Solutions for Shadow Arts (Full Version)

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Midnightsoul -> Solutions for Shadow Arts (1/19/2013 16:02:54)

I've thought of an idea a long time ago for a move to replace Shadow Arts.

I used to like the fact that SA improved deflection rate, but it was removed and it hadn't been added since a while.
So I was thinking that since ppl don't like how it's luck based, perhaps we can have something different. (Perhaps deflection will be re-added to this passive, which I also support)

My idea:

Foreign Gear
Passively boosts your bot and auxiliary damage:
Lvl 1: 5%
Lvl 2: 6%
Lvl 3: 7%
Lvl 4: 8%
Lvl 5: 9%
Lvl 6: 10%
Lvl 7: 11%
Lvl 8: 12%
Lvl 9: 13%
Lvl 10: 14%
(I made sure that way, it's even with deadly aim)
Requirement: 20 strength step 2

Mirror Move
Do a percentage of your opponents move whether it's a shield, attack, etc. (1 energy step 1)
Lvl 1: 30%
Lvl 2: 36%
Lvl 3: 42%
Lvl 4: 48%
Lvl 5: 54%
Lvl 6: 60%
Lvl 7: 66%
Lvl 8: 72%
Lvl 9: 78%
Lvl 10: 84%
Requirement: 20 support step 2

Diamond Blades
Only your strike is increased in a percentage of damage based off of your weapon.
Lvl 1: 1%
Lvl 2: 2%
Lvl 3: 3%
Lvl 4: 4%
Lvl 5: 5%
Lvl 6: 6%
Lvl 7: 7%
Lvl 8: 8%
Lvl 9: 9%
Lvl 10: 10%
Requirement: 5000 support step 1000....jkjk 20 support step 2 XD

Mark of Doom
When your hp falls below a certain amount, your opponent will suffer a dot based his/her last attack for the rest of the fight. (25% damage)
Lvl 1: 15% HP
Lvl 2: 18 % HP
Lvl 3: 21% HP
Lvl 4: 24% HP
Lvl 5: 27% HP
Lvl 6: 30% HP
Lvl 7: 33% HP
Lvl 8: 36% HP
Lvl 9: 39% HP
Lvl 10: 42% HP
Requirement: 10 Dexterity step 3




Remorse -> RE: Solutions for Shadow Arts (1/22/2013 6:04:50)

Nice ideas,

I support them all except the diamond blades.


Also your last idea has given my inspiration for an idea of my own to replace shadow arts, but keep the name.



SHADOW ARTS,

Reduces incoming damage by an amount proportional to the percentage of health you are missing.
The more health your missing, the more incoming damage is reduced.

LVL 1, 10% minus the % of remaining health you have. ( eg. if you have 100% health the 10% is minused by 100% of itself and therefore 0% of incoming damage is reduced.
if you have 50% health remaining then you minus 50% of the 10% off itself so it becomes 5% and so on.)

lvl 2 12% minus the % of remaining health you have.

lvl 3 14% minus the % of remaining health you have.

lvl 4 15% minus the % of remaining health you have.

lvl 5 16% minus the % of remaining health you have.

lvl 6 17% minus the % of remaining health you have.

lvl 7 18% minus the % of remaining health you have.

lvl 8 19% minus the % of remaining health you have.

lvl 9 20% minus the % of remaining health you have.

max 21% minus the % of remaining health you have.

Note: these % seem high but they are only ever the full amount of you had no health remaining.









the final hour -> RE: Solutions for Shadow Arts (1/22/2013 8:10:47)

I support none of them bhes do not need a anything that would improve them as it stands maybe in omega idk but right now no . theyre one of the easiest classes and best to use on the right build atm . they should stay how they are.




13LaCkAnWh1t3 -> RE: Solutions for Shadow Arts (2/3/2013 8:53:37)

these sound like cores...




Giras Wolfe -> RE: Solutions for Shadow Arts (2/3/2013 17:55:58)

The diamond blades idea I dont like because it would only be useful for strength builds, otherwise 10% boost to strike damage is not worth 10 stat points.

Mirror move would make a better skill core, because its active not passive.

Foreign Gear sounds awesome, but it should be 10% at max to avoid abuse.

@ Remorse: Actually those % should be way higher. The way you have it set up, If you have 20% of your HP left, you get 1% damage absorption. The % should be higher. I think,however, that the direct correlation to hp is unbalanced. How I would calculate it is:

Your shadow arts % minus (%Health remaining/2) That way it would be less useless at high hp, and less extremely useful at low hp.

I would propose 35% at max.
Thus at full hp you get (35%-50%), which is no absorption.
At 75% HP youd get (35%-37.5%), which is no absorption.
At 50% hp, youd receive (35%-25%), which is 10% absorption
At 25% HP, when the skill is most likely to save your life, you would have (30%-12.5%), which is 17.5% absorption
At 10% HP, you'd get 25% absorption.
At anything less than 10% hp, you're gonna die anyway.

This way, the skill starts to help you at anything less than 70% hp.
Over the course of a battle it would save you about as much HP as a single block, but more reliably.
It would also lead to some interesting possibilities for a tank bounty hunter.




Remorse -> RE: Solutions for Shadow Arts (2/3/2013 23:46:36)

^ Giras my way of calculating is different to what you assumed,


Its actually.
for example.

If you have 20% of your hp left,

and max of this skill so 21% damage absorb.


It means you minus 20% off the 21% not take 20 off the 21%


20% of 21% is equal to 4.2 ( worked out by multiplying 21% with 0.2 ( or 20%))

This means its actually 21 - 4.2 which equals 16.8%



So you would have 16.8% damage ignored.


This is high but remember that you only have 20% hp remaining.


The way the skill works is the more hp you have the lower the damage ignoring, if you have 100% hp you get no damage ignoring defense.

And it means it doesn't work in boundaries, it always has effects for every different amount of hp you have.




Giras Wolfe -> RE: Solutions for Shadow Arts (2/4/2013 0:28:29)

16.8% is not that high. It wouldnt be worth investing in if the % is that low at that little hp. If you have 95 HP, 20% of that is 19 HP. And I guaruntee that 16.8% absorption is not going to stop you from dying with 19 HP.




Vypie -> RE: Solutions for Shadow Arts (2/4/2013 7:53:51)

Even though numbers would have to be very well thought and tweaked, I like this concept!

More absorption the less HP you have. It is an interesting idea. :)




Remorse -> RE: Solutions for Shadow Arts (2/4/2013 10:32:40)

I can change the numbers around giras, its the concept i was trying to get across.


It would mean some interesting builds which try to utilize bloodlust with low hp to survive.






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