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RE: =ED= Skill Cores Suggestions 2.0

 
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8/7/2013 11:49:31   
newtena
Member

Each turn health recharge heals the player small amount but taking away at mana.
Post #: 276
8/7/2013 15:11:33   
classifiedname
Member

passive core: Awareness boost: decreases chance to be stunned by 5%
MQ AQW Epic  Post #: 277
8/7/2013 19:39:05   
Rogue Ninja
Member

Passive Armor Cores:

Toxic Guzzler - Poison gives them HoT (Heals over time) instead of DoE (damage over time).

Frost Feeder - Receives energy gain per turn instead of energy drain.

Shaman Power - Reduce the cost of active defensive skills for -2 energy Example: (Field Medic, Reflex Boost, Defense Matrix, etc.) by exchange of gaining +1 cost of active offensive skills Example: (Bludgeon, Bunker Buster, Cheap Shot, etc.)

Fighting Prowess - Reduce the cost of active offensive skills for -2 energy by exchange of gaining +1 cost of active defensive skills (Opposite version of Shaman Power)


AQW Epic  Post #: 278
8/8/2013 17:33:53   
Wonderweiss77
Member

RTF (return the favor) - to get a critical, deflect, or a block if an enemy has gotten one of those. =D [active]
AQW Epic  Post #: 279
8/9/2013 4:10:20   
Rogue Ninja
Member

Active Sidearm Core:

Syringe - Heal yourself or ally based on your sidearm damage by 90%

Active Armor Core:

Endure - Withstand any damage for 1 turn when your health is 20 or lower.

Passive Armor Core:

Camaraderie - Having the same type of class as their allies raise their deflection and block by 3%.

Hunter Killer - Their confidence being the best than any Bounty/Cyber Hunters gives them +15% of damage.

Mage Killer - Their confidence of being the best than any Tech/Blood Mages gives them +15% of damage.

Mercenary Killer - Their confidence of being the best than any Tactical Mercenary/Mercenary gives them + 15% of damage.

AQW Epic  Post #: 280
8/9/2013 9:49:04   
Bloodpact
Member

quote:

passive core: Awareness boost: decreases chance to be stunned by 5%


Someone already suggested an anti stun core.

Also it would have to not affect the 5% stun sidearm and 3% stun Aux as stated before.
Epic  Post #: 281
8/10/2013 3:50:22   
edwardvulture
Member

not sure if this as suggested already but, new aux core:
Reverse Fusion
Effect 90% damage of the aux damage but switch from physical--->energy, vice versa
Animation:
If aux is energy, it flashes green then fires physical damage
If aux is physical, it flashes blue then fires energy damage
AQ DF MQ  Post #: 282
8/11/2013 14:13:01   
Predator9657
Member

quote:

Someone already suggested an anti stun core.

Also it would have to not affect the 5% stun sidearm and 3% stun Aux as stated before.


Yep and "Riot Armour" sounds cooler.
Epic  Post #: 283
8/14/2013 6:16:07   
odsey
Member

Active Cores
Chaos: You cannot choose what enemy that you would attack for 1 turn. 15% damage increase for 2 turn. However the damage from chaos skill core cannot kill your enemy.Only work for 2vs2 or juggernaut.

Invisible: You can not be attacked but you also can't attacks. Damage vulnerably when the core expire.

Finishing Blow: Just when your partner is about to die you take the blow instead! However if you die your partner will also die.

Passive core

Hacked: Ally chat is disabled for the rest of the battles.

Consumable cores

Switch: You switch position with your partner.

Opinion and feedback?




< Message edited by odsey -- 8/14/2013 6:17:48 >
AQ DF AQW Epic  Post #: 284
8/16/2013 0:12:46   
classifiedname
Member

@bloodimpact this skill was meant to add onto the general chance not to be stunned, not directly affecting stun gun or stun chance with aux skill.


Active cores

Binding Strike: strike at 85% and prevent target from using any melee attack for one round (blockable)

Confusion Strike: Strike at 85% and cuase target to use a random skill, and if no skill is usable cuase them to strike instead ( blockable)

Freezing Strike: The melee version of Frost Shards

Converter generator: drain all your energy to 0 and channel a % of it into health( takes place of generator core)




Passive cores

Shined Sword: your sword .. its so... BRIGHT! reduce your visibility by opponent increasing your chance of blocking by 3%

Martial Arts Mastery: deal a % more dmg with a normal strike.

