NDB -> RE: =ED= Skill Cores Suggestions 2.0 (1/14/2013 20:46:37)
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Alright, here is a final list of all my Skill Core suggestions, new and old (Total Count: 29) Passive Skill Cores shown in Green (14) and Active Skill Cores shown in Red (15). 1. Decisive Strike Description: Strikes for your Primary's Maximum Damage and your opponent's Minimum Defense/Resistance. Example: Player A: Primary Damage: 16-20+35 (Energy Damage)= 51-55 Player B: Energy Resistance: 26-32+5+1= 32-38 Damage Range: 13(min.)-23(max.) damage When Player A uses Decisive Strike, it will guarantee that he/she will strike for the Maximum damage of 55 at the Minimum Resistance of 32, and therefore do the Maximum amount of damage, 23. Notes: -Unblockable -Can only be used once per game -Weapon Damage type based on Primary Click Here For Image 2. Ammunition Barrier Description: Ignores 10% more damage on Deflected attacks. Example: Player A uses Sidearm on Player B, who has Skill Core, Ammunition Barrier, which supposedly deals 20 Damage. However, the attack is Deflected, but instead of being reduced to 10 Damage, is reduced to 8 Damage due to the effect of this Skill Core. Therefore, Player A lost an additional 2 Damage in this example. It is meant to be similar to Massive Strike, in the way that luck has an increased effect. Notes: -Passive -Guaranteed on all Deflectable attacks Click Here For Image 3. Piercing Strike Description: Strike an enemy, ignoring 15% their Defense/Resistance (based on you Primary Weapon Damage Type). Example: Player A's Primary Weapon: Physical, 60 when Attacking Player B (is using Piercing Strike) Player B's Physical Defense when attacked: 40 Player A inflicts 20 Damage to Player B (60-40=20), but deals an additional 6 Damage bonus from the effect of Piercing Strike. Notes: -Blockable -Can only be used once per game -Weapon Damage type based on Primary Click Here For Image [New as of 1/19] 4. Blind Spot Strike Description: Strike an enemy, ignoring 50% of all Shields/Defense Buffs currently in use by the enemy. Example: Player A's Primary Weapon: Energy, 55 when Attacking Player B (is using Blind Spot Strike) Player B's Energy Resistance and Shield when attacked: 34+16 (Energy Shield) Player A would've done 5 Damage under normal circumstances, but with the bonus of Blind Spot Strike, he/she ignores 8 of the 16 Resistance bonus from player B's Energy Shield and deals 13 Damage. Notes: -Blockable -Can only be used once per game -Weapon Damage type based on Primary -When using against a player with a Defense Buff (Reflex Boost/Technican), ignores 50% of the bonus, therefore also lowering the total amount of Defenses gained from the Buff Click Here For Image 5. Designation Mark Description: 13% to "Mark" your opponent on strike, ensuring that the next blockable attack will connect and deal 15% more damage [based on the bonus base damage of the attack (otherwise known as the formula for Double Strike, Bludgeon, etc.)]. Example: Player A Strike Player B, and Passive Skill Core, Designation Mark activates, "Marking" Player B. On Player A's next turn, he/she chooses to use Berzerker, supposedly dealing 50 Damage, knowing the it will have a 100% chance to connect. Additionally, it deals an extra 5 Damage [15%x(+35 Primary Damage)]. Notes: -Essentially, this Skill Core is the same as Thorn Assault, except that the effect only becomes active the next time you attack. However, the user is able to choose which attack to add this bonus to as a form of strategy. -Passive -The "Mark" wears off after the affect has already been used Click Here For Image 6. Elixir of Life Description: Converts a Shield’s (includes only Defense Matrix, Energy Shield) current and the remaining turns of Defense Points into Health Points. Example: User casts Defense Matrix for 20 Defense on his/herself for 3 turns (a total of 60 Defense points). On the User's second turn, he/she uses Skill Core, Elixir of Life, which converts the remaining 2 turns of Defense Matrix, or a total of 40 Defense Points, into Health, or 40 Health Points. Therefore, in this example, 2 turns of blocking 40 Damage through Defense Matrix becomes 40 Points added to your health Pool. On the two turns of Defense Matrix was active, the opponent could have avoided it, making Health more effective, strategically wise, although you must skip your turn while using Elixir of Life. Notes: -Can be used at any point in the game, as long as the User has a Shield present -In 2v2, the Shield being converted is of the User's. However, the Health Points may be given to the User's partner, like any Standard Medic Click Here For Image 7. Feline Impulse Description: 10% chance, at the end of your turn, to strike an enemy for Minimum Damage (3). Example: At the end of Player A's turn Skill Core, Feline Impulse, activates, empowering the User to Strike Player B for 3 Damage. Notes: -This benefits Player A in the following ways: 1) Player A deals an additional 3 damage. 