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RE: =ED= Skill Cores Suggestions 2.0

 
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1/21/2013 18:22:48   
Lycan.
Member

@HolyFighter

quote:

Lycan
Passive
-Possesses the senses of lycans.(Increases accuracy<Decreases the chance for you to get blocked/deflected>)
-Increases the probability of hitting the highest damage within your damage range by 50%

I like that name.
Epic  Post #: 176
1/22/2013 1:14:21   
Giras Wolfe
Member

Healing Aura: 20% of all health you regain from Field Medic or Health Boosters is passively given to your partner. So if you Field Medic yourself for 60 in a 2v2 battle, your partner gets +12 hp. Also, if you heal your partner directly, you receive the 20% for yourself.

I love Depressed Void's trigger skills. Very smart counter to high damage builds.
AQ AQW Epic  Post #: 177
1/22/2013 2:10:45   
Remorse
Member

^ I like the healing aura idea.

Hopefully that combined with support improving heal again will help support be useful again.
Epic  Post #: 178
1/22/2013 2:46:30   
theholyfighter
Member

An Apple a Day
Active
-Once per battle
-When clicked/activated, it restricts your opponent from healing/bloodlust for the next 2 rounds. Does not affect boosters.
AQW Epic  Post #: 179
1/22/2013 9:00:14   
midnight assassin
Member

Purge- Removes all active effects on a selected target
Snatch- Gives you a chance to steal your opponents booster
Final Countdown- After 20 turns, allows you to deal an extremely high damage (Very useful for future 2v1 boss fights)
Hacker- Decreases damage from skills that is increased with tech
Unbalanced- Decreases damage from skills that is increased with dex

< Message edited by midnight assassin -- 1/22/2013 9:15:56 >
MQ AQW Epic  Post #: 180
1/22/2013 10:34:33   
veneeria
Member

Some cool passives and active cores i thought out :D :

Passive:

Biological Giant:
Makes you huge. Meaning that your primary damage is higher but has also made you a Easy target.
Also i thought
I though also that this instead of making him strong, could give more health in exchange for being a Easy target.



Biological Small:
In exchange for being small, you've become an harder target but with weaker primary damage.
(the inverse of Bio giant passive, So there is also an alternative to make it be FRAGILE (less health points) in exchange for being an harder target. )



Status Effects :
Harder Target - Harder to be blocked and deflected. While also providing ability to almost always hit with the primary.
Easy Target - The inverse of Harder Target.



Active:
[CL]Hand gun: Shots energy based shots from your claws.
Punch: Skill core that requires no weapons but that does damages depending of your strength, cannot be blocked but if the damage was endured ( the player only did 3 dmg with it ) he will get "hurt" a bit.

Magical Wonderful Random bird cat launcher: Does absolutely nothing. But causes Confusion. (......right)

< Message edited by veneeria -- 1/22/2013 10:35:15 >
AQ AQW Epic  Post #: 181
1/22/2013 11:43:39   
Stabilis
Member

Force of Gravity Set

Blackout (active)

•the target will be launched vertically into the air (by either an electromagnet or a flipper platform), then powerfully pulled downwards by a grappling brace attached to both ankles dealing damage and causing Blackout. Blackout is a status condition that stuns the target for 1 turn and during that turn, warmups and cooldowns will not change

Whiteout (active)

•the target will be powerfully pulled upwards by a grappling brace attached to the torso, then released, dealing damage and causing Whiteout. Whiteout is a status condition that disorients the target for 1 turn which will override their target selection to random selection

MEDIIIIIIIIC!!!

Instability (active)

•everyone is pulled into the ground due to critical g-force, unable to move. Any falling actions will have increased effectiveness. Any non-falling actions will have decreased effectiveness. Lasts 2 turns.

< Message edited by Depressed Void -- 4/14/2013 10:13:11 >
AQ Epic  Post #: 182
1/22/2013 17:09:34   
Wonderweiss77
Member

Space Assault - Summons George Lowe to fall like a meteor on an opponent. (physical/energy damage depends on armor type, exclusive to space warrior armor.)
Box Monster - Summons giant box w/ a dog figure and when attacks it intimidates based on your support. (Energy damage, exclusive to cardboard crusader armor.)

