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Critical Defense(Blood Mage New Defense Skill)

 
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12/24/2012 19:41:57   
Hun Kingq
Member

A new skill that will replace Reflex Boost but will not return energy but give
an increase in critical strike on skills that improves with Dex. We will call this skill
Critical Defense:

Critical Defense: Increases dexterity; adds 15% to any skill that improves with Dex.
· Energy Required:
o Level 1: 6
o Level 2: 7
o Level 3: 8
o Level 4: 9
o Level 5: 10
o Level 6: 11
o Level 7: 12
o Level 8: 13
o Level 9: 14
o Level 10: 15
· Weapon Required: None
· Stat: None
· Level Required: 5
· Improves With: Support (+1 Dexterity at 19 Support; +1 Dexterity per 3 Support after)
· Warm Up: 0
· Cool Down: 2
With starting base support
o Level 1: 15 Dexterity Points
o Level 2: 18 Dexterity Points
o Level 3: 21 Dexterity Points
o Level 4: 24 Dexterity Points
o Level 5: 27 Dexterity Points
o Level 6: 30 Dexterity Points
o Level 7: 33 Dexterity Points
o Level 8: 36 Dexterity Points
o Level 9: 39 Dexterity Points
o Level 10: 42 Dexterity Points
To prevent strength abusers from abusing this skill for the Critical Chance bonus this can be used they could put in the program code that if the Blood mage strength is greater than or equal to 87 then they get –15% critical damage if the skill is activated.
Epic  Post #: 1
12/24/2012 19:57:19   
Mother1
Member

Ok sounds interesting, however what about plasma cannon? It already has a 25% chance to crit, and adding 15% chance to crit with any move? That means Plasma cannon would have a 40% chance to crit in one on one, and in two vs two cheap shot and and Bunker blaster could be powered up with this move. Tech abusers would have a field day with this one using this move with Plasma cannon and supercharge in 1 vs 1, and 2 vs 2 and class with a move that has 25% crit chance will go up to 40% so it would be a 2/5 chance of getting a crit.
Epic  Post #: 2
12/24/2012 20:09:42   
Hun Kingq
Member

They could also add in the code can't be stacked with the Plasma Cannon Critical chance as they did with Super Charge and Blood Lust.
Epic  Post #: 3
12/25/2012 7:40:00   
TRizZzCENTRINO
Member

interesting but not supported it the critical chance is 15%, a critical hit can turn a game around and with this it would happen too often if used on a class with lots of dex skills. it sounds OP but if the critical chance is lowered to 10% then i might support.
MQ AQW Epic  Post #: 4
12/25/2012 9:30:45   
Hun Kingq
Member

TRizZzCENTRINO, That is where testing comes into play and we really don't know if 15% would make a bit of a difference because with Plasma Cannon with high support/tech I am amazed as well as players in the same match I get a critical damage.
Epic  Post #: 5
12/25/2012 9:46:09   
arthropleura
Member

At base support it gives 42 maxed!? O_O
Anyone else notice at base support it'd give about 30 at most...
DF AQW Epic  Post #: 6
12/25/2012 10:15:28   
Hun Kingq
Member

arthropleura, you know at starting base support Reflex boost at max is 41 so I gave it one more since it does not have energy regain.

When I write starting base support that is support when it is down to the lowest and having no equipment on.

So to lower the starting Dex points at max to 30 then we would have to lower the starting dex points of Reflex boost to 29 to make things equal.
Epic  Post #: 7
12/26/2012 7:31:34   
TRizZzCENTRINO
Member

remember, you need to make this fair for all classes, blood mage already have 1 skill to have 1/4 chance to crit, so does mercenaries, bounty hunters and cyber hunters, tech mages and tactical mercenaries don't have any skill to get a chance to crit so they need to rely on support and luck, making blood mages have a buff to both boost their defense and have a chance to crit with any of their dex skills is giving them a advantage and giving the classes who only have 1 or none of the skills a disadvantage. testing would help but first you need to apply your thoughts and logic into it too, this would make us agree to it if it doesn't seem that powerful.
MQ AQW Epic  Post #: 8
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