Wraith / DM / TLM / TM / BM / Merc / CH / BH 2.0 (Full Version)

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Xendran -> Wraith / DM / TLM / TM / BM / Merc / CH / BH 2.0 (1/28/2014 7:15:33)

UPDATES:
===Mercenary===
• Removed Club requirement from Armor Breaker
• Added Club requirement to Adrenaline Rush
• Surgical Strike replaced with Telluric Slam. Surgical Strike to be converted into Tactical Mercenary Multi.
• Reduced energy cost on Telluric Slam
• Increased cost of Hybrid Armor by 20
• Maul has had its stun chance decreased slightly, and an addition to the block effect.
• Heavily reduced the cost of Double Strike

===Cyber Hunter===
• Cyber Hunter Revamp Added | January 28th 2014
• Black Rain has had its primary function changed
• Static Charge has been significantly buffed against tanks
• Ultranegator has been slightly buffed
• Short Circuit has had its cost reduced

===Bounty Hunter===
• Bounty Hunter Revamp Added | January 29th 2014
• Bloodlust cost increased from +10 per level to +15 per level
• Frenzy has had its support requirement replaced with support scaling
• Shadow arts has had its base cost increased to 150 and now functions differently while shielded

===Blood Mage===
• Blood Mage Revamp Added | January 29th 2014
• Deadly Aim has had its base values nerfed
• Deadly Aim now scales with Technology
• Jugular Strike, Blood Magic, and Exsanguinate have had their descriptions updated to be more easily understandable
• Added parts of Napalm that were missing.
• Fireball now scales with Dexterity
• Blood Shield has been vastly reworked to be much more unique and versatile within the Blood Mage skill tree.
• Blood Shield has had its cost increased slightly per level
• Updated description on Intimidate to confirm that it lowers robot damage

===Tech Mage===
• Tech Mage Revamp Added | January 29th 2014
• Self Reroute has had its penalty slightly lowered
• Bludgeon now ignores 10% of Defense with swords

===Dark Mage===
• Dark Mage Added | January 30th 2014
• Matter Destruct has had missing cost elements added
• Added some clarifications to certain skills
• Added an energy burn effect to Matter Destruct
• Reversal Barrier has been nerfed

===Tactical Mercenary===
• Tactical Mercenary Added | February 2nd, 2014
• Fixed Black Widow Scaling
• Increased Cost of Black Widow due to being unhealable.

===Wraith===
• Wraith Added | Februrary 9th, 2014

===MERCENARY===
Field Medic      - Double Strike   - Hybrid Armor
Blood Commander  - Armor Breaker   - Bunker Buster
Artillery Strike - Berzerker       - Maul
Telluric Slam    - Adrenaline Rush - Static Blow


NOTE: Designed to increase sword viability and overall mercenary viability slightly.


Adrenaline Rush
Smash an enemy, consuming all of your current rage;
Ignores a % of 45% of defences ignored based on consumed rage;
Increases accuracy and damage by a % of consumed rage points;
Cost: 120 Energy +10 per level

Weapon: Club

(For example: if you have 50% of your rage bar, you will ignore 22.5% defences)

    Level 1:  2.50% of Rage Points (35% Increased Accuracy and +35 Damage @ Level 40 w/ full Rage Bar of 1400 Points)
    Level 2:  2.85%
    Level 3:  3.20%
    Level 4:  3.55%
    Level 5:  3.90%
    Level 6:  4.25%
    Level 7:  4.60%
    Level 8:  4.95%
    Level 9:  5.30%
    Level 10: 5.65% of Rage Points (79% Increased Accuracy and +79 Damage @ level 40 w/ full Rage Bar of 1400 Points)



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

Cost: 120 +20 per level

    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 



Static Blow
Strike an enemy, absorbing their energy as a percentage of damage done.
If this skill is blocked you will still recover the full amount of energy.
Cost: 0 (1 Turn)

Weapon: All

    Level 1:  41% Conversion 
    Level 2:  44% Conversion 
    Level 3:  47% Conversion 
    Level 4:  50% Conversion 
    Level 5:  53% Conversion 
    Level 6:  56% Conversion 
    Level 7:  59% Conversion 
    Level 8:  62% Conversion 
    Level 9:  65% Conversion 
    Level 10: 68% Conversion



Armor Breaker
Deal a massive blow to the enemies armor, reducing their defence and resistance for 3 turns
Cost: 140 +15 per level

Weapon: All

Improves With: Dexterity
+1 Defence and Resistance per 2 Dex after 20

NOTE: I am not as confident on the numbers of this skill as i am others. They may require minor or major tweaks.

    Level 1:  13 Defence & Resistance
    Level 2:  18 Defence & Resistance
    Level 3:  23 Defence & Resistance
    Level 4:  28 Defence & Resistance
    Level 5:  33 Defence & Resistance
    Level 6:  38 Defence & Resistance
    Level 7:  43 Defence & Resistance
    Level 8:  48 Defence & Resistance
    Level 9:  53 Defence & Resistance
    Level 10: 58 Defence & Resistance



Maul
Smash an enemy, aiming to stun them;
If this skill is blocked, the impact of their arms and the club hitting their head will guarantee a stun.
A blocked stun will result in the target remaining in the defensive position while stunned, granting them 10% bonus defences.

Weapon: Club

NOTE: 20% Defence ignore has been removed

    Level 1:  16% Chance to Stun 
    Level 2:  19% Chance to Stun 
    Level 3:  22% Chance to Stun 
    Level 4:  25% Chance to Stun 
    Level 5:  28% Chance to Stun 
    Level 6:  31% Chance to Stun 
    Level 7:  34% Chance to Stun 
    Level 8:  37% Chance to Stun 
    Level 9:  40% Chance to Stun 
    Level 10: 43% Chance to Stun



Bunker Buster
Fires a rocket that has 25% chance to inflict a critical strike;
If this skill does not critical it ignores 10% of defence

Cost / Requirements / Scaling remains the same as they currently are

    Level 1:  215 Physical Damage 
    Level 2:  230 Physical Damage 
    Level 3:  245 Physical Damage 
    Level 4:  260 Physical Damage 
    Level 5:  275 Physical Damage 
    Level 6:  290 Physical Damage 
    Level 7:  305 Physical Damage 
    Level 8:  320 Physical Damage 
    Level 9:  335 Physical Damage 
    Level 10: 350 Physical Damage 



Artillery Strike
Inflicts physical damage to all enemies. Deals 90% damage if it hits multiple targets.
Cannot inflict critical strike to more than one target.

Cost / Requirements / Scaling remains the same as they currently are

    Level 1:  223 Physical Damage 
    Level 2:  246 Physical Damage 
    Level 3:  269 Physical Damage 
    Level 4:  292 Physical Damage 
    Level 5:  315 Physical Damage 
    Level 6:  338 Physical Damage 
    Level 7:  361 Physical Damage 
    Level 8:  384 Physical Damage 
    Level 9:  407 Physical Damage 
    Level 10: 430 Physical Damage 


Blood Commander
Increase Strength, granting lifesteal equal to 60% of Strength gain for 4 turns

Cost / Requirements / Scaling remains the same as they currently are

    Level 1:  12 Strength Points 
    Level 2:  14 Strength Points 
    Level 3:  16 Strength Points 
    Level 4:  18 Strength Points 
    Level 5:  20 Strength Points 
    Level 6:  22 Strength Points 
    Level 7:  24 Strength Points 
    Level 8:  26 Strength Points 
    Level 9:  28 Strength Points 
    Level 10: 30 Strength Points 


Telluric Slam
Augment your club with bleeding edge technology giving it the power to shatter the earth;
Reduces targets rage by 50%;
30% lifesteal;

Weapon: Club
Cost: 330 +25 per level
Scaling remains the same as Surgical Strike

    Level 1:  300 Physical Damage 
    Level 2:  330 Physical Damage 
    Level 3:  360 Physical Damage 
    Level 4:  390 Physical Damage 
    Level 5:  410 Physical Damage 
    Level 6:  440 Physical Damage 
    Level 7:  470 Physical Damage 
    Level 8:  500 Physical Damage 
    Level 9:  530 Physical Damage 
    Level 10: 560 Physical Damage 




Double Strike
Attacks your enemy twice for additional damage

Cost: 140 +15 per level
    Level 1:  15% More Damage 
    Level 2:  18% More Damage 
    Level 3:  21% More Damage 
    Level 4:  24% More Damage 
    Level 5:  27% More Damage 
    Level 6:  30% More Damage 
    Level 7:  33% More Damage 
    Level 8:  36% More Damage 
    Level 9:  39% More Damage 
    Level 10: 42% More Damage


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===CYBER HUNTER===
Field Medic    - Diamond Blades - EMP Grenade
Plasma Armor   - Static Charge  - Ultranegator
Multi Shot     - Short Circuit  - Black Rain
Plasma Grenade - Spark Blitz    - Static Barrier 




Spark Blitz
Rush the enemy with your blades, dealing massive split damage;
50% Energy steal on the element that deals less damage;
Hits: Three Energy, Three Physical

Weapon: Claws
Cost: 330 +25 per level

    Level 1:  39% More Damage 
    Level 2:  48% More Damage 
    Level 3:  57% More Damage 
    Level 4:  66% More Damage 
    Level 5:  75% More Damage 
    Level 6:  84% More Damage 
    Level 7:  93% More Damage 
    Level 8:  102% More Damage 
    Level 9:  111% More Damage 
    Level 10: 120% More Damage

Method of Calculation:
((((Final Multiplied Damage) - Resistance) / 2)/3) Three Times
+
((((Final Multiplied Damage) - Defence) /2)/3) Three Times




Static Barrier
Disrupt your opponents HUD and targeting, causing their attacks to miss vitals and weak points;
30% of damage taken is dealt to Energy before Health;
If not enough energy is present, all damage will be dealt to Health.

