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