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RE: =ED= Skill Cores Suggestions 2.0

 
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5/6/2013 3:33:34   
dfo99
Member
 

don't forget of madesomeone type of phisical frostbite core effect
Post #: 251
5/6/2013 6:41:14   
Thesoulweaver
Member

Psychic EnTropy -

You use your brain power (and some machines) To deteriorate your opponents willpower and cranial capacity, resulting in the effectiveness of every skill and attack going down by 5% (Everything does 5% less than is supposed to)
MQ AQW  Post #: 252
5/6/2013 7:49:42   
odsey
Member

Active: 1.Wolf pack: Summon a wolf pack which will attack ts enemies and reduce its damage for 10% for 2 rounds. Can only be used once per battle
2. Zombified: Restore 20% health but cannot control itself for 2 turn(Once per battle)
3. Electric discharge: Summon a electric that will hit all players in the battle for 10% (once per battle)
4. Plasma shield: Active a shield which is 30% immune to energy attacks but is more vurnarable to physical damage by 30%.( once per battle)
5. Mineral shield: Active a shield which is 30% immune to physical which is more vulnerable to energy attack by 30% (Once per battle)
6.Shadowed: Hide in the shadows, increase chance to block for 2 turn and regaining some hp.After the effect wears of, user will take more damage than they should for 1 turn . Using skill that attack will make the effect wears off.( Cyber hunter/ bounty hunter only) ( Once per battle)
7. Point blank: Use your auxillary in a point blank range, dealing more damage but some damage is givven back to you. ( Cooldown 2) (Auxillary only)
8.Mana: User become mana itself, allowing to gain mana and increase deflection rate from sidearm and auxiliary from opponent but if the user heal the effect will wears off. After the effect wears off, user will unable to gain mana for 1 turn.(Tech mage/ Blood mage only) (once per battle)

Spores core( Inspired from the event in game)
Plant spores: Plants leaching from the ground, making you convinced of Davarril mission. You have become plant like, only obeying your master. For 1 turn, depending on which stat is lower, you will make your opponent health lower, but only for 1 turn.

Beast spores: You feel that power will only make Davarril more impressed. You abandon defence but your power is so powerful that any of your attack become unblockable. Sidearm,aux and unblockable skill cannot be use at the turn the core activated. Use that and your power will fade.

Human spores: You have understand that human can still be human, even if they have become plant-like. You have understand other pain and as the result, your endurance have increase for a short while. Your hp increase for 1 turn and healing skills energy is lowered by 7. But you cannot attack during this turn and your support is lowered for 1 turn. Fighting is not the only way is it?

Master spores: you have understand that Davarril action is the best, even though it is not wise. You have a hatred to humans because of their action. But because of that power, you become uncontrollable. Increase and decrease all stat for 1 turn. This effect will be applied to you and will be deactivated after you use a action.

Purified spores: You have seen that the spore itself is not only a weapon but also a knowledge. You will prevent your opponent from using one of the 4 spores cores, but sadly if your opponent already use the other spores, it is already too late.


Passive: Gun master: reduce chance to deflect by sidearm and auxiliary while reduce chance to block.
Extra ammo: 5% chance to do an extra shot by sidearm/ auxiliary but with a reduced damage.
Courage: Increase your chance to hit, reduce your chance to block
Blinding light: In the first 2 turn, your opponent cannot see who they will attack. After 2 turn, the effect fades.Note:Only work for 2vs2 or juggernaut but the juggernaut itself cannot use this, only the opponent that is facing the juggernaut.
Betrayal: You cannot ally chat for 4 turn. Only work for 2vs2 or juggernaut.

Edit: Added 4 more active core based on the spores event. Hope you guys like it.



< Message edited by odsey -- 5/7/2013 0:00:28 >
AQ DF AQW Epic  Post #: 253
5/12/2013 4:56:21   
My Name is Jake
Banned


Energy shot for aux
AQW Epic  Post #: 254
5/15/2013 1:10:28   
Wonderweiss77
Member

substitution - Temporarily (3 turns) switch skills (active skills excluded) between you and an enemy. (only 1 use, block-able)
AQW Epic  Post #: 255
5/27/2013 14:40:38   
Frostblitz
Member

There should be a passive core for every weapon that lets you have 1 extra stat point for the weapon as a passive. This might make people invest in more stat points instead of basing the game of luck.

< Message edited by Mecha Mario -- 6/11/2013 4:21:12 >
Epic  Post #: 256
6/11/2013 2:55:42   
Bloodpact
Member

Well obviously the ED team is probably swamped with this war and Passive's -> Actives
, but there is such a small diversity of cores atm... I WANT TO SEE HUNDREDS!

SO.. what am I going to do about it you ask....?

