New skills/ Skill adjustments (Full Version)

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ReinVI -> New skills/ Skill adjustments (3/14/2013 22:47:18)

Some of these skills are just really ways to give the "advanced" classes skills the appearance
of being... you know advanced not just alternate damage typed :P

Blood mage~
Plasma cannon ~ Adjustment
Same damage ~
25 lowered to 10% chance to crit
100% chance to inflict "plasma burn"
5 DoT per turn for 4 turns
or
lowers opp resist by +1 per level for 3 turns ( so lvl 10 PC will do -10 resist )


Concussion
Replaces ~Overload
Damage ~ Same as maul
Weapon Req ~ Staff
Energy ~ same as Maul
Stun chance ~ Same as maul at each level
100% damage no defense ignoring

Reasoning Overloads an overlapping skill and should be changed and all classes need a stun skill so yeah

Blood Pillar
Replaces ~ Plasma Rain
Damage ~ Same as PR (Physical type )
Scaling ~ Tech
Energy cost ~ Same
Multi

Flurry Staff
Replaces ~ Supercharge
Damage lvl 1 +10% lvl 10+ 100% base damage (weapon type = equipped primary)
energy Similar to SC
Extra effects
Recieve 30% damage back in HP ( overrides BL )
10% of damage is done to opp Energy supply

Frenzied Striking
Passive
Replaces ~ Deadly aim ( if they HAVE to change DA from Bm I personally like DA )
Passively increases primaries damage
Scaling ~ 75% of what DA's is ( since primary damage is used in more skills compared to Sidearm )

Beserk
Shield Replaces ES
Cost HP based on level
scaling lvl 1 1Def/1Res 1hp lvl 10 10res/Def 10hp
Lasts 4 turns

Masochism
Replaces ~ RB
Cost ~ Conversion
lvl 1 1hp -> 1en lvl 10 20hp -> 20 en

Cyber hunters

Assassination
Replaces Massacre
50% more dam lvl 1
200% more dam lvl 10
0% chance to crit
energy cost 33 at 1 70 at 10
pierces through 20% of resist/def

Plasma charge
Replaces ~ Multi shot
Type ~ Multi ~ Energy
Scales ~Tech
Damage Similar to Multi-shot
Cost ~Same as Multi

Energy Leak
Replaces ~ EMP
Cost Same as Emp
Effect 50% damage Causes enemies energy to "leak" for 4 turns
Scaling 1 energy per turn~ lvl 1 10 energy per turn ~lvl 10

Tactical Mercenary

Auto-Turret
Replaces ~ Artillery Strike
Type ~ Multi ~ Physical ( turret is thrown out and fires a barrage at enemies yada yada :P )
Cost Similar to all multis
Scaling Supp

Plasma Turret
Replaces ~ Surgical Strike
Type Ultimate ~ Energy
Scaling Tech
Energy 20% less than Surgical
Damage 20% less than Surgical
Extra Effects
Ignore 30% resist
10% chance to critical hit

( sorry if costs and such seem vague as I really can't say that I know exact energy costs of these skills only
what they range from at max levels, Also some of these may seem OP so just suggest what could be done to fix
this and other than that please keep the discussion civil! )









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