New Tactical Mercenary Move (Full Version)

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Etrigan -> New Tactical Mercenary Move (7/11/2012 16:49:37)

I think that Artillery Strike should be replaced (on Tactical Mercenaries) with a new move, Toxic explosion Missle. It's like the poison grenade, but it's weaker damage dealt and is a multi hit, and it's animation is a large bomb (with green gas emitting from it) drops from a passing jet, hitting the target for 75% damage (60% against multiple targets) and leaves behind toxic gas, doing 4-13 poison (depending on it's skill level, 1 target) or 2-7 (depending on it's skill level, 2 targets)

Toxic Missle: Inflicts toxic gas against all enemy targets. Poisons all targets over time (3 turns) and inflicts 85% of primary damage* as Physical damage. 60% of primary damage if it hits multiple targets. Poison effects will not stack.

Energy Required:
Level 1: 14(1) 22(2)
Level 2: 16(1) 24(2)
Level 3: 18(1) 26(2)
Level 4: 20(1) 28(2)
Level 5: 22(1) 30(2)
Level 6: 24(1) 32(2)
Level 7: 26(1) 34(2)
Level 8: 28(1) 36(2)
Level 9: 30(1) 38(2)
Level 10: 32(1) 40(2)

Poison Damage:
Level 1: 3(1), 2(2)
Level 2: 4(1), 2(2)
Level 3: 5(1), 3(2)
Level 4: 6(1), 3(2)
Level 5: 7(1), 4(2)
Level 6: 8(1), 5(2)
Level 7: 9(1), 5(2)
Level 8: 10(1), 6(2)
Level 9: 11(1), 6(2)
Level 10: 12(1), 7(2)
Weapon Required: None
Stat Required: 24 Technology at level 1 (+2 per skill level) ; 42 technology at Max
Level Required: 5
Improves With: None
Warm Up: 1
Cool Down: 2

*Example is if player deals 20 damage to the enemy regularly with physical damage then deals 17 damage to a single target.
If both have the same defense and player would regularly deal 20 each with primary (physical) then deals 12 damage each.




suboto -> RE: New Tactical Mercenary Move (7/11/2012 17:00:05)

Sounds cool but I'd rather keep the old move dont want no more rebalance for my class




King Helios -> RE: New Tactical Mercenary Move (7/11/2012 17:41:54)

What if you poison a target twice (Multi you suggested + Toxic)?




Etrigan -> RE: New Tactical Mercenary Move (7/12/2012 20:20:45)

quote:

What if you poison a target twice (Multi you suggested + Toxic)?
I don't understand, give them two poison DOTS simultaneously?




qmaz -> RE: New Tactical Mercenary Move (7/12/2012 20:23:47)

toxic explosion not good name toxic rain is better...




xGreen Warriorx -> RE: New Tactical Mercenary Move (7/12/2012 20:25:10)

^ Thats what it sounds like. Tac mercs definetly need a buff, and this sounds pretty cool. [:D]




rej -> RE: New Tactical Mercenary Move (7/13/2012 10:41:27)

I like the idea, but I like the current multi strike better. Not supported.




Etrigan -> RE: New Tactical Mercenary Move (7/13/2012 12:32:27)

@rej - This is a multi-strike move, except it's a little weaker and has poison DoT.




8x -> RE: New Tactical Mercenary Move (7/13/2012 13:39:54)

People were complaining when mercs had 10% of defenses ignored on their artilery strike, this would make people go crazy, they would start complaining until devs would make the move identical to other multi attacks. Try suggesting 3 multis, you would have a lot higher chance to get it implented in game.




Rui. -> RE: New Tactical Mercenary Move (7/13/2012 14:19:17)

i must have played so many mmorpg over the years and only an assasim type class with low defence and high dodge crit had access to it. In epic duel we have bounty hunter that suits this category. I seriously feel poison needs to be replaced with a bunker buster. Basically its the same 33 energy to do 40 odd damage.
Or the toxic grenade needs to reduce -10 of all stats of opponent for 3 turns.