Duration: 3 Turns

Cost: 110 Energy +15 per level

    Level 1:  10% Damage Reduction 
    Level 2:  13% Damage Reduction 
    Level 3:  16% Damage Reduction 
    Level 4:  19% Damage Reduction 
    Level 5:  22% Damage Reduction 
    Level 6:  25% Damage Reduction 
    Level 7:  28% Damage Reduction 
    Level 8:  31% Damage Reduction 
    Level 9:  34% Damage Reduction 
    Level 10: 37% Damage Reduction




Static Charge
Adds a percentage of the damage you inflict to your energy;
Static Charge cannot be blocked or grant rage points;
If static charge were to deal a critical strike or rage, the additional damage will be added to your energy rather than dealt as damage.
33% of the targets Defence/Resistance is added to your energy pool

Weapon: All

    Level 1:  33% Damage to Energy 
    Level 2:  36% Damage to Energy 
    Level 3:  39% Damage to Energy 
    Level 4:  42% Damage to Energy 
    Level 5:  45% Damage to Energy 
    Level 6:  48% Damage to Energy 
    Level 7:  51% Damage to Energy 
    Level 8:  54% Damage to Energy 
    Level 9:  57% Damage to Energy 
    Level 10: 60% Damage to Energy




Short Circuit
Short your armor, dealing 100% resistance ignoring additional energy damage on weapon based attacks;
Additional damage is not reduced by blocks or deflection;
Energy is lost every time Short Circuit deals additional damage;
If not enough energy is present, Short Circuit will not deal additional damage.

Duration: 4 Turns
Cost: 95 +15 per level

    Level 1:  10% of Primary Damage | 5  Energy Cost
    Level 2:  13% of Primary Damage | 7  Energy Cost
    Level 3:  16% of Primary Damage | 9  Energy Cost
    Level 4:  19% of Primary Damage | 11 Energy Cost
    Level 5:  22% of Primary Damage | 13 Energy Cost
    Level 6:  25% of Primary Damage | 15 Energy Cost
    Level 7:  28% of Primary Damage | 17 Energy Cost
    Level 8:  31% of Primary Damage | 19 Energy Cost
    Level 9:  34% of Primary Damage | 21 Energy Cost
    Level 10: 37% of Primary Damage | 23 Energy Cost




Diamond Blades
Coat your blades in razor-sharp diamond, piercing the armor of your opponent.

Cost: 130 +20 per level
Weapon: Claws	

    Level 1:  16% Defense/Resistance Ignored 
    Level 2:  20% Defense/Resistance Ignored 
    Level 3:  24% Defense/Resistance Ignored 
    Level 4:  28% Defense/Resistance Ignored 
    Level 5:  32% Defense/Resistance Ignored 
    Level 6:  36% Defense/Resistance Ignored 
    Level 7:  40% Defense/Resistance Ignored 
    Level 8:  44% Defense/Resistance Ignored 
    Level 9:  48% Defense/Resistance Ignored 
    Level 10: 52% Defense/Resistance Ignored



EMP Grenade
Throws an EMP Grenade to drain some of your enemy's energy

Cost: 100 +10 per level
Scaling remains the same as it is currently

Weapon: All

    Level 1:  90 Energy Points 
    Level 2:  110 Energy Points 
    Level 3:  130 Energy Points 
    Level 4:  150 Energy Points 
    Level 5:  170 Energy Points 
    Level 6:  190 Energy Points 
    Level 7:  210 Energy Points 
    Level 8:  230 Energy Points 
    Level 9:  250 Energy Points 
    Level 10: 270 Energy Points 




Plasma Armor
Increase Resistance for 4 turns. This skill is unaffected by stat changes.
A percentage of direct damage taken is removed from your opponent's energy.

Cost: 130 +20 per level

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 



Multi-Shot
Inflicts energy damage to all enemies. Deals 90% damage against multiple targets.
Cannot inflict critical strike to more than one target.

Cost / Requirements / Scaling remain the same as currently.

    Level 1:  210 Energy Damage 
    Level 2:  231 Energy Damage 
    Level 3:  252 Energy Damage 
    Level 4:  273 Energy Damage 
    Level 5:  294 Energy Damage 
    Level 6:  315 Energy Damage 
    Level 7:  336 Energy Damage 
    Level 8:  357 Energy Damage 
    Level 9:  378 Energy Damage 
    Level 10: 399 Energy Damage 




Plasma Grenade
Throw a plasma grenade, dealing energy damage; 30% chance to stun the enemy

Cost / Requirements / Scaling remain the same as currently

    Level 1:  180 Energy Damage 
    Level 2:  197 Energy Damage 
    Level 3:  214 Energy Damage 
    Level 4:  231 Energy Damage 
    Level 5:  248 Energy Damage 
    Level 6:  265 Energy Damage 
    Level 7:  282 Energy Damage 
    Level 8:  299 Energy Damage 
    Level 9:  316 Energy Damage 
    Level 10: 333 Energy Damage 




Black Rain
Spread nuclear fallout on your opponent's side of the field, causing massive unpredictability and lowering support.
Support reduction is doubled if only one opponent is hit.
Causes all skills above level 1 to have their levels swapped with eachother randomly each turn.

Duration: 3 Turns

Improves With: Support - +1 per 8 support
Cost: 130 + 20 per level

    Level 1:  1  Support Points 
    Level 2:  2  Support Points 
    Level 3:  3  Support Points 
    Level 4:  4  Support Points 
    Level 5:  5  Support Points 
    Level 6:  6  Support Points 
    Level 7:  7  Support Points 
    Level 8:  8  Support Points 
    Level 9:  9  Support Points 
    Level 10: 10 Support Points 





Ultranegator
Improves all non-reduced stats by a percentage of all negative stat effects on the target.
Duration: Until all negative stat effects are gone.

Cost: 120 +10 per level

    Level 1:  32% of Negative Stats
    Level 1:  34% of Negative Stats
    Level 1:  36% of Negative Stats
    Level 1:  38% of Negative Stats
    Level 1:  40% of Negative Stats
    Level 1:  42% of Negative Stats
    Level 1:  44% of Negative Stats
    Level 1:  46% of Negative Stats
    Level 1:  48% of Negative Stats
    Level 1:  50% of Negative Stats





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===BOUNTY HUNTER===
Field Medic    - Frenzy       - Smoke Screen
Energy Shield  - Bloodlust    - Static Grenade
Replicant Fury - Reflex Boost - Stun Grenade
Shadow Arts    - Massacre     - Venom Strike



Smoke Screen
Strike and reduce the Dexterity of an enemy for 3 turns

Cost / Requirements / Scaling remain the same as currently

    Level 1:  6  Dexterity Points 
    Level 2:  8  Dexterity Points 
    Level 3:  10 Dexterity Points 
    Level 4:  12 Dexterity Points 
    Level 5:  14 Dexterity Points 
    Level 6:  16 Dexterity Points 
    Level 7:  18 Dexterity Points 
    Level 8:  20 Dexterity Points 
    Level 9:  22 Dexterity Points 
    Level 10: 24 Dexterity Points 



Energy Shield
Increases energy resistance for you or an ally for 3 turns

Cost / Requirements / Scaling remain the same as currently

    Level 1:  10  Resistance Points 
    Level 2:  30  Resistance Points 
    Level 3:  50  Resistance Points 
    Level 4:  70  Resistance Points 
    Level 5:  90  Resistance Points 
    Level 6:  110 Resistance Points 
    Level 7:  130 Resistance Points 
    Level 8:  150 Resistance Points 
    Level 9:  170 Resistance Points 
    Level 10: 190 Resistance Points 



Static Grenade
Drain the target's energy. User absorbs 35% of the drained energy.

Cost / Requirements / Scaling remain the same as currently

    Level 1:  85  Energy Points 
    Level 2:  100 Energy Points 
    Level 3:  115 Energy Points 
    Level 4:  130 Energy Points 
    Level 5:  145 Energy Points 
    Level 6:  160 Energy Points 
    Level 7:  175 Energy Points 
    Level 8:  190 Energy Points 
    Level 9:  205 Energy Points 
    Level 10: 220 Energy Points 




Stun Grenade
Inflicts physical damage with a 30% chance to stun the enemy

Cost / Requirements / Scaling remains the same as currently

    Level 1:  167 Physical Damage 
    Level 2:  184 Physical Damage 
    Level 3:  201 Physical Damage 
    Level 4:  218 Physical Damage 
    Level 5:  235 Physical Damage 
    Level 6:  252 Physical Damage 
    Level 7:  269 Physical Damage 
    Level 8:  286 Physical Damage 
    Level 9:  303 Physical Damage 
    Level 10: 320 Physical Damage 




Venom Strike
Deals 85% damage, then poisons the enemy for 3 turns. Cured by Field Medic.

Weapon: All
Cost remains the same as it is currently


    Level 1:  10% of Primary Damage
    Level 2:  13% of Primary Damage 
    Level 3:  16% of Primary Damage 
    Level 4:  19% of Primary Damage
    Level 5:  22% of Primary Damage
    Level 6:  25% of Primary Damage
    Level 7:  28% of Primary Damage
    Level 8:  31% of Primary Damage
    Level 9:  34% of Primary Damage
    Level 10: 37% of Primary Damage


Shadow Arts
Fade into shadows, causing attacks to miss vitals and weak points, however you fade out of the protection of shields.
A percentage of damage taken is returned to you during your turn.

Cost: 150 +20 per level
    Level 1:  8%  Damage Reduction | 15.5% of Damage Taken
    Level 2:  11% Damage Reduction | 18.0% of Damage Taken
    Level 3:  14% Damage Reduction | 20.5% of Damage Taken
    Level 4:  17% Damage Reduction | 23.0% of Damage Taken
    Level 5:  20% Damage Reduction | 25.5% of Damage Taken
    Level 6:  23% Damage Reduction | 28.0% of Damage Taken
    Level 7:  26% Damage Reduction | 30.5% of Damage Taken
    Level 8:  29% Damage Reduction | 33.0% of Damage Taken
    Level 9:  32% Damage Reduction | 35.5% of Damage Taken
    Level 10: 35% Damage Reduction | 38.0% of Damage Taken




Massacre
Unleash a fury of blade strikes upon an enemy, dealing massive damage;
20% Lifesteal applied evenly over 3 turns

Weapon: Wrist Blades

Cost: 330 +25 per level

    Level 1:  39% More Damage 
    Level 2:  48% More Damage 
    Level 3:  57% More Damage 
    Level 4:  66% More Damage 
    Level 5:  75% More Damage 
    Level 6:  84% More Damage 
    Level 7:  93% More Damage 
    Level 8:  102% More Damage 
    Level 9:  111% More Damage 
    Level 10: 120% More Damage




Replicant Fury
Augment your equipment to grant you speed so great that it appears as if there were two of you;
Deals 90% damage against multiple targets;
Cannot inflict critical strike to more than one target

Hits: 8 Total. 4 per target if multiple targets are present. EXTREMELY fast hits.
Cost / Scaling is the same as Multi-Shot

Weapon: Wrist Blades

NOTE: Wrist Blades will have a blue glow to them during this attack.