2) Player A gains additional Rage Points accordingly -Passive -Blockable Click Here For Image [New as of 1/19] 8. Protean Strike Description: Changes your Primary Damage Type to match your opponent’s lower defense type. Example: Player A uses Skill Core, Protean Strike, with a Physical Primary on Player B, who has 40 Defense and 30 Resistance. Instead of having Damage output calculated accordingly, Player A's Primary Weapon Type becomes Energy, and therefore deals Damage according to Player B's Resistance instead. Notes: -Can only be used once per game -Blockable -Cannot be used if original primary damage type already matches your opponent’s lower defense type Click Here For Image [New as of 1/19] 9. Refresh Description: Resets both player’s Rage Meters and grants the user 10% of all the Rage Points diminished. Example: Player A and Player B are both Level 35 and therefore have Rage Meters that require 125 Rage Points each in order to reach Rage. Player A: Rage Meter filled 100/125 Player B: Rage Meter filled 50/125 Player A uses Skill Core, Refresh, reducing both Player's Rage Meters to 0/125. Additionally, Player A gains 10% of the Rage Points diminished as Energy, or 15 Energy Points in this example. Notes: -Can only be used once per game -The maximum amount Energy Points gained by the User is 25 [(125 Rage Points+125 Rage Points)x10%] Click Here For Image [New as of 1/19] 10. Alloy Armament Description: Increases chance for the Enemy to hit the minimum Primary Damage by 10%. Example: Player A Strikes Player B, activating Player B's Skill Core, Alloy Armament. Instead of inflicting "normal" Damage from Strike, Player A now Strikes for the Minimum Damage for his/her's Primary Damage on Player B's Maximum Defenses. Notes: -Essentially, a Defending version of Skill Core, Decisive Strike (see above) -Passive -Can only activate on Strike Click Here For Image 11. Fortify Deviation Description: 5% chance to Block a Deflectable attack. Example: Player A uses Sidearm on Player B, activating Player B's Skill Core, Fortify Deviation, causing Player A's Sidearm to be Blocked and therefore deal 0 Damage. Notes: -Passive -Blocked damage adds Rage Points accordingly -Animation on activation is the same as the Block animation 12. Relinquish Requisite Description: Passively converts your Critical chance to Block chance. Example: User has an 8% chance for Critical Strike and a 10% Block chance in a particular battle. After the effects of Skill Core, Ceasefire Cessation, his/her Critical Strike chance drops to 4%, or the Base Critical Chance, and his/her Block Chance increases to 14%. Notes: -Cannot convert below the Case Critical Chance of 4% (see example above) -Passive 13. Synthesize Weaponry Description: Adds 10% more Primary Ranged Damaged but converts 50% of your Primary Weapon Base Damage to your Primary Ranged Damage. Example: This is a very interesting Skill Core, and in order to understand it both literally and strategically, please read this very carefully. User Normal Primary Damage: 16-20+30 After the affects of this skill, the player gets a 10% Primary Ranged Damage bonus at all times, raising his/her's damage to 18-22 [10%x(16-20)] +30. However, to make up for this bonus, 50% of their Primary Weapon Base Damage of +30, is converted in their Primary Ranged damage. Therefore, it becomes a grand total of 33-37+15, or [(16-20)+[10%x(16-20)]+(50%x30)]+(50%x30). So in the end, their Primary Damage went up by 2 damage, but on the down side, they lost half of their Primary Weapon Base Damage, drastically decreasing the effectiveness of all Weapon Base Damage % based skills (Double Strike, Berzerker, Bludgeon, Massacre, Atom Smasher). Strategically, only players who abuse Strength use the skill listed, and therefore would gain more of a bonus to make up for it. And that way, even if you make a build that abused Strength but did not use these skills, you would have an advantage of having a higher bonus, but in a way, to not use these skills is a much more crucial, and would make the build worse than it would have been. If you are not abusing Strength, and do not usually use these skills, you would definitely benefit, but you wouldn't have as much of a bonus, and the lesser skills such as Double Strike and Bludgeon could possibly play against your favor in some situations, as well as a Tank's Atom Smasher. Notes: -Passive -When using Primary Weapon Base Damage that is odd: +35 becomes +17 and you in turn, gain 17 damage to your Primary Ranged Damage New as of 1/19 14. Over-Limit Description: Inflict 5 more Damage when you hit your Maximum Damage on Strike. Example: User Strikes for his/her's highest Damage on his/her's enemy for 20 Damage. Additionally, with the effect of Skill Core, Over-Limit, he/she will inflict 5 more Damage, raising it to 25. Notes: -Passive -100% chance to happen on Maximum Strike 15. [u]Energy Discharge Description: Drain up to 25 Energy Points, converting 50% of the Points drained to Health Points. Example: Player A: Uses Skill Core, Energy Discharge on Player B Player B: Current Energy: 40, Health:80/100 Player A successfully drains the maximum of 25 Energy Points, but gives Player B 13 Health Points. Therefore, Player B now has 15 Energy and 93 Health. In the same example, if Player B originally had 90/100 of 80/100, Player A would only drain 20 Energy because Player B could only gain a Maximum of 10 Health. Notes: -4 Turn Cooldown -Enemy must be able to gain the Maximum Health Points possible in a given battle, in order to ensure that players will not use Energy Discharge when their enemy's Health Pool is already full. -Unblockable, Undeflectable 16. Destitute Recovery Description: 13% chance, when your attack is Deflected, to convert 50% of the Damage deflected to Health. Example: User supposedly uses his/her's Sidearm for 30 Damage. However, the attack is Deflected, also triggering the effect of the User's Skill Core, Destitute Recovery. Because 15 Damage was deflected by the enemy, the user gains 8 Health Points (15x50%). Notes: -Passive -Stacks with Health from Blood Lust 17. Premature Wrath Description: Strike and enemy, ignoring Defenses based on the percentage of Rage Points you currently have, consequently resetting it. Example: Another hard one to explain, as it is confusing and the Description does not fully explain the effect, so please read. The User is Level 35 and therefore needs a total of 125 Rage Points to fill his/her's Rage Meter. When he/she uses the Skill Core, Premature Wrath, he/she's Rage Meter is 25/125 full, or 20%. So, the amount of the enemy's Defenses that he/she will ignore from this Strike will be 9% (45%x20%). When the Turn is over, the User's Rage Meter resets to 0. The reason why the amount ignored is 45% of the current percentage of Rage Points the User has is based on the way a normal Rage works. For example, when the Rage Meter is at 125/125, or 100% full, you ignore 45% of the enemy's Defenses. From this, we can say that 45% of their the current percentage (100%) is converted into the amount ignored. Notes: -3 Turn Cooldown -Blockable 18. Attack Immunity Description: 13% chance, after your opponent attacks you, to cause the next time they use that attack to deal 25% less Damage. Example: Player A attacks Player B with his/her's Auxiliary, inflicting 20 Damage, but triggering the effect of Player B's Skill Core, Attack Immunity. Now, the next time Player A uses Auxiliary, it inflicts 25% less Damage. So, instead of dealing 40 Damage again, he/she inflicts 15. However, if Player A uses his/her's Auxiliary attack yet again, it will revert to the normal Damage, is the effect has worn off. Notes: -Can only activate on a Strike, Gun, or Auxiliary attack -Passive 19. Condense Ability Description: Adds 1 Damage to all Minimal Damage attacks, based on the Level of your Focus. Example: User has 2 Focus and supposedly deals 3 Damage, or the Minimum Damage, to his/her enemy. But after the effect of Skill Core, Condense Ability, the User deals 5. The reason why I think that this Skill is not OP in the way is because it can only be abused by those who have a high Focus Level. But, if you have such a high level of focus, you are unlikely to be dealing the Minimal Damage of 3, because you must have a decent amount of Strength and/or Support, along with Robot. The players who would want to use this Skill Core would be that of a Caster Build, in which the don't have very much Focus, and therefore do not benefit enough to make it OP. Notes: -Passive -Adds bonus to all attacks -If an attack's Minimal Damage is 5 (Multiple Target Attacks, Bunker Buster, Plasma Cannon, Cheap Shot, etc.), the bonus will still be added -If an attack's Minimal Damage is 20 (Class-based Ultimate Skills), the bonus will not be added -If a Critical/Rage Attack inflicts the Minimal Damage, the bonus will not be added. 