Xendran
Member
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NOTE: Hybrid armor is excluded because the devs are already in the process of remaking it. Replaced with Solar Generator - A regenerative ability with the power to overmax your HP. Plasma armor is left out because i haven't done it yet. These revamps synergize with each other to help solve some issues with the balance. 1. Gets rid of the ridiculous shadow arts blocks while keeping it useful 2. Gets rid of shadow arts overlap 3. Gets rid of ridiculous Aux+Multi+Rage+First Turn+Crit+Blood Commander synergy without hurting the mercenary class 4. Gives mercenaries renewable resources. 5. Brings reroute and bloodlust in line with other skills 6. Gives mercs a dex scaling skill 7. Gives mercs a defensive support option 8. Gives mercs a way to increase damage output without the inherently overpowered Blood Commander. BC was intentionally overpowered to make up for mercenaries other shortcomings. 9. Deadly aim now requires an energy investment instead of being a "why not". 10. Removes surgical strike overlap 11. Increases versatility of tech mages via Overclock 12. Assimilate becomes less devastating as the battle goes on, and is no longer in the same tree as reroute 13. Mercs now make more thematic sense. Instead of mitigating punishment, they can now simply take more of it than other classes. Static Barrier (Cyber Hunter Shadow Arts Replacement)
Length: 3 turns
A percentage of damage taken is reduced.
A percentage of the damage reduced is taken from your energy pool. If not enough energy is present, no damage will be reduced.
Cost: 0 (One turn)
23% Damage reduced | 73% EP Damage
25% Damage reduced | 71% EP Damage
28% Damage reduced | 69% EP Damage
30% Damage reduced | 67% EP Damage
33% Damage reduced | 65% EP Damage
35% Damage reduced | 64% EP Damage
38% Damage reduced | 63% EP Damage
40% Damage reduced | 62% EP Damage
43% Damage reduced | 61% EP Damage
45% Damage reduced | 60% EP Damage
Shadow Arts
Length: 3 turns
Jump out of the way of enemy blockable attacks, allowing them to only clip you.
Reduces damage from blockable attacks.
50% | 12 Energy Cost
55% | 14
60% | 16
65% | 18
70% | 20
75% | 22
80% | 24
85% | 26
90% | 28
95% | 30 Energy Cost
NOTE: Increase base cost of all shields and buffs in the game by 50%
Dealy Aim
Inflicts enhanced damage with your sidearm
5% | 4 Energy cost
8% | 5 Energy cost
11% | 5 Energy cost
14% | 7 Energy cost
17% | 8 Energy cost
20% | 9 Energy cost
23% | 10 Energy cost
26% | 11 Energy cost
29% | 12 Energy cost
32% | 13 Energy cost
Armor Crusher (Blood Commander Replacement)
Strike an enemy, lowering their Defence and Resistance
Cost: 14, +2 per level
Improves with Support
Solar Generator (Hybrid Armor Replacement)
Regenerates a small amount of EP and HP over the course of 5 turns
HP Can go above the maximum
Improves with Support
6 Energy | 5 Health
7 Energy | 7 Health
8 Energy | 9 Health
9 Energy | 11 Health
10 Energy | 13 Health
11 Energy | 15 Health
12 Energy | 17 Health
13 Energy | 19 Health
14 Energy | 21 Health
15 Energy | 23 Health
+1 Energy every 5 support starting at 20
+1 Health every 4 support starting at 24
Artillery Strike
Changed to improve with Dexterity on Mercenary
Deficiency (Mineral Armor Replacement)
Strike the enemy, decreasing the effectiveness of the opponent's active skills.
Has no effect on equipment cores.
Warmup: 1
Cooldown: 3
Length: 3 turns
33% Reduced Skill & Core Power | 16 Energy Cost
36% Reduced Skill & Core Power | 18
39% Reduced Skill & Core Power | 20
42% Reduced Skill & Core Power | 22
45% Reduced Skill & Core Power | 24
45% Reduced Skill & Core Power | 26
51% Reduced Skill & Core Power | 28
54% Reduced Skill & Core Power | 30
57% Reduced Skill & Core Power | 32
60% Reduced Skill & Core Power | 34 Energy Cost
Terminate
Warmup: 3
Cooldown: 3
Barrage the enemy with a minigun, and finish them off with a grenade launcher.
Hits: 16 (15 Minigun 5% Each, 1 Grenade Launcher 25%)
Fully drains your rage meter. Deals 12% of your current Rage Points as damage.
Scales With: Technology
Identical to Surgical Strike in scaling.
Assimilation - Steals a percentage of the targets current EP. Deals 85% strike damage.
Weapon required: None
NOTE: Replaces Intimidate on Blood Mage skill tree.
12% of energy stolen
14% of energy stolen
16% of energy stolen
18% of energy stolen
20% of energy stolen
22% of energy stolen
24% of energy stolen
26% of energy stolen
28% of energy stolen
30% of energy stolen
Reroute
Duration: 5 Turns
Reroutes 5% of the opponents energy to you every turn. (Based on Maximum, not Current)
Reroutes a percentage of the opponents used energy to you upon skill usage.
Definition of rerouting: Energy is taken from the opponent and given to you
Example:
25% Reroute
Opponent uses massacre for 48 energy
25% of 48 = 12 energy is rerouted to you
10% of enemy skill cost rerouted - 5 Energy Cost
13% of enemy skill cost rerouted - 6
16% of enemy skill cost rerouted - 7
19% of enemy skill cost rerouted - 8
22% of enemy skill cost rerouted - 9
25% of enemy skill cost rerouted - 10
28% of enemy skill cost rerouted - 11
31% of enemy skill cost rerouted - 12
34% of enemy skill cost rerouted - 13
37% of enemy skill cost rerouted - 14 Energy Cost
Overclock
Increases both the energy cost and power of the next action used.
Can be used with no-cost actions due to turn cost.
NOTE: Replaces Assimilate on Tech Mage tree
15% Increased power - 14% increased cost
17% Increased Power - 17% increased cost
19% Increased power - 20% increased cost
21% Increased Power - 23% increased cost
23% Increased Power - 26% increased cost
25% Increased power - 29% increased cost
27% Increased power - 32% increased cost
29% Increased power - 35% increased cost
31% Increased power - 38% increased cost
33% Increased Power - 41% increased Cost
Bloodlust
Cause your enemy to bleed out, simultaneously healing you.
Deals 100% strike damage. Applies a 100% defense piercing DoT based on damage dealt.
The DoT damage is given to you as health.
Duration: 5 turns
5% of strike damage per turn
7%
9%
11%
13%
15%
17%
19%
21%
23% of strike damage per turn
Adrenaline
Strike the enemy with increased rage gain
Half of strike damage is reduced from rage gain
Warmup: 2
Cooldown: 2
46% Increased Rage Gain
52% Increased Rage Gain
58% Increased Rage Gain
64% Increased Rage Gain
70% Increased Rage Gain
76% Increased Rage Gain
82% Increased Rage Gain
88% Increased Rage Gain
94% Increased Rage Gain
100% Increased Rage Gain
< Message edited by Xendran -- 5/25/2013 16:19:21 >
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