theholyfighter
Member
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^Wrong. I DID add Malfunction into consideration, but because of the fact that it lasts for 4 rounds (2 Static Charge, if used every possible chance). 2 Static Charges with the bonus damage*0.3 is not a big deal. For example, quote:
Here's an example. If I use a 5 Focus build, I have 45 str (10+35)=45 primary damage. Assume that your opponent has 30 defense/resistance. You strike 15 on him/her. Suppose I have a MAX Static. (45-30)*0.3=5 energy regen. If I use Static Charge whenever I can, after 2 rounds I have 5 more energy. After 5 rounds I have 10 more energy. After 8 rounds I have 15 energy. After 11 rounds I have 20 energy. For example, I used Malfunction that takes away 30 technology. That equals to about 8 resistance. I do 16 more damage after 2 rounds, which is a merely 5 energy more. quote:
But on the note of your first change I will give you one thing. Assimlation is even more powerful then the old static was and I am not for that in the least. When it was fixed energy gain that didn't improve with a stat and gave back half the energy while it was underpowered as of recent but still more balanced then it is now. So if Static became like assimilation static would once again be overpowered and would be even worse then the old static since not only does the effect ignores defenses but the amount of energy you can gain back improves with strength. That's why I put this at the very beginning: quote:
This is just a rough idea, and I'm not so sure on this one, therefore I need some constructive feedback. What if Cybers get Assimilation in place of Static Charge? Or Have it with a similar calculation method? But yea, I'll make it more clear.
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