Home  | Login  | Register  | Help  | Play 

Multi set as fixed damage

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> Multi set as fixed damage
Forum Login
Message << Older Topic   Newer Topic >>
3/6/2011 13:33:24   
Larcell
Member

What would happen if Multis were set as a fixed amount of damage much like Venom Strike?


Would that make support mercs less "OP"?




_____________________________

Epic  Post #: 1
3/6/2011 13:41:43   
eragonshadeslayer67
Member

sup mercs suk if they don't get lucky, end of story :)

(or if they only get 1 crit or 1 deflect plus u can always use strike on them)

and if multi had a fixed dmg....that be underpowered lol

_____________________________

{AQW} Click for full guide to the Tower of NEcromancy! Lvs 0-10!!
AQ DF MQ  Post #: 2
3/6/2011 14:24:13   
TurkishIncubus
Member

sup mercs realy too bad in 1vs1 , in 2vs2 nothing can stop them including Titan and NW O.o

_____________________________

Epic  Post #: 3
3/7/2011 9:11:54   
Luna_moonraider
Member

@TurkishIncubus
support merc can easily die if they dun have energy. asim,emp and atom anoys them. asim is the most irritating cause u will practically waste a booster to just gain 1-10 energy when a booster can heal up to 25 energy.

back to topic. NO. it be useless to use multi for any class and multi be another useless skill like sc,blood shield and poison since Sa was introduced.

_____________________________


AQW Epic  Post #: 4
3/7/2011 9:34:01   
PivotalDisorder
Member

to stop 2 artillery striking mercs crushing ur team, u have to gimp your offensive by draining their energy and still leave yourself open to be crushed.
its far more noticeable cause so many people roll merc for artillery strike knowing its easyville against most other 2v2 combos. needs a nerf of some kind.

< Message edited by Jehannum -- 3/8/2011 7:27:33 >
Post #: 5
3/7/2011 10:26:16   
Luna_moonraider
Member

^lolz open to what. u got things wrong without energy support mercs cant do thier uber multi. the best skill they have. if u use a str build against a support merc yeah they die but there is a risk they might crit or block you. so the best method is to get rid of thier energy. a basic support merc would have minimum str and other stats 81 hp or more and 61 energy. having low str means they are open to many things. 3 focus support mercs are tricky to handle if they got a bot but they are still dead if they dun get to do arty. support mercs need 4 skill only to survive hybrid, heal, zooka and arty. get rid of thier energy and the cant do heal and arty. and they are left with their zooka which has cooldown. boosters help them but a smart player should also carry booster to conterthier boosters.
AQW Epic  Post #: 6
3/7/2011 12:48:48   
Secret1337
Member

instand of nerfing Merc and BH, why not power up TM >.>?
Post #: 7
3/7/2011 19:21:24   
Giras Wolfe
Member

Where exactly would you set the damage though, hmm??

If you set it low, it would be useless.
If you set it high, mercs could make extremely powerful low str/supp high HP builds.
AQ AQW Epic  Post #: 8
3/7/2011 22:02:31   
x666satan666x
Member

@ secret1337
why not power up bounties. our multi has been the worse since the game started and they've done nothing to fix it.
Epic  Post #: 9
3/7/2011 23:16:04   
voidance
Member

LOL how is yours the worse? you can make it where you get 23% of damage converted into health. Explain to me how thats worse then plasma rain?

< Message edited by voidance -- 3/7/2011 23:17:11 >
AQW Epic  Post #: 10
3/8/2011 7:12:36   
x666satan666x
Member

^ for our multi to be effective in anyway we must put so many points into dex that it makes everything else pathetic. the life gain matters not when all you can do is sit there and die.
Epic  Post #: 11
3/8/2011 7:31:02   
PivotalDisorder
Member

lol to make multi anything more than cool looking you need to put the dex buff on yourself effectively wasting a turn and
in 2v2 a turn is a long time. i ditched it for the popular smoked build which i absolutely hate but is far more effective.

got off topic though.

Plasma rain also sucks on targets that arent malfed.

Artillery strike on the other hand hits hard, and even harder on a smoked target.
Post #: 12
3/8/2011 9:22:12   
Remorse
Member

I have an idea why not chnage multi to, 100% damage on a selected opponent and 50% to the sellected persons partner. and obviolsy lower MP costs for multi. This way having a multi and whoever goes first isnt as much of a main dominating factor though it will still help.