    Level 1:  210 Energy Damage 
    Level 2:  231 Energy Damage 
    Level 3:  252 Energy Damage 
    Level 4:  273 Energy Damage 
    Level 5:  294 Energy Damage 
    Level 6:  315 Energy Damage 
    Level 7:  336 Energy Damage 
    Level 8:  357 Energy Damage 
    Level 9:  378 Energy Damage 
    Level 10: 399 Energy Damage 




Frenzy
Adds a percentage of the damage you inflict to your health. Ignores 10% defense.

Cost /remain the same as currently.
NOTE: Support Requirement removed.

Weapon: All
Improves With: Suppport - +0.5% per 1 support after 20 
    Level 1:  10.0% Damage to Health 
    Level 2:  13.0% Damage to Health 
    Level 3:  16.0% Damage to Health 
    Level 4:  19.0% Damage to Health 
    Level 5:  22.0% Damage to Health 
    Level 6:  25.0% Damage to Health 
    Level 7:  28.0% Damage to Health 
    Level 8:  31.0% Damage to Health 
    Level 9:  34.0% Damage to Health 
    Level 10: 37.0% Damage to Health




Bloodlust
Bleed out your enemy with a precise strike, inflicting a % of damage dealt as physical Damage Over 4 turns;
Damage Over Time ignores 100% Defence;
Physical Damage Over Time is regained as health;
Additional/Decreased damage from Rage, Criticals and Block are ignored by the Damage over Time.

Weapon: Wrist Blades

Cost: 160 +15 per level

    Level 1:  7% of Damage Dealt
    Level 2:  8% of Damage Dealt
    Level 3:  9% of Damage Dealt
    Level 4:  10% of Damage Dealt
    Level 5:  11% of Damage Dealt
    Level 6:  12% of Damage Dealt
    Level 7:  13% of Damage Dealt 
    Level 8:  14% of Damage Dealt 
    Level 9:  15% of Damage Dealt 
    Level 10: 16% of Damage Dealt




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===BLOOD MAGE===
Field Medic    - Fireball      - Blood Shield
Jugular Strike - Mark of Blood - Hemorrhage
Deadly Aim     - Intimidate    - Napalm
Blood Magic    - Exsanguinate  - Soul Split



Soul Split
Strike the enemy, draining a % of their current energy;
Caster gains 1.5x the amount drained;
20% of damage dealt is taken from the casters health;
Caster gains 2x reflected damage as energy.

Weapon: All

Cost: 0

    Level 1:  13% Current Energy 
    Level 2:  16% Current Energy 
    Level 3:  19% Current Energy 
    Level 4:  22% Current Energy 
    Level 5:  25% Current Energy 
    Level 6:  28% Current Energy 
    Level 7:  31% Current Energy 
    Level 8:  34% Current Energy 
    Level 9:  37% Current Energy 
    Level 10: 40% Current Energy




Blood Shield
Sacrifice health to activate a shield that prevents a % of all damage;
This shield has an infinite duration until it prevents an amount of total damage;

Total Damage Prevention increases by +1 per level
Improves With: Support  -  +10 Damage at 22 support -  [b]5 Damage per 1 support[/b]

Cost: 125 Health +[b] 15 Energy per level after 1[/b]
    Level 1:  9%  Damage Reduction | 87  Damage
    Level 2:  11% Damage Reduction | 144 Damage
    Level 3:  13% Damage Reduction | 201 Damage
    Level 4:  15% Damage Reduction | 258 Damage
    Level 5:  17% Damage Reduction | 315 Damage
    Level 6:  19% Damage Reduction | 372 Damage
    Level 7:  21% Damage Reduction | 429 Damage
    Level 8:  23% Damage Reduction | 486 Damage
    Level 9:  25% Damage Reduction | 543 Damage
    Level 10: 27% Damage Reduction | 600 Damage



Hemorrhage
Strike the enemy, spilling massive amounts of blood, potentially causing the enemy to pass out (30% stun chance).

Weapon: All

Cost: 120 +20 per level

    +10 Physical Damage at 22 Dexterity, +10 Physical Damage per 4 Dexterity after
    Level 1:  173 Physical Damage 
    Level 2:  196 Physical Damage 
    Level 3:  219 Physical Damage 
    Level 4:  242 Physical Damage 
    Level 5:  265 Physical Damage 
    Level 6:  288 Physical Damage 
    Level 7:  311 Physical Damage 
    Level 8:  334 Physical Damage 
    Level 9:  357 Physical Damage 
    Level 10: 380 Physical Damage 




Napalm
Rain napalm down on your enemies;
50% of damage is applied directly;
50% of damage is applied as damage over 3 turns.
50% of damage is applied as damage over 3 turns.
Deals 90% damage against multiple targets;
Cannot inflict critical strike to more than one target

Weapon: Staff

NOTE: 50% is applied after def, of course.
Cost: Same as Plasma Rain

    +10 Energy Damage at 24 Support, +10 Energy Damage per 4 Support after
    Level 1:  210 Energy Damage 
    Level 2:  231 Energy Damage 
    Level 3:  252 Energy Damage 
    Level 4:  273 Energy Damage 
    Level 5:  294 Energy Damage 
    Level 6:  315 Energy Damage 
    Level 7:  336 Energy Damage 
    Level 8:  357 Energy Damage 
    Level 9:  378 Energy Damage 
    Level 10: 399 Energy Damage 




Jugular Strike
Aim for the throat with guaranteed precision, dealing increased damage with 25% chance to critical strike

Weapon: All

Cost: 130 +20 per level
    Level 1:  13% More Damage 
    Level 2:  16% More Damage 
    Level 3:  19% More Damage 
    Level 4:  22% More Damage 
    Level 5:  25% More Damage 
    Level 6:  28% More Damage 
    Level 7:  31% More Damage 
    Level 8:  34% More Damage 
    Level 9:  37% More Damage 
    Level 10: 40% More Damage



Deadly Aim
Inflicts enhanced damage with your sidearm

Weapon: Sidearm

Cost: 40 +15 per level
Improves With: Technology - -0.3% More Base Damage per 1 Technology above 20

    Level 1:  3.5%  More Base Damage 
    Level 2:  6.0%  More Base Damage 
    Level 3:  8.5%  More Base Damage 
    Level 4:  11.0% More Base Damage 
    Level 5:  13.5% More Base Damage 
    Level 6:  16.0% More Base Damage 
    Level 7:  18.5% More Base Damage 
    Level 8:  21.0% More Base Damage 
    Level 9:  23.5% More Base Damage 
    Level 10: 26.0% More Base Damage



Intimidate
Strike fear into your enemy, causing them to fumble their wepaons and control their robots poorly for 3 turns.

Improves With: Support -  +1 Less Damage per 2 Support after 20

    Level 1:  13 Less Damage 
    Level 2:  18 Less Damage 
    Level 3:  23 Less Damage 
    Level 4:  28 Less Damage 
    Level 5:  33 Less Damage 
    Level 6:  38 Less Damage 
    Level 7:  43 Less Damage 
    Level 8:  48 Less Damage 
    Level 9:  53 Less Damage
    Level 10: 58 Less Damage




Exsanguinate
Focus your energy to bleed out the enemy dealing massive physical damage
50% Lifesteal
If not enough energy is present the cost can be paid in HP at a 15% cost increase
If paid with life, 50% Lifesteal instead becomes 35% of Damage Dealt Added to Casters Energy

Improves With: Technology

Cost: 330 +25 per level
    Level 1:  300 Physical Damage 
    Level 2:  330 Physical Damage 
    Level 3:  360 Physical Damage 
    Level 4:  390 Physical Damage 
    Level 5:  410 Physical Damage 
    Level 6:  440 Physical Damage 
    Level 7:  470 Physical Damage 
    Level 8:  500 Physical Damage 
    Level 9:  530 Physical Damage 
    Level 10: 560 Physical Damage 




Mark of Blood
Marks a target, granting lifesteal to players that attack the marked target.

Cost / Requirements / Scaling remain the same as they currently are

    Level 1:  14% Damage to Health 
    Level 2:  16% Damage to Health 
    Level 3:  28% Damage to Health 
    Level 4:  20% Damage to Health 
    Level 5:  22% Damage to Health 
    Level 6:  24% Damage to Health 
    Level 7:  26% Damage to Health 
    Level 8:  28% Damage to Health 
    Level 9:  30% Damage to Health 
    Level 10: 32% Damage to Health




Blood Magic
Converts all remaining Energy to Health;
Allows offensive skills to be cast from Health for 3 turns;
Locks energy to 0 for 3 turns;
Does not end your turn.

Weapon: Staff

    Level 1:  27% Increased Cost of Skills 
    Level 2:  24% Increased Cost of Skills 
    Level 3:  21% Increased Cost of Skills 
    Level 4:  18% Increased Cost of Skills 
    Level 5:  15% Increased Cost of Skills 
    Level 6:  12% Increased Cost of Skills 
    Level 7:   9% Increased Cost of Skills 
    Level 8:   6% Increased Cost of Skills
    Level 9:   3% Increased Cost of Skills 
    Level 10:  0% Increased Cost of Skills



Fireball
Everything remains the same, however this skill now scales with Dexterity.



