Stabilis -> RE: Boosters in-game (3/29/2012 15:17:05)
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Your suggestion isn't bad, but Plasma Armour was appended because Technician was too weak. You can buff Technician, but risk having overpowered robo-mancers (Technology improves Robot damage)... or gun-mancers. The thing I noticed about Technician is that it synergizes with Deadly aim and Malfunction to best your enemies in Sidearm damage, by a lot. For a model using average statistics, let's pretend that a LV 34 Cyber Hunter's Technician gives 35 Technology, Malfunction removes 35 Technology, and Deadly Aim increases Dark Varium Blaster's damage by 10 points. quote:
Battle Mechanics: For every 3 points of Technology more you have compared to your enemy, you increase your chance to deflect their attack by 1%. Naturally, if you are the attacker, for every 3 points of Technology you have compared to your enemy, you reduce their chance to deflect your attack by 1%. Well this 70 point difference in Technology means that you are at a 2% chance to be deflected. Malfunction reduces the enemy's Resistance by approximately 10 points, and Deadly Aim increases Sidearm damage by 10 points. That is a bonus 20 damage per Sidearm attack with Technician and Malfunction in effect. This can reproduced using Static Charge. Without Static Charge being used, this combo can be reused every time the Sidearm cools down. With Static Charge it simply is every 4 turns. I find that this can be exploited for mass damage. It is the right idea though, downgrading Plasma Armour to an active skill.
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