I'm invent some prototype core's yay :D.(These are not official, I am not Staff,Dev,etc mere suggestions with possible alternations)

_________________________________________________________________________________________________________________________________

Core #1 Core Type : Active Main Weapon Warmup : 2 turns

Name :
Energy Overcharge


What does it do? : " " Inflicts bonus energy damage at the cost of some EP, which your opponent then gains.
If your opponent is fully charged in EP bonus damage will be inflicted!

Stats : 115% damage[ 120% on an overcharge ]
-15 EP from you converted to your opponent as +15 EP.(0 EP if they are full EP)
Unblock-able.

Notes : A core that can be seen situationally weaker or stronger then Thorn Assault
Thorn Assault retains usefulness as it more rage worthy.

Questions? : ----->Why a 2 turn warmup? - Because those with Azrael's Will will have an unstoppable overcharge if they go first.

_________________________________________________________________________________________________________________________________

Core #2 Core Type : Active Main Weapon Warmup : 1 turn

Name :
Buffer Strike


What does it do? : While mid-fight some would like to come prepared with a small shield
that is programmed to deploy once, before running out of energy, at which
point it would be discarded.

Stats : This core is comprised on 3 possible outcomes to be a final core.
Option 1 : 100% damage strike + 5hp buffer shield.
This shield would take the first 5 damage points inflicted to you for the turn.
Example : You have 50hp + your 5hp buffer shield, your striked for 13 damage
13dmg - 5dmg = 8dmg ,so you would then be at 42hp.
Option 2 : 85% damage strike + 10 hp buffer shield.
Option 3 : 85% damage strike + 3Def and +3Res.
Block-able.


Notes : If not clear, this shield only last a single turn, before it's effects are gone. ( your opponent's turn )
Even if the strike is blocked the shield will still activate.

Questions? : - None.

_________________________________________________________________________________________________________________________________

Core #3 Core Type : Active Main Weapon Warmup : 1 turn

Name :
Lingering Wound


What does it do? : Some have gone more barbaric, by adding more jagged edges
a weapon can leave lingering damage to the body that is sure
to fell the strongest of soldiers.

Stats : Core use: 85% damage
Turn 2 : No added effect
Turn 3 : 35% damage 7% resistance/defense ignore
Block-able.
2nd Hit : Unblock-able, unless first hit is blocked.

Notes : This is not a 120% damage skill if that is your first thought, both damages
are affected by the opponent's Def or Res (depends on your weapon type)
the 2nd damage just slightly ignores some def or res.

Questions? : ----->What if I rage while I use this will both damages ignore a lot of def/res ? - No only the first strike will be affected by rage.
----->What if I'm blocked? - When this core is blocked both damages will be blocked.

_________________________________________________________________________________________________________________________________

Core #4 Core Type : Active Sidearm Warmup : 1 turn

Name :
Overspray


What does it do? : Some people got money to blow! At the cost of their sidearm some willingly
spray every last shot until there gun is of no more use then to be used for a
good pistol whipping, but this can yield great reward's for the great amount of
harm they will be causing.

Stats : 130% damage, sidearm is put on permanent cool down.
Cannot be raged with.
Deflect-able

Notes : One might think, holy crap +30% damage I'm getting that for sure! Careful it will cost you
your sidearm for the fight + you can't rage with it.

Questions? : ----->What if I got Deadly Aim? This won't stack with Deadly Aim.
----->What if I got Spreadfire? Then the core would be separated into two +15% buffs on two opponents for 85%+15%= 100% damage on both opponents.
Bear in mind you still cannot rage with it, and your gun will go on permanent cool down.
----->So I have to buy a new gun after I use this core D';? No it's only for the fight you use the
core that your gun is on permanent cool down.

_________________________________________________________________________________________________________________________________


That's all for now.

Questions?
Suggestions?
Comments?

~Bloodpact

< Message edited by Mecha Mario -- 6/11/2013 4:21:30 >
Epic  Post #: 257
6/12/2013 12:27:36   
Submit To God
Banned


Name: Head Shot
Effect: Ignores 10% def/res
Warmup: 2

One-off strike like the other active cores

There's currently only 1 active core for side-arms. Primary's have an option with active cores for either hitting HP or EP (depending on the core you buy) but sidearms only have an energy reduction core.

Add's a bit of variety to sidearms :p
Epic  Post #: 258
6/12/2013 22:46:05   
odsey
Member

*A cores that maybe could be used in the Dread war*

Exile: Freedom

Temporarily changes the opinion of a legion and makes them exile. Could be used either as a ally in conquering bases or as a temporary partner*.

*When the effect runs out, the partner will attack you instead.

Legion: Order

With order everything is possible.

This will make exile soldier believing in order and helps legion temporarily. The difference with exile is that the power will make the Exile helps to conquer base with thinking. Could not be used as ally but when used to conquer bases, the effect will be a bit better than the exile one.




