Gateless
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Here are the mechanical concepts I've been cooking up for the upcoming Summer Gifting Z-Token Set. Please feel free to comment with your thoughts and feedback. — Hakuin Armor Concept Introduction This armor concept was conceived primarily from a utility and compression perspective, while also having plenty of potential damage output through the novel idea of a status-eater DOT nuke. FD/FO Light>Fire=Ice triple ele-compression for the armor, was specifically chosen to overlap with neither Necromancer nor Wingweaver. This allows you to cover 6 elements for both FO and FD in just 2 armor slots (with Wingweaver which is Wind>Energy=Water), and extend that coverage to all 8 elements for both offensive and defensive purposes by adding Necromancer, a Subrace no-drop and one more armor of your choice. Specifically, Necromancer compresses both offensive (SC) and defensive (FD) leans for Darkness. No-drop Werewolf, Werepyre or Sol Neko compresses the FO (Werewolf or Werepyre) or FD (Sol Neko) lean for Earth. And the last armor of your choice covers the remaining FO or FD lean for Earth. The strongest builds in AQ use T3 class armors. And assuming you are using a T3 class armor, changing the primary element of the armor concept from Light to either Darkness or Earth does not end up saving an armor slot, due to Subrace no-drop armors only covering for FO or FD but not both. No matter what Subrace no-drop you use, you will end up using 4 active equipment slots (the armor concept, Wingweaver, a T3 class armor, and another armor or an armor compression weapon to cover the remaining lean). Item Type Rider FD/FO Light(39)>Fire(42)=Ice(42) MC Armor Flavor Effect Gain +5 Omni Status Potence and -5 Omni Status Weakness. MC Effect Click to toggle between Mounted Mode and Dismounted Mode. Mounted Mode (FD Lean) Normal Attack: 2 Hits. Shed Psyche (Toggle): Before all Player attacks, charges 25% Melee in SP and applies a 1 turn Fragile on the Player worth 25% Melee (this cannot be LUKy Breaked), to attempt to inflict Panic on the Monster. Unravel Mind (8 Hit Overcharged Omni-elemental Spell-like Skill): Charges 100% Melee in SP (MP if Magic) and 100% Melee in HP. Deals -75% damage to attempt to inflict a 3 turn Unraveled* (renamed Prismatic Poison [same as Prismatic Burn but tagged as Poison]). If the Monster is Panicked, consumes up to 400% Melee of Panic to increase the Power of the Unraveled. * (On Unraveled) "Incomprehensible geometric shapes and colors begin to intrude your foe's mind, blurring the lines between reality and fiction." Dismounted Mode (FO Lean) Normal Attack: 3 Hits. Purge Pneuma (Toggle): After the Player's turn, charges 75% Melee in SP and applies 1 turn of Strength Drain, Offbalance, or Brain Drain worth 25% Melee on the Player depending on the Player's highest Mainstat (this cannot be LUKy Breaked), for 1 turn of Player/Misc Celerity. If the Monster is Panicked, the SP cost is reduced further by 10%. Glimpse Soul (3 Hit Standard Light Weapon-based Skill [Spell-like Skill if Magic]): Charges 100% Melee in SP. EleComp reduces skill cost (increases skill damage if Magic). The first time this skill is used in battle, it pays 100% Melee to apply an infinite duration Strength Drain*, Offbalance*, or Brain Drain* on the Monster, depending on the Monster's highest Mainstat. * (On Strength Drain) "Your foe's mighty sense of self is crushed." * (On Offbalance) "Your foe's dextrous reflexes are smothered." * (On Brain Drain) "Your foe's acute intellect is stifled." Shield Concept Introduction The unusual resistance spread for the shield concept and its trigger effect were specifically chosen to create a strong Light/Fire compression shield, while also ensuring that the remaining points placed into Ice resistance does not go to waste. When the Panic trigger is active, the shield effectively reduces the same amount of damage for Ice element as a standard 26 single resistance shield—effectively giving you a conditionally-relevant triple ele-compression shield. Technical details were considered when conceiving this concept, such as the fact that, assuming standard MRM, 23/23 is not a valid or on-standard dual resistance spread for a shield. Item Type Light(22)=Fire(22)>Ice(9) MC Shield Trigger Effect If the Monster is Panicked, gain +15 (12+3) instead of +9 (12-3) MRM in Iridescent Mode, and take -17.86% ([20+5]/1.4) instead of -10.71% ([20-5]/1.4) incoming damage in Incandescent Mode. MC Effect Click to toggle between Iridescent Mode and Incandescent Mode. Iridescent Mode*: Gain +9 MRM and take +10.71% incoming damage. * (On Hover) "Click to hypnotize your foe with the shield's iridescence, increasing your MRM at the cost of taking increased damage." * (On Click) "Your