NDB
Member
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This idea has nothing to do with whether Mercenary is under- or over-powered. Just random ideas that I thought of that I thought might be interesting. Basically, for bunker buster, instead of having a hard 25% crit chance with 10% defense ignore, this part of the skill could be incorporated into skill leveling BUT in an interesting and strategy empowering fashion: lower level bunker would have a higher crit chance but a lower defense ignore while higher level bunker would have a lower crit chance with higher defense ignored to compensate. But in order to help prevent cases of critical level 1 bunkers dealing more damage than non-crit level 10 bunkers, the damage improvement between levels could be changed from 15 to 20 with the lower level bunker receiving the damage shift down. And since this change would make higher level bunker more consistent at dealing higher damage than the current bunker due to higher defense ignored especially at higher player levels, the overall damage could be slightly lowered at each level and player level scaling mechanics could be slightly adjusted. For example, the skill could look like this: Level 1: 130 Physical Damage; 5% Defense Ignored; 30% Critical Strike ADDED to player crit chance Level 2: 150 Physical Damage; 7% Defense Ignored; 27% Critical Strike ADDED to player crit chance Level 3: 170 Physical Damage; 9% Defense Ignored; 24% Critical Strike ADDED to player crit chance Level 4: 190 Physical Damage; 11% Defense Ignored; 21% Critical Strike ADDED to player crit chance Level 5: 210 Physical Damage; 13% Defense Ignored; 18% Critical Strike ADDED to player crit chance Level 6: 230 Physical Damage; 15% Defense Ignored; 15% Critical Strike ADDED to player crit chance Level 7: 250 Physical Damage; 17% Defense Ignored; 12% Critical Strike ADDED to player crit chance Level 8: 270 Physical Damage; 19% Defense Ignored; 9% Critical Strike ADDED to player crit chance Level 9: 290 Physical Damage; 21% Defense Ignored; 6% Critical Strike ADDED to player crit chance Level 10: 310 Physical Damage; 23% Defense Ignored; 3% Critical Strike ADDED to player crit chance Level Changes: Improves by 1 Physical Damage every 0.2 levels above 20. Weakens by 1 Physical Damage every 0.3 levels below 20. For reference, the current Bunker is this: Level 1: 225 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 2: 240 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 3: 255 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 4: 270 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 5: 285 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 6: 300 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 7: 315 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 8: 330 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 9: 345 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level 10: 360 Physical Damage; 10% Defense Ignored; 25% Critical Strike REPLACING player crit chance Level Changes: Improves by 1 Physical Damage every 0.3 levels above 20. Weakens by 1 Physical Damage every 0.3 levels below 20. In the end though, the idea is more important than the numbers I laid out. ---------------------------------------------------------------------------------------- For surgical strike, I was thinking that the life steal could be changed to be inversely proportionate to the amount of rage stolen. With the current skill, we all know that the best time to use it is when the enemy is at full rage and it sucks if you have to use it right after they just used their rage. To make the skill a little more powerful at dealing with multiple situations and becoming more versatile (perhaps this will increase strategic or usage or perhaps its might kill it), the health gain could be more, say 50%, when you reduce less of the enemy's rage and if you reduce the enemy rage by 50% (they were at 100% when you used it) then it grants no health or 0%. In another example, if you reduce the enemy rage by 30% (they were at 60% when you used it) it would give 20% health or if you reduced it by 10% (they were at 20% when you used it) it would give 40% health. Since this change would make the skill less effective than the current one if used when the enemy rage is greater than 40%, which is not a lot, either the energy cost of the skill could be slightly lowered (something that should really be done to the other ultimate skills too!) or the damage increased, but I think it is already strong enough. Alternatively, the health steal could somehow be incorporated into the leveling so that a higher level surgical would grant greater percentages of health than the numbers named in the examples above so the skill would be more powerful at higher levels.
< Message edited by NDB -- 12/30/2016 21:31:44 >
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