Etrigan -> RE: New Tactical Mercenary Move (7/13/2012 15:04:50)

@8x - Yes, but look at the damage. 75% against one target, 60% against two targets. Against a tank that's going to have little effect, but it poisons the enemy too.




liy010 -> RE: New Tactical Mercenary Move (7/13/2012 15:07:04)

^The regular multis only deal 85%. You might as well just make it minimal (3) damage and poison




Etrigan -> RE: New Tactical Mercenary Move (7/13/2012 15:21:32)

@liy010 - That's underpowered. You might as well revert to the old multi if it only deals 3 damage minimum. This is why I disagree with you:

Using my weapon/strength against a target with a little over average defense:
16-20 + 28 - (30-35) x 85% = 7.65 (rounded to 8) to 15.3 damage (rounded to 15), 8 - 15 damage at max skill level, and add the DoT later. That's fair damage for someone with 79 str and a +28 weapon.

Using my weapon/strength against two targets with identical defenses:
16-20 + 28 - (30-35) x 60% = 5.4 (rounded to 5) to 10.8 damage (rounded to 11), 5 - 11 damage at max skill level, and add the DoT. That's against two people around level 33-34. That's good damage.

8 - 15 against an average level 34 on the first strike, added the 12 DoT, that's good.
5 - 11 against two average level 34's on the first strike, added the 7 DoT on each, that's also good.

Artillery strike is a bunch stronger because it's not based on primary damage, but on support, which mercenaries usually have high of. This is weaker with DoT, thus making it just as good as Artillery Strike(With the DoT of course), with the added bonus of a neat little animation.




liy010 -> RE: New Tactical Mercenary Move (7/13/2012 18:48:59)

quote:

Toxic Missle: Inflicts toxic gas against all enemy targets. Poisons all targets over time (3 turns) and inflicts 85% of primary damage* as Physical damage. 60% of primary damage if it hits multiple targets.


In case you didn't know, how Toxic Grenade works is that it deals 100% of Primary Damage. Just Primary damage so +34 with a Level 34 Weapon. This just deals around 3 on a Tank and maybe a bit more on low defence builds.

If it was 85%, it would be overpowered because 16-20+34=50-54 Damage and 85% of that would be 42.5 (Rounded up to 43) to 45.9 (Rounded up to 46). I have 32-38 Defence as a 125 HP all stats over 5 focus except for Support build. Now, that on me is about 14 damage+DoT. That is assuming they don't Rage Toxic Missile and they have a STR of 16-20 damage (Most TLMs would be STR if this skill happened) then, at level 10 there's the 12 damage DoT which equals up to about 36 damage over 3 turns, plus the original 14 damage from impact...50 damage, no rage. That's more damage then I get from a Rage Multi-Shot on my Dex build. Plus, it costs less energy than Toxic Grenade :3

quote:

I don't understand, give them two poison DOTS simultaneously?


If you are trying to say make the DoTs stack, that would be horrible. Think, 2 TLMs in 2vs2 both with Toxic Grenade and Missile on Level 10. First turn, both Grenades and 2nd turn both Missiles. That's a double DoT on BOTH players. What's worse is that if the Toxic Grenade was on the same target, that's a triple DoT for that one guy...

Just constructive criticism...[8|][8|][8|]




frosty123 -> RE: New Tactical Mercenary Move (7/13/2012 23:17:11)

^ have a maximum of 15 Damge of Poisen DOT




Etrigan -> RE: New Tactical Mercenary Move (7/14/2012 1:21:27)

liy010...

quote:

If you are trying to say make the DoTs stack, that would be horrible
No, I was not, I was asking if that is what he was suggesting.

quote:

it costs less energy than Toxic Grenade
Yes, ALL multi's cost exactly that amount.