Marksman Mastery: deal a % more dmg with aux

Dragon-scale Armor: reduce physical dmg taken by a % and take more damage from energy attacks ( would be in same slot as Nano-scale Armor, they cannot be equip at the same time)

Nano-scale Armor: reduce energy dmg taken by a % and take more dmg from physical attacks (would be in same slot as Dragon scale Armor, they cannot be equip at the same time)












< Message edited by classifiedname -- 8/16/2013 0:15:20 >
MQ AQW Epic  Post #: 285
8/16/2013 0:58:18   
  Exploding Penguin
Moderator


Armor Cores:
Energy Coat - Passive. Decreases damage taken by energy attacks by 8% but increases damage taken by physical attacks by 8%
Thick Coat - Passive. Decreases damage taken by physical attacks by 8% but also decreases chances of blocking and deflecting by 1.5% each.
Solid Coat - Passive. Decreases damage taken by physical attacks by 8% but increases damage taken by energy attacks by 8%
Energy Plating - Passive. Decreases damage taken by energy attacks by 8% but any energy attacks of your own deal 5% less damage.
Energy Conversion - Passive. Convert skills that the opponent casts on you into energy. When an opponent uses a skill which costs energy, you gain 10% of the energy they consumed using the skill.
Reflector Shield - Active. Casts a shield for 3 turns that causes all ranged attacks to be deflected with a 100% chance.
Superhuman Reflexes - Active. Temporarily enhances your reflexes to enable you to block all attacks for the next 2 turns with a 100% chance.

Primary Cores:
Reversal - Active. Identifies which stat is the target's highest (not just base stat, also including stat enhancements) and debuffs that stat by 13% for the rest of the fight. Your stat will increase by the amount debuffed for the rest of the fight. Deals damage off of your stat that would be buffed (Enemy has 100 dex including stat mods and dex is their highest stat: removes 13 for the rest of the fight and adds 13 dex to the user. Damage done with the core is based off of the user's dex before getting buffed).

Sidearm Cores:
Drain shot - Active. A single-use shot that recovers health AND energy back to the user. Health drained is 20% and energy recovered based off of damage done is 20%
Piercing Shots - Passive. If the opponent has a defensive buff currently active, your sidearm will ignore 25% of the buff. This includes ignoring deflection chance boosts if technician is used.

Auxiliary Cores:
SpreadShot - Active. A single-use blast that damages all enemies. In 1v1, this attack is undeflectable but deals only 75% aux damage boost (75% of the non-support-based damage when using an aux attack) but can be used independently and will not send the aux into cooldown. In 2v2, this damages both opponents, is deflectable, but cannot crit and deals 90% aux damage boost. In 2v2, the core also puts the aux into cooldown and cannot be used independently.
Atrophic Blast - Active. Debuffs all of the opponent's stats by 10% for 1 turn.
Atrophic Shots - Passive. Each aux attack will debuff all of the target's stats by 2% for the rest of the fight. Stacks with all other debuffs and stacks with itself.
Epic  Post #: 286
8/27/2013 8:45:43   
Lycan.
Member

Disability: Unleashes a fierce thunderbolt dealing 65/75% normal damage and disabling entire skill tree for 1 turn.

< Message edited by Lycan. -- 8/27/2013 8:46:07 >
Epic  Post #: 287
9/20/2013 20:04:06   
Dual Thrusters
Member

Beserk Jamming Systems-Active Armor Core- Disables all weapon cores (passive and active alike) for 4 turns. Any effects that have "planted" themselves into a player with a core is automatically taken out.
MQ AQW Epic  Post #: 288
9/25/2013 12:17:38   
TheAn6r3
Member

ACTIVE SLOT CORE PRIMARY- Honourable: When 30hp or under, you do an attack %75 more damage, otherwise does normal damage, you die after attack.

ACTIVE SLOT CORE SIDEARM- Deadeye Sniper: 50% for a critical hit, 50% for a deflection.

< Message edited by TheAn6r3 -- 9/25/2013 18:36:44 >
AQW Epic  Post #: 289
10/1/2013 22:17:57   
Dual Thrusters
Member

Passive Sidearm Core: Elite Gunner: This sidearm turns into a Primary Weapon, allowing you to equip another sidearm. It holds the same stats, damage, and active core as usual. It can still be deflected. Still goes into cooldown when Strike is used.

Passive Sidearm Core: Silencer: Your sidearm always deals 75% damage. Your sidearm becomes undeflectable.

Active Sidearm Core: Extra Magazine: Fire your gun even when it is on cooldown. The Cooldown is then set to 4 rounds.

Active Sidearm Core: Heavy Slug: Garunteed Critical when firing your gun. It cannot be used on rage. Your sidearm is permanently removed for the remainder of the game.

