobIceRes]x[EleComp]x[Hits/Attempts]) MRM DefLoss effect for the remainder of the battle. Both have a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK. The Choke and Defloss portions inflict separately but both are renamed as "Frostbite".
    quote:

    Tera'Suul's Scales
    MC Ice Shield. Flat blocking. No secondary resist.

    MC: Compresses a toggle that costs 21% melee in SP per turn. While active, attempts to inflict a DefLoss effect each time the monster successful hits the player during its turn. Attempts to inflict a -(21/0.5/0.85*0.85/1.4/2) = -15 MRM DefLoss for [ConnectedMobHits] turn(s), with cap of 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Tera'Suul's Drive
    MC Melee/Ranged/Magic Ice Sword/Spear/Staff. No BR lean. Spear has a +3 BtH lean. No special.

    Free Effect: Can toggle between damaging monster HP or SP. If damaging monster SP, weapon attacks deal x1.125 damage.

    MC: Compresses a toggle. Pays 15% damage (20% for Magic) + 15% melee in SP per turn. After successful player attacks, attempts to inflict (30/0.5/0.85/1.4/2x[BtHMod]x[Hits/Attempts])% = (25.21x[BtHMod]x[Hits/Attempts])% Choke for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. [BtHMod] is (85/88) for the Spear, 1 otherwise.


    < Message edited by Lv 1000 -- 10/6/2022 17:24:19 >
  • Post #: 19
    9/25/2022 23:16:20   
    Lv 1000
    Member

    Rework Suggestions:
    50000 Tier Packages - Champions of Elemental Realms



    Fire Realm Champion Set
  • Since this was a limited time package that is now perma-rare, I suggest updating it but also releasing an Ice variant as a permenant version.
    quote:

    Fire Realm Champion
    MC FO Fire armour, Wind/Energy secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Fire weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses a Fire spell-type skill. Has 6 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 70% damage + 1/2 FSB and attempts to inflict a Power: ([70+5]x2/0.5/10/10)x[EleComp]x[Hits/Attempts]) = (3x[EleComp]x[Hits/Attempts]) Fire Burn for the remainder of the battle. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.
    quote:

    Fire Realm Protecter
    MC Fire shield. Melee/Magic focused blocking.

    MC: Compresses a toggle that costs 21.25% melee in SP per turn. While active, attempts to inflict a Burn effect each time the monster successful hits the player during its turn. Attempts to inflict a Power: (21.25/0.5/0.85/10/2)% = 2.5 Fire Burn for [ConnectedMobHits] turn(s), with cap of 4 turns. This has a +0 Save Bonus, player VStat/LUK vs. monster DEX/LUK.
    quote:

    Fire Realm Blade
    MC Melee/Ranged/Magic Fire Sword/Glaive/Sword. No BR lean. No special.

    Flavor Effect: Pays 50% damage (66.67% for Magic), and attempts to inflict a Power: (50/0.5/10/2x[Hits/Attempts]) = (10x[Hits/Attempts]) Fire Burn for 1 turn on normal attacks. This has a +0 Save Bonus, player MainStat/LUK vs. monster DEX/LUK.

    MC: Burn effects deal +25% damage.


    Energy Realm Champion Set
  • Since this was a limited time package that is now perma-rare, I suggest updating it but also releasing an Water variant as a permenant version.
    quote:

    Energy Realm Champion
    MC FO Energy Armour, Fire/Light Secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Energy weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses a Energy spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 36.65% damage + 1/2 FSB and attempts to inflict a ([36.65+5]x2/0.7/0.85/1.4/10x[MobEnergyRes]x[Hits/Attempts])% = (10x[MobEnergyRes]x[EleComp]x[Hits/Attempts])% stun rate Daze for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Energy Realm Protector
    MC Energy Shield. Melee/Magic focused blocking.

    MC: Compresses a quickcast skill that costs (20x1.1)% melee in HP. Heals 20% melee in SP. If the monster is Dazed, removes up to (80x1.1)% melee worth of Daze effect to heal up to an additional 80% melee in SP. Can only be used once per turn.

    Note: This does work with the permenant Daze statuses but it only reduces power, for example: The FSB Perma-Daze is worth 119% melee, i.e., 10% stun rate. If the FSB skill has been used once, using the shield's effect once would lower this to a Perma-Daze worth 31% melee, i.e., ~2.6% stun rate.
    quote:

    Energy Realm Blade
    MC Melee/Ranged/Magic Sword/Glaive/Sword. No BR lean. No Special.