===TECH MAGE===
Field Medic - Defense Matrix - Plasma Bolt
Technician - Bludgeon - Overload
Malfunction - Reroute - Plasma Rain
Assimilation - Supercharge - Fire Scythe


Defense Matrix
Increases physical defense for you or any ally for 3 turns

Cost / Scaling / Requirements remain the same as currently

    Level 1:  29  Defense 
    Level 2:  48  Defense 
    Level 3:  67  Defense 
    Level 4:  86  Defense 
    Level 5:  105 Defense 
    Level 6:  124 Defense 
    Level 7:  143 Defense 
    Level 8:  162 Defense 
    Level 9:  181 Defense 
    Level 10: 200 Defense 




Overload
Fires a bolt of lightning with a 30% base chance to stun the enemy

Cost / Requirements / Scaling remain the same as currently

    Level 1:  173 Energy Damage 
    Level 2:  196 Energy Damage 
    Level 3:  219 Energy Damage 
    Level 4:  242 Energy Damage 
    Level 5:  265 Energy Damage 
    Level 6:  288 Energy Damage 
    Level 7:  311 Energy Damage 
    Level 8:  334 Energy Damage 
    Level 9:  357 Energy Damage 
    Level 10: 380 Energy Damage 




Technician
Improves Technology of you or an ally for 4 turns

Cost / Requirements / Scaling remain the same as currently

    Level 1:  11 Technology Points 
    Level 2:  13 Technology Points 
    Level 3:  15 Technology Points 
    Level 4:  17 Technology Points 
    Level 5:  19 Technology Points 
    Level 6:  21 Technology Points 
    Level 7:  23 Technology Points 
    Level 8:  25 Technology Points 
    Level 9:  27 Technology Points 
    Level 10: 29 Technology Points 




Malfunction
Strike and reduce an enemy's Technology for 3 turns

Weapon: All

Cost / Requirements / Scaling remain the same as currently

    Level 1:  6 Technology Points 
    Level 2:  8 Technology Points 
    Level 3:  10 Technology Points 
    Level 4:  12 Technology Points 
    Level 5:  14 Technology Points 
    Level 6:  16 Technology Points 
    Level 7:  18 Technology Points 
    Level 8:  20 Technology Points 
    Level 9:  22 Technology Points 
    Level 10: 24 Technology Points 




Assimilation
Deals 85% damage; drains target's energy. User absorbs 50% of energy drained.

Requirements / Scaling remain the same as currently

    Level 1:  69 Energy Points 
    Level 2:  78 Energy Points 
    Level 3:  87 Energy Points 
    Level 4:  96 Energy Points 
    Level 5:  105 Energy Points 
    Level 6:  114 Energy Points 
    Level 7:  123 Energy Points 
    Level 8:  132 Energy Points 
    Level 9:  141 Energy Points 
    Level 10: 150 Energy Points 




Fire Scythe
Launches a fire wave, dealing physical damage. Ignores a % of the target's Defense.

Cost / Requirements remain the same as currently

    Level 1:  13% Defense Ignored 
    Level 2:  16% Defense Ignored 
    Level 3:  19% Defense Ignored 
    Level 4:  22% Defense Ignored 
    Level 5:  25% Defense Ignored 
    Level 6:  28% Defense Ignored 
    Level 7:  31% Defense Ignored 
    Level 8:  34% Defense Ignored 
    Level 9:  37% Defense Ignored 
    Level 10: 40% Defense Ignored




Reroute
Strike the enemy, granting you 5% of their maximum energy for 5 turns;
The caster gains a percentage of the amount of energy used by rerouted targets;

If cast on yourself, a percentage of remaining health is converted to energy;
Energy gained via self-cast reroute is penalized by 20%;
Self-cast reroute does not consume a turn.

If cast on a partner, a percentage of your remaining energy is transferred to your partner.



    Level 1:  15% of Used Energy / 30% of Health / 55%  of Energy
    Level 2:  17% of Used Energy / 33% of Health / 60%  of Energy
    Level 3:  19% of Used Energy / 36% of Health / 65%  of Energy
    Level 4:  21% of Used Energy / 39% of Health / 70%  of Energy
    Level 5:  23% of Used Energy / 42% of Health / 75%  of Energy
    Level 6:  25% of Used Energy / 45% of Health / 80%  of Energy
    Level 7:  27% of Used Energy / 48% of Health / 85%  of Energy
    Level 8:  29% of Used Energy / 51% of Health / 90%  of Energy
    Level 9:  31% of Used Energy / 54% of Health / 95%  of Energy
    Level 10: 33% of Used Energy / 57% of Health / 100% of Energy



Bludgeon
Inflicts enhanced physical damage via the weapon's blunt end;
The extra weight of swords causes them to ignore 10% defense.

    Level 1:  23% More Damage 
    Level 2:  26% More Damage 
    Level 3:  29% More Damage 
    Level 4:  32% More Damage 
    Level 5:  35% More Damage 
    Level 6:  38% More Damage 
    Level 7:  41% More Damage 
    Level 8:  44% More Damage 
    Level 9:  47% More Damage 
    Level 10: 50% More Damage



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



===DARK MAGE===
Decoy            - Fury              - Dark Matter
Antimatter Guard - Feedback          - Bloodburn
Vulnerability    - Reversal Barrier  - Black Hole
Matter Destruct  - Syphon            - Entropy Break

===Base Stats===

Health: 555
Energy: 555

Strength:   20
Dexterity:  20
Technology: 20
Support:    20


Decoy
Creates a copy of your character that has zero energy and a set amount of health;
Decoys do not get turns;
There may be a maximum of 4 entities on any given side of the field;
Recasting decoy at the maximum number of entities will fully heal the lowest health decoy;
If you die with decoy active, you will become the decoy, but you will not retain any of the energy you died with.

Cost: 170 +20 per level

NOTE: Decoys share your dexterity/technology + armor, but not your buffs, and importantly, your debuffs.
To counteract this, a decoys are susceptible to multi-target attacks but DO NOT raise their cost, and you have no way to cure poison by yourself.

    Level 1:  140 Health Points 
    Level 2:  170 Health Points 
    Level 3:  200 Health Points 
    Level 4:  230 Health Points 
    Level 5:  260 Health Points 
    Level 6:  290 Health Points 
    Level 7:  320 Health Points 
    Level 8:  340 Health Points 
    Level 9:  360 Health Points 
    Level 10: 380 Health Points 

Cooldown: 4 Turns
SCALING:
    Level 3:  +10 Health Points 
    Level 4:  +10 Health Points 
    Level 6:  +10 Health Points 
    Level 7:  +10 Health Points 
    Level 9:  +10 Health Points 
    Level 10: +10 Health Points 
    Level 12: +10 Health Points 
    Level 13: +10 Health Points 
    Level 15: +10 Health Points 
    Level 16: +10 Health Points 
    Level 18: +10 Health Points 
    Level 19: +10 Health Points 
    Level 22: +10 Health Points 
    Level 23: +10 Health Points 
    Level 25: +10 Health Points 
    Level 26: +10 Health Points 
    Level 28: +10 Health Points 
    Level 29: +10 Health Points 
    Level 31: +10 Health Points 
    Level 32: +10 Health Points 
    Level 34: +10 Health Points 
    Level 35: +10 Health Points
    Level 36: +6 Health Points 
    Level 37: +6 Health Points 
    Level 38: +6 Health Points 
    Level 39: +6 Health Points 
    Level 40: +6 Health Points




Fury
Unleash a devastating attack that grows in both power and cost as you lose health.

Cost: 50 Energy
_________________________________________
|% More Damage       |     Increased Cost|
|----------------------------------------|
|2.5% of Lost Health | 10% of Lost Health|
|3.0% of Lost Health | 12% of Lost Health|
|3.5% of Lost Health | 14% of Lost Health|
|4.0% of Lost Health | 16% of Lost Health|
|4.5% of Lost Health | 18% of Lost Health|
|5.0% of Lost Health | 20% of Lost Health|
|5.5% of Lost Health | 22% of Lost Health|
|6.0% of Lost Health | 24% of Lost Health|
|6.5% of Lost Health | 26% of Lost Health|
|7.0% of Lost Health | 28% of Lost Health|
|----------------------------------------|



Dark Matter
Coat your weapon in unseen Dark Matter, allowing it to pass through enemy defences and guaranteeing a hit.

Weapon: Staff

Cost: 130 +20 per level
    Level 1:  13% Defense/Resist Ignored 
    Level 2:  16% Defense/Resist Ignored 
    Level 3:  19% Defense/Resist Ignored 
    Level 4:  22% Defense/Resist Ignored 
    Level 5:  25% Defense/Resist Ignored 
    Level 6:  28% Defense/Resist Ignored 
    Level 7:  31% Defense/Resist Ignored 
    Level 8:  34% Defense/Resist Ignored 
    Level 9:  37% Defense/Resist Ignored 
    Level 10: 40% Defense/Resist Ignored




Bloodburn
Boil the enemies blood dealing massive damage evenly over the course of 3 turns and potentially incapacitating them by the end;
11% Chance to stun each turn;
Cannot Stun more than Once.


NOTE: 11% chance to stun each turn is NOT a 33% chance to inflict stun, it is a 29.5% chance.
NOTE: Total damage IS reduced by defense, the damage is applied evenly over the course of three turns.

Improves With: +10 Physical Damage at 22 Technology, +2.5 Physical Damage per 1 Technology after

    Level 1:  173 Total Physical Damage 
    Level 2:  196 Total Physical Damage 
    Level 3:  219 Total Physical Damage 
    Level 4:  242 Total Physical Damage 
    Level 5:  265 Total Physical Damage 
    Level 6:  288 Total Physical Damage 
    Level 7:  311 Total Physical Damage 
    Level 8:  334 Total Physical Damage 
    Level 9:  357 Total Physical Damage 
    Level 10: 380 Total Physical Damage 




Feedback
Creates a feedback loop of energy, granting you a % of damage taken as energy

Duration: 5 Turns

    Level 1:  12% Conversion 
    Level 2:  14% Conversion 
    Level 3:  16% Conversion 
    Level 4:  18% Conversion 
    Level 5:  20% Conversion 
    Level 6:  22% Conversion 
    Level 7:  24% Conversion 
    Level 8:  26% Conversion 
    Level 9:  28% Conversion 
    Level 10: 30% Conversion



Black Hole
Creates a black hole on the target's side of the field, dealing massive damage;
Damage is reduced by the mean of the targets Defense and Resistance;
Deals 90% damage against multiple targets;
Cannot inflict critical strike to more than one target.