AQ DF AQW Epic  Post #: 259
6/13/2013 14:56:56   
Submit To God
Banned


Auxilliary Active Core
Name: Heat Seeking Missile
Effect: 110% undeflectable Damage

Currently only 1 Active core for Aux. More variety = more strategy.
Equivalent to the Meteor cores on the primary so shouldn't be OP or UP.
____________________________________________________________
Armour Passive Core
Name: Can't think of one
Effect 9% less chance of being stunned

Higher than the 4% block and 6% deflection of the other passive cores because it is far less likely to get hit by a weapon which stuns rather than a weapon which can be blocked (primary + some robots) or deflected (sidearm + aux + other robots).
Epic  Post #: 260
6/13/2013 16:04:43   
Bloodpact
Member

First core prolly couldn't happen due to it overpowering support builds.
(They are already hitting 50-60 on crits you wanna make it 55-66 ? or 40-50 none crit to 44-55.)
____________________________________________________
2nd core:

a good name would be like Riot Armor, but anyways

the stun core would be OP since it counters the Aux 3% stun
and sidearm 5% stun,unless you worked in a way for it to
disregard those cores.
Epic  Post #: 261
6/13/2013 18:57:28   
Submit To God
Banned


How about just undeflectable damage?
_____________________________________________
Yeah, those 2 cores can be excluded.
Epic  Post #: 262
6/13/2013 19:23:08   
Bloodpact
Member

Yeah an Aux core that causes undeflectable I like it.

I'm always in for the luck reducers.
Epic  Post #: 263
6/21/2013 19:01:27   
Dual Thrusters
Member

Passive Armor Skill core

Conservative: energy requirments on all your skills reduced by 2




Passive Sidearm Skill Core

Sniper Scope: Your Sidearm does 5% more damage




Active Armor skill core

Empower: All your stats are buffed by 10%




Active Auxiliary Skill Core

Incinerating Blast: Your auxiliary does 35% more damage. Recoil hits you back with 35% of the damage.




Passive Primary Skill Core

Enforce: Strikes do +3 more damage

< Message edited by Dual Thrusters -- 7/2/2013 20:19:42 >
MQ AQW Epic  Post #: 264
7/15/2013 15:58:13   
The Incredible Hulk
Banned

 

Active skill core,
Name: Ying & yang
Cost: N/A
Use-able only in 2v2

When your partner is dead! Use this core if you struggle to fight your opponent. Your partner will take control of your player in-game & will try and finish the battle without him having to struggle and not make nooby decisions like what you do! Effect will take off after 3 turns so make sure your partner uses those 3 turns to defeat the opponent!

< Message edited by The Incredible Hulk -- 7/15/2013 16:03:02 >
Epic  Post #: 265
7/17/2013 11:46:18   
  Exploding Penguin
Moderator


Active Aux Core: Optical Flare
-Blinds all opponents, making them unable to see damage taken, dealt, and remaining HP and energy of all players on the battlefield for 2 turns
-Deals no damage
-Can be recovered from with field medic
Passive Armor Core: Radar Jam
-Blocks off your opponent's sight of one stat which can be preselected between fights, and any attributes related to this stat excluding skill damage. This means if dexterity is not shown, you will not see how much dexterity is debuffed by when debuffed, nor will you see defense. However, you will still see damage of dexterity-scaling skills. Blocked off strength does not show strike damage (Except for the weapon damage bonus), etc...
Passive Armor Core: Technical Sight
-Enables you to see ALL aspects of one opponent's stats, which can be toggled during a fight (which takes a turn) and selected between fights to a starting default. All aspects include block/deflection/crit chance, etc...
-If your sight is focused on a stat blocked off by Radar Jam, then you can see through it, but you will not gain the benefits of seeing the added aspects that Technical Sight normally gives.
Passive Aux/Gun Core: Misdirection Shot
-If your aux/gun is deflected, then 40% of the deflected damage will be reflected to the target's ally.
Active Armor Core: Channel Energy
-Enables you to give all your current energy to your ally with a 90% efficiency (if you transfer 40 energy to your ally, they only recieve 36).
Passive Armor Core: Evolved Adrenaline
-Increases rage gain rate by 8%, increases defense ignored on rage by an additional 5%
Passive Armor Core: Fleet Feet
-Increases chances of going first in a fight by 15% of your current chance
Active Primary Core: Time Lapse
-Goes back in time 1 turn, reversing all damage, HP recovered, energy recovered, energy consumed, cooldowns set/reduced, rage meters, etc... to their previous amounts before the last turn started.
Active Maul Core: Crusher
-Crushes an opponent, reducing their weapon damage bonuses down to 85% their original for the next 2 turns. Normal strike damage, if blocked the effects are none.
Active Staff Core: Recharge
-Strike and reduce a single, preselected skill's cooldown by one additional turn.
Active Wrist Blade Core: Quick Counter
-Sets you into "counter" mode for the next 5 turns. During counter mode, a block will counter with 50% the blocker's strike damage back to the opponent.
Passive Maul Core: Sheer Force
-Empowers the maul, resulting in an increased effectiveness of all skills that require a maul specifically. Atom and Static smash both remove/recover an additional 6%, maul gains an increased 3% stun chance, and frenzy drains an additional 4% at all levels
Passive Staff Core: Energy Efficiency
-Reduces all EP spent on skills by 3.5%
Passive Wrist Blade Core: Sharpened Blades
-All attacks used with wrist blades ignore 3% of the opponent's defense/resistance, rounded normally (.5+ becomes one, <.5 becomes 0). This effect is added to rage and crits for additional defense ignored, but only on attacks used with wrist blades (will not ignore extra on bot, sidearm, aux, etc...)
Epic  Post #: 266
7/17/2013 19:57:16   
Trae
Member

