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Infernal Overload

 
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5/14/2013 2:10:26   
goldslayer1
Member

i noticed Infernal Overload (Infernal Android robot special) has a 3 turn warm up.

that kind of defeats the purpose of having it start at 85% doesn't it?
since ur not allowing the players to use it when the robot is in a weaker state (100% or below).
its also only usable once per battle, a disadvantage in jugger and team since u have multiple enemies.

so why not change it?
usable only once per enemy, with a 4 turn warm up. and a 3 turn cooldown.
but, it doesn't increase the damage by 5% each turn. it would be a flat 130% damage every single time in the 4th turn and beyond.

at best, this would only be used twice in a battle if its team mode or juggernaut.

any thoughts?
AQW Epic  Post #: 1
5/14/2013 3:07:23   
Xendran
Member

130% is crazy high
AQ DF Epic  Post #: 2
5/14/2013 3:25:00   
Noobatron x3000
Member

More then once in jugger is crazy when I'm facing a jugger i almost always have a clueless partner so yay at level 25 i get the joys of 1v1ing a 34 or 35 always fun i despise that mode and cannot play my 35 because of balance and they wonder why people are leaving.
Post #: 3
5/14/2013 3:34:23   
goldslayer1
Member

quote:

130% is crazy high

what would you suggest?

infernal's default is 15 (lowest for robots) for the regular attack.

115%?
110%?
for the special.

the average robot has about 17 damage on their regular one.

< Message edited by goldslayer1 -- 5/14/2013 3:37:06 >
AQW Epic  Post #: 4
5/14/2013 4:12:55   
zion
Member

The warm-up directly related to the event - remember it grew in strength?
If it can fire multiple times the special must be lower.
AQ DF MQ AQW Epic  Post #: 5
5/14/2013 4:21:28   
goldslayer1
Member

quote:

If it can fire multiple times the special must be lower.

im only suggesting that it should be usable only once per opponent.
if you use it on player A, u can no longer use it again against player A for the rest of the match.
AQW Epic  Post #: 6
5/14/2013 4:51:13   
TRizZzCENTRINO
Member

i agree with this, would be fair for the juggs
MQ AQW Epic  Post #: 7
5/14/2013 5:42:04   
Tri Phoenix
Member

IO can be used once in battle but if u are going to make it lower % damage chance then it must do attacks more then 1 times
AQW Epic  Post #: 8
5/14/2013 7:13:21   
toopygoo
Member

remove the warmup altogether.. thats it the point of the 85% damage, you can use it as energy ealier for a lower cost., but make the coodlwon for that skill 4 turns. they CAN still use it twice but one of them wont deal 50 damage.
AQW Epic  Post #: 9
5/14/2013 16:16:50   
Noobatron x3000
Member

If they do that for juggers i will completely quit 2v2 in the level range or just quit the game jugger was a bad idea they did not take into account the vast amount of clueless players in that level range thus creating a free win mode where you get to 1v1 people 9-10 levels higher then you no DO NOT do this
Post #: 10
5/14/2013 16:30:38   
Mother1
Member

@ noobertron

They always had something about the juggernaut mode in the what's new section of epic duel. If new players paid attention to it in the past they would have known that they would eventually face juggernauts.
Epic  Post #: 11
5/14/2013 16:56:58   
kosmo
Member
 

the cap should 130%,usabe once for battle but remove worm up.

< Message edited by kosmo -- 5/14/2013 16:57:33 >
Epic  Post #: 12
5/14/2013 17:47:55   
Dual Thrusters
Member

Sure supported

But now that focus has been nerfed, I think the cap should be raised to 140% :D
MQ AQW Epic  Post #: 13
5/14/2013 17:56:11   
Stabilis
Member

Another option is to allow it increased damage but a slow attack frequency (the goal is a balanced damage over time slope):

-Infernal Overload's minimum damage multiplier is 75%

-I.O.'s damage multiplier increases by 25% after the user's turn ends

-I.O.'s maximum damage multiplier is 125%

-I.O. can be used unlimited times

-I.O.'s damage multiplier resets to it's minimum after it cools down (Attack and Special Attack both cause this)

-I.O. has a cooldown of 3 turns

**A statistical example will be shown:

*Player A and B start fighting...

*Player A has Infernal Android (I.O. is presently at 75% damage). Player A uses Poison Grenade.

*Player B uses Plasma Bolt.

*Player A's Infernal Android's I.O. is at 100% damage. Player A shoots with Auxiliary.

*Player B uses Field Medic.

*Player A's I.A.'s I.O is at 125% damage. Player A uses Infernal Overload.

*Player B uses Generator.

*3 turns later...*

*Player A's I.A.'s I.O. resets to 75% damage. Player A uses Robot Attack.

*Player B uses Plasma Bolt.

*3 more turns later...*

*Player A's I.A.'s I.O resets to 75% damage. Player A shoots with Sidearm.

*continued...*
AQ Epic  Post #: 14
5/14/2013 17:59:17   
Noobatron x3000
Member

quote:


They always had something about the juggernaut mode in the what's new section of epic duel. If new players paid attention to it in the past they would have known that they would eventually face juggernauts.


Doesn't make it okay if they want to screw their records with stupid builds and stupid tactics and this is 95% of them why should i have to suffer. I'd rather have this in a 2v2 where atleast their closer to my level then be forced into a mode i don't want to play then be forced to 1v1 someone with a massive advantage on me level wise through someone elses stupidity. It has to stop . And when it does you might stop seeing rage quits around the mid level range . As soon as the devs get a handle on this they will find their games player base might just start to grow and their income in turn grow. Juggernaut has to go or be made optional . Or this games player base and income will forever be punished. You can't force someone into something in a game. If you want said game to be successful.

< Message edited by Noobatron x3000 -- 5/14/2013 22:41:52 >
Post #: 15
5/14/2013 18:00:47   
goldslayer1
Member

@Dual
putting it at 140% if im not mistaken, will make IO's damage only be 6 damage weaker than before the nerf.

(12 + 30) x 1.3 = 55+
(15 + 20) x 1.4 = 49+

totals dont include tech bonus, which in most cases tends to be another 15+ damage. (92 tech for 15-19 bonus from tech)
15 x 1.4 = 21

thats another 21+ damage at 5 focus.

simply put, 140% would be OP.
AQW Epic  Post #: 16
5/14/2013 22:35:26   
Goony
Constructive!


The % increase is based on total damage, not just base bot damage. The original reason why the 3 turn warm up was put in place after it became 1 use only was to stop mistakenly using it before it reached full power. I agree that the warm up is not really relevant, maybe if it was 100% + 3% per turn for 7 turns would be better!

Damage output as it stands makes it the most powerful robot attack after 7 turns even though it has less base damage.

Edit, I thought you were calculating bonus based on robot damage. *Puts glasses on!*

< Message edited by Goony -- 5/14/2013 22:38:38 >
Epic  Post #: 17
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