Weapon: Staff

+10 Damage at 24 Technology, +2.5 Damage per 1 Technology after
Cost: 140 / 220 +20 per level
    Level 1:  210 Damage 
    Level 2:  231 Damage 
    Level 3:  252 Damage 
    Level 4:  273 Damage 
    Level 5:  294 Damage 
    Level 6:  315 Damage 
    Level 7:  336 Damage 
    Level 8:  357 Damage 
    Level 9:  378 Damage 
    Level 10: 399 Energy Damage 



Reversal Barrier
Reverses Base Strength with Base Technology, and Base Support with Base Dexterity;
Grants a bonus to Defense and Resistance;
All buffs cast by the target will be updated to reflect stat changes.

Duration: 3 Turns

+5 Defense at 22 Support, +5 Resistance at 23 Support, +1.25 Defense per 1 Support after 22, +1.25 Resistance per 1 support after 23
Cost: 110 +20 per level
    Level 1:  15  Defense | 14  Resistance
    Level 2:  24  Defense | 24  Resistance
    Level 3:  34  Defense | 33  Resistance
    Level 4:  43  Defence | 43  Resistance 
    Level 5:  53  Defence | 52  Resistance 
    Level 6:  62  Defense | 62  Resistance
    Level 7:  72  Defense | 71  Resistance
    Level 8:  81  Defense | 81  Resistance
    Level 9:  91  Defense | 90  Resistance
    Level 10: 100 Defense | 100 Resistance




Vulnerability
Strike and massively reduce a target's defensive stats;
Players under this effect only lose half the standard defense and resistance from debuffs, including those that are not Vulnerability.

Duration: 3 Turns

    +1 Technology Point at 23 Support, +1 Dexterity point at 25 Support +1 Technology Point per 4 Support after 23, +1 Dexterity Point per 4 support after 25
Cost: 130 +20 per level
    Level 1:  6  Technology and Dexterity Points 
    Level 2:  8  Technology and Dexterity Points 
    Level 3:  10 Technology and Dexterity Points 
    Level 4:  12 Technology and Dexterity Points 
    Level 5:  14 Technology and Dexterity Points 
    Level 6:  16 Technology and Dexterity Points 
    Level 7:  18 Technology and Dexterity Points 
    Level 8:  20 Technology and Dexterity Points 
    Level 9:  22 Technology and Dexterity Points 
    Level 10: 24 Technology and Dexterity Points 




Syphon
Strike the enemy, dealing no damage and granting you a percentage of their max HP

Cost: 0
    Level 1:  11% of Maximum Health
    Level 2:  12% of Maximum Health
    Level 3:  13% of Maximum Health
    Level 4:  14% of Maximum Health
    Level 5:  15% of Maximum Health
    Level 6:  16% of Maximum Health
    Level 7:  17% of Maximum Health
    Level 8:  18% of Maximum Health 
    Level 9:  19% of Maximum Health 
    Level 10: 20% of Maximum Health




Entropy Break
Strike for seemingly 85% damage, the rest of the damage is applied on your next strike;
Your next strike deals a set amount of damage, ignoring your primary damage and strength;
Your next strike is unblockable;
The energy cost is not paid until your next strike.


    +10 Damage at 24 Dexterity , +2.5 Damage per 1 Dexterity after
    +3 Damage per Character Level
Cost: 130 +20 per level
    Level 1:  200 Damage 
    Level 2:  220 Damage 
    Level 3:  240 Damage 
    Level 4:  260 Damage 
    Level 5:  280 Damage 
    Level 6:  300 Damage 
    Level 7:  320 Damage 
    Level 8:  340 Damage 
    Level 9:  360 Damage 
    Level 10: 380 Damage 




Antimatter Guard
Creates a barrier of antimatter around your armor, dealling massive damage to any who pass through it with melee skills;
Barrier is anihilated on contact, dealing 15% of the damage back to you;
Targets hit by antimatter guard take 3 extra damage per character level.

Duration: Until Anihilated

    +10 Damage at 26 Dexterity , +2.5 Damage per 1 Dexterity after
Cost: 110 +20 per level
    Level 1:  230 Damage 
    Level 2:  250 Damage 
    Level 3:  270 Damage 
    Level 4:  290 Damage 
    Level 5:  310 Damage 
    Level 6:  330 Damage 
    Level 7:  350 Damage 
    Level 8:  370 Damage 
    Level 9:  390 Damage 
    Level 10: 410 Damage 




Matter Destruct
Obliterate a massive amount of matter, causing untold destruction.
20% of Damage Dealt is removed from the targets energy.

Weapon: Staff


Cost: 330 +25 Per Level + All Remaining Energy
    +0.16 Energy Damage per 1 Maximum Energy after 555
    Level 1:  290 Energy Damage + 1%  of Energy Spent
    Level 2:  320 Energy Damage + 2%  of Energy Spent
    Level 3:  350 Energy Damage + 3%  of Energy Spent
    Level 4:  380 Energy Damage + 4%  of Energy Spent
    Level 5:  410 Energy Damage + 5%  of Energy Spent
    Level 6:  440 Energy Damage + 6%  of Energy Spent
    Level 7:  470 Energy Damage + 7%  of Energy Spent
    Level 8:  500 Energy Damage + 8%  of Energy Spent
    Level 9:  530 Energy Damage + 9%  of Energy Spent
    Level 10: 560 Energy Damage + 10% of Energy Spent



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



===TACTICAL MERCENARY===
Field Medic      - Protean Smash     - Mineral Armor
Plasma Cannon    - Sabotage          - Overclock
Energy Diversion - Blood Transfusion - Surgical Strike
Terminate        - Atom Splitter     - Black Widow


Protean Smash
Strike the target for the damage type they are weakest to;
Deals enhanced damage.

Weapon: Club

Cost: 150 +17 per level
    Level 1:  15% More Damage 
    Level 2:  18% More Damage 
    Level 3:  21% More Damage 
    Level 4:  24% More Damage 
    Level 5:  27% More Damage 
    Level 6:  30% More Damage 
    Level 7:  33% More Damage 
    Level 8:  36% More Damage 
    Level 9:  39% More Damage 
    Level 10: 42% More Damage




Mineral Armor
Increase Defence for 4 turns. This skill is unaffected by stat changes.
A percentage of direct damage taken is reflected as damage.


Cost: 130 +20 per level

Level 1:  30% Defence  | 15% of Damage
Level 2:  39% Defence  | 17% of Damage
Level 3:  48% Defence  | 19% of Damage
Level 4:  56% Defence  | 21% of Damage
Level 5:  64% Defence  | 23% of Damage
Level 6:  72% Decence  | 25% of Damage
Level 7:  79% Defence  | 27% of Damage
Level 8:  86% Defence  | 29% of Damage
Level 9:  93% Defence  | 31% of Damage
Level 10: 100% Defence | 33% of Damage 




Sabotage
Strike and sneakily sabotage a target's equipment, lowering support;
Target's offensive skill effectiveness is lowered by a % of support lost.


Improves With: +1 Support Point at 24 Dexterity +1 Support Point per 4 Dexterity after
Cost: 130 +20 per level
    Level 1:  9  Support Points | 23% of Support Lost
    Level 2:  12 Support Points | 26% of Support Lost
    Level 3:  15 Support Points | 29% of Support Lost
    Level 4:  18 Support Points | 32% of Support Lost
    Level 5:  20 Support Points | 35% of Support Lost
    Level 6:  22 Support Points | 38% of Support Lost
    Level 7:  24 Support Points | 41% of Support Lost
    Level 8:  26 Support Points | 44% of Support Lost
    Level 9:  28 Support Points | 47% of Support Lost
    Level 10: 30 Support Points | 50% of Support Lost


Character Level
    Level 3:  +1 Support Point 
    Level 6:  +1 Support Point 
    Level 8:  +1 Support Point 
    Level 11: +1 Support Point 
    Level 13: +1 Support Point 
    Level 16: +1 Support Point 
    Level 18: +1 Support Point 
    Level 22: +1 Support Point 
    Level 24: +1 Support Point 
    Level 26: +1 Support Point 
    Level 28: +1 Support Point 
    Level 30: +1 Support Point 
    Level 32: +1 Support Point 
    Level 34: +1 Support Point 
    Level 36: +1 Support Point 




Plasma Cannon
Fires plasma with a 25% chance for critical strike.
If this skill does not critical it ignores 10% of resistance.

Cost / Requirements / Scaling remain the same as currently.
    Level 1:  170 Energy Damage 
    Level 2:  190 Energy Damage 
    Level 3:  210 Energy Damage 
    Level 4:  230 Energy Damage 
    Level 5:  250 Energy Damage 
    Level 6:  270 Energy Damage 
    Level 7:  290 Energy Damage 
    Level 8:  310 Energy Damage 
    Level 9:  330 Energy Damage 
    Level 10: 350 Energy Damage 




Overclock
Increases both the energy cost and power of the next action;
Does not end your turn.

15% Increased power - 11% increased cost
17% Increased Power - 14% increased cost
19% Increased power - 17% increased cost
21% Increased Power - 20% increased cost
23% Increased Power - 22% increased cost
25% Increased power - 26% increased cost
27% Increased power - 29% increased cost
29% Increased power - 32% increased cost
31% Increased power - 35% increased cost
33% Increased Power - 38% increased Cost




Surgical Strike

Inflicts energy damage to all enemies. Deals 90% damage if it hits multiple targets.
Cannot inflict critical strike to more than one target.