    Flavor Effect: Can toggle between damaging monster HP or MP. If damaging monster MP, weapon attacks deal x1.5 damage.

    MC: Seeks between the 8 standard elements against Dazed enemies. If the monster has Freedom, instead charges 15% melee in SP per turn to increase player attack damage by +22.5% for Melee/Ranged, +30% for Magic.


    Light Realm Champion Set
    quote:

    Light Realm Champion
    MC FO Light Armour, Wind/Energy secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Light weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses a Light spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 31.75% damage + 1/2 FSB and attempts to inflict a -([31.75+5]x2/0.7/1.4x0.85/10x[MobLightRes]x[EleComp]x[Hits/Attempts]) BtH = -(6.375x[MobLightRes]x[EleComp]x[Hits/Attempts]) BtH Blind for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Light Realm Protector
    MC Light Shield. Ranged/Magic focused MRM.

    MC: Compresses a toggle that costs 20% melee in SP per turn. While active, causes the monster to take damage when the player blocks/dodges a hit from the monster. This deals (20/0.15/2x0.85x[EleComp])% = (56.67x[EleComp])% Melee as Light damage for each hit blocked/dodged. This caps at 4 hits blocked/dodged, or (226.67x[EleComp])%. If the monster does not act (paralyzed, feared, etc.) while the toggle is active, the SP cost is refunded.
    quote:

    Light Realm Warhammer
    MC Melee/Ranged/Magic Light Hammer. Has a 0.1 BR lean and a -5 Bth lean. No special.

    MC: Player attacks deal additional damage based on the hits that the monster missed during its turn. Player attacks deal +(5/0.15x1.01x[Misses/Attempts])% = +(33.67x[Hits/Attempts])% damage. Player attacks deal +5% damage if the monster hasn't acted during its turn (i.e., player won initiative, or the monster was paralyzed/dazed/controled/charging an attack/etc.).


    Darkness Realm Champion Set
  • Since this was a limited time package that is now perma-rare, I suggest updating it but also releasing an Wind variant as a permenant version.
    quote:

    Under Realm Champion
    MC FO Darkness Armour, Water/Earth Secondaries. Normal attack is 2 hits. Flat blocking.

    MC: Compresses a Darkness weapon-based skill. Has 2 hits. EleComp reduces SP cost.

    FSB: Compresses a Darkness spell-type skill. Has 3 hits. EleComp increases damage. A set bonus with 3 items is worth 10% melee, 5% melee is sufficient to compress a skill, so the remaining 5% goes towards the skill's status effect. Pays 31.75% damage + 1/2 FSB and attempts to inflict a -([31.75+5]x2/0.7/1.4x0.85/10x[MobDarkRes]x[Hits/Attempts]) MRM = -(6.375x[MobDarkRes]x[EleComp]x[Hits/Attempts]) MRM DefLoss effect for the remainder of the battle. This has a -20 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Under Realm Protector
    MC Darkness Shield. Melee/Ranged focused blocking.

    MC: Compresses a toggle that costs 25% melee in SP per turn. While active, attempts to inflict a +(25/0.6/1.19x[Hits/Attempts])% = +(35x[Hits/Attempts])% damage taken Omni EleVuln effect for 1 turn after any player attack. This has a -10 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Under Realm Warhammer
    MC Melee/Ranged/Magic Darkness Hammer. Has a 0.1 BR lean and a -5 Bth lean. No special.

    MC: Player takes +(10/1.4)% damage and player attacks deal +10% damage for Melee/Ranged, +13.33% damage for Magic. Against Defenseless enemies, this is raised to +17.5% damage for Melee/Ranged, +23.33% damage for Magic.


    < Message edited by Lv 1000 -- 10/6/2022 17:24:04 >
  • Post #: 20
    9/25/2022 23:22:43   
    Lv 1000
    Member

    Rework Suggestions:
    50000 Tier Packages - Other Sets



    King's Reign Set
  • Combo Charge: These are used for various interactions within the set, each Combo Charge is worth 5% Melee. The player can only store 40 Combo Charges at a time.
  • The Fallen King set would also have these effects, but Energy --> Darkess where applicable.
    quote:

    King's Reign Plate
    MC FO Energy armour, Earth/Light secondaries. Normal attack is 2 hits. Flat blocking.

    Flavor Effect: Player takes +(5/1.4)% damage and pays -3 MRM to generates 2 Combo Charges for each successful hit, up to maximum of 4 successful hits.