gun core (active)

Name NA.

effect:
all or nothing

50% chance to do 110% damage
50% chance to do 90% damage
Epic  Post #: 267
7/19/2013 0:35:10   
  Exploding Penguin
Moderator


Passive Armor Core: Thick Shell
-Minimum damage taken is reduced from 3 to 2

Primary, gun, aux active core: Mimic
-Copy the last move, even if it is in cooldown for you, can no longer be used, or does not exist on your skill tree
-Only works on offensive moves (no field medic and buffs)
-Only works if you have enough energy to use the skill (EX. you have 25 energy and your opponent just used level 1 berzerker the previous turn. You can't use the core because you are 2 energy short).
-The gun core will copy whatever core or attack (if it was spreadfire) that was just used, if a gun attack was used. Same applies for aux.

Dread Guns Core: Dimensional Rip
-Shoots the opponent and rips through the fabric of space around them for 85% damage and for the entire fight permanently decreases their defense or resistance (based on gun's damage type) by either a set 2 or 8% of their defense/resistance (whichever's higher).
-Deflectable as always
-Lasts infinitely until the fight ends, does not affect dex/tech in any way, and will wear off after the fight is over.
Epic  Post #: 268
7/20/2013 0:38:10   
kittycat
Member

Passive Armor Core: Gift of Harmony

Effect: Increases blocking and deflection chances when your (15+ (Level-15)/5) is lesser than the opponent's (Str+Support)/20)%
Increases your damage output on all attacks by 2% + ((Level-5)/6))% if it is the opposite.

Active Armor Core: Resolute Flames

Effect: [100 - ((Str+Support)/1.8))]% of the time it deals (Level*.7) - (Level*.85) damage ignoring 100% resistances.
((Str+Support)/1.8))% of the time it increases your damage output by 10%, but in 3 turns, there is a 50% chance of returning 200% of the "borrowed" damage to you.

(If you are 10 or lower, the minimum is 7-9 damage)
AQ MQ  Post #: 269
7/30/2013 3:05:16   
Rayman
Banned


Nothing new really.......

Rock shards: same as frost shards but Inflicts Phy dmg.
AQW Epic  Post #: 270
7/31/2013 1:04:39   
ED Divine Darkness
Member

armour switch

switch defence and resistance with the target for 3 turns
AQ AQW Epic  Post #: 271
8/1/2013 12:01:08   
Predator9657
Member

Passive armour core which reduces the chance of being critted.
Epic  Post #: 272
8/2/2013 15:28:29   
Drangonslayer
Member

A core that ignores like 5-10% of your opponents defense. For guns and auxillarys. Energy shot should at least do like 50% damage because it can be taken away with chomp weakenend with intimidate. Frost shards are better unless you need to take more than 5 energy in the next turn.
AQ DF Epic  Post #: 273
8/3/2013 6:05:54   
Segawoman
Member

[Dire Contact]

[Allows the player to transfer 80% of the inflicting poison to the opponent for 4 turns]

(This can be chosen specifically in 2v2 and in 2v1)

Skill Core Image: Conversed Poison

Animation: Green pulses generate from your body 2 times.

This wouldn't be over-powered or under-powered because,

1/ The user could not trust in Generator or Chairman's Fury.
2/ When the user transfers the poison, it is not measured by the previous remaining rounds the poison has, it now inflicts 80% of the poison in 4 new turns!

This skill core will be inactive unless poison is detected!

But then again, this skill core is for the people who are tired of the Toxic Grenade/Poison Strike and Poison Spores counters.

Please give thought out feedback. Thank you.
Epic  Post #: 274
8/6/2013 18:07:37   
Dual Thrusters
Member

Overthrow Azreal's from it's throne!


Endgame: increases the target's current debuff by 50%
Active aux core


Mutate: transfer a big portion of the target's dexterity into support.
Active gun core
MQ AQW Epic  Post #: 275
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