On topin dont like the fixed damage idea
Epic  Post #: 13
3/8/2011 12:25:11   
Lord GaGa
Member

Sorry, its just suport mercs really dont fail in 1v1. <@eragonshadeslayer67

Really though, lets be honest...
Suport mercs can be beat in 2v2 if you have the right build.
On topic: Just use youre brain to calculate.
AQ AQW Epic  Post #: 14
3/8/2011 13:17:04   
5rr5
Banned


Mage is already very good with their malf
AQ DF MQ AQW Epic  Post #: 15
3/8/2011 13:54:44   
voidance
Member

@x666satan666x
My point was that mages multi is worse then Bh's i was saying that atleast yours is able to heal you. You never ever see a varuim 32 mage(95% of non-varuim aswell) use multi unless they just messing around.

< Message edited by voidance -- 3/8/2011 13:55:13 >
AQW Epic  Post #: 16
3/8/2011 14:54:05   
PivotalDisorder
Member

@Voidance

I know every BH specs into Blood Lust, but thats still 7 points minimum they have to spend to get the heals from multi plus multi itself.
i cant comment on 32 TMs using Plasma rain tho.
Post #: 17
3/8/2011 14:58:01   
voidance
Member

Yea but Bloodlust is like Bh's must have skill, kinda like Mages Reroute. Us Mages/Bh's cant function well without them.
AQW Epic  Post #: 18
3/8/2011 15:00:57   
Giras Wolfe
Member

@voidance

Even If I pour almost 100 stats to dex, it still only does a little under 60 damage. My level 26 merc's multi already does that much at only 54 support. Not to mention the 10% defense ignored and heavy critical chance.

Plus we don't even get higher defense then support mercs because of hybrid armor. Our multi shots are so weak that even with 23% bloodlust (Which means 38 tech and only 10 stat points left for other skills) we don't get much hp. Regardless of the high defense we just get critted by support mercs and killed in 2 hits.

The only advantage we get is the blocking factor, but people don't often use unblockables in 2v2.

Trust me, the bounty hunter multi is useless. Unbelievably weak, costs way too many stats and energy for a pathetic return in damage.

< Message edited by Giras Wolfe -- 3/8/2011 15:03:43 >
AQ AQW Epic  Post #: 19
3/8/2011 16:24:40   
voidance
Member

I'm not comparing Bh's multi to Merc's multi. I'm comparing it to Mages multi.
AQW Epic  Post #: 20
3/8/2011 18:29:12   
King FrostLich
Member

Hold on let me explain this to everyone. All multi damage(artillery strike, plasma rain, multi-shot) have a minimum of 5 damage WITHOUT focus. So if you do have focus, add up 5 plus the amount of focus and you get the minimum amount of damage of your multi. Seriously, plasma rain saved me thrice from two mages who had 9 hp since I had 4 focus and my unblockables were still on cooldown.
Epic  Post #: 21
3/8/2011 21:37:41   
2qazwsxedc
Member

^ Actually he meant all multis have a minimum 10 damage at 5 focus
AQ DF MQ Epic  Post #: 22
3/9/2011 0:24:36   
eragonshadeslayer67
Member

sorry but I don't really care, maybe they can sit on your build but never ever have they been a challenge for me <-lord gaga

also hardly ever does multi hit minium dmg lol, so I don't think it matters (since usually people prefer to power up their multi's) unless ur on the brink of winning and the guy has 10 hp lol
AQ DF MQ  Post #: 23
3/9/2011 9:01:41   
5rr5
Banned


Who cares about mage multi lol
AQ DF MQ AQW Epic  Post #: 24
3/9/2011 20:23:54   
eragonshadeslayer67
Member

mage multi is alright I guess, it is in par with BH's multi so it's quite fair
it is a tiny advantage that a mage can malfunction opponents then multi to hit higher but the mp cost for malf+multi is too high even for a mage to use efficiently



Mage multi FTW! (I loved it as a low lv + lotsa tech)



BH multi's pretty good I guess cus it can heal as much as a lv 1 heal (with low sup of course)



Mine r a bit spammy :/ now, but no I think that ever since mercs' multi's only get 10% res. ignoring, it's been quite balanced (or maybe it's just a state of mind)


Merged your posts to avoid quadruple posting. This wasn't your fault, so don't worry about it. ~Ashari

< Message edited by Ashari -- 3/10/2011 3:01:35 >
AQ DF MQ  Post #: 25
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> Multi set as fixed damage
Jump to:



Advertisement




Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition