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RE: =ED= Skill Cores Suggestions 2.1

 
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6/9/2014 6:50:56   
King of Clubs
Member

A List of Concepts for New Cores
(I'd gladly take any advise on balancing these better, please PM me if you have suggestions).

"Lex Talionis": Primary Core: Latin translation "an eye for an eye"
-Category: Active Primary Weapon Core (permanent, 25x single use packs)
-Cost: [Level x (2.5)] energy
-Function: Deals 105% damage, if the target has landed a critical stike on you in the last turn, you will automatically land a critical strike on them.

"Recalled": Armour Core
-Category: Active Armour Core (permanent, 25x single use packs)
-Cost: 40% of total energy + 50 health (if thats possible)
-Function: Reduces stats and damage boosts on your opponents armour and one of their three weapons (Randomly selected) by 65% for 3 turns

"Total Recall": Armour Core
-Category: Active Armour Core (permanent)
-Cost: 70% of total energy
-Function: Reduces stats and damage boosts on your opponents armour and all weapons by 65% for 3 turns, but also applies a poison to the user dealing damage equal to 5% of total health while the debuff remains in effect

"Leach": Armour Core
-Category: Active Armour Core (permanent)
-Cost: 30% of total energy
-Function: Reduces stats and damage boosts on your opponents armour and weapons by 50%, buffing the user by 20% of the opponents stat and damage debuffs, but also deals 7.5% of the users total health and reducing 10% of the users total energy over a period of 4 turns

"Loanshark": Armour Core
-Category: Active Armour Core (permanent)
-Cost: None
-Function: Heals all enemies health AND energy by 25% of their total health and energy caps, Over the next 4 turns all enemies will lose 10% of their total health and energy with the user gaining 5% of the sum of the energy and health drained from the enemies each turn.

"Incorporeal": Armour Core
-Category: Active Armour Core (permanent, 25x single use packs)
-Cost: 150 energy
-Functions: For two turns the user can not be damaged by physical attacks but recieves 210% damage from energy attacks

"Petrified": Armour Core
-Category: Active Armour Core (permanent, 25x single use packs)
-Cost: 150 energy
-Functions: For two turns the user can not be damaged by energy attacks but receives 210% damage from physical attacks.

"Inoculation": Armour Core
-Category: Passive Core (permanent)
-Cost: None
-Functions: Reduces energy and health drains by enemies by 2.5%, provides a 1.25% chance to reduce a mana/health drain completely, and provides a 0.05% chance of reversing the effect with the enemies health and/or mana being drained from them to the user.

"Adamant": Armour Core
-Category: Passive Core (permanent)
-Cost: None
-Functions: Enemies take 2.5% of all physical damage that they deal to you.

< Message edited by King of Clubs -- 6/9/2014 6:58:23 >
AQ DF AQW Epic  Post #: 326
6/22/2014 4:07:43   
dfo99
Member
 

a type of physical dmg of frost shards.
Post #: 327
6/23/2014 12:54:25   
The berserker killer
Member

 

how about a core that gives a 10% chance not to be stunned. call it Stun Ghost
AQ DF Epic  Post #: 328
8/23/2014 16:28:01   
Qwerty Again
Member

Armor Skill core: Scurvy

Similar to frostshards and frostbite, Scurvy is applied similar to poison and drains around 50 hp per turn. Maybe for only 1 or 2 turns.
Post #: 329
8/24/2014 14:30:01   
kittycat
Member

Primary Passive Cores:
Scorching Touch:
All primary attacks ignore 5% defense, except rage attacks.

Electric Touch:
All primary attacks ignore 5% resistance, except rage attacks.

Primary Active Cores:
Crystal Prism
Deals 85% Energy Primary Damage, has 20% chance to stun, affected by support.

Heat Wave
Deals 85% Physical Primary Damage, does 70 Physical Damage over 3 turns.

Radioactive Wave
Deals 85% Energy Primary Damage, does 70 Energy damage over 3 turns

Muscular Decay
Deals 85% Physical Damage, reduces Melee damage dealt from opponent by 25% for 2 turns. (Melee - bludgeon, double strike, berserker, maul, frenzy, cheap shot, massacre, static charge, mark of blood)

Gun Passive Cores:
Critical Surge
Increases all critical gun damage by 50.

Rage Booster
Increases rage given by gun attacks by 7%

Lacerating Shot
25% chance for gun to attack energy and health at the same time.

Gun Active Cores:
Triple-Powered Shot
Inflicts 140% damage to the opponent, but 30% of the damage goes back to you.

Freezing Shot
85% damage, 35% chance to stun, unaffected by support. No stun = 75 damage dealt to caster.

Venomous Shot
85% damage, grants 45 DoT to HP, curable by Field Medic.

Exchange
85% damage, switches defense and resistances for 1 round.


Armor Passive Cores:

Energy Rejuvenation
+30 Energy Every Turn.

Health Guard
+30 Health Every Turn.

Energy Protector
Protects 15% of your Energy from Energy-Draining Attacks.

Defensive Booster
Increases your current resistance and defense by an additional 10%.