20. Amplify Deficiency Description: Strike for 65% Damage (before Defenses), increasing the effectiveness of an active Debuff by 50%. Example: Player A casts Smoke Screen on Player B for 40 Dexterity Points. On the following turn, Player A uses Skill Core, Amplify Deficiency, which instead of doing (60 Damage-30 Defense) 30 Damage, does (60x65%=39-30 Defense) 9 Damage, but increases the effect of Smoke Screen to 60. Notes: -2 Turn Cooldown -Unblockable 21. Sentinel Servant Description: Increase the amount of turns a Shield/Defense Buff lasts by 1 turn, and guarantees that all turns will be successful. Example: User casts Defense Matrix on him/herself, and on the next turn uses (Robot) Skill Core, Sentinel Servant. Defense Matrix's turns of effect is therefore increased from 2 to 3 turns. In addition, it will continue to be in effect as long as it has not successfully made use of those 3 turns. Basically, it won't go away until the enemy has uses 3 Physical Attacks. Notes: -3 Turn Cooldown - A Robot Active Skill Core New as of 1/26 22. Mutual Fury Description: Strike an enemy, giving any Rage points supposedly gained to an ally instead. Example: Player A uses Skill Core, Mutual Fury, striking for 40 Rage Points on an enemy target, Player B. However, instead of Player A gaining the Rage Points himself, his Level 35 ally, Player C, receives them, increasing his rage Meter from 85/125 to 125/125, or Full. This is a strategic move for their team because now Player C has Rage, and therefore has the potential to drastically change to the duel. In the end, Player A had lost his Rage Points for that turn, making this still logically fair, but it strategically altered the duel in the team's favor. Notes: -4 Turn Cooldown -Cannot be used on Rage -Blocked/Deflected Rage Points included -Of course, can only be used in 2v2 or Juggernaut 23. Invert Affliction Description: When 50% or more of your current Health Pool is reduced in a single attack, all damage that have exceeded the 50% limit are also converted into Rage Points and are added to your Rage Meter, while subtracted from the enemy's Rage Meter. Example: Level 35 Player A: Health Pool is at 80/100 (before Player B attacks), Rage Meter at 90/125 Level 35 Player B: Uses the Skill, Massacre, inflicting 60 Damage; After Massacre, but before the calculations of Invert Affliction, Rage Meter is at 100/125 Because Player B inflicted more than 50%of Player A's current Health, the effects of Player A's Skill Core, Invert Affliction is activated. 50% of Player A's current Health Pool is 40, and therefore Player B's Massacre exceeded to threshold by 20 Damage. The Damage remains the same, however, Player A gains 20 additional Rage Points, along with the Rage Points he/she receives from the Damage inflicted upon him/her (60x25%=15 Rage Points). This is a grand total of 35 Rage Points from this attack, bringing Player A's Rage Meter up from 90/125 to 125/125, or Full. Meanwhile, Player A loses 20 Rage Points, bringing his total of 100/125 down to 80/125. Notes: -Passive 24. Emergency Assistance Description: Convert 30% of your Rage Points into Health Points. Example: Level 35 User has Rage Meter 80/125 full and has 50/90 Health. After using his/her Skill Core, Emergency Assistance, he/she gains 30% of the current Rage Points in to Health, or 24 Health Points (80 Rage Pointsx30%). The Rage Meter than consequently drops to 56/125. Notes: -4 Turn Cooldown -Can be used on Rage -Strategically compatible with above Skill Core, Invert Affliction; the more damage you take, the more Rage Points you receive, allowing you to use the full potential of Emergency Assistance when necessary 25. Anomaly Strength Description: 11% chance on Strike to convert 25% of an enemy's Primary Weapon Base Damage into Primary Ranged Damage. Example: Player B Primary Damage: 16-20+32 Player A Strikes