liy010
Member
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Time to bring this back alive. I thought I had posted on this in response to the above post but it seems like I have not. quote:
No, I was not, I was asking if that is what he was suggesting. Okay, just clearing that up. Well, since they do not stack, I suggest the skill going to Merc, not TLM since TLM already has a Poison skill and since they do not stack, it would be almost (Almost means the low damage from Toxic Missile) useless. quote:
Yes, ALL multi's cost exactly that amount. Yes, ALL multis don't have a DoT. ALL multis are just direct P or E damage. If we added a new type of multi, it would upset the balance if it was the same as the other multis, in terms of Warm-Up, cooldown and EP cost. Since this skill is only an idea and has not been tested, we do not know if it will upset the balance in a positive or negative way (More EP cost or less) quote:
Okay, let's go Artillery Strike, 71 support. 71 - 22 = 49, 49 / 4 = 12.25 (round to 12). That's the added bonus damage from 22 to 71 support for the level 10 skill point. 12 + 48 = 60. 60 damage, - (32 - 38 def) = 22 - 28 damage. Let's see how this plays out, someone using Toxic Missile at max skill level and Artillery strike you (Assuming no critical/rages): Toxic Missile (Max, 71 str, 16-20 + 28 damage): First turn: 6 - 16 Second turn: DoT of 12, ending up 18 - 28 damage. Third Turn: Another DoT of 12 Fourth Turn: Another DoT of 12 Ending up to 42-52 damage You know, since Poison's suppose to last for 3 turns... Artillery Strike (Max, 71 supp): First turn: 22 - 28 I can put on a DM and reduce that to 3-9 total. First turn, already dealing more damage. This move is weaker but stronger simultaneously. Let's say they run out of energy on both, then that DoT may become more damaging and take your health down a few notches lower. So what? And, it only costs ONE energy less than the Toxic Grenade. But that deals 100% damage. This does not. AND the Toxic Grenade has a more damaging DoT.
< Message edited by liy010 -- 7/15/2012 13:24:04 >
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