Active Sidearm Core: Wounding Shot: Fires your sidearm. 30% of the damage will be dealt to your opponent at the end of his turn next turn for 1 turn.
MQ AQW Epic  Post #: 290
10/1/2013 23:22:01   
  Exploding Penguin
Moderator


quote:

Passive Sidearm Core: Elite Gunner: This sidearm turns into a Primary Weapon, allowing you to equip another sidearm. It holds the same stats, damage, and active core as usual. It can still be deflected. Still goes into cooldown when Strike is used.


How would you use skills like bludgeon and zerker? Would you smash the opponent with the gun's base? If so, what if you were using a pistol? That would look really awkward...
Aside from that, it's an interesting concept

quote:

Passive Sidearm Core: Silencer: Your sidearm always deals 75% damage. Your sidearm becomes undeflectable.


Funny thing is that you're probably going to do less damage at 75% than you are if the attack was deflected, or at least barely any more damage. Maybe 85% damage would be better?

quote:

Active Sidearm Core: Heavy Slug: Garunteed Critical when firing your gun. It cannot be used on rage. Your sidearm is permanently removed for the remainder of the game.


Would probably be overpowered in 2v2

Epic  Post #: 291
10/2/2013 0:42:24   
RageSoul
Member

Azrael's Will Rework :

Instead of forced strike , why not make the opponent's Strike deal normal damage but the rest of the attacks deal less damage? This way , the core is now more situational as intended . Costs some Rage . Does not stack with Rage .
AQW Epic  Post #: 292
10/8/2013 17:48:54   
Bionic Bear
Helpful!


Got some core ideas, thought to share them.

Regenerator-armor, passive
-Returns 1 hp and 1 ep each turn.
Breaker-primary, active
-Deals 50% damage and reduces enemy dexterity by 25%. Does not stack with smoke screen.
Vampiric Shot- sidearm, active
-Shoot for 75% damage with 30% lifesteal. Does not stack with blood lust.
Pathfinder-primary, active
-3 hits, 30% damage each. With each successful hit, block/deflection chance decreases by 5% for your next turn's move.
Essence Drainer- primary, passive
-Takes 1 hp from your enemy and give it to you each round.
Void Shot- sidearm/aux, active
-Deals 50% damage but ignores all defense. Cannot be deflected.
Deity's Favor- active, all weapons
- 40% chance of success. If so, has 100% chance to crit.
Celestial Favor- active, all weapons
- 25% chance of success. If so, has 100% chance to crit and does 150% damage.
Brute Strength- primary, active
-Uppercut for 150% damage.
Gift of Life- armor, active
-Doubles your hp for 2 turns, but reduces your damage by 50%. Cannot rage with this active.
Damage Booster- all weapons, passive
-Passively increase all damage by 10%.
Energy Essence Drainer- primary, passive
-Drains 1 ep from your opponent and returns it to you each round.
Dragon Transformation- armor, active
-Transform into a mighty dragon for 1 hit of 150% damage. Poisons enemy for 7 damage for 3 turns, cured by field medic. Poison's potency decreases each round by 2.
Temper Tantrum- armor, active
-Increase your rage gain by 25% for 3 turns.
Knight's Adamantium Armor- armor, passive
- +3 defense and resistance is passively added.
Perfect Stun Grenade- primary, active
- 50% damage, 100% chance to stun.
______________________________________
This next one is a single core with many possible attacks.
NPC Summoner-primary, active
Chooses from 10 possible NPCs to summon. Each has different damage and different effects. Five tiers, in order from least to greatest determines their power.
Tier 1, 100% chance of getting one of these occuring:
-City Guard summoned, double strikes for 115% energy damage
-Junker Bot summoned, bludgeons for 115% physical damage
Tier 2, 75% chance of one of these occuring:
-Electro Hazard summoned, cheap shot for 25% resistance ignoration, 25% chance to crit, hits with energy
-Bio Hazard summoned, physical version of above.
Tier 3, 50% chance of one of these occuring:
-Talia summoned, uses overload for 50% stun chance, 75% chance to crit, and 50% damage
-Slayer summoned, berserker for 150% damage, 50% chance to crit, hits with physical
Tier 4, 25% chance of one of these occuring:
-Oz summoned, multi-shot for 120% damage on one opponent, or 100% for two players
-George Lowe summoned, artillery strikes for 95% damage on one opponent, 80% for two, 75% chance to crit
Tier 5, 10% chance of one of these occuring:
-Titan summoned, plasma bolts for 150% damage, 25% chance to crit, 25% resistance ignoration
-The Endless summoned, bludgeons for 200% normal damage, ignoring 20% defense.
All on tier 5 cannot be blocked/deflected. All tiers improve with focus, as follows:
+2 damage level 1 focus
+4 damage level 2 focus
+6 damage level 3 focus
Etc.
All damages are based off how much damage your bot would do. Here are example calculations.
Bot- Omega Baby Yeti
13-17+17+20 as in 50-57 bot damage. Assume that someone summons tier 1 City Guard. Damage would be calculated as such, with 5 focus and focus damage boost from above:
13-17+20+10*1.15=57.5-65.55 rounded up=58-66.
Only downside to this core is that it costs 15,000 credits to purchase.