< Message edited by Wonderweiss77 -- 1/22/2013 17:17:27 >
AQW Epic  Post #: 183
1/22/2013 19:56:50   
Cyberbeast10
Member

[Passives]

Tank Armor: The positive/negative effects of Agility will be applied to your damage outputs instead of your defense.
Mental Weapon: Strike attacks will ignore enemy defenses by a % based on the level of your Focus. (Ex. Focus +1 ignores 5% armor; Focus +3 ignores 15% armor, etc)
Sloth's Reflector Plate: Increases damage sustained after a successful deflection; increases deflection chance. Deflection boost is higher the lower your Agility is.
Mind Master Energy: When attacks coming from your Sidearm, Primary Weapon, Auxiliary or Bot are blocked/deflected: Deals X amount of damage to your opponent (X = Your Focus level)
Hulk's Brutality: While your HP is lower than 50%: Your attacks cannot be blocked. (Requires 50 Agility or less).
Master's Technique: Increases the stat benefits for your skills (Requires +5 Focus) [Ex. At 30 SUP, Defense Matrix would normally increment its effect by 5; with the passive, it would increment by 7).
Killer's Lust: Start battle at 50% HP; Adds a Life Leech effect to all attacks.
Minimal Compensation: When you hit for your Minimum Damage Limit: Deals EP damage equal to the amount of damage you dealt (to the enemy).

AQW Epic  Post #: 184
1/25/2013 17:47:04   
Wonderweiss77
Member

Passive

Portion H - [BH, BM] share X% of hp you gain from blood lust with your partner.

Portion E - [TM, TLM] share X% of energy you gain from reroute with your partner.
AQW Epic  Post #: 185
1/25/2013 18:42:15   
J.U.S.T.I.C.E.
Member

Meltdown

Inflicts damage to both enemies (damage is done on % of their str)
AQW Epic  Post #: 186
1/25/2013 21:13:59   
Xendran
Member

Oh god i haven't updated this in so long... i don't even think i'm gonna update the OP anymore since the whole thread is being read anyway. Way too busy with PoE + developing another game at the moment.
AQ DF Epic  Post #: 187
1/26/2013 0:07:22   
kaiseryeux21
Member

Active

OBLIVIATE - makes you regenerate all your HP back at the cost of not able to hit for 3 turns. (1 time usage only)
STUPEFY - knocks out opponent with a (Punch) and having 30% chance to stun enemy.

< Message edited by kaiseryeux21 -- 1/26/2013 0:13:54 >
DF Epic  Post #: 188
1/26/2013 5:13:40   
NDB
Member

5 6 more guys!

22. Mutual Fury
Description:
Strike an enemy, giving any Rage points supposedly gained to an ally instead.
Example:
Player A uses Skill Core, Mutual Fury, striking for 40 Rage Points on an enemy target, Player B. However, instead of Player A gaining the Rage Points himself, his Level 35 ally, Player C, receives them, increasing his rage Meter from 85/125 to 125/125, or Full. This is a strategic move for their team because now Player C has Rage, and therefore has the potential to drastically change to the duel. In the end, Player A had lost his Rage Points for that turn, making this still logically fair, but it strategically altered the duel in the team's favor.
Notes:
-4 Turn Cooldown
-Cannot be used on Rage
-Blocked/Deflected Rage Points included
-Of course, can only be used in 2v2 or Juggernaut

23. Invert Affliction
Description:
When 50% or more of your current Health Pool is reduced in a single attack, all damage that have exceeded the 50% limit are also converted into Rage Points and are added to your Rage Meter, while subtracted from the enemy's Rage Meter.
Example:
Level 35 Player A: Health Pool is at 80/100 (before Player B attacks), Rage Meter at 90/125
Level 35 Player B: Uses the Skill, Massacre, inflicting 60 Damage; After Massacre, but before the calculations of Invert Affliction, Rage Meter is at 100/125
Because Player B inflicted more than 50%of Player A's current Health, the effects of Player A's Skill Core, Invert Affliction is activated. 50% of Player A's current Health Pool is 40, and therefore Player B's Massacre exceeded to threshold by 20 Damage. The Damage remains the same, however, Player A gains 20 additional Rage Points, along with the Rage Points he/she receives from the Damage inflicted upon him/her (60x25%=15 Rage Points). This is a grand total of 35 Rage Points from this attack, bringing Player A's Rage Meter up from 90/125 to 125/125, or Full. Meanwhile, Player A loses 20 Rage Points, bringing his total of 100/125 down to 80/125.
Notes:
-Passive