    MC: Compresses a toggle and a skill.
  • Toggle: Locks normal attacks (not specials or skills) to Energy. Gains EleComp to damage. Normal attack has 4 hits* while active.
  • Skill: Compresses an overcharged Energy weapon-based skill. Has 4 hits*. EleComp reduces SP cost. Deals 300% melee base damage. Skill cost is reduced by 100% melee by giving the monster a +17.86% damage Omni EleEmpower effect for [Hits] turns. If at least 5 Combo Charges are available, consumes them to reduced the duration of the EleEmpower effect by 1 turn. Only consumes charges in multiples of 5, up to 20 charges. Example: 5 Charges consumed = 3 turns, 20 Charges consumed = 0 turns. If Combo Charges are consumed by this skill, Combo Charges cannot be gained from the Flavor Effect. Charges that would be spent on missed hits of the skill are refunded, e.g., if 2 of the skill's hits miss and 20 Charges were spent, refunds 10 Charges.
    *Uses the same 4 hit animation as the toggle.

    FSB: Flavor Effect generates 4 Combo Charges, rather than 2 Combo Charges, for each successful hit.
  • quote:

    King's Reign Guard
    MC Energy shield. Flat blocking.

    MC: Compresses 3 skill options. Only one option can be used per turn:
  • Strategize: Skips the player's turn, generating 20 Combo Charges.
  • Defend: Quickcast skill. Consumes Charges in multiples of 2, up to 10 Charges, and applies a -(10x0.9/1.4x[ChargesConsumed/2])% = -(6.43x[ChargesConsumed/2])% damage taken Omni EleShield effect for 1 turn.
  • Retaliate: Quickcast skill. Consumes 20 Combo Charges, and auto-inflicts a -(100/1.4x0.85x0.85x0.9/4) = -15.48 MRM DefLoss effect for 3 turns.
  • quote:

    King's Reign Blade/Spear
    MC Melee/Ranged/Magic Fire Sword/Spear*/Sword. 0.25 BR lean. Spear has a +3 BtH lean. Has a 20-proc "special".
    *Create a Spear from the Sword art.

    Flavor Effect: Player takes +(15/1.4)% damage and player attacks deal +15% damage for Melee/Ranged, +20% damage for Magic.

    "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 20-proc specials used in this manner are worth 140% melee for Melee/Ranged, and 105% melee for Magic, so 40% melee for Melee/Ranged and 30% melee for Magic. When the special procs, generates 8 Combo Charges for Melee/Ranged, and 6 Combo Charges for Magic.

    MC: Compresses a quickcast skill. If at least 2 Combo Charges are available, consumes them in multiples of 2, up to a maximum of 20 Charges. Applies a +(5x[ChargesConsumed/2])% Energy EleEmpower effect for 2 turns.



    Proto-Paragon Mk 2/3/4 Sets
    quote:

    Proto-Paragon Mk 2/3/4 Power Suit
    MC FO Fire/Ice/Light Armour, [Earth/Energy] / [Water/Wind] / [Wind/Energy] secondaries. Normal attack is 3 hits. Melee/Ranged focused blocking.

    Free Effect: Can toggle between FO and FD leans. (Button in skill menu.)

    MC: Compresses a toggle that has 3 modes:
  • Default Core: No Effect
  • Damage Core: Costs 20% melee in HP per turn. Applies a +20% damage Fire/Ice/Light EleEmpower effect for 1 turn when activated, and then at the start of the player's turn.
  • Defense Core: Costs 20% melee in SP per turn. Applies a -(20/1.4)% = -14.28% Fire/Ice/Light damage taken EleShield effect for 1 turn when activated, and then at the start of the player's turn.

    FSB: Increases the power of Damage/Defense Core:
  • Overclocked Damage Core: Instead applies a +25% damage Fire/Ice/Light EleEmpower.
  • Overclocked Defense Core: Instead applies a -(25/1.4)% = -17.86% Fire/Ice/Light damage taken EleShield.
  • quote:

    Protoparagon Mk 2/3/4 Defender
    MC Fire/Ice/Light shield. Melee/Ranged focused blocking.

    MC: Compresses a toggle that has 2 modes:
  • Default Core: No Effect
  • Accuracy Core: Costs 20% melee in HP per turn. Applies a +(20*0.85) = +17 BtH Accuracy Boost for 1 turn when activated, and then at the start of the player's turn.
  • Reflex Core: Costs 20% melee in SP per turn. Applies a +(20/1.4*0.85) = +12.14 MRM Defense Boost for 1 turn when activated, and then at the start of the player's turn.
  • quote:

    Protoparagon Mk 2/3/4 Claws
    MC Melee/Magic Fire/Ice/Light Claw. No BR lean. No special.

