santonik -> RE: Hybrid/Mineral/Plasma Buffs (1/19/2014 18:53:36)
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This will now go off topic side. --- Smoke Screen '(really good skill in isolation) --- Mark of Blood (really good skill in isolation) --- Reflex Boost (really good skill in isolation) --- Energy Shield (really good skill in isolation) Did not they do boyntyhunter (really hard) tank. (four skills combinatio) ----------------------------------------------------------------------------------------------------------------------------------------------- Techmage ---Technician (really good skill in isolation) ---Battery (really good skill in isolation) ---Assimilation (really good skill in isolation) ---Defence matrix (really good skill in isolation) Did not they do techmage (really hard) tank. (four skills combinatio) -------------------------------------------------------------------------------------------------------------------------------------------- on Topic quote:
Plasma Armor Increase Resistance for 4 turns. This skill is unaffected by stat changes. A percentage of direct damage taken is reflected as EP damage. Level 1: 30% Resistance | 15% of Damage Level 2: 39% Resistance | 17% of Damage Level 3: 48% Resistance | 19% of Damage Level 4: 56% Resistance | 21% of Damage Level 5: 64% Resistance | 23% of Damage Level 6: 72% Resistance | 25% of Damage Level 7: 79% Resistance | 27% of Damage Level 8: 86% Resistance | 29% of Damage Level 9: 93% Resistance | 31% of Damage Level 10: 100% Resistance | 33% of Damage It'd reflect on all the work. figuring out now. if the hunter has a big cyber protection. 400 and it will get 100% of your resistance. (400 +400 = 800) That most of the world to stop the attack at any time. principle, the opponent will always be a minimum of damage. 30 ~ 50 damage (the most common damage to a minimum) reflect those of 30 ~ 50x0.15 = 4.5 ~ 7.5 (small benefit me) 4 (rounds) x4.5 = 7.5 ~ 18 ~ 30 (this is calculated skill 10lvl) This is a fictional character from the tank. Now let's imagine the same offensive build vs second offensive build. both will do damage to 500 per turn (fictional) cyber hunter to use first Plasma armor. or cyber hunter defense is a 250 (both def and res) Plasma armor added. 6lvl ¨ + 62% + 25% resistance reflect) 250 + (250x0.62% = 155) = 405 armor 500damage - 405armor = 95 damage 95damage x 25% (reflect damage) = 23.75 damage 23.75 damage x 4 (rounds) = 94 damage (this is not biggest damage buff) As you might imagine the same Tacticalmercenary. The only difference is the only mineral and plasma armor. ----------------------------------------------------------------------------------------------------------------------------------------------------- quote:
Hybrid Armor Increases Defense & Resistance for 4 turns. This skill is unaffected by stat changes. Incoming damage grants the opponent less rage; 30% of Cost must be repaid on dealing direct* damage 50% of Energy Spent during Hybrid Armor is returned on effect end Level 1: 22% Defense, Resist | 15% Less Rage Level 2: 28% Defense, Resist | 17% Less Rage Level 3: 34% Defense, Resist | 19% Less Rage Level 4: 40% Defense, Resist | 21% Less Rage Level 5: 46% Defense, Resist | 23% Less Rage Level 6: 52% Defense, Resist | 25% Less Rage Level 7: 58% Defense, Resist | 27% Less Rage Level 8: 64% Defense, Resist | 29% Less Rage Level 9: 70% Defense, Resist | 31% Less Rage Level 10: 76% Defense, Resist | 33% Less Rage Hybrid armor specialty reduces the opponent's rage can also be good. after all, to be mercenary tank if it uses hybridarmor. (ie effective) So, in any case, the opponent will get a lot of rage. Reminder to all this is the only defense skill which is a mercenary. This paper hybridarmor can stop someone's hard assailant. but here too their own weaknesses mercenary now. (energy control, poison, Malf, smoke, etc.)
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