24. Emergency Assistance
Description:
Convert 30% of your Rage Points into Health Points.
Example:
Level 35 User has Rage Meter 80/125 full and has 50/90 Health. After using his/her Skill Core, Emergency Assistance, he/she gains 30% of the current Rage Points in to Health, or 24 Health Points (80 Rage Pointsx30%). The Rage Meter than consequently drops to 56/125.
Notes:
-4 Turn Cooldown
-Can be used on Rage
-Strategically compatible with above Skill Core, Invert Affliction; the more damage you take, the more Rage Points you receive, allowing you to use the full potential of Emergency Assistance when necessary

25. Anomaly Strength
Description:
11% chance on Strike to convert 25% of an enemy's Primary Weapon Base Damage into Primary Ranged Damage.
Example:
Player B Primary Damage: 16-20+32
Player A Strikes Player B, activating Player A's Skill Core, Anomaly Strength, causing Player B's Primary Weapon Base Damage to be reduced from 32 to 24. However, Player B's Primary Ranged Damage increases from 16-20 to 24-28.
Essentially, the Damage stays the same, but it decreases the effectiveness of Player B's Primary Weapon Base Damage based skills such as Double Strike, Bludgeon, Atom Smasher, Berzerker, Massacre, and/or possibly other Skill Cores.
Notes:
-Passive
-Effect lasts until after the player uses a Primary Weapon Base Damage based attack

26. Assailant Form
Description:
Convert an active Shield's Defense/Resistance Points into Primary and Sidearm Damage over the appropriate turns.
Example:
Player casts Energy Shield for 20 Resistance Points. On the next turn, the Player uses the Skill Core, Assailant Form, converting the 20 Resistance Points into Passive Damage for the next 2 Turns, as the Energy Shield would have lasted 2 more Turns. Therefore, on the following turn, if the User inflicts 30 Damage from a Sidearm attack, it will become 47 instead. However, just like Blood/Field Commander, the User has had to skip his/her turn to gain the immediate bonus. Essentially this is a "shield" version of the two, just like there are Reflex Boost and Defense Matrix and Technican and Energy Shield. Because the only two Skills that one can use to activate this Skill Core improve with Support, it balances things out.
Notes:
-3 Turn Cooldown
-Damage bonus only on Primary and Sidearm

EDIT:

27. Meticulous Might
Description:
Passively increases all Connect chances by 13%, consequently causing the User to loose Rage Points when successful.
Example:
Level 35 Player A has a 80% Connect Chance (Player B has a 30 Dexterity Advantage over Player A) and has a Rage Meter 55/125.
Player B has 30 Defense.
Player A uses the Skill, Bludgeon, on Player B which is supposedly blocked. However, after the re-calculations of Player A's Skill Core, Meticulous Might, the attack Connects, dealing the 40 Damage. As a result of avoiding the Block, instead of gaining an extra 40 Rage Points from Block, and totaling 70 Rage Points from the single attack, Player A loses 40 Rage Points. Therefore, on this attack, Player A lost 10 Rage Points from his/her Rage Meter, bring it down to 45/125 when it would have been 125/125, or full.
Notes:
-Passive
-Only activates on Blockable attacks

Didn't realize I would have more Skill Core suggestions...
I don't want to start the inconvenient multiple editing thing again, so here is a new post. Merged. I rather have you edit than double post. ~Mecha