    Flavor Effect: Charges 15% melee in SP and player attacks deal +15% damage for Melee/Ranged, +20% damage for Magic.

    MC: Compresses a toggle that costs 50% melee in SP per turn. Attempts to inflict a +(50/0.5/1.4/0.85/2x[Hits/Attempts])% = +(42x[Hits/Attempts])% damage taken Fire/Ice/Light EleVuln for 2 turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    quote:

    Protoparagon Mk 2/3/4 Blaster
    MC Melee/Magic Fire/Ice/Light 100-proc Gun. No BR lean. 100-proc attack is 4 hits. No true-special.

    Flavor Effect: Charges 15% melee in SP and player attacks deal +15% damage for Melee/Ranged, +20% damage for Magic.

    MC: Compresses a toggle that costs 50% melee in SP per turn. 100-proc attack has 2 hits* while active. Attempts to inflict a +(50/0.5/1.4/0.85/2)% = +42% damage taken Fire/Ice/Light EleVuln for [Hits] turns. This has a +0 Save Bonus, player MainStat/LUK vs. monster END/LUK.
    *Uses the old "Charged" attack animation.



    Paragon Fiend Set
  • This is mainly for correcting slight errors with the armour, and reworking the weapon and shield.
    quote:

    Paragon Fiend Mount
    FO Energy Armor, Ice/Darkness secondaries. Flat blocking.

    MC: Compresses a toggle and 2 skills.
  • Toggle: Locks normal attacks (not specials or skills) to Energy. Gains EleComp to damage.
  • Mounted Skill: Only usable while mounted. Energy weapon-based skill. Has 3 hits. EleComp reduces SP cost. Deals 200% melee in damage. Costs 100% melee in SP for Melee/Ranged, 125% melee in SP for Magic. Pays 50% damage and attempts to inflict a (100/0.5/1.4/0.85/4)% = 42% Choke effect for [HitsConnected x 2] turns. This has a +0 Save Bonus, player MainStat/LUK vs. END/LUK.
  • Dismounted Skill: Only usable while dismounted. Energy spell-type skill. Has 2 hits. EleComp increases damage. Deals 200% melee in damage. Costs 100% melee in SP for Melee/Ranged, 125% melee in SP for Magic. Pays 25% damage and attempts to inflict a -(50/0.5/1.4x0.85/4) = -15.18 MRM DefLoss effect for [HitsConnected x 2] turns. This has a +0 Save Bonus, player MainStat/LUK vs. END/LUK.

    FSB: The Choke and DefLoss from the skills have a -5 Save Bonus rather than a +0 Save Bonus.
  • quote:

    Paragon Fiend Defender
    MC Energy shield. Has Melee > Magic > Ranged focused blocking.

    MC: Compresses 3 skill options. Only one skill can be used/activated* each turn:
  • Weaken Defense: Toggle Skill. Pays 5% melee and grants +20 DefLoss potence.
  • Weaken Offense: Toggle Skill. Pays 5% melee and grants +20 Choke potence.
  • Soul Tap: Quickcast skill. Pays 50% melee in HP to heal (50x0.9)% = 45% melee in SP.
    *Only one potence toggle can be active at a time.
  • quote:

    Paragon Fiend Armaments
    MC Melee/Ranged/Magic Energy Sword/Glaive/Staff. No BtH or BR lean. No special.

    Flavor Effect: Charges 15% melee in HP and player attacks deal +15% damage for Melee/Ranged, +20% damage for Magic.

    MC: Compresses a toggle that has 2 modes:
  • Default Mode: No Effect.
  • Choke Mode: Pays 25% melee in SP and attempts to inflict a (25/0.5/1.4/0.85/4x[Hits/Attempts])% = (10.5x[Hits/Attempts])% Choke effect for 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. END/LUK.
  • DefLoss Mode: Pays 25% melee in SP and attempts to inflict a -(25/0.5/1.4x0.85/4x[Hits/Attempts]) = -(7.59x[Hits/Attempts]) MRM DefLoss effect for 4 turns. This has a +0 Save Bonus, player MainStat/LUK vs. END/LUK.


