RE: Thoughts on Static Charge (Full Version)

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theholyfighter -> RE: Thoughts on Static Charge (1/28/2013 6:02:58)

How about:

quote:


Lvl 1: +1 energy
Lvl 2: +1 energy/+1 health
Lvl 3: +2 energy
Lvl 4: +2 energy/+1 health
Lvl 5: +3 energy
Lvl 6: +3 energy/+1 health
Lvl 7: +4 energy
Lvl 8: +4 energy/+1 health
Lvl 9: +5 energy
Lvl10: +5 energy/+1 health



Sounds strange right? Needed constructive feedback and comments...


-----------------------------------------------------------------------------------------------

Another idea:
quote:


-Stays as an active skill.
-Energy regen calculation works similar to Infernal Android
-Basic energy regen amount increases as Strength decreases but stops decreases at a limit(52 str?)
-Damage is blockable but energy regen is unblockable.


For this one, LOTs of constructive comments and feedback is needed since IMO this idea haven't be suggested yet...




Mother1 -> RE: Thoughts on Static Charge (1/28/2013 6:17:43)

@ the holyfighter

It does sound strange I will give you that but what is this a passive or an attack? I can't make any real judgement until I know which is it.

For the second idea

It seems confusing to me with the exception of the last part suggestion which I don't support.




rayniedays56 -> RE: Thoughts on Static Charge (1/28/2013 6:32:27)

@ Remorse.


I have one ;)

I couldn't find the old thread that has my idea in it, so I'll start from scratch.


Static Charge:
Adds a percentage of your raw melee damage done to an opponent to your energy pool.
Energy Required: 0 (PASSIVE)
Conversion:
Level 1: 4% Dmg to Energy
Level 2: 6% Dmg to Energy
Level 3: 8% Dmg to Energy
Level 4: 9% Dmg to Energy
Level 5: 10% Dmg to Energy
Level 6: 11% Dmg to Energy
Level 7: 12% Dmg to Energy
Level 8: 13% Dmg to Energy
Level 9: 14% Dmg to Energy
Level 10: 15% Dmg to Energy
Weapon Required: None
Stat Required: 18 Technology at level 1 (+2 per skill level; 36 Technology at Max)
Level Required: 2
Improves With: None
Warm Up: 0
Cool Down: 0

Works only on melee based attacks. Reworked a bit so that you cannot gain ANY more EP from Massacre, Cheap Shot, Venom Srike, or rage strikes. Increased ONLY by Field Commander/Blood Commander.



Here are some calculations...


16-20+35 damage. Level 7 SC.

You strike the enemy.

16-20+35
51-55 raw damage
12% 51-55
7 EP regain per melee strike
***************************************************************************
New Move for Shadow Arts:

Engineer:

Improves robot damage significantly for 3 turns after this is cast. (robot damage affected is the focus amount)

Level 1: 10%
Level 2: 12%
Level 3: 14%
Level 4: 16%
Level 5: 18%
Level 6: 20%
Level 7: 22%
Level 8: 24%
Level 9: 26%
Level 10: 28%

Weapon required: none
Energy required: 13 ep step 1 (13,14,15,16,17,18,19,20,21,22)
Stat Required: None
Level Required: 10
improves with: None
Warm up: 0
Cooldown: 2


Your robot initially has 26-30+30 damage.

Using level 5 Engineer improves robot damage by 18%

So, your robot now has 26-30+36


Calculations on each focus level:

1 focus:6 damage

+1
+1
+1
+1
+2
+2
+2
+2
+2
+2


2 focus: 12 damage

+2
+2
+2
+2
+3
+3
+3
+3
+4
+4

3 focus:18 damage

+2
+3
+3
+3
+4
+4
+4
+4
+5
+6

4 focus:24 damage

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7

5 focus:30 damage

+3
+4
+5
+6
+6
+7
+8
+8
+9
+9




theholyfighter -> RE: Thoughts on Static Charge (1/28/2013 6:56:04)

@raynieday

Replacement for Shadow Arts:
I like your idea with "Engineer", but I have this question:
What will happen when you click on "Engineer" (activate it) in battle? Do you simply click on it and your turn ends? Does the "3 turns" start counting the round AFTER activated or ON the round activated?