28. Cumalative Strike
Description:
Strike, inflicting increasing bonus Damage each time.
Example:
Pretty much works like this: +1 to bonus per Strike after
Reference Chart:
Strike 1, earliest possible on Round 1: No bonus (normal damage)
Strike 2, earliest possible on Round 4: +1 Damage (total: +1)
Strike 3, earliest possible on Round 7: +2 Damage (total: +3)
Strike 4, earliest possible on Round 10: +4 Damage (total: +7)
So the first time the User Strikes, he/she will do the normal damage of 20. However, the following time it will deal 21, with the bonus, 22 the next.
Notes:
-2 Turn Cooldown (see the chart above to see the maximum bonus for a given Turn)
-Limit is 4

29. Energetic Aggression
Description:
When used on Rage, replenishes 25% of your Rage Points as Energy Points.
Example:
Level 33 player has Rage, or 120 Rage Points, and uses Skill Core, Energize. 25% of the 120 Rage Points used for this Skill Core is converted in Energy Points for the player, giving him/her 30 Energy Points.
Notes:
-Can only be used on Rage (but no cooldown)
-Like any other move when used on Rage, it resets the Rage Meter back to 0
-Basically, scales by level, to the range would be 12 (Level 1) -31 (Level 35) Energy Points


< Message edited by Mecha Mario -- 1/26/2013 21:17:22 >
Epic  Post #: 189
1/27/2013 9:07:46   
Goony
Constructive!


Just had a quick read through this thread and some of the suggestions are awesome :)

Epic  Post #: 190
1/28/2013 8:22:59   
Sipping Cider
Member

Quick Load: Removes Cool-down from sidearm and auxiliary.

Vigilance: Removes cool-down from random skill each turn.

Second Wind: Allows extra use of one-time core

Pestilence: All players take 2 points of damage each round

Seppuku: Lose half your health, gain a battle token upon defeat.

Greed: Double Or Nothing: Lose half your health, gain double rewards upon victory

Pick Pocket: Gain 1 extra credit per turn of combat after battle.

Glory Killing: Gain extra battle token upon victory

Meditate: Drains rage bar and gains energy based on percent of rage loss. (For example, if you had 50% rage gain 10 energy, 100% rage gain 20 energy)

< Message edited by Sipping Cider -- 1/28/2013 9:02:49 >
Epic  Post #: 191
1/28/2013 10:56:46   
theholyfighter
Member

quote:


Seppuku: Lose half your health, gain a battle token upon defeat.

Greed: Double Or Nothing: Lose half your health, gain double rewards upon victory

Pick Pocket: Gain 1 extra credit per turn of combat after battle.

Glory Killing: Gain extra battle token upon victory


These don't sound like what Skill Cores should do...

---------------------------------------------------------------------------------------------------


Candy Please
-Needs to be activated
-Team battle/Boss fights only
-Shares 75% of a passive with your partner
-Does not affect Deadly Aim, Hybrid Armor, Mineral Armor, and Plasma Armor. All other passives except these.

Everyone's Happy
-Active-one time per battle
-Team battle/Boss fights only
-Reset's everyone's health.( Does not reset the boss health)

< Message edited by theholyfighter -- 1/28/2013 10:57:10 >
AQW Epic  Post #: 192
1/28/2013 21:16:52   
killerman164
Member
 

I didn't read the whole thread, but here's one suggestion.
Foolish Move(can't think of a better name):Dependent on your health, you can use it on your opponents and it damages their health by the half of the health you have left and it kills you after. (Like you have 60 hp, does 30 to both of your opponent and his teammate) (2v2 only)
Post #: 193
1/28/2013 23:49:22   
Sipping Cider
Member

quote:

quote:

Seppuku: Lose half your health, gain a battle token upon defeat.

Greed: Double Or Nothing: Lose half your health, gain double rewards upon victory

Pick Pocket: Gain 1 extra credit per turn of combat after battle.

Glory Killing: Gain extra battle token upon victory


These don't sound like what Skill Cores should do...


True, I wonder if the battle system can handle reward modifiers. But just imagine how nice it would be to have Seppuku if you know you are about to lose a fight and how fun Greed: Double or Nothing would make battles be. You could be losing for sure, then your opponent loses half their health because they think they will win and then you get the chance to pull out a victory!


Anyways, some more suggestions:

Master Programmer your robot cool-downs are reduced by 1.