Weapon: All

Cost / Requirements / Scaling is the same as Artillery Strike

    Level 1:  223 Energy Damage 
    Level 2:  246 Energy Damage 
    Level 3:  269 Energy Damage 
    Level 4:  292 Energy Damage 
    Level 5:  315 Energy Damage 
    Level 6:  338 Energy Damage 
    Level 7:  361 Energy Damage 
    Level 8:  384 Energy Damage 
    Level 9:  407 Energy Damage 
    Level 10: 430 Energy Damage 



Terminate
Warmup: 3
Cooldown: 3
Barrage the enemy with a minigun, and finish them off with a crushing club hit;
100% Rage Steal

Weapon: Club

Hits: 16 (15 Minigun 5% Each, 1 Hit 25%)

+10 Energy Damage at 20 Technology, +2.5 Energy Damage per 1 Technology after
Cost: 330 +25 per level
    Level 1:  300 Physical Damage 
    Level 2:  330 Physical Damage 
    Level 3:  360 Physical Damage 
    Level 4:  390 Physical Damage 
    Level 5:  410 Physical Damage 
    Level 6:  440 Physical Damage 
    Level 7:  470 Physical Damage 
    Level 8:  500 Physical Damage 
    Level 9:  530 Physical Damage 
    Level 10: 560 Physical Damage 




Black Widow
Throw a toxic grenade, dealing 85% damage and increasing poison damage each turn;
The final poison hit will immediately kill any target brought below 10% health with it;
Increases the effectiveness of the target's Field Medic by 20%.
Weapon: All

Poison Damage Distribution: 15%, 30%, 55%

+10 Physical Damage on initial hit at 24 Dexterity, +2.5 Physical Damage per 1 Dexterity after

Cost: 150 +20 per level
    Level 1:  10% of Primary Damage
    Level 2:  13% of Primary Damage 
    Level 3:  16% of Primary Damage 
    Level 4:  19% of Primary Damage
    Level 5:  22% of Primary Damage
    Level 6:  25% of Primary Damage
    Level 7:  28% of Primary Damage
    Level 8:  31% of Primary Damage
    Level 9:  34% of Primary Damage
    Level 10: 37% of Primary Damage





Atom Splitter
Strikes an enemy, burning their energy as a percentage of the damage done;
If blocked, triple the energy damage blocked is returned to you as rage.

Weapon: All

Cost: 60 +10 per level
    Level 1:  50% Conversion 
    Level 2:  54% Conversion 
    Level 3:  58% Conversion 
    Level 4:  62% Conversion 
    Level 5:  65% Conversion 
    Level 6:  68% Conversion 
    Level 7:  71% Conversion 
    Level 8:  74% Conversion 
    Level 9:  77% Conversion 
    Level 10: 80% Conversion




Blood Transfusion
Transfers a percentage of remaining HP to or from your partner with an effectiveness bonus;
When used on an opponent, they will bleed out a percentage of their remaining health.

Cost: Energy Equal to 20% of Health Transfused
      or
      Energy Equal to 80% of Damage Dealt

NOTE: As the damage dealt can be predetermined, this skill knows how much energy will be spent, and cannot be activated without enough energy.

    Level 1:  12% of Health |  +1% Effectiveness
    Level 2:  14% of Health |  +2% Effectiveness
    Level 3:  16% of Health |  +3% Effectiveness 
    Level 4:  18% of Health |  +4% Effectiveness
    Level 5:  20% of Health |  +5% Effectiveness
    Level 6:  22% of Health |  +6% Effectiveness
    Level 7:  24% of Health |  +7% Effectiveness
    Level 8:  26% of Health |  +8% Effectiveness
    Level 9:  28% of Health |  +9% Effectiveness
    Level 10: 30% of Health | +10% Effectiveness




Energy Diversion

Coats your equipment in energy-leeching plasma, absorbing a percentage of damage done as energy;
A percentage of energy spent is leeched back out of the air, reducing the cost of skills.

Duration: 5 Turns

Cost: 1 Turn
    Level 1:  9%  Conversion | 3.0%  Reduced Cost
    Level 2:  11% Conversion | 4.5%  Reduced Cost
    Level 3:  13% Conversion | 6.0%  Reduced Cost
    Level 4:  15% Conversion | 7.5%  Reduced Cost
    Level 5:  17% Conversion | 9.0%  Reduced Cost
    Level 6:  19% Conversion | 10.5% Reduced Cost
    Level 7:  21% Conversion | 12.0% Reduced Cost
    Level 8:  23% Conversion | 13.5% Reduced Cost
    Level 9:  25% Conversion | 15.0% Reduced Cost
    Level 10: 27% Conversion | 16.5% Reduced Cost




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



===WRAITH===

Soul Barrier - Etherguard       - Mimic
Soul Siphon  - Cleave           - Paradigm Shift
Corrupt      - Reave            - Spectral Knives
Calamity     - Oblivion         - Scathe

Soul Barrier
Creates a barrier that negates all damage up to a certain amount;
55% of Damage Negated is removed from the caster's energy +1% for each level below 40 you are.
If not enough energy is present, no damage will be negated.

Duration: Until Broken

NOTE: DOES NOT deactivate on insufficient energy. The shield will lay dormant until enough energy is present to reactivate. ONLY deactivates on being broken.

Scales With: +6.25 Damage Negated per Character Level
Cost: 0 (1 Turn)
    Level 1:  140 Damage
    Level 2:  170 Damage
    Level 3:  200 Damage
    Level 4:  230 Damage
    Level 5:  260 Damage 
    Level 6:  290 Damage
    Level 7:  320 Damage
    Level 8:  340 Damage
    Level 9:  360 Damage
    Level 10: 380 Damage




Corrupt
Consumes all rage, granting % lifesteal equal to a % of rage points consumed for 3 turns.

Cost: 50 +15 per level
    Level 1:  1.2% of Rage Points
    Level 2:  1.4% of Rage Points
    Level 3:  1.6% of Rage Points
    Level 4:  1.8% of Rage Points
    Level 5:  2.0% of Rage Points
    Level 6:  2.2% of Rage Points
    Level 7:  2.4% of Rage Points
    Level 8:  2.6% of Rage Points
    Level 9:  2.8% of Rage Points
    Level 10: 3.0% of Rage Points




Reave
Strike for 85% Damage, damage is converted to energy damage;
A percentage of damage done is given to you as health and energy.


Cost: 0 
    Level 1:  10% Damage to Health | 31% Damage to Energy
    Level 2:  12% Damage to Health | 32% Damage to Energy
    Level 3:  14% Damage to Health | 33% Damage to Energy
    Level 4:  16% Damage to Health | 34% Damage to Energy
    Level 5:  18% Damage to Health | 35% Damage to Energy
    Level 6:  20% Damage to Health | 36% Damage to Energy
    Level 7:  22% Damage to Health | 37% Damage to Energy
    Level 8:  24% Damage to Health | 38% Damage to Energy
    Level 9:  26% Damage to Health | 39% Damage to Energy
    Level 10: 28% Damage to Health | 40% Damage to Energy



Soul Siphon
Unleash a blast of energy, dealing heavy damage and causing all lifesteal gained from the target to beceome energysteal for 4 turns.
50% of Primary Weapon Base Damage (+350 / 360 at level 40) is added to the damage as additional energy damage.

+3.125 Damage per Character Level

Cost: 150 +20
    Level 1:  175 Energy Damage 
    Level 2:  195 Energy Damage 
    Level 3:  215 Energy Damage 
    Level 4:  235 Energy Damage 
    Level 5:  255 Energy Damage 
    Level 6:  275 Energy Damage 
    Level 7:  295 Energy Damage 
    Level 8:  315 Energy Damage 
    Level 9:  335 Energy Damage 
    Level 10: 355 Energy Damage 




Calamity
Cloak your daggers in toxin, dealing a massive amount of poison damage.

Weapon: Wrist Blades

+3% of Primary Damage at 20 Technology; 0.75% per 1 technology after
Cost: 330 +25 per level
    Level 1:  47% of Primary Damage
    Level 2:  52% of Primary Damage 
    Level 3:  57% of Primary Damage 
    Level 4:  62% of Primary Damage
    Level 5:  67% of Primary Damage
    Level 6:  72% of Primary Damage
    Level 7:  77% of Primary Damage
    Level 8:  82% of Primary Damage
    Level 9:  87% of Primary Damage
    Level 10: 92% of Primary Damage




Spectral Knives
Throw out multiple knives, piercing the base resistance of all targets hit;
Deals 90% damage if it hits multiple targets;
Cannot inflict critical strike to more than one target.

NOTE: Shields and resistance from buffs are not pierced.


0.425% of base resistance ignored per character level.
3% of base Resistance ignored at 20 Technology, +0.75% base Resistance ignored per 1 Technology, after 20, +2.5 Damage per 1 Technology after 127


Cost: 140 / 220 +20 per level
    Level 1:  210 Energy Damage 
    Level 2:  231 Energy Damage 
    Level 3:  252 Energy Damage 
    Level 4:  273 Energy Damage 
    Level 5:  294 Energy Damage 
    Level 6:  315 Energy Damage 
    Level 7:  336 Energy Damage 
    Level 8:  357 Energy Damage 
    Level 9:  378 Energy Damage 
    Level 10: 399 Energy Damage 




Etherguard
Grants you a percentage of your primary damage as additional of your lowest defense type;
Grants 50% of the next damage you take as a bonus to your Etherguard


Duration: 3 turns
    Level 1:  25% of Primary Damage
    Level 2:  30% of Primary Damage 
    Level 3:  35% of Primary Damage 
    Level 4:  40% of Primary Damage
    Level 5:  45% of Primary Damage
    Level 6:  50% of Primary Damage
    Level 7:  55% of Primary Damage
    Level 8:  60% of Primary Damage
    Level 9:  65% of Primary Damage
    Level 10: 70% of Primary Damage




Mimic
Use the last offensive skill that was used on you and is compatible with your weapon.

Cost: Cost of Skill Used 
Scaling is identical to the skill used.
    Level 1:  Level 1  Skill
    Level 2:  Level 2  Skill
    Level 3:  Level 3  Skill
    Level 4:  Level 4  Skill
    Level 5:  Level 5  Skill
    Level 6:  Level 6  Skill
    Level 7:  Level 7  Skill
    Level 8:  Level 8  Skill
    Level 9:  Level 9  Skill
    Level 10: Level 10 Skill 




Scathe
A powerful blow that gets stronger with more frequent use;
Increases in power by the amount of extra damage on the first use.