Offensive Booster
Increases your damage output by 5%

Damage of Time
30% Chance of inflicting a 45 DoT for 4 turns when hit, removable by Field Medic.

Armor Active Cores:
Energy Boomerang - costs 75 + (Str/1.2) HP.
Deals 50% Primary Damage, recovers Energy equivalent to 75% of Damage Dealt, ignoring all defenses and resistances.

Health Strike - costs 120 + (Tech/2.5) EP
Deals (Tech * 5) Physical Damage, recovers Health equivalent to 50% of Damage Dealt, ignoring 30% defense.

Health Parasite - costs 150 EP
Recovers 80 HP for three turns, damage's opponent's HP by 50 points for 3 turns.

Emergency Energy Guard - costs 100 EP.
Protects 50% of your maximum energy for one round.

< Message edited by kittycat -- 9/28/2014 3:19:45 >
AQ MQ  Post #: 330
10/1/2014 7:01:29   
hobo0123
Member
 

here's an idea for dragon weapons.make a core that calls out a dragon i.e
gold=plasma strike
green=acid
red=fire
blue=ice
Each core would show color of dragon used that way it would cut out trying to make it random unless you could make it do so.just a thought.

Since this is a suggestion for a new skill core, I've moved it to the Skill Core Suggestion thread. ~WhiteTiger

< Message edited by WhiteTiger -- 10/1/2014 10:13:11 >
Post #: 331
10/6/2014 19:59:03   
dfo99
Member
 

active sword cores

decapitation:

mana cost: 300
effect: 20% of chance of decapitate you oponent instantly killing.
useable below 20% of health.

chest stab
mana cost: 500
effect: a stab that open a hole in the chest of you oponent causing him bleed to the death, act like a poison that can't be removed.
Post #: 332
10/10/2014 0:30:33   
Dual Thrusters
Member

Atomic Dissipator - Passive Primary Core - Removes 3 of the target's energy on strike.
MQ AQW Epic  Post #: 333
12/19/2014 17:38:09   
Xendran
Member

Primary - Passive
Acuity

Extra damage from a Critical Strike is healed instead of dealt as damage.
AQ DF Epic  Post #: 334
12/26/2014 2:28:56   
kittycat
Member

Armor Passive Cores:
Redox Rejuvenation - 50 Energy is used to restore 10% of maximum HP per turn whenever below 25% HP.
Redox Conversion - 50 Health is used to restore 15% of maximum EP per turn whenever below 25% EP and above 60% HP

Chi Shield - All attacks only deal 90% damage, and the remainder is targeted to Energy.
Chi Protector - All energy drains have a reduction in effectiveness by 50%, but costs 150 HP

Toxic Reduction - All manual damage-over-time moves will cost an additional 50 EP for the opponent.
Toxic Oxidation - All manual damage-over-time moves will have its power increased by 15% whenever cast.

Armor Active Cores:
Dragon Fire - Deals physical damage, maximum is 200+(Technology*4) Damage, costs 70+(Tech*1.2) EP (Max 200). Can only be used under 25% HP
Dragon Plasma - Energy-damaging counterpart of Dragon Fire.

First Aid - Recovers full HP, but caster receives a reduction in Defense and Resistance by 25% for the remainder of the battle. Only usable under 25% HP
First Surprise - Guaranteed stun. Only usable under 25% HP

Rising Toxins - Opponents receive 25% damage of their attack to the caster for the following three turns.
Toxic Surprise - Opponents who inflicted Poison attacks onto the caster -> caster will return 50% of the accumulated damage in one hit.

Gun Active Cores:
Dot Product - DoT based on 10% of the Gun's damage for 2 rounds
Cross Product - 115% Damage, guaranteed hit.

Circadian Shot - Target loses the ability to Deflect or Block for 2 rounds
Illuminating Shot - Caster reduces incoming damage by 35% for 1 round, protected by a light screen.

Concussion - Guaranteed stun, loses gun for the remaining of battle, costs 200 EP and 200 HP.
Death Shot - Guaranteed Critical Strike attack with no chance of deflection.

Primary Active Cores:

Psychedelic Colors - 100% Energy Damage with 30% chance of stun
Toxic Spike - 100% Physical Damage with 30% chance of Critical Attack
Super Hit - 100% Weapon Damage, primary disabled for two rounds
Super Zap - 100% Weapon Damage, gives 30% DoT over three turns. (10% of Weapon damage per turn)


< Message edited by kittycat -- 6/7/2015 3:19:58 >
AQ MQ  Post #: 335
2/2/2015 20:45:58   
suboto
Member

Armor Passive Core:
Flame - 8% chance of inflicting 50dmg per turn to striker for 3turns
Restorer- when your energy is drained you gain half back as hp

Sword passive core:
Striker Enchantment: +2str or +2str/+1dex

Gun Passive core:
Gunner Enchantment: +2str or +2str/+1dex

Aux passive core:
Aux enchantment: +2support or +2support/+1tech

Armor active core:
Resurrect at a price: pay half your hp to restore your partner <~50% or a % and not useable if your hp gets to low to prevent it being oped



Epic  Post #: 336
2/2/2015 21:04:24   
  Exploding Penguin
Moderator


Executioner:
Primary/Sidearm/Auxiliary Passive
For each 1 HP your opponent is missing, your damage output against them using the weapon this passive is equipped to is increased by 0.015%. If they are missing 500 HP, this means you gain a 7.5% damage boost

Vampirism:
Sidearm/Auxiliary Passive
Your weapon loses damage equal to 80% of your level, but each time it is used heals you for 105% of your current level.