Okay, let's go Artillery Strike, 71 support. 71 - 22 = 49, 49 / 4 = 12.25 (round to 12). That's the added bonus damage from 22 to 71 support for the level 10 skill point. 12 + 48 = 60. 60 damage, - (32 - 38 def) = 22 - 28 damage. Let's see how this plays out, someone using Toxic Missile at max skill level and Artillery strike you (Assuming no critical/rages):

Toxic Missile (Max, 71 str, 16-20 + 28 damage):

First turn: 6 - 16
Second turn: DoT of 12, ending up 18 - 28 damage.

Artillery Strike (Max, 71 supp):

First turn: 22 - 28
First turn, already dealing more damage. This move is weaker but stronger simultaneously. Let's say they run out of energy on both, then that DoT may become more damaging and take your health down a few notches lower. So what? And, it only costs ONE energy less than the Toxic Grenade. But that deals 100% damage. This does not. AND the Toxic Grenade has a more damaging DoT.




liy010 -> RE: New Tactical Mercenary Move (7/15/2012 13:23:53)

Time to bring this back alive. I thought I had posted on this in response to the above post but it seems like I have not.

quote:

No, I was not, I was asking if that is what he was suggesting.


Okay, just clearing that up. Well, since they do not stack, I suggest the skill going to Merc, not TLM since TLM already has a Poison skill and since they do not stack, it would be almost (Almost means the low damage from Toxic Missile) useless.

quote:

Yes, ALL multi's cost exactly that amount.


Yes, ALL multis don't have a DoT. ALL multis are just direct P or E damage.
If we added a new type of multi, it would upset the balance if it was the same as the other multis, in terms of Warm-Up, cooldown and EP cost. Since this skill is only an idea and has not been tested, we do not know if it will upset the balance in a positive or negative way (More EP cost or less)

quote:

Okay, let's go Artillery Strike, 71 support. 71 - 22 = 49, 49 / 4 = 12.25 (round to 12). That's the added bonus damage from 22 to 71 support for the level 10 skill point. 12 + 48 = 60. 60 damage, - (32 - 38 def) = 22 - 28 damage. Let's see how this plays out, someone using Toxic Missile at max skill level and Artillery strike you (Assuming no critical/rages):

Toxic Missile (Max, 71 str, 16-20 + 28 damage):

First turn: 6 - 16
Second turn: DoT of 12, ending up 18 - 28 damage.
Third Turn: Another DoT of 12
Fourth Turn: Another DoT of 12
Ending up to 42-52 damage
You know, since Poison's suppose to last for 3 turns...


Artillery Strike (Max, 71 supp):

First turn: 22 - 28
I can put on a DM and reduce that to 3-9 total.
First turn, already dealing more damage. This move is weaker but stronger simultaneously. Let's say they run out of energy on both, then that DoT may become more damaging and take your health down a few notches lower. So what? And, it only costs ONE energy less than the Toxic Grenade. But that deals 100% damage. This does not. AND the Toxic Grenade has a more damaging DoT.




Reki -> RE: New Tactical Mercenary Move (7/15/2012 15:00:26)

I just say not supported. The only thing TLM is lacking is a skill that debuffs.




immortalzrul18 -> RE: New Tactical Mercenary Move (8/6/2012 19:53:10)

great idea but its gonna make tac merc very strong

maybe... a little more poison damage but poison one person then the next, and so on? That would be interesting...




arthropleura -> RE: New Tactical Mercenary Move (11/18/2012 23:49:03)

tactical mercenary isnt even weak :/
also, i saw this person with high winrate who uses multi and toxic, this would annoy her :/




Mother1 -> RE: New Tactical Mercenary Move (11/18/2012 23:54:07)

Not supported. Even with low damage the move is OP since you can poison two people at once. also TLM is by no means weak. They are suppose to be a tank class and most of their moves works with just that. They can also do a good strength build as well as support and even a high tech focus build. This new OP move isn't needed.




Ancient Drawer -> RE: New Tactical Mercenary Move (11/19/2012 7:51:21)

Not Supported!!!
Mayby for Mercenary, but not to TM.




Mecha Mario -> RE: New Tactical Mercenary Move (11/19/2012 9:24:38)

Locking this up. Please don't post in topics that haven't been posted for more than two weeks, as the topic is dead.




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