rayniedays56 -> RE: =ED= Balance Discussion IX (6/4/2012 19:43:40)
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Delete last post! Here goes my balance to Cybers! (for extra: included is a made screen shot of skills) NEW FIXES TO CYBER :) (read before you rant please :P) Shadow Aura (replaces Plasma Armour and only in place after EMP is moved to Tier 3 and MALF is converted to Conduction) "Activated Passive" Passively decreases a percentage of all damage taken to you. Lasts for 5 hits on 1v1, 8 hits on 2v2, and 5 turns on Juggernaut and must be cooled down for 2 turns before turning active again. Progressions: 5% 10% 15% 20% 25% 28% 31% 33% 34% 35% Example..... Bloodmage hits a fireball at 88 total damage. I take my defense (29-35+5+1) it hits at 33, so it looks like this.....88-39=49 damage With Shadow Aura at level 5 (25% damage neglected) you then minus that from the damage dealt, meaning that the 49 damage will now be deleted by 25%. So, 25% of 49=12.25 which is 12, so you minus 12 from 49, giving a 37 damage in total. So, with my defense and shadow aura, I managed to minus 51 damage from the initial 88. HOWEVER, since most Cyber Hunters will use a max Shadow Aura, then I will show you that affect. In the same scenario, I would then take 35% (at max) from 49, which will give me 17.15, which would be 17 more damage neglected, making it now 32 damage dealt. In a tank sceneario, one who can deal about 13-16+35 primary damage, then it would work like this. The tank hits at mid range and hits you with 15+35=50 damage. With max Shadow Aura, you neglect 35% of what your defense and armor neglects. I have delta knight armor with defense at 29-35+1, making it 29-35+5+1, so lets say I defend at 34, so that gives me a defense of 34+5+1, giving me a nice 40 defense, already nulling the damage to 10, but take 35% of 10 gives you 3.5, which is 4 rounded, which gives a defense of 44 now, nulling the damage to only 6. It also works with resistance. Lets say a Tech Mage supercharges you for a total of 93 damage (tech abuse LOL) I will once more use myself as an example. I have relatively high technology, so my resistance is 32-45+5+1. Say the Supercharge hits me in my 42 range, so now I am resisting at 42+5+1, which is a 47 resistance in total. Now the mage hits and he automatically is nulled 47 damage, which makes the damage 44 now. However, with the ignore of 20% to Supercharge, Shadow Aura works in a special way. Supercharge minuses Shadow Aura by 20%, and with lower Shadow Aura, it can actually make it useless. At max, the Shadow Aura is nulled 20%, making it 15% of damage nulled. So now, I take 44 and minus 15% of damage from it. It is 6.6, which is 7 in total, so we take 7 from 44, making it 37 damage in total that is dealt. So, with my high resistance and armour and Shadow Aura, I managed to null 56 damage from a tech abusing Tech Mage. Amazing, if you ask me. However, there are flaws, as you have seen. A super move can negate some of Shadow AUra's power, and can even stop it. Strength Abusing Cyber Hunters will find it hard to abuse this Skill, while Tanks are going to love it. However, to keep this skill from being too OP, it is with warning. The skill "shatters" after several hits to it, which is where I added a 5 Turn "barrier". Once the Player with Shadow Armor is hit 5 times, the skill "Shatters" or, in this case, locks for 2 turns, making the player have to rebuild it over time. So, for 5 hits, the skill is good. Then you must wait 2 turns to activate it again, then after the 2 turns, a shadow will fall over the player, letting you know that Shadow Aura is active once more. In juggernaut mode, the skill lasts a total of 5 turns, not hits. In 2v2, the skill is lengthened to 8 hits. This skill is NOT affected by Azraels Borg and is not hightened by any stat. It is a "Passive/Cast" skill, which means it is a passive for a time, but must be reactivated again. (replaces Plasma Armour; requires 37 support and 38 technology at max to activate.) ((19 support and 24 tech at level 1)) Support goes 19,22,25,28,30,32,34,35,36,37 Technology Goes 24,26,28,30,32,34,35,36,37,38 