Mr. Black OP -> RE: =ED= Bot Specials/Weapons Specials Suggestion Thread (3/8/2012 20:21:01)
All skills can only be used once per match. All of an attack animation for initial damage that can be blocked although the effect still takes place. (If used for a bot)
Feel free to use any of them as a weapon effect.
Stun: The bot has a a 30% chance to stun, is blockable.
Gamble: A random buff (for you) or debuff (for opponent), the debuffs are smoke, malfunction, intimidate, a reduction in support (all -25), the special frost affect that takes away energy, and a weak poison of -5 a turn, the buffs are the shields, FC, reflex, and technician, the shields are +12, the buffs are +30. Debuffs do damage while buffs do no damage.
Skill Lock: Randomly locks a skill with 2 or more stat points in it.
Skill Amplify: Increases a random skill on your skill tree by 5 points, use costs same amount of energy as before, or if it will exceed it continues to go up the way the level 9->max increases, so BL for example will give 28 percent if maxed when the skill is used. (lasts 3 turns)
Skill Swap: Swaps a random skill of yours with the other classes equivalent, Massacre for Supercharge, Toxic Grenade for Venom Strike, Intimidate for Malfunction, etc (for passives it swaps with the passive nearest towards its tier so BL for reroute, SA for DA etc). Lasts 3 turns. You do not need the weapon to use the skill if a special one is required.
Perfect Aim: Your next attack is unblockable (or undeflectable), +12 damage (guaranteed), and ignores 10% of defense/resistance.
Vampire: Your bot attacks for normal damage and 25% of the damage is done is sent to your health
EMP Vampire: Takes your level and subtracts it from your enemies energy (example level 28 uses it and his opponent loses 28 energy), 10% is sent back to you (rounds up).
Shield: Increases both your defense and resistance by 5 points.
Heal: Gives you 15 health if below level 10, gives you 25 health if your level 11-25, gives you 35 health if above level 26.
Poison: Enemy takes 10 points of poison damage a turn.
Energy Poison: Enemy loses 8 points of energy a turn.
Blind Eye: Your opponent's chance to hit you and chance of not getting deflected is reduced by 5% for 4 turns.
Dead Eye: Your chance of hitting your opponent and avoid deflection is increased by 5% for 4 turns.
Burn: Your enemy takes 3 points of health damage a turn and all attacks lose 5 points of damage. Lasts for 3 turns.
Fog: Your opponent is no longer able to do critical strikes.
Antidote: Lowers poison to 20% of its total power rounding normally (1.5 goes to 2, 1.4999999999999 goes to 1).
These are rough percents and numbers that can be changed as you see fit.