RE: =ED= Skill Cores Suggestions 2.0 (Full Version)

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Made 4 Sunny Days -> RE: =ED= Skill Cores Suggestions 2.0 (1/16/2013 17:52:46)

Active Power

Flare Out - Power down your armor for 2 turns to add it's power to your attack that turn. (one time use)
Ex. Delta armor is +5 Resistance and +5 Defense, core activated, armor rating goes away (+0 Resistance and +0 Defense) and +10 is added to your attack.

It could even have an animation that shows your armor falling of you and it would be replaced by the default armor




Stabilis -> RE: =ED= Skill Cores Suggestions 2.0 (1/16/2013 19:39:34)

Expiratory (active)

•swaps 1 of your opponent's skill cores with Degenerate randomly.

(I just had to)

Spoils of War (active)

•force the selected target to randomly use 1 of their boosters on you, if any.

Darkmatter Cannon (active)

•fire a launcher fueled by darkmatter. The damage type is Void damage. Void damage has 100% armour ignore, but the damage is below average.

Compulsion Escape (active)

•once activated, if the user of Compulsion Escape is targetted, they will be launched into the sky to avoid the action until it is their turn. While in the air, their status is comparable to knockback.




odsey -> RE: =ED= Skill Cores Suggestions 2.0 (1/17/2013 5:32:59)

Active: 1.Wolf pack: Summon a wolf pack which will attack ts enemies and reduce its damage for 10% for 2 rounds. Can only be used once per battle
2. Zombified: Restore 20% health but cannot control itself for 2 turn(Once per battle)
3. Electric discharge: Summon a electric that will hit all players in the battle for 10% (once per battle)
4. Plasma shield: Active a shield which is 30% immune to energy attacks but is more burnable to physical damage by 30%.( once per battle)
5. Mineral shield: Active a shield which is 30% immune to physical which is more vulnerable to energy attack by 30% (Once per battle)
6.Shadowed: Hide in the shadows, increase chance to block for 2 turn and regaining some hp.After the effect wears of, user will take more damage than they should. Using skill that attack will make the effect wears off.( Cyber hunter/ bounty hunter only) ( Once per battle)
7. Point blank: Use your auxiliary in a point blank range, dealing more damage but some damage is given back to you. ( Cooldown 2) (Auxiliary only) (Put aux in cooldown)


Passive: Gun master: reduce chance to deflect by sidearm and auxiliary while reduce chance to block.
Extra ammo: 5% chance to do an extra shot by sidearm/ auxiliary but with a reduced damage.
Courage: Increase your chance to hit, reduce your chance to block





Wonderweiss77 -> RE: =ED= Skill Cores Suggestions 2.1 (1/17/2013 22:13:19)

Boost - debuff a debuff and X% is added as a boost.
Example - you get malfed and you bot yourself and then X% of the malf that got debuffed is added as technician. (also works if you have technician on, so it adds more tech.)




RageSoul -> RE: =ED= Skill Cores Suggestions 2.1 (1/18/2013 2:49:49)

ACTIVES
*Rage Bolt - fires a crimson energy blast; unblockable ; deals damage at a cost of a huge chunk of Rage and some Energy ; does not stack with Rage . Can be used once . Can be Deflected .Exclusive for Staves .
*Mark of War - restores a part of lost based on damage dealt . Lasts for 2 turns . Can be used once .


PASSIVES
*Ronin's Focus - increases the effectivity of Swords in accuracy and damage in Rage but lowers your Rage rate slightly . Exclusive for Desert Ronin armor .
*Harbringer's Visage - whenever a skill core nearby is used by an enemy , it increases your unblockable damage skills'( i.g Plasma Bolt , Overload , Bunker Buster ) potentials slightly for one use ( once you used a unblockable damage skill , the other skills won't get amplified) . Lasts for 2 turns . Exclusive for Harbringer Husk armors .







NDB -> RE: =ED= Skill Cores Suggestions 2.0 (1/20/2013 2:04:30)

In case you nobody has noticed, I've been updating my list of Skill Core Suggestions, on Page 6, for the past week! As of now, 1/19, it is in it's most up-to-date form, with 5 new suggestions. Check it out, please!




Wonderweiss77 -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 2:10:29)

Meat Shield - when u have no partner u can summon a giant piece of ham or whatever that's meat and basically becomes your meat shield. it has same defense/resistance as you and the hp is the total hp of your enemy(s). it cannot attack but the enemy(s) are forced to hit only the meat shield.(one use only)




Blitzex/Sr. Zeph -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 2:12:08)

^ a bit OP dont ya think?

Edit: removed one ^




Wonderweiss77 -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 2:48:31)

.......not if its 2vs1 and ur about half hp and your enemy(s) is at full




Xendran -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 3:01:35)

Those numbers are vastly overpowered.