  • < Message edited by Lv 1000 -- 10/6/2022 17:23:51 >
  • Post #: 21
    10/1/2022 14:32:46   
    Lv 1000
    Member

    Rework Suggestion:
    quote:

    Guardian Dragon Jr. Pets.
    MC [Element] Pet. Has a 0.25 BR lean. All attacks are 2 hits.

    Effect: Pays -73.23% damage and has a [20 x Hits]% chance to attempt to inflict [Freeze-Type Status] for (29.292/0.4/0.4x13/20/1.4/0.85/100) = 1 turn. This has a +10 Save Bonus, player CHA/LUK vs. monster END/LUK.

    MC: Clicking on the pet toggles a once per battle effect for the pet's next turn. Pays 100% damage (still needs to hit) and has a [50 x Hits]% chance to attempt to inflict [Freeze-Type Status] for (128.15/0.7x13/20/1.4/0.85/100) = 1 turn. This has a -20 Save Bonus, player CHA/LUK vs. monster END/LUK. To help pay for this effect, applies a +(68.15/1.4/0.85x0.9/3)% = +17.18% damage taken Omni EleVuln effect to the player for 3 turns.


    < Message edited by Lv 1000 -- 10/5/2022 18:56:07 >
    Post #: 22
    10/1/2022 16:36:14   
    SapphireCatalyst2021
    Member

    If this doesn't happen, just burn it
    Post #: 23
    10/6/2022 9:46:21   
    Lv 1000
    Member

    Rework Suggestions:
    2500 Tier Packages


    quote:

    Hydro Blaze Shield
    MC Water/Fire Shield. Flat blocking. Main resist scales to new standard values (-26) at lv150.

    MC: Toggles between Water and Fire resistance.

    quote:

    Frostwalker's Secret Bow
    MC Ranged Ice Bow. Has neutral BR lean and +5 BtH lean. 100-proc attack has 2 hits. No true-special.

    Set Bonus: If used with the Frostgale's Legacy armor, the bow's 100-proc attack and bow skill are affected by armor lean.

    MC: Compresses an Ice bow-skill*. Has 4 hits. Deals -48.46% damage and has a (96.92/0.5x13/20/1.4/0.85x[85/90]x[Hits Connected/4])% chance to attempt to apply Freeze for 1 turn. This has a +0 Save Bonus, player DEX/LUK vs. mobs END/LUK.
    *Uses the old true-special animation.

    quote:

    Paladin Avenger Maul
    MC Melee/Ranged/Magic Light Hammer. Has a 0.1 BR lean and -5 BtH lean. Has a 20-proc "special".

    "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 20-proc specials used in this manner are worth 140% melee for Melee/Ranged, and 105% melee for Magic, so 40% melee for Melee/Ranged and 30% melee for Magic. When the special procs, generates 8 Avenger charges for Melee/Ranged, and 6 Avenger charges for Magic.

    MC: Gain 1 Avenger charge per successful hit made against Undead and Darkness-element enemies (checks database element), up to 4 charges can be gained this way per turn. Can store up to 50 Avenger charges. Clicking on the weapon consumes Avenger charges in multiples of 5, up to 20 charges, and grants a +25% Light EleEmpower effect for [ChargesConsumed/5] turns.

    quote:

    Necromancer Apprentice Staff
    MC Melee/Ranged/Magic Darkness Dagger/Scythe+Polearm/Staff. Has a 1/3 BR lean and -5 BtH lean. Has a 20-proc "special".

    "Special": Instead of dealing additional damage, uses special damage in excess of an expected normal attack (100% melee for Melee/Ranged, 75% melee for Magic) for an effect. 20-proc specials used in this manner are worth 140% melee for Melee/Ranged, and 105% melee for Magic, so 40% melee for Melee/Ranged and 30% melee for Magic. When the special procs, generates 8 Scholar charges for Melee/Ranged, and 6 Scholar charges for Magic.

    MC: Gain 1 Scholar charge per successful hit made against Paladin and Light-element enemies (checks database element), up to 4 charges can be gained this way per turn. Can store up to 50 Scholar charges. Clicking on the weapon consumes Scholar charges in multiples of 5, up to 20 charges, and grants a +25% Darkness EleEmpower effect for [ChargesConsumed/5] turns.

    quote:

    War Totem
    MC Water Misc. Provides Water resistance and increases INT (50% and +50 at lv150).