foe is hypnotized by the shield's iridescence." Incandescent Mode*: Lose -9 MRM and take -10.71% incoming damage. * (On Hover) "Click to intimidate your foe with the shield's incandescence, reducing incoming damage at the cost of your MRM." * (On Click) "Your foe is intimidated by the shield's incandescence." Pet Concept Introduction This Pet was designed with modes that enable alternative playstyles using this set, such as weapon-based nuking and dodgelash, while also synergizing the the primary status-oriented kit of the set. The MRM boost in "Psionic Mode" was intentionally fine-tuned to 30% Melee instead of the full 40% to avoid nuking the design space for the "optimal" pet in dodgelash-oriented builds. As usual for non-armor items, the total number of toggle modes were limited to 3. Toggle modes were also specifically chosen over graphic buttons and/or Quickcast effects in all non-armor items of my set mechanics suggestion, as the former takes up more developer time to make and the latter is prone to being problematic for balance. Item Type Light MC Pet MC Effect Click to toggle between Corporeal Mode, Menacing Mode and Psionic Mode. Corporeal Mode*: Attack is 3 hits. Deals +5% damage and consumes up to 80% Melee worth of Poison/s from the Monster to attempt to inflict a 1 turn Omni Elemental Vulnerability with a -20 Save Bonus. * (On Hover) "Click to have your pet attack corporeally, dealing full damage. If your foe is poisoned, your pet will consume it to make your foe highly vulnerable to all elements for the next turn." * (On Click) "Your pet will now attack your foe corporeally." Menacing Mode*: Attack is 2 hits. Deals -50% damage and attempts to inflict a -(24.65*MobLightRes*[Hits/Attempts])% Panic with a -10 Save Bonus. * (On Hover) "Click to have your pet assume a menacing demeanor, inflicting Panic at the cost of damage." * (On Click) "Your pet assumes a menacing demeanor." Psionic Mode*: Does not attack. Applies a 1 turn +11.475 MRM Defense Boost and a 1 turn Psionic Soothe (renamed HP Regeneration) worth 10% Melee. * (On Hover) "Click to have your pet psionically attune to the battle, boosting your defenses and regenerating your HP by a small amount." * (On Click) "Your pet psionically attunes to the battle." Misc Concept Introduction By forgoing boosts to Player stats and instead compressing multiple utilities which synergize with the other items in this set, this misc attempts to reach heights that few miscs can claim to reach while also being on standard. It certainly packs a punch by compressing Omni Status Potence, two status inflictions and a Fire imbue which takes a turn to activate. The latter two were intentionally fine-tuned to avoid nuking the design space. As usual for non-armor items, the total number of toggle modes were limited to 3. Toggle modes were also specifically chosen over graphic buttons and/or Quickcast effects in all non-armor items of my set mechanics suggestion, as the former takes up more developer time to make and the latter is prone to being problematic for balance. Item Type Neutral MC Misc Misc Effect Charges 11% (5%*2*1.1) Melee in SP per turn. Gain +10 Omni Status Potence. MC Effect Click to toggle between Default Mode, Mesmeric Mode, Effulgent Mode and Caustic Mode. Default Mode*: No modifications. * (On Hover) "Click to disable your effect." * (On Click) "Your effect has been disabled." Mesmeric Mode*: At the end of the Player's turn, pay 78.54% (71.4%*1.1) Melee in SP to attempt to inflict a 1 turn Paralyze with a -10 Save Bonus. If the Monster is Panicked, the Panic will be consumed to reduce the SP cost. * (On Hover) "Click to mesmerize your foe, paying [Variable] SP to inflict Paralysis after attacking." * (On Click) "You will now attempt to put your foe into a trance." Effulgent Mode*: At the end of the Player's turn, pay 55% ([35%+15%]*1.1) Melee in SP to attempt to inflict a 1 turn Blind worth 35% Melee with a -10 Save Bonus. If the Monster is Panicked, the Panic will be consumed to reduce the SP cost. At the end of the Monster's turn, deal 38.25% Melee scaled by Blocks/Attempts ([7.5%*0.9*0.85/0.15]*[Blocks/Attempts]) in Harm damage and heal 38.25% Melee scaled by Blocks/Attempts ([7.5%*0.9*0.85/0.15]*[Blocks/Attempts]) in SP. * (On Hover) "Click to confound your foe with effulgence, paying [Variable] SP to inflict Blind, dealing Harm damage and healing SP on blocked hits." * (On Click) "You will now attempt to confound your foe." Caustic Mode*: If this mode is active at the start of the Player's turn, pay 55% (50%*1.1) Melee in SP to lock weapon attacks to Fire for 1 turn. If the Monster is Panicked, the Panic will be consumed to reduce the SP cost. * (On Hover) "Click to coat your weapon in caustic flames, paying [Variable] SP at the start of your next