Brawler +1 defense

Wards +1 resistance

Vampire's Bite Make an attack with damage equal to your strength damage and gain %100 health back. (If its not powerful enough this core can be unblockable)
Epic  Post #: 194
1/29/2013 0:26:14   
ND Mallet
Legendary AK!!!


Moosey Fate: Passive increase to crit chance

Moose Stampede: Summon a moose stampede to deal extra damage to enemy and minor damage to yourself.

Moose Mash: Powerful punch that does increased damage but heals the energy of the opponent(preferably to the previous turn but if that's not balanced then a % would be fine[the reason being that the Moose Mash is so powerful that it warps time and can undo actions done though it might be broken if it gives huge damage, restores some of your health while your opponent just gets energy so I decided they basically get a free/cheaper skill and only some extra damage from it])

Moose Muscle: Increased chance to deflect/block(because moose muscles can deflect bullets and stop plasma weaponry!)

Moosey Charm: Passive chance to be stunned next round from a melee attack on the defender(because my moosey charm makes you regret harming me and you also are too charmed to attack again)

Moose Ally: Summon a moose to deliver first aid. Who says you need thumbs to apply bandages?
AQ DF MQ AQW Epic  Post #: 195
1/30/2013 16:17:27   
Mother1
Member

Rage converstion

Powers up a non offensive move's effects by 30% at the cost of your rage bar

Exp say if you have rage, and you wanted to use your reflex boost. Normally it wouldn't use your rage bar. However with this it will but at the same time get a 30% more of that moves effects. So if you would get 40 dex normally instead you would get 52 dex from the boost and instead of having a 15% boost with energy gain you would get 19.5% energy regain boost.
Epic  Post #: 196
1/31/2013 0:08:29   
Giras Wolfe
Member

Embargo (Active): A strike dealing 70% damage that prevents the opponent from using any skill that costs more than 20 energy the next turn.

Founder's Pride(Passive): A core available only to those with the Founder achievement. If you were blocked or deflected the previous turn, your chance to be blocked or deflected is reduced by 35% the next turn. For example- if you get blocked by a bounty hunter with a 45% block chance, on the next turn their block chance would only be 29.25%.

Up close and personal: A move where you walk right up to the opponent and shoot them right in the face. It does 110% damage and is blockable rather than deflectable.

quote:

Tank Armor: The positive/negative effects of Agility will be applied to your damage outputs instead of your defense.


Brilliant!

< Message edited by Giras Wolfe -- 2/5/2013 0:07:28 >
AQ AQW Epic  Post #: 197
2/6/2013 0:43:30   
theholyfighter
Member

Tranquilizer:
-Passive
-Has a 10% chance to stun your opponent
-Auxiliary only

Out of Order:
-Active
-Disables all Robots for 2 turns

Core it Out
-Active
-Disables all Skill Cores for 2 turns
AQW Epic  Post #: 198
2/7/2013 1:03:15   
UnderSoul
Member

Lobotomize
-Active
-Your next attack goes to the opponent's energy.

Beserker's Rage
-Passive
-The lower your health, the more damage you do.
AQ DF MQ AQW Epic  Post #: 199
2/7/2013 5:17:25   
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 60% immune to energy attacks but receive a 3 percent dot every turn, Cannot regain energy, while is vulnerable to physical attacks for 2 turns.(once per battle)

5. Mineral shield : Active a shield which is 60% immune to physical attacks but receive a 3 percent dot every turn, cannot regain hp, while is vulnerable to energy attack (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)

9.Tanker buster: User are invulnerable to both physical and energy attack for 1 turn, but the damage when the user are invulnerable are given when the effect wears off(mercenary and tactical mercenary only ) (Once per battle)

Passive: 1.Gun master: reduce chance to deflect by sidearm and auxiliary while reduce chance to block.

2.Extra ammo: 5% chance to do an extra shot by sidearm/ auxiliary but with a reduced damage.

3.Courage: Increase your chance to hit, reduce your chance to block .

Added tanker buster.-Odsey

< Message edited by odsey -- 2/7/2013 5:21:56 >
AQ DF AQW Epic  Post #: 200
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