    MC: Compresses 2 skills that damage monster MP.
    - Efficient Spell: Harm spell-type skill. Has 1 hit. Costs MP. Deals 125% melee in damage and costs 50% melee in MP. Damages monster MP dealing x1.5 of normal damage. If monster has 0 MP, instead deals damage to HP but without the x1.5 damage bonus.
    - Normal Spell: Harm spell-type skill. Has 1 hit. Costs SP. Damages monster MP dealing x1.5 of normal damage. If monster has 0 MP, instead deals damage to HP but without the x1.5 damage bonus.


    < Message edited by Lv 1000 -- 10/6/2022 19:24:02 >
    Post #: 24
    10/6/2022 9:51:37   
    Lv 1000
    Member

    Rework Suggestions:
    6000 Tier Packages


    quote:

    Tinkerer Armor
    MC FO Fire/Energy Armor. Has equal Fire and Energy primary resistance. Flat blocking.

    MC: Compresses 2 skills:
  • Shock Copter!: Energy weapon-based skill. Has 4 hits. EleComp reduces SP cost.
  • Pyro Tanks!: Fire weapon-based skill. Has 4 hits. EleComp reduces SP cost.

  • quote:

    Titan's Tide Weapon and Spells
    Titan's Tide
    MC Melee/Magic Water sword. Neutral BR/BtH lean. No special.

    MC: Deals +15% damage for Melee, +20% for Magic against Dazed and/or Choked enemies. Pays +(5/1.4)% damage taken + MC for this effect.
    Sea Titan Slam
    MC Melee/Ranged/Magic Water spell. Neutral BR/BtH lean. Has 2 hits. Costs 100% melee in SP for Melee/Ranged, and 125% melee in MP for Magic.

    Effect: Pays 50% damage + MC and attempts to inflict a (110/0.5/1.4/0.85/4x[MobWaterRes])% = 46.22% stun rate Daze for [Hits x 2] turns. This has a +0 Save Bonus player MainStat/LUK vs. monster END/LUK.
    Sea Titan Wave
    MC Melee/Ranged/Magic Water spell. Neutral BR/BtH lean. Has 2 hits. Costs 100% melee in SP for Melee/Ranged, and 125% melee in MP for Magic.

    Effect: Pays 50% damage + MC and attempts to inflict a (110/0.5/1.4/0.85/4x[MobWaterRes])% = 46.22% Choke for [Hits x 2] turns. This has a +0 Save Bonus player MainStat/LUK vs. monster END/LUK.

    quote:

    Sacred Chicken
    MC Wind Pet. Has a +5 BtH lean. Attack is 2 hits.

    MC: Can toggle between 3 modes:
  • Damage Mode: Has 2 hits. Deals full damage.
  • HP Healing Mode: Has 1 hit. Heals player HP. Deals -10% damage for being always useful and x0.85 damage for auto-hit.
  • SP Healing Mode: Has 1 hit. Heals player SP. Deals -10% damage for being always useful and x0.85 damage for auto-hit.

  • quote:

    Luminous Fire Rooster
    MC Fire/Light Pet.

    MC: Can toggle between Fire and Light damage. Has different effects in each mode:
  • Fire Mode: Has 2 hits. Pays 50% damage and attempts to inflict a Power: (20/0.4/10/2) = 2.5 Fire Burn for [Hits Connected] turns. This has a +10 Save Bonus, player CHA/LUK vs. monster DEX/LUK.
  • Light Mode: Has 2 hits. Pays 50% damage and attempts to inflict a -(20/0.4/1.4x0.85/2x[MobLightRes]) = -(15.18x[MobLightRes]) BtH Blind for [Hits Connected] turns. This has a +10 Save Bonus, player CHA/LUK vs. monster DEX/LUK.

  • quote:

    Cockatoo Cannoneer
    MC Fire/Wind Pet.

    MC: Can toggle between Fire and Wind damage. Has different effects in each mode:
  • Fire Mode: Has 2 hit*. Pays 50% damage and attempts to inflict a -(20/0.4/1.4x0.85/2x[MobFireRes]) = -(15.18x[MobFireRes]) MRM DefLoss effect for [Hits Connected] turns. This has a +10 Save Bonus, player CHA/LUK vs. monster END/LUK.
  • Wind Mode: Has 2 hit*. Pays 50% damage and attempts to inflict a Power: (20/0.4/10/2) = 2.5 Wind Poison for [Hits Connected] turns. This has a +10 Save Bonus, player CHA/LUK vs. monster END/LUK.
    *Change animations to have 2 hits, i.e., have the current animations play twice (Wind: 2 gusts of wind; Fire: 2 cannon shots).


  • < Message edited by Lv 1000 -- 10/6/2022 19:23:18 >
    Post #: 25
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