Player B, activating Player A's Skill Core, Anomaly Strength, causing Player B's Primary Weapon Base Damage to be reduced from 32 to 24. However, Player B's Primary Ranged Damage increases from 16-20 to 24-28. Essentially, the Damage stays the same, but it decreases the effectiveness of Player B's Primary Weapon Base Damage based skills such as Double Strike, Bludgeon, Atom Smasher, Berzerker, Massacre, and/or possibly other Skill Cores. Notes: -Passive -Effect lasts until the player uses a Primary Weapon Base Damage based attack 26. Assailant Form Description: Convert an active Shield's Defense/Resistance Points into Primary and Sidearm Damage over the appropriate turns. Example: Player casts Energy Shield for 20 Resistance Points. On the next turn, the Player uses the Skill Core, Assailant Form, converting the 20 Resistance Points into Passive Damage for the next 2 Turns, as the Energy Shield would have lasted 2 more Turns. Therefore, on the following turn, if the User inflicts 30 Damage from a Sidearm attack, it will become 47 instead. However, just like Blood/Field Commander, the User has had to skip his/her turn to gain the immediate bonus. Essentially this is a "shield" version of the two, just like there are Reflex Boost and Defense Matrix and Technican and Energy Shield. Because the only two Skills that one can use to activate this Skill Core improve with Support, it balances things out. Notes: -3 Turn Cooldown -Damage bonus only on Primary and Sidearm 27. Meticulous Might Description: Passively increases all Connect chances by 13%, consequently causing the User to loose Rage Points when successful. Example: Level 35 Player A has a 80% Connect Chance (Player B has a 30 Dexterity Advantage over Player A) and has a Rage Meter 55/125. Player B has 30 Defense. Player A uses the Skill, Bludgeon, on Player B which is supposedly blocked. However, after the re-calculations of Player A's Skill Core, Meticulous Might, the attack Connects, dealing the 40 Damage. As a result of avoiding the Block, instead of gaining an extra 40 Rage Points from Block, and totaling 70 Rage Points from the single attack, Player A loses 40 Rage Points. Therefore, on this attack, Player A lost 10 Rage Points from his/her Rage Meter, bring it down to 45/125 when it would have been 125/125, or full. Notes: -Passive -Only activates on Blockable attacks New as of 1/26 (Second Set) 28. Cumalative Strike Description: Strike, inflicting increasing bonus Damage each time. Example: Pretty much works like this: +1 to bonus per Strike after Reference Chart: Strike 1, earliest possible on Round 1: No bonus (normal damage) Strike 2, earliest possible on Round 4: +1 Damage (total: +1) Strike 3, earliest possible on Round 7: +2 Damage (total: +3) Strike 4, earliest possible on Round 10: +4 Damage (total: +7) So the first time the User Strikes, he/she will do the normal damage of 20. However, the following time it will deal 21, with the bonus, 22 the next. Notes: -2 Turn Cooldown (see the chart above to see the maximum bonus for a given Turn) -Limit is 4 29. Energetic Aggression Description: When used on Rage, replenishes 25% of your Rage Points as Energy Points. Example: Level 33 player has Rage, or 120 Rage Points, and uses Skill Core, Energize. 25% of the 120 Rage Points used for this Skill Core is converted in Energy Points for the player, giving him/her 30 Energy Points. Notes: -Can only be used on Rage (but no cooldown) -Like any other move when used on Rage, it resets the Rage Meter back to 0 -Basically, scales by level, to the range would be 12 (Level 1) -31 (Level 35) Energy Points I might add more images/Skill Cores if I have the time. Note: Also, I want to make it clear that I wanted this to be in another thread (it was deleted), even though I was aware that there was this thread, because I don't like the idea of just shouting out ideas and having them mushed into a huge list, regardless of the proper thinking and balance-concerns, etc. I wanted my thread to be more official, a thread to discuss my ideas alone, as they are very detailed and I want the best feedback in order to ensure that it was suitable to be seen by a dev; A more of a Balance thread than a Suggestions Thread in terms of what is being discussed. However, I do take in the consideration that it is much easier if I posted it here, and I have done so without any complaint.
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