Static as a Passive:
Not a bad idea, but still got a few questions:
Will energy be gained when blocked?
quote:


Works only on melee based attacks. Reworked a bit so that you cannot gain ANY more EP from Massacre, Cheap Shot, Venom Srike, or rage strikes. Increased ONLY by Field Commander/Blood Commander.

So "ANY more" means that you STILL gets energy based on your (str calculation)+(weapon damage)?





Remorse -> RE: Thoughts on Static Charge (1/28/2013 7:04:39)

@ Mother,

Yes it can be stacked with the bioborg, I already thought of that but then I considered the fact BIO borg suks big time compared to other bots I thought it would be fair.


And yes it would be a nightmare to Striking STR builds, But you have to remember that they are extremely hard to counter, You either have to be a class with intim, or you have to spam dex if you wish to beat a STR build without being a similar style, obviously exceptions apply to this rule but the point is the fact that STR builds need more counters.


And once again I would like to point out, THERE WONT BE LESS HEALTH IN OMEGA, they are not making a max hp cap, so how is their less HP? just cause it costs more to invest in HP does NOT mean all builds will sacrifice health because of it.

Some builds need high HP and when you think about it the negative effects from agility is basically the same effect anyway, agility reduces defenses, So to does investing into higher HP in omega at the opportunity cost of stats in defenses.

So their might not be much difference anyway.

And even if it is a big difference it will just mean higher HP build will be slightly weaker and when you think about how strong they can get this is completely fair.

@ Raynieday

I like the robot idea,

However the passive idea for static charge I do not like so much based on the fact that to be effective you need to strike constantly, which means you would probably have to be a STR build thus leaving us with the same variety problem.


@ Holyfighter


As requested I will think of some more ideas and edit it in this post.


New static charge activateable idea:
------------------------------------------------------------------------------------------------------------------------------------------
SHOCK PRODS.


Attach shock prods to your opponent using a strike based damage,
the shock prods remain on your opponent until they use a melee attack.
When your opponent uses a melee attack a percentage of the RAW damage is converted into energy given to the CH as they remove the shock prods when being struck.
For each time the shock prods remain on the opponent 2 or 3 hp is taken each turn.

Cost: 1-10 HP ( lvl 1 costs 1 - 10 hp cost at max)
cool down, 2 minimum or until the shock prods are returned to you when you opponent uses a melee attack.

Basically this makes the energy regain a lot like the old Static as it is based on RAW damage of a melee attack however as mother pointed out the old static was oped because it was uncounterable aside from blocks.

This method means the opponent is in control when the CH get's their energy like reroute, but keep in mind that the more they wait the more of the damage over time will effect them.


Conversion % are the same as the old static.


If you dont understand this skill fully just ask as it is pretty complicated.






rayniedays56 -> RE: Thoughts on Static Charge (1/28/2013 7:24:42)

quote:

Replacement for Shadow Arts:
I like your idea with "Engineer", but I have this question:
What will happen when you click on "Engineer" (activate it) in battle? Do you simply click on it and your turn ends? Does the "3 turns" start counting the round AFTER activated or ON the round activated?


A little bit more forward here :D
It acts like Field Commander and Blood Commander, in which it is activated and lasts 4 turns. When it is activated, purple electricity goes around your character, letting you know that it has been activated.



quote:

Static as a Passive:
Not a bad idea, but still got a few questions:
Will energy be gained when blocked?


I was thinking about this, but I decided, no it should not. I was initially going to design it where SC was at 10% max with same ideas here, but I buffed it a tiny bit. It now works the same as Blood Lust initially, except you gain ONLY on melee strikes.
So, in a nut shell, no EP regain is not given on blocks.


quote:

However the passive idea for static charge I do not like so much based on the fact that to be effective you need to strike constantly, which means you would probably have to be a STR build thus leaving us with the same variety problem.


Ahh but contrar, here is where you have been mistaken. I use raw damage calculations, eliminating where strength builds greatly benefit from SC.

If you have too much strength, you will be blocked a lot, not gaining EP.

For this to be effective, you need a good amount of dex.


Formulas again to show how strength doesn't influence this AS MUCH:

21-26+35 damage with maxed SC.
56-61 raw damage
9-10 EP per strike but this means less dex, which means small block rate

VERSUS

14-17+36 damage with maxed SC
50-53 raw damage
8 EP per strike, however, your dex is HIGH, meaning you are more likely to strike.