< Message edited by Bionic Bear -- 10/8/2013 18:26:26 >
Post #: 293
10/12/2013 22:28:20   
rayniedays56
Member

Army of One: Active (sword only)

Hit an enemy 6 times, effectively dealing 113% primary damage.

Has a 13% chance to "stagger" or stun the enemy.

Can be blocked.

Can be used on rage.

Each hit hits at a percentage of the whole attack.
...........
Stab: 25%
Slash Up: 10%
Slash Left: 10%
Slash Right: 10%
Kick: 15%
Jump in air and stab down: 30%
Electric Crackle: 13%


yes I am addicted to ff13. How'd you know?
AQ DF MQ AQW Epic  Post #: 294
10/13/2013 0:05:42   
Stabilis
Member

^

Raynie, you forgot to add this to your combo:

Stagger
Launch
Slash
Slash
Slash
Kick
AQ Epic  Post #: 295
12/9/2013 16:39:20   
edwardvulture
Member

We need sidearm and aux cores that are actually useful and strategic
AQ DF MQ  Post #: 296
12/17/2013 13:43:50   
Steel Slayer
Member

How about an active core which would change the weapon's damage type for one attack(from physical to energy or vice versa)? Would have a nominal cost, say maybe 3 or 4 energy, and maybe a 1 turn cooldown. Could be very useful for getting around shields, or for enemies who have high resist and low defense(or the other way around). Would work like the way Bludgeon changes damage, but without the added damage like Bludgeon has.

Also, /agree with edwarvulture, the selection of non-rare active cores for guns and auxes needs improvement, the core I just suggested could work for those too.
Epic  Post #: 297
12/18/2013 11:46:13   
Stabilis
Member

|Active|
-|Sidearm|
--|Taser Charge|
---|TC. is a non-damaging Sidearm shot that stuns the target for 1 turn.|
--|Flash Charge|
---|FC. is a non-damaging shot that causes the target's attacks to fail for 1 turn, like Bludgeon, which can be blocked.|
--|Airbang|
---|A. is a non-damaging shot that renders the target's skills to be used without stat points for 1 turn. For example, Blood Commander will act as if the target of A. has 0 Support.|
--|Pepper Shot|
---|PS. is a damaging shot that fills the target's rage to the maximum but reduces the target's rage damage for 2 turns.|
--|Metal Shot|
---|MS. is a damaging shot that ignores all armour but has reduced damage.|
-|Auxiliary|
--|Generator Charge|
---|GC. is a non-damaging shot that converts Auxiliary damage into energy.|
--|Ordinance|
---|O. is a delayed damaging shot that fires a rocket straight up, damaging the target after 4 turns.|
--|Freezer Charge|
---|FC. is a damaging shot that ices the ground under the target, causing their skills to fail when they move for 2 turns.|
--|WMD|
---|WMD. is a damaging shot that severely damages all players.|
--|Grapple Shot|
---|GS. is a non-damaging shot that steals a skill core from the target for the remainder of the battle.|
-|Armor|
--|Data Hack|
---|DH. is a non-damaging skill that steals stat points of the user's highest stat from the target for 2 turns.|
--|Safe Mode|
---|SM. is a non-damaging skill that severely boosts Defense and Resistance for 2 turns but stuns the user for 1 turn.|
--|Synchronize|
---|S. is a damaging skill that attacks with the Robot even if the user's Robot is in cooldown.|
--|Overclock|
---|O. is a non-damaging skill that allows the user to act twice on their next turn (or stuns all other players on the user's next turn).|
--|Memory Leak|
---|ML. is a damaging skill that causes the target to leak rage for 2 turns.|

Wanted:

[Active] [Armor] Clone

C. is a non-damaging skill that allows the user to choose 1 of the target's stats to copy for the next 2 turns.

< Message edited by Depressed Void -- 12/18/2013 11:53:19 >
AQ Epic  Post #: 298
12/22/2013 23:24:53   
edwardvulture
Member

Auxillary Reservoir
Cost:0 Energy
Effect:
75% auxillary weapon damage while giving 75% of the damage dealt back.
AQ DF MQ  Post #: 299
12/22/2013 23:32:17   
GearzHeadz
Member

Side-Arm Core: Deadly Aim
Deal 110% damage for 100 energy, usable once per battle.

< Message edited by GearzHeadz -- 4/5/2014 21:17:14 >
DF AQW Epic  Post #: 300
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