Update coming this afternoon.


quote:

In case you nobody has noticed, I've been updating my list of Skill Core Suggestions, on Page 6, for the past week! As of now, 1/19, it is in it's most up-to-date form, with 5 new suggestions. Check it out, please!


Do not do this or your skills will be skipped. Make new posts for new skills.




RageSoul -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 3:13:05)

Edited one of my skill suggestion's name ( from Ronin's Mark to Ronin's Focus ) .




odsey -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 3:15:00)

change my point blank skill to put aux in coolodown.




NDB -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 3:31:40)

@Xendran
That's for the Devs




Drianx -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 3:40:23)

@NDB
Don't you think it would be MUCH easier for the devs to check only first post than read ALL thread, reach page 7 and then redirect to page 6? If 5 more guys do the same as you, the thread will fall into chaos.




Midnightsoul -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 3:47:41)

Mirror move

80% of what your opponent did will apply to you




theholyfighter -> RE: =ED= Skill Cores Suggestions 2.0 (1/20/2013 4:28:49)

Lycan
Passive
-Possesses the senses of lycans.(Increases accuracy<Decreases the chance for you to get blocked/deflected>)
-Increases the probability of hitting the highest damage within your damage range by 50%


Impulse
Active
-Uses all of your remaining powers which unleashes a powerful attack. Unblockable, deflectable.
-Calculations:
Your damage: 1/2*{(Remaining energy)+(Remaining health-1)} <---It means it leaves the user with 1 health and 0 energy.
Opponent's guard: 1/2*(Defense+Resistance)
The total damage you did is (Your damage)-(Opponent's guard)


All I have for now.




midnight assassin -> RE: =ED= Skill Cores Suggestions 2.0 (1/20/2013 7:18:12)

Uranium rounds- Fires your aux giving you a chance to scramble enemy stats
Depleted Uranium- Fires your auxillary reducing passive armor effects(not sure if the duration of fight or for how many turns).
Decoy Grenade- Decreases enemies chance to hit

Nosferatu- Gives you a chance to transform into an powerful ancient vampire. Gives you increased regeneration and damage but leaves you very vulnerable to technology and bot effects(Exclusive to dracula only).




Vypie -> RE: =ED= Skill Cores Suggestions 2.0 (1/20/2013 9:09:24)

[Passive]

Momentum: Each time Strike is used in a row, It's damage increases by x%, up to 4 times.

Strong will: Holds onto life when facing death. A kill blow leaves the player with 1 HP left. Nullifies a maximum damage of 25% HP left, and can only happen once.

Second chance: When a skill is blocked by the enemy, 50% of the energy wasted is restored and the cooldown is reset.

Eye for an eye: Gives a 100% chance of countering an enemy's melee attack. The counter strike deals 1/4 Dmg of a normal strike. This attack can be blocked.

Adaptability: Each time you get blocked or deflected, the chance to hit with all attacks increase by 3%

Eager to Battle: Skills used in your first turn consume XX% less energy.

Nerves of steel: Gains rage 25% slower, but reduces energy cost of skills by xx%.

Chains: Prevents all weapon disarms.

Heavynade: Grenades also deal 1/3 damage to enemy partner. (effects are not applied)

Randomize: Each turn you receive a small random Stat buff.



[active]

Paralyzing pulse: Stuns the target, no damage but 100% chance. (It gives strategic manipulation of cooldowns and (de)buff timers!)

Energize: Prepares for one turn, but then allows for two atacks in a row.

Nanobots injector: Injects nanobots inside your veins to quickly repair wounds and stop poison from spreading. Heals 10% HP for 3 turns and halves poison damage while active.

Satellite: Calls for a small satellite to aim and crash at enemy location, hitting him after 3 turns. Physical damage, nullifies 20% defense.

Mind concentration: Restores 10% HP/EP for 3 turns. Receiving melee damage will awaken the user and stop the effect.

[Maul]Rampaging strike: Strikes at the opponent with deadly force, causing the user to become stunned. Deals 130% normal strike damage and awards 20% rage.

[Claws]Speed over Power: Delivers a strike that does not waste your turn. Can be used every two turns. Total damage is reduced by 30% if this skill core is equiped.

Disarm: Disarms enemy primary weapon for two turns.

Plasma Cloud: A cloud of static plasma energy causes the enemy to consume extra energy when using skills. Lasts 3 turns.

Hologram: Places an hologram which lasts for 5 turns. It will activate itself in a random turn, and cause the enemy to hit a refracted image of you, missing the attack. One use.

Calmed state: After a rage blow, cooldowns on weapons reset to zero.