So, the new skill tree for Cyber HUnter? Field Medic-Cheap Shot-Defense Matrix Shadow Aura*-Static Charge**-Plasma Grenade*** Multi Shot-Conduction****-EMP Grenade Venom Strike*****-Cold Fusion******-Shadow Arts *New Skill **Buffed to 37% ***Allocated to new slot. Buff slightly on damage ****New skill. Replaces Malfunction. Used to only negate resistance *****Buffed to 12 DoT with 30 energy at max (on Bounty Hunter's too) ******New Skill Buffs: Plasma Grenade, Static Charge, Venom Strike, Defense Matrix, Cold Fusion Nerfs: Plasma Armour, EMP, Massacre Half and Half: Shadow Aura, Conduction, Plasma Armour gave too much resistance and was too utilized in the community. However, I also realized that Cybers needed a reliable passive. So, I looked through all the suggestions and managed to combine a few to make Shadow Aura (much thanks to The Cyber Union) ***************************************************************************** Cold Fusion (ultimate for Cyber Hunters) Unleash a blast of pure energy that manages to ignore 10% of the targets resistance and defense while also allocating 20% of it to health. Attack Type: Hybrid (energy and physical) Animation: The Cyber Hunter smashes their claws into the enemy and manages to maintain a cold burn onto their body. (the cyber hunter runs up to the enemy, holds their arms out like massacre, except their arms and hands turn electric blue, and cuts the enemy 4 times, each time hitting at 15%, 20%, 25%, and 40% for a total of 100% damage. The first hit is fast, the second slows, the third slows even more, and the last is like building up energy for one last, super smash. Progressions are much like Super Charge, except the attacker attacks with 50% energy and 50% physical damage, while ignoring 10% defense and 10% resistance. This ultimate is progressed with Support and Technology. It progresses 2 points for every 4 technology and support gained , starting after 22 technology and 20 support Stat Required: 20 Strength, increases in increments for each level obtained. (20,23,26,29,32,34,36,38,39,40) Energy Cost: (29,33,37,41,45,49,52,55,57,59) The damage progressions are just like supercharge (this skill will increase at an additional 4 tech, but cannot increase any more until the player adds 4 points into support. Example: +4 tech (increase) +3 support and +4 tech (no increase until support is added another point , after the point is added to support, the it will increase twice because of the additonal 4 tech added. Another example: +39 technology and +44 support (now divide by 4 since it progresses by 4 for each) 10 and 11 The skill will increase 10 times, but since technology is missing another point, then it must be added until the skill can increase more. This keeps the skill from being too OP, but if Hunters looked at it right, then they can see a possible way to make this skill VERY fun and over powered. **************************************************************************************** So the new skill tree: Field Medic-Cheap Shot-Defense Matrix Shadow Aura*-Static Charge**-Plasma Grenade*** Multi Shot-Conduction****-EMP Grenade Venom Strike*****-Cold Fusion******-Shadow Arts Has these stat progressions for every skill (none)-(strength)-(support) (none)-(strength)-(technology) (dexterity)-(none)-(technology) (none)-(support and technology)-(none) So, it is clear to see that the Cyber Hunter communtiy will not be limited on builds. There is now a possiblility for a rare tech build on a hunter now, with possible support builds. This can also be seen as a way to get more 5 focuses out there, since the requirements are high on Cold Fusion. If you have any questions or concerns, please PM me and I will get back to you as soon as possible (AK's! Please PM me if you have to delete this! I would like to know why it will be deleted and would like to know way's I can fix it! :) ) OK! I am done?! You all can rant now! :P (took me ALL FRIGGIN NIGHT TO WRITE THIS!!!!!!) ((do NOT start on finding flaws with this W00tZ or Bloodknight xD!)) SCREEN SHOT!!!!
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