Midnightsoul
Member
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Guys, I want to start a thread where we can put all of our ideas about Cybers to here so we don't have to have a whole ton of threads about Static Charge and other topics can be discussed more freely for others :) So first off, we know that Static Charge's energy regen is a small issue. We can also suggest new moves that are not related to Static Charge. Popular ideas (ones that are supported by a fair amount) or ones I like will be edited onto this post. We can have Static Charge scale by level: quote:
These are approximate numbers and assume that energy regen is rounded up. Lvl 1: 10% of your level (so if you're lvl 35, you'd get 4 energy) so on... Lvl 10: 40% of your level (so being a lvl 35 will get you exactly 14 energy) Or the average of auxiliary and primary damage while ignoring HALF of the defenses: quote:
Damage; (Primary Damage+Auxiliary Damage)*0.5 - Opponent's Defense= Outcome Damage Energy Regen; [(Primary Damage+Auxiliary Damage)*0.5 - (Opponent's Defense)*0.5]*Static Charge Effect= Outcome energy regen Trans' Idea: quote:
Static Charge: Returns % of your total Energy back to you. Energy Required: 0 (No Cost) Conversion: Level 1: 10% of your total Energy Level 2: 12% of your total Energy Level 3: 13% of your total Energy Level 4: 14% of your total Energy Level 5: 15% of your total Energy Level 6: 16% of your total Energy Level 7: 17% of your total Energy Level 8: 18% of your total Energy Level 9: 19% of your total Energy Level 10: 20% of your total Energy Weapon Required: None Stat Required: 16 Technology at level 1 (+2 per skill level; 34 Technology at Max) Level Required: 2 Improves With: Total Energy Warm Up: 0 Cool Down: 3 theholyfighter's idea: quote:
Percentage for the amount of energy reduced. Does NOT affect Massacre. Lvl 1: 5% Lvl 2: 8% Lvl 3: 11% Lvl 4: 14% Lvl 5: 17% Lvl 6: 20% Lvl 7: 23% Lvl 8: 26% Lvl 9: 29% Lvl10: 32% New Moves So in my first concept of Cyber Hunter, it would be a very similar opposite of Bounty Hunter. Cure (The opposite of Venom Strike) Description: Heal yourself over time for 3 turns for a certain amount. Lvl 1: 5 health (per turn) Lvl 10: 14 health (per turn) Requirement: 24 support step 2 (42 at MAX) The reason why it's higher than venom strike is because I don't expect this move to give an extra attack. I also would like to see if Field Medic does not get replaced. Just Venom Strike... Bombard (Opposite of Massacre) Description: Use your auxiliary and shoot a great amount of blasts into the air that will rain onto your opponent. (Damage scaling will be exactly like massacre and it will have a strength requirement to go with this instead) Manipulate (Replaces Cheap Shot) Description: Strike and destroy a percentage of your opponent's armor Lvl 1: 5% (about) Lvl 10: 75% (about) Energy Required: 10 energy step 2 Plasma Drain (Replaces EMP Grenade) Description: Appear behind your opponent's back draining your opponent's energy for two turns Improves with every 8 technology and every 10 levels (Assume at level 35 with 0 tech) Lvl 1: 4 energy drained per turn Lvl 10: 13 energy drained per turn This is so that energy draining CHs can't abuse energy draining as freely as before
< Message edited by Midnightsoul -- 3/21/2013 14:48:48 >
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