Remorse -> RE: Thoughts on Static Charge (1/28/2013 7:39:18)

^ Yes but most builds won't strike continuously in a battle unless they are STR based builds.


This means that builds that dont strike much will either have to strike a lot more with the opportunity cost being they need dex and cant use their other more powerful attacks.
Or of coarse become a STR build.


This means STR builds will still benefit far more considering they strike a lot more meaning that they will get a lot more energy meaning same variety problem as we have now.



Also added a new static activateable idea above.




rayniedays56 -> RE: Thoughts on Static Charge (1/28/2013 7:56:31)

I like your idea remorse, I am just concerned that it may be too hard to code :/


And with Static Charge as a passive (my version) I think you are missing how you gain EP :) I should have explained it fully :/


Ways you gain EP with melee strikes:

*All melee strikes
* Cheap Shot
*Massacre
*Venom Strike
*Rage Strikes


You just dont gain any MORE Ep from these strikes. Massacre gives only the amount of EP from your raw damage before massacre affects it and so on.




theholyfighter -> RE: Thoughts on Static Charge (1/28/2013 8:06:35)

quote:


SHOCK PRODS.


Attach shock prods to your opponent using a strike based damage,
the shock prods remain on your opponent until they use a melee attack.
When your opponent uses a melee attack a percentage of the RAW damage is converted into energy given to the CH as they remove the shock prods when being struck.
For each time the shock prods remain on the opponent 2 or 3 hp is taken each turn.

Cost: 1-10 HP ( lvl 1 costs 1 - 10 hp cost at max)
cool down, 2 minimum or until the shock prods are returned to you when you opponent uses a melee attack.

This method means the opponent is in control when the CH get's their energy like reroute, but keep in mind that the more they wait the more of the damage over time will effect them.

Conversion % are the same as the old static.



So basically if your opponent is using a STR build, you benefit from it more than facing a normal build. And, it's combined with a little bit of Venom. I like this.

---------------------------------------------------------------------------------------------------------------------------------------

quote:


A little bit more forward here :D
It acts like Field Commander and Blood Commander, in which it is activated and lasts 4 turns. When it is activated, purple electricity goes around your character, letting you know that it has been activated.

Will it be worth the turn? I mean you activate it and nothing happens, then your turn ends. And btw your robot can only be used once during a duration of the skill...




derpbuscus -> RE: Thoughts on Static Charge (1/28/2013 10:33:45)

@raynie
So for "Engineer", since it increases robot damage, robots after you use them most have to wait turns. So they use engineer and they use their robot. Now what, they can't use there robot again when engineer is in play if it is three turns. I say, if you haven't said this, engineer should be 4 turns so they can use their robot twice.




Remorse -> RE: Thoughts on Static Charge (1/28/2013 11:45:29)

@ Rayniedays,

Ah ok makes a little bit more seance so long as you also include malfunction right??

And how about adding the robot strike ( not special)
To the list?? This means focus builds can get more energy too to keep in par with STR strikers.



Also with regards to shock prods being too hard to code....

It may certainly well be, but when you think of it each component is already present in some way or form, so surely code from those things can be used.

For example HP cost is already a thing with blood sheild, Damage over time is already a thing with venom, extra action such as grabbing the prongs back when they use a melee attack cant be to hard to add when you consider ones like the massive strike knock down etc.

And the prongs being stuck in on the player over time is a bit like the animation for the debuff effects.


It is complicated though I admit, it needs a shorter explanation:


Shock Prods:

Place shock prods on your opponent to deal DOT and receive a % of the opponents next melee attack as energy.

Seems alot less complicated explained like that.







@ Above,

Your right engineer is useless after you use the attack I purpose this change to engineer.

Apply a shield which slightly increases the damage of your robot, Slightly reduces the damage of the opponents robot.

AND makes the user immune to all enemy robot specials for the duration of 3 turns. ( In omega this could include activateable skill cores)






derpbuscus -> RE: Thoughts on Static Charge (1/28/2013 12:50:08)

@remorse

So you are saying increase robot damage and opponent hitting less with robot. Thats somewhat like technician. It's a shield in a way,

increases robot damage. And for the immune to special attacks from robots, what about rusted assault bot, and they cannot hit you with

special. Is "engineer" still worth it?