Rage control: Increases rage pool by 50%. (this helps prevent wasted excess rage) Rage is still used normally at 100%, but the remaining extra will be saved.

Core Hack: Hacks a random enemy (Active)Skill core, and uses it right away. Enemy skill core becomes disabled. Usable once.

Advancement: All current cooldowns on skills and weapons are reduced by 1.

Safe decision: An unblockable hit that cannot kill, and instead leaves enemy with 1 hp. Leftover damage converts into heal received. Usable once.



[active-permanent]

Polarity: Alternates between increasing or decreasing damage dealt/taken by 10% each turn. Lasts the whole battle.

Muscle boost: Increases strength during the battle, but causes muscles to overwork and injure the user 5% HP each turn. Lasts the whole battle.

Sacrificing Bomb: Throws your own Auxiliary, Self-destructing on enemy impact. Deals an increased Auxiliary damage of XXX%, and opens a gap in enemy armour, reducing defense/resistance by 15% for one turn. Lasts the whole battle.

Magnetic armour: The next melee hit made by your opponent will not miss, but the primary weapon will escape the enemy hands and get stuck to you for 3 turns. Lasts the whole battle.

Making Lemonade: Energy attacks restore your energy by 10% of the damage taken. Physical attacks hurt the enemy for 10% of the damage taken. Lasts the whole battle.





Notes:
I have put some rough percentages on some skill information, and they are there to help visualizing and understanding them better. Devs will balance the numbers in the end.
Some skills listed here have a one-time use, because it would not make much sense if they didn't. It took part in the the construction of the idea, and it's a feature that should be considered.

More to come soon, I hope! This is not even half of the skills that crossed my mind.




vardan -> RE: =ED= Skill Cores Suggestions 2.0 (1/20/2013 13:01:08)

this skill is called as multifunctional, with help of this skill u can convert damage that will be taken from the weapon in which it is equipped into different i.e (energy to phy or vice versa) but it can b done only once in the whole match and will remain same for the whole match




vardan -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 13:21:20)

1it is called Bulls eye (can be equiped with aux n sidearm only), this skill increases chance of critical damage by 10% from the weapon in which it is equipped)

2) it is called Unstoppable (can be equiped with aux n side arm only).......after equipping this skill ur sidearm or aux will be deflection free




Cyberbeast10 -> RE: =ED= Skill Cores Suggestions 2.1 (1/20/2013 18:00:34)

[Actives]

Power Field -> Increases all damage dealt, but stuns you for 2 turns when it ends. Duration is based off Rage Meter. Consumes Rage Meter. Cannot gain Rage Meter while active.
Tranquilizer -> Depletes one enemy's Rage Meter and inflicts "Calm" for 2 turns (Calm prevents Rage gain).
Provoke -> Increases enemy Rage Meter and damage by 20% ; inflicts "Enraged" for 2 turns (Player will only be able to use Strike).
Vaccine -> Has a 100% chance of curing all Status Aliments. Single Use.
Regen -> Recovers EP; puts 1 cooldown on all skills.
Focus Strike -> Damage based on Focus difference. While your Focus is lower: Damage is below-average. While your focus is higher: Damage is above average.
Clumsy-fication -> Deals 80% weapon damage; lowers Agility by 30 (Minimum. 40) for 5 turns.
Dis-Focus -> Inflicts "Unfocused" (Negates the effects of Focus) for 1 turn and decreases focus by 2 for 3 turns.
Trip -> Stuns for 2 turns. Stun chance depends on the difference between both attacking and defending player Agility. You cannot stun people with equal or more Agility than you.

[Triggers]

Omega Shield -> Increases your defense and resistance by a large static amount for 3 turns. Requires 2 charges.
Limit Break -> Self-inflicts "Meltdown" [Complete removal of defense and resistance], but increases damage drastically for 2 turns. Requires 1 charge.
Armor Piercing Round -> Fire Auxiliary; ignores 100% armor defenses. Requires 1 charge. Cannot be used if Auxiliary is on cooldown. Puts Auxiliary on cooldown.
Time to dish out the pain! -> When an ally dies: Removes all cooldowns.
Concentrated Agility -> Grants "Agile" (Removes effects of Agility) for 3 turns. Requires 1 charge.
GRAND COLLISION!!! -> Deals massive raw damage. Damage is greatly affected by player defenses. Requires 3 charges. ***I have to stress it, this move can instant kill easily if the player has like 0 defense, but having like 10 defense will reduce the damage by 30 or something like that. Raw damage is based of % of primary weapon.
Lethal Shot-> Requires Sidearm. Instantly kills target if they have less than 10% HP. HP % requirement is increased by 1% for every point on Focus. Requires 1 charge. *Very noticeable charge animation*


[Sustained Auras]


Healthy Status
-> [EPPT] 75% chance of resisting a Status Aliment, except self-inflicted Status Aliments.
Energetic Comrade -> [EPR] Buffs and healing are stronger when used on your ally. Strengthens Bot-based buffs.
Mind Energy -> [EPPT] Increases Focus and Agility.