Debilitate:
Auxiliary Active
Fires auxiliary doing 95% regular damage and strengthening any current debuffs on the target by an extra 25%.

Virulent Plague:
Primary Active
Strike for 75% damage and place a DoT on the selected target, dealing (50 + (Your level))/2 damage per turn for 3 turns. If the target already has some sort of over-time effect such as poison or frostbite, then this stacks onto the poison, increasing the already-placed skill's effect by 15% and enabling it to kill the target. If this kills the target, both poisons spread to the deceased opponent's ally and lasts for an additional 2 turns. This can be cured by field medic.

Tactical Assault:
Armor active
Activate this skill to empower your next attack to do bonus damage. This bonus damage is equal to (30 + (Current level * Current turn)/1.5)
Epic  Post #: 337
3/6/2015 23:22:28   
Emperor_Blitz
Member

I suggest we add passive cores like blood lust, reroute, and so on.

Merged ~Battle Elf


< Message edited by Battle Elf -- 3/7/2015 8:42:43 >
Epic  Post #: 338
5/18/2015 2:21:38   
JohnMenzies
Member

Head Start - Passive Core - Grants 5% increase for 1st Turn

Rooster Booster Passive Core - When under 10% heal for 10%

Merged ~Battle Elf


< Message edited by Battle Elf -- 5/18/2015 15:24:31 >


_____________________________

- John
Epic  Post #: 339
5/18/2015 8:27:28   
.Lord Ginger.
Member

Rooster Booster? How about...Critical heal... that's like below 25% heal for 20% or something
AQW Epic  Post #: 340
5/18/2015 10:13:12   
JohnMenzies
Member

Every Player would have & use the core if that was the case. @.Lord Ginger.

_____________________________

- John
Epic  Post #: 341
5/18/2015 11:01:48   
The berserker killer
Member

 

But we do have critical heal
AQ DF Epic  Post #: 342
5/18/2015 17:35:04   
.Lord Ginger.
Member

@Ghost God: IK, that's why I said it in response to Rooster Booster
@JohnMenzies Crit heal IS a thing, lolol
AQW Epic  Post #: 343
6/26/2015 15:55:58   
Oswald Cobblepot
Member

This is my suggestion (now yall can see I'm high skilled using the "paint")

[Active Armor CORE usable only one time in battle like Infernal Android Hability]


< Message edited by Oswald Cobblepot -- 6/26/2015 15:57:42 >
AQW Epic  Post #: 344
6/26/2015 23:52:43   
Oswald Cobblepot
Member

Lightning [ARMOR - ACTIVE - USABLE ONLYONE TIME]
- Cure from poison, or energy parasite healing 10% of your life


Reanimation Protocol [ARMOR - ACTIVE - USABLE ONLY ONE TIME]
- Revive your partner with 25% of his HP

Bloodlust [ARMOR - PASSIVE] useful for 2v2 or 2v1
- Increase your HP according to your fatal hit value.
AQW Epic  Post #: 345
6/27/2015 12:53:04   
nowras
Member

Name: Fair Game (1st core)

Type : Passive

Effect: Reduces luck chances for all players in the feild by 20%

Type (when buying it) : Permanent. Cost: 350 varium only

Name : Battle Commander

Type : Passive

Effect: 5 more EXP points per a matchh

Cost : 3500 credits or 95 varium Type : limited (50x) (losing reduces this number and u don't get extra exp for losing)

+ Don't forget the core Regal as everybody wants it in game (15% more credits) let's make it 20 more credits (u get no extra credits for losing)

it should be a limited core (50x) (losing reduces this number as its counted as a battle)

cost 3,500 credits or 95 varium

since it costs 3,500 credits if u win all the matches (the 50) u will get 1000 more credits thats not alot at all

most people will lose 10 matchs at least so they are going to get 800 extra credits





< Message edited by nowras -- 6/27/2015 13:23:06 >
AQW Epic  Post #: 346
6/28/2015 0:39:47   
Stonehawk
Member

POISONOUS SHARDS: Physical version of Frost Shards, but green. Physical damage, deals 50 damage to health instead of energy.
AQ DF MQ AQW Epic  Post #: 347
7/7/2015 23:59:48   
Lycan.
Member

Titanator: Get rid of passive cores and bring back class based passives.
Epic  Post #: 348
7/8/2015 0:44:08   
Bender Rodriguez
Member

Energy version of chairman's fury.
AQW Epic  Post #: 349
8/20/2015 5:39:31   
Dark Worshgiper
Member

Trojans of Asthenia : (Active)
------------------------------------------
Affects all skills , Weakens skills abilities by 15% for 3 turns .
AQW Epic  Post #: 350
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