turn and locking weapon attacks to Fire for 1 turn." * (On Click) "Your weapon will be coated in caustic flames." Weapon Concept Introduction This weapon concept utilizes an interesting "anti-MC" in the form of a 5% Melee in HP cost for pseudo Harm ele-compression, and features a charging mechanic that functions by taking significant damage penalties. This unconventional design intends to maximize damage output only on the turns that the Player truly wants to, while funneling weapon damage into stored utility on all other turns. Each toggle mode for the weapon was also intentionally limited to a conversion space of 50% Melee per turn, outside of stored Melee from the charging mechanic. As usual for non-armor items, the total number of toggle modes were limited to 3. These numbers were specifically chosen as, based on my analysis of existing weapons, they are generally the upper limits for complexity in weapons. Toggle modes were also specifically chosen over graphic buttons and/or Quickcast effects in all non-armor items of my set mechanics suggestion, as the former takes up more developer time to make and the latter is prone to being problematic for gameplay balance. Item Type Light MC Melee 0-proc Weapon Light MC Ranged 3 Hit 100-proc Weapon Light MC Magic 3 Hit 100-proc Weapon Flavor Effect Pays 5% Melee in HP per turn. Weapon attacks seek between Light and *0.9 damage Harm. Spell effects apply to Light and Harm spells. MC Effect Click to toggle between Default Mode, Attuning Mode, Telekinetic Mode and Preternatural Mode. Default Mode*: No modifications. * (On Hover) "Click to return your weapon to its dormant state." * (On Click) "Your weapon returns to its dormant state." Attuning Mode*: Weapon attacks deal -45% (-60% if Magic) damage if Light and *0.495 (*0.36 if Magic) damage if Harm. After weapon attacks, gain 9 charges of Preternatural Attunement worth 5% Melee each. Charges have no limit but do not carry over battles. * (On Hover) "Click to telekinetically attune to your weapon, dealing greatly reduced damage and gaining 9 Preternatural Attunement after attacking. You currently have [Variable] charges of Preternatural Attunement." * (On Click) "You telekinetically attune to your weapon." Telekinetic Mode*: Weapon attacks deal -45% (-60% if Magic) damage if Light and *0.495 (*0.36 if Magic) damage if Harm. After weapon attacks, apply 1 turn of Pet Celerity and heal 4.25% (5%*0.85) Melee in HP. If the Player also has an active Guest and 12 or more charges of Preternatural Attunement, consume 12 charges to apply 1 turn of Guest Celerity. * (On Hover) "Click to telekinetically attune with your pet, dealing greatly reduced damage to give your pet Celerity after attacking. If available, 12 Preternatural Attunement will also be consumed to give your guest Celerity. You currently have [Variable] charges of Preternatural Attunement." * (On Click) "You telekinetically attune with your pet." Preternatural Mode (Melee/Ranged Weapon)*: Weapon attacks deal *0.85 damage if Light and *0.765 damage if Harm, but Auto-hit. Before weapon attacks, consume up to 24 charges of Preternatural Attunement to increase weapon damage by up to 120%. After weapon attacks, pay 25% Melee in SP to attempt to inflict Panic on the Monster. * (On Hover) "Click to apply your preternatural insight to the battle, dealing reduced damage for auto-hit and paying [Variable] SP to inflict Panic after attacking with your weapon. If available, up to 24 Preternatural Attunement will also be consumed to boost your weapon damage. You currently have [Variable] charges of Preternatural Attunement." * (On Click) "You apply your preternatural insight to the battle." Preternatural Mode (Magic Weapon)*: Weapon attacks deal *0.85 damage if Light and *0.765 damage if Harm, but Auto-hit. After weapon attacks, pay 25% Melee in SP to attempt to inflict Panic on the Monster. When casting Light or Harm spells, consume up to 12 charges of Preternatural Attunement to increase spell damage by up to 120%. * (On Hover) "Click to apply your preternatural insight to the battle, dealing reduced damage for auto-hit and paying [Variable] SP to inflict Panic after attacking with your weapon. If available, up to 12 Preternatural Attunement can be consumed to boost your Light or Harm spell damage. You currently have [Variable] charges of Preternatural Attunement." * (On Click) "You apply your preternatural insight to the battle."
< Message edited by Gateless -- 2/25/2025 9:50:29 >
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“Thus, because the wise do not find that an illusory horse and elephant are a horse and an elephant, they do not qualify as nonexistent, but because they are found by fools, they qualify as existent.”
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