Example:
Use 1: 9% More Damage
Use 2: 18% More Damage
Use 3: 27% More Damage
Use 4: 36% More Damage

Weapon: Wrist Blade

Cost: % More Damage *6
    Level 1:  9%  More Damage 
    Level 2:  10% More Damage 
    Level 3:  11% More Damage 
    Level 4:  12% More Damage 
    Level 5:  13% More Damage 
    Level 6:  14% More Damage 
    Level 7:  15% More Damage 
    Level 8:  16% More Damage 
    Level 9:  17% More Damage 
    Level 10: 18% More Damage




Paradigm Shift

Strike and lower a targets stats;
Lowers all stats on the target that you have lowered on yourself.

NOTE: Cost increases if you have multiple debuffs on you, as you lower multiple stats.

+1 Stat Point at 22 Support, +1 Stat Point per 4 Support after
Cost: 130 / 175 / 220 / 265 +20 per level
    Level 1:  7  Stat Points
    Level 2:  9  Stat Points
    Level 3:  11 Stat Points
    Level 4:  13 Stat Points
    Level 5:  15 Stat Points
    Level 6:  17 Stat Points
    Level 7:  19 Stat Points
    Level 8:  21 Stat Points
    Level 9:  23 Stat Points
    Level 10: 25 Stat Points




Cleave
A wide arcing slash that hits all opponents and pierces their base defense.
Deals 90% damage if it hits multiple targets;
Cannot inflict critical strike to more than one target.

NOTE: Shields and defense from buffs are not pierced.

Weapon: Sword

0.425% of base defense ignored per character level.
3% of base defense ignored at 20 Dexterity, +0.75% base defense ignored per 1 Dexterity, after 20, +2.5 Damage per 1 Dexterity after 127

Cost: 140 / 220 +20 per level
    Level 1:  210 Physical Damage 
    Level 2:  231 Physical Damage 
    Level 3:  252 Physical Damage 
    Level 4:  273 Physical Damage 
    Level 5:  294 Physical Damage 
    Level 6:  315 Physical Damage 
    Level 7:  336 Physical Damage 
    Level 8:  357 Physical Damage 
    Level 9:  378 Physical Damage 
    Level 10: 399 Physical Damage 




Oblivion
Strike, extending the cooldown of the next skill used by the target;
Ignores 100% of defense, unblockable.

Weapon: Wrist Blades

    Level 1:  30  Physical Damage | 1 Turn
    Level 2:  35  Physical Damage | 2 Turns
    Level 3:  50  Physical Damage | 2 Turns
    Level 4:  55  Physical Damage | 3 Turns
    Level 5:  70  Physical Damage | 3 Turns 
    Level 6:  75  Physical Damage | 4 Turns 
    Level 7:  90  Physical Damage | 4 Turns 
    Level 8:  95  Physical Damage | 5 Turns
    Level 9:  110 Physical Damage | 5 Turns
    Level 10: 115 Physical Damage | 6 Turns


Cost:
    Level 1:  170 Energy 
    Level 2:  210 Energy 
    Level 3:  220 Energy 
    Level 4:  260 Energy 
    Level 5:  270 Energy 
    Level 6:  310 Energy 
    Level 7:  320 Energy 
    Level 8:  360 Energy 
    Level 9:  370 Energy 
    Level 10: 410 Energy




rayniedays56 -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 12:34:34)

I just have a few small clarifications :)


quote:

Strike an enemy, absorbing their energy as a percentage of damage done.
If this skill is blocked you will still recover the full amount of energy.


In the first sentence of this suggestion, you are suggesting a version of Static Charge, where we gain a percentage of EP per damage done (heck, even the numbers are roughly similar); however, the second sentence, you say that they STILL gain EP if the skill is blocked. So, are you using a damage done system, or will it be worked into like the old Static Charge used to be where it used raw damage?




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 12:38:21)

The skill will work exactly the same as it does now, however if you get blocked only the energy removed from the opponent will be blocked, and you will still regain the full amount of energy.
That first sentence is exactly the same as the current one, i just added the block-protection and removed the Club-Only requirement (as making any energy drainers weapon specific totally destroys the usability of swords)

I renamed it from Static Smash to Static Blow to follow with the removal of the club requirement (as you dont really smash things with swords).




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 12:50:01)

I'm a bit wary of one of the suggestions - Armor Breaker. As any other offensive debuff, these are almost a must in majority of TM/CH/BH builds, so this would be the same with Mercs and your debuff, therefore, Clubs would be as necessary as they are now - despite Static Blow not having a requirement.
Wouldn't it be possible to, instead, reverse the requirements on your version of Adrenaline Rush and Armor Breaker? This would make Swords and Clubs viable for everyone, and you'd have a choice between Maul and Adrenaline Rush (boosted Rage attack), or everything else.

Going onto the topic of the requirements, namely Ultimates, what if there was a requirement on Surgical Strike - including TLMs? Right now, majority of classes have 3 weapon-locked skills, with exception of TMs having 4. Mercs have 2 skills, and TLMs have fallen to mere 1 skill - after Frenzy got changed. Linking to the above paragraph, these requirements would go together - Club and few offensive skills, or go for a Sword but miss out on some crucial skills. Both weapons would have viable builds.

Lastly, Artillery Strike. Would the 90% damage and no double Crit apply to AS only, or all Multis? In other words, unique concept for AS or sharing it between all of them? I'm guessing it's the former, especially due to Support improvement - and how Support raises the chance to Crit.

Apart from that, all of my yes. Mercs were a strategical class in the past, and this would make it even better. Although, it ends up being more tactical than TLMs, which is quite ironic.




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 12:57:12)

Good point with Adrenaline and Armor breaker. As for Artillery, i actually would apply it to every multi because they are currently pretty unused in 2v2, but double crit totally overpowers it on the off chance that it happens (basically a guaranteed win via one luck event). Overload may need some tweaking to adjust for the overload plasma rain synergy.
Weapon requirement on surgical strike is a good idea, but i struggle to find a thematic reason for it to be like that.

My idea is to convert Surgical Strike into a multi for Tac Merc and give both Merc and TLM new ultimates.
One point you're wrong about though is that offensive debuffs are no longer a must in the majority of TM builds. Malfunction has been nearly completely replaced by bludgeon. Your point is still accurate though, and it makes sense.

EDIT: Funnily enough, it was actually Armor Crusher but i was calling it armor breaker anyway. I've renamed it to that to remove the Club-Only thematic naming.
For anybody curious as to why i changed the damage numbers on flat damage skills: They now have very similar scaling to the current versions, but no longer decline in efficiency as you get into the higher ranks. Every skill point should be equally useful as to prevent "Useless levels".

quote:

Although, it ends up being more tactical than TLMs, which is quite ironic.


Just wait till you see what i have in mind for TLM ;)
I'm not going to remake classes unless i can get some serious backing for actual change to happen. If the devs can confirm to me that they are willing to listen, i will continue with the other classes. Especially tech mage. Battery Backup needs to go.

Next Update: New Merc Multi

_____________________________________________________
EDIT: Telluric Slam just happened.
I managed to keep it thematically technology based to keep the same scaling, however it now does physical damage, so we no longer have two Flat-Damage energy ultimates.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 13:30:29)

I see. Apart from that, I love the concept - and how Dex has some use, at last, apart from Defense and blocking Dex has always been useless for Mercs and TLMs alike, due to no skills directly improving with it!

What do you think about the idea of a type-seeking Ultimate? Sacrifices some of the power, and attacks the weakest one - either Physical or Energy. Or perhaps a mix of both, and compensate for bad synergy - since the opponent may be weak against one - and give it, maybe, *1.1 boost over other Ultimates. We need a bit more unique concept, and stop with the simplicity. Making things simpler is great, but we mustn't forget it's a PvP and strategy game as well. Eh.

quote:

I'm not going to remake classes unless i can get some serious backing for actual change to happen.

You're worrying about that? They've used your Reroute idea, but made it into Energy Parasite instead. [8D]




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 13:36:45)

quote:

What do you think about the idea of a type-seeking Ultimate?


Tactical Mercenary

quote:

Or perhaps a mix of both, and compensate for bad synergy


Cyber Hunter: Spark Blitz

quote:

hey've used your Reroute idea, but made it into Energy Parasite instead.


They also nerfed it into oblivion and put it on the wrong class >.>
EDIT: Wow, while working on spark blitz (yeah yeah i said i wasnt going to remake the other classes yet -_________-) i just realized that massacre STILL has completely random progression.

+11
+15
+11
+9
+11
+6
+8
+9
+9


How does stuff like this get implemented....?


EDIT: Yeah, i can't help but remake cyber hunter. It is turning out to be pretty much the epitome of an advanced class with my ideas.




edwardvulture -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 15:38:16)

I like the multi-dimensional aspects of the skills ideas.




toopygoo -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 15:38:50)

for your "toning down assimilation" bit
what really bugs me is how much they can return instantly, is enough for low level ultimates at high levels... like you can run a level 3 supercharge, at level 40, which in a tech build, could give VERY easy heal looping as it can deal 800+ damage, and heal you for 250 in the process:/

what i would like to see from the skill, is, capping at 400 energy total regained, but over the course of 4 turns.
perhaps for those 4 turns, damage taken is reduced by 5% to compensate, but it would make it also a lot easier to counter... a regain like that for free should come with certain risks.


apart from that Xen, i love these. I havent been able to work out all the numbers that could be achieved with these builds, but i like the thoughts process. i wont give any numerical feedback on individual skills for fear of looking like an idiot, but well don man :D can you please do one for CH some time soon? i think they too need a overhaul, as they are basically, a tankier, but stronger version of bounty hunter.
the class itself just has too many holes, unless 1 certain build is used :/




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 15:44:54)

Toopy, looks like you were writing that post just as i was adding Cyber Hunter. Prepare to have your mind blown.

The numbers are all based on current numbers used by the game to keep the skills feeling familiar and not too extreme.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 15:52:57)

The return of Diamond Blades, but not broken and worth using - unlike CheapShot. No complaints there.