Wootz -> RE: Thoughts on Static Charge (1/28/2013 19:21:30)

I don't find the class weak nor the skill for that matter. The skill is not limited to a build. I don't have problems with the skill and would hate it if it turns into a passive skill. Although it would fit the name, if you understand the term static in electricity.

But. No. The class is fine.




Remorse -> RE: Thoughts on Static Charge (1/28/2013 23:51:48)

@ Derp,


I mean grant immunity to all special effects that effect you directly, aussult bot does effect you but indirectly as the enemy player uses it on themselves thus it won't count.


Plus if it inculdes activatable skill cores that effect you directly in omega it will definately be "worth it" Because their will be 4!! skill activateables PER PLAYER.


So yes I would definitely use that shield.

And possibly at the same time allow counter for some powerful skill core builds if they arise.




theholyfighter -> RE: Thoughts on Static Charge (1/29/2013 1:05:30)

^Yea the new version for "Engineer" sounds more useful.




derpbuscus -> RE: Thoughts on Static Charge (1/29/2013 10:31:44)

Engineer sounds great!




rayniedays56 -> RE: Thoughts on Static Charge (1/30/2013 11:37:57)

Hey guys. Sorry for not posting :/



How about keeping Static Charge the way it is (activated) except maybe with a higher percentage (I propose making it non percentage based)

So, my NEW NEW NEW version of Static Charge:

Static Charge: Adds a portion of EP to your energy pool.
Energy Required: 0 (No Cost)
Conversion:
Level 1: 1/2/3 Energy
Level 2: 2/3/4 Energy
Level 3: 3/4/5 Energy
Level 4: 4/5/6 Energy
Level 5: 5/6/7 Energy
Level 6: 6/7/8 Energy
Level 7: 7/8/9 Energy
Level 8: 8/9/10 Energy
Level 9: 9/10/11 Energy
Level 10: 10/11/12 Energy
Weapon Required: None
Stat Required: 16 Technology at level 1 (+2 per skill level; 34 Technology at Max)
Level Required: 2
Improves With: None
Warm Up: 0
Cool Down: 2


And with a rework of engineer:

Replaces shadow arts and becomes a passive: (still works through focus)

Engineer:

Improves robot damage significantly. (robot damage affected is the focus amount)

Level 1: 10%
Level 2: 12%
Level 3: 14%
Level 4: 16%
Level 5: 18%
Level 6: 20%
Level 7: 22%
Level 8: 24%
Level 9: 26%
Level 10: 28%

Weapon required: none
Energy required: 0 (passive)
Stat Required: 25 dexterity step 2 (43 dexterity MAX)
Level Required: 10
improves with: None
Warm up: 0
Cooldown: 0


Your robot initially has 26-30+30 damage.

Using level 5 Engineer improves robot damage by 18%

So, your robot now has 26-30+36


Calculations on each focus level:

1 focus:6 damage

+1
+1
+1
+1
+2
+2
+2
+2
+2
+2


2 focus: 12 damage

+2
+2
+2
+2
+3
+3
+3
+3
+4
+4

3 focus:18 damage

+2
+3
+3
+3
+4
+4
+4
+4
+5
+6

4 focus:24 damage

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7

5 focus:30 damage

+3
+4
+5
+6
+6
+7
+8
+8
+9
+9




Remorse -> RE: Thoughts on Static Charge (1/30/2013 11:55:14)

^ Problem is,

That passive would be fine in most cases, but then you get say a robot like infernal android then suddenly.

You have a most powerful free ( no energy cost) attack in the game.

Very overpowered when stacked with the right robot specials.




rayniedays56 -> RE: Thoughts on Static Charge (1/30/2013 12:09:16)

That's what concerned me also. However, with Omega looming near, then we probably won't have to worry too much since stats will be nerfed.




Remorse -> RE: Thoughts on Static Charge (1/30/2013 12:34:55)

^ Stats dont make that thing powerful...

Thats the problem, any 5 focus user hits amazingly hard late into the game with that.

Plus robot improvement doesn't actually scale that well with technology, most of the damage wont be lost in omega compared to other things.



How about your version only passively increase the robot basic attack?






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