[Red Sustained Auras]
*Auras that work with HP...

Blood-Energy Leech -> [Over 80% HP] Will drain EP from 1 opponent.
Bloody Shock -> [Life per turn cost] Sets a DoT on 1 opponent. DoT is stronger if your HP % is lower than your opponent's.



Passives


Rock Hard -> Removes up to 40% of Armor-Ignoring attacks. Cannot decrease armor-ignoring qualities below 10%.
No lost cause -> Excess HP gained is turned into Energy and vice-versa.
Steel Skin -> Reduces the damage received by Strike Attacks.
Advanced Poison -> Lowers the chance of the opponent curing all Status Aliments with "Vaccine" by 70%. There is a 10% of "Vaccine" not working and a 60% chance of Vaccine only curing half of all Status Aliments present (Rounded up). Passive only works on opponents afflicted with at least 1 Status Aliment you caused.
Critical Shock -> If you receive a Critical Hit; Stuns (for 1 turn) the opponent that dealt it. Your Critical Chances are reduced.
Mimic Speed -> When your opponent uses: Sidearm, Auxiliary, Bot or Field Medic ; will lower your cooldown of that same move by 1.
Optimized Power -> Will increase your minimum damage limit to 6.
Calm Annihilation -> Begin battle with -and permanently stay with- "Calm"; Critical Rate up.
Focus! -> Will increase Focus by 1.
Agile Mind -> Agility increased by 20 (Max. 100, unless we start getting Agility 110 and over).
Overlimit! -> Increases all stats (Except HP, MP, Focus and Agility); all moves have their cooldowns extended by 1.
Grand Will -> Sets a maximum damage limit to 40 (Cannot take more than 40 damage at once).
Brute Will -> Decreases chance of being stunned. The lower your agility, the greater the decrease.
Ultimate Power -> Increases the minimum damage limit of "Ultimate" attacks by 10 (to 30).
Harmony -> Decreased EP cost. Decrease scales with your Focus stat.
Super deflector armor -> When you deflect: Your attacker takes all the deflected damage instead; Decreases deflection chances.








NDB -> RE: =ED= Skill Cores Suggestions 2.0 (1/21/2013 1:48:57)

As there have been complaints about the way I have organized my suggestions, this new post shall make it more clear as to which Skill Core suggestions were new since the last time Xendran updated the thread (altough, you can still look back at the old post for the same information). For the images, you must look back to Page 6 in order to fully understand, as I did not want to re-post those as well, since they are not new suggestions.

New Suggestions Clarification:

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 Images for Old Skill Core Suggestions Clarification
Again, these are images for old suggestions, and if you want to see the Skill Core they are referring to, you must still go back to Page 6.

3. Piercing Strike

7. Feline Impulse

8. Protean Strike

9. Refresh




Remorse -> RE: =ED= Skill Cores Suggestions 2.0 (1/21/2013 10:57:31)

@ Above,

Wow seeing some really good suggestions guys!! :D


Keep up the awesome effort.




Stabilis -> RE: =ED= Skill Cores Suggestions 2.0 (1/21/2013 11:47:14)

Malignant Bacteria (trigger):

IF the user of M.B. loses health equal to or greater than their matching Defense or Resistance in a single attack, the attacker is afflicted with a status condition called Infection One. Infection One is a health-dot that lasts 2 turns and is based on the defender's matching Defense or Resistance.

...example... Player A with 20 Defense is attacked by Player B's 45 damage Physical attack dealing 25 damage. Player A's Malignant Bacteria activates, afflicting Player B with Infection One of magnitude X of 20.

Baleful Virus (trigger):

IF the user of B.V. loses health equal to or greater than their matching Defense or Resistance in a single attack, the attacker is afflicted with a status condition called Infection Two. Infection Two is an energy-dot that lasts 2 turns and is based on the defender's matching Defense or Resistance.

Ominous Parasite (trigger):

IF the user of O.P. loses health equal to or greater than their matching Defense or Resistance in a single attack, the attacker is afflicted with a status condition called Infection Three. Infection Three is a rage-dot that lasts 2 turns and is based on the defender's matching Defense or Resistance.

(if this is too weak, it can also lower probability scores)




Remorse -> RE: =ED= Skill Cores Suggestions 2.0 (1/21/2013 11:55:02)

^I Like the trigger Ideas depressed!

very cool.




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