Short Circuit, hm. So I debuff the opponent (apply the effect), and it costs me x EP to apply it. Then I pay the EP toll, and deal increased damage by n% (all weapons, no skills?) until it fades (after 4 turns), right? If so, I'm just a bit meh about the EP cost. Lvl 10 is 280 EP + 23x4 = 372 EP. I know it's only working when using your weapons, and cannot be blocked/deflected, but wouldn't that be a bit too much? How about changing it from +20 EP per level, to +15 EP per level? It's a reduction of -45 EP at Lvl 10, down to 327 EP. I don't know, it's hard to guess whether the costs are balanced if we've never had the chance to use a skill like that.

Black Rain is... interesting. Max duration is 4 turns, and the Support reduction is minimal, so it's basically a weak debuff and core disabler. I don't know how balanced that is, after Devs have said there won't be one-counter-to-rule-them-all kind of skill/Bot/core/whatever, whilst this skill does it. Even more so in 2v2, where it could be 4 turns for both players & halved Support reduction. A bit too much at once, if you ask me. 50/50 about it.

Last is Ultranegator. Replaces Defense Matrix and I don't know how efficient it'd be at doing the job. Say -35 Dex from Smoke, I use Lvl 5 Ultra (31%), and all my stats get boosted by +11 (10.85), which isn't going to help me that much + it wouldn't buff the reduced Dex either. It'd likely end up being useless in that situation, or in any situation actually. Just a bit too weak. :/

Dat Ultimate. A skill worth using, over Massacre. <.<




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 16:03:10)

quote:

Short Circuit, hm. So I debuff the opponent (apply the effect), and it costs me x EP to apply it. Then I pay the EP toll, and deal increased damage by n% (all weapons, no skills?) until it fades (after 4 turns), right? If so, I'm just a bit meh about the EP cost. Lvl 10 is 280 EP + 23x4 = 372 EP. I know it's only working when using your weapons, and cannot be blocked/deflected, but wouldn't that be a bit too much? How about changing it from +20 EP per level, to +15 EP per level? It's a reduction of -45 EP at Lvl 10, down to 327 EP. I don't know, it's hard to guess whether the costs are balanced if we've never had the chance to use a skill like that.


>.>

<.<

Actually

>.>

It was a buff. You apply it to yourself. I agree the cost is too high. +15 EP per level sounds fair, while keeping the cost to use it every turn which allows it to be negated similar to poison, but with EP drainers rather than field medic. Also, weapon based skills will apply it, flat damage skills will not. I'm going to slightly lower the base cost as well becuase it costs a turn to activate. It's balanced around being a poison that deals no initial damage, but deals around the same damage as the other poison skills do with their initial hit included over the 4 turns.

quote:


Black Rain is... interesting. Max duration is 4 turns, and the Support reduction is minimal, so it's basically a weak debuff and core disabler. I don't know how balanced that is, after Devs have said there won't be one-counter-to-rule-them-all kind of skill/Bot/core/whatever, whilst this skill does it. Even more so in 2v2, where it could be 4 turns for both players & halved Support reduction. A bit too much at once, if you ask me. 50/50 about it.


I have a solution for that. I'm going to revert it to my original idea. It's a bit wacky, but it's more.... fun ;)

quote:

ast is Ultranegator. Replaces Defense Matrix and I don't know how efficient it'd be at doing the job. Say -35 Dex from Smoke, I use Lvl 5 Ultra (31%), and all my stats get boosted by +11 (10.85), which isn't going to help me that much + it wouldn't buff the reduced Dex either. It'd likely end up being useless in that situation, or in any situation actually. Just a bit too weak. :/


Agreed. I'll buff the numbers up on it. Not too much though, as this skill is almost exclusively designed for 2v2, where you will use this while under the effect of a shield that is negating your debuff anyway. For 1v1 debuffs, you'd likely throw up static barrier and then keep your energy high.
Any input on static barrier ;o




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 16:10:13)

<.< >.> Right, you apply it onto yourself. Yes, I knew that. <.< >.>

I knew I've missed one skill. Replacement for Shadow Arts, it seems. All of my yes, yet again. It's better than SA, and fits with the theme of Energy control (EMP is powerful), but then... Static Charge is garbage. It's useless on tanks and you get very little EP back, even though it's unblockable attack and guaranteed return. I've suggested before, to give 50% defense ignore on Energy return only, so it's at least somewhat decent on tanks. Assimilation has guaranteed return (albeit a bit low, since it also drains EP), Static Smash is blockable but really good, and then there's SC. >_>

Stupid typos. >.>




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 16:16:49)

Thanks for the heads up on static charge, i switched from cyber hunter pretty fast after i came back, for obvious reasons. (TM is OP, but it's also my native class so i don't feel bad about switching to it.)

EDIT: Alright, made some changes.
An important thing to note about black rain is that it can actually lose you the battle if you lower their heal level to a point where they can heal when they previously couldn't.
Massive unpredictability ;)
More creative players will be able to work with their new skillsets, and those that hate it will choose builds that are barely changed when hit with it.




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 16:26:08)

quote:

33% of the targets Defence/Resistance is added to your energy pool

Base amount; not affected by +stat/Shields? And min, max or average value?

You're fast with thinking up something new. Two solid suggestions already. Pretty much nothing against them. Also, Ultranegator is much more appealing now; small boost in power and lower EP cost did the job. Lastly, dammit - Black Rain sounds hilarious, but also quite effective. Great to skew people's build and gain an advantage. XD




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 16:29:27)

Fun Fact: I did the entirety of cyber hunter (minus plasma armor and static barrier which were already created) directly after adding Telluric Slam. The idea for spark blitz already existed, but it was a double strike clone rather than an ultimate.
Most of the skills are skill cores from the suggestion thread turned into full on scalable skills. I'm glad i made that thread so huge, because it means any time i'm stuck on an idea, i can pop in there to find something.


I'd say we should have static work with shields in exchange for the skill granting no rage, but still consuming the rage bar if you rage with it. Naturally it only adds the element that you hit (so defence for phys, res for energy).
The value would be whatever value is rolled for the damage negation.

EDIT: Although to be fair, i'd rather see total revamps of the entire stat system including logarithmic percentage based def/res. But that's not going to happen.




toopygoo -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 17:48:50)

ok, going through the merc skills only:

i really like some of these actually :) if these were implemented, i would DEFINITELY return to merc!

somethings though i would change:
tone down the stun % since its guaranteed upon a block... id say capping it at 40% is still a little high. have it increase slower.

I REALLY like telluric slam: it could be the counter to chariman platinum core.

the armor breaker i think, upon this inspection is pretty nice:
i will do a full testing on potential max stats though in a bit, might need a minor tweak, or maybe that individual skill would need to be toned back faster than other skills to simply avoid overpowering it

i like what you did with static "smash"
its a solution i have not yet seen on the website and i really approve :)

even adrenaline rush would finally have a use :P

However if all of these were included than i think Merc would be called Tactical merc because of all of its options :P

ill return in a bit with numbers




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 17:54:50)

Currently armor breaker is based around being approximately the same power as the necrosis bot when dexterity is at 80. I definitely appreciate you testing some numbers with it though, as i'm not really sure how that skill would play out in a real battle, especially in 2v2 with how powerful Necrosis can be. Maybe the power would be justified by it being pretty much the only dex scaling skill, but we'll see how it turns out.

I'm going to slightly tone down maul's percentage, and add an interesting little feature to the block part of it.




toopygoo -> RE: Mercenary 2.0 [Full Class Rebalance] (1/28/2014 18:12:04)

ok, so according to my calculations, looking at stats degrading values at levels 60, and 85... (it may be 45, i checked the wiki, but couldnt find anything. can anyone clarify this for me? i could rework it)

so: you have the base of 19 stats points, as amerc into dex, at level 1

by level 40, you have 156 stats points for dispersal into dex, and an additional 32 armor/weapons stats points you can put into dex as well.

by this, in total i found that you can have 110 dex/res taken off of your oppnents armour, if i assumed that between 60-85 it was 3 dex/ 1 phys/res
and 4 dex after 85, per point of shield reduction.

im not sure if stat value decrease is a thing anymore as it wasn't on the wiki.

i say 110, is ok, for a decently high investment, but too low for "ALL" dex points to be invested...

i suggest have a starting value of 3 dex/1 stat point, but have it increase by by 1 point per level, and have a 42 stats requirement on a different stat than dex.

i will recalculate using this formula in a few moments.
______________________________________________________

I went over cyber hunter, and i love it :D

so unique, and different!

im not sure i understand how short circuit works though :/ the rest i like :)




Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 3:17:31)

So Armor Breaker remains as Club-only move, or did you forget to remove that from the post?

Still can't get over how good the revamps are. Creative and balanced - usually, you'll only see either one of them, rarely two put together. :p




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 3:25:07)

Ah, i meant to remove the club requirement, I'll fix that. Thanks for pointing it out.




noremako -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 4:07:31)

Static Smash being unblockable is overpowered. This would just dwarf Bounty Hunters and their Static Grenade, and besides, all Energy drains have some uniqueness of their own (e.g Assimilate deals damage, Grenade is unblockable) and no one has a problem with it currently. Unblockable is unnecessary despite the annoying amount of Dex TMs these days. Also, Surgical Strike should not be wasted on becoming a multi. If ED introduces different Ultimates for all classes it might as well let Tactical Merc have Surgical Strike and introduce new Ultimates for all classes. TLM has too many throw away skills (Blood Shield, Field Commander, Atom Smasher were all originally Merc skills that were buffed and Tactical Mercs kept them instead). I find it annoying how TLM skills have in some way become weaker variants of Merc skills so I really think a. Maul should be brought back and b. Mercs should have the same buff skill so at least TLM's would look related to Mercs. I do like everything else in general, however, and at least they introduce much needed thematics to the almost lost cause of 'different' classes.




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 4:12:55)

quote:

Static Smash being unblockable is overpowered. This would just dwarf Bounty Hunters and their Static Grenade, and besides, all Energy drains have some uniqueness of their own (e.g Assimilate deals damage, Grenade is unblockable) and no one has a problem with it currently.


Do you have proof that every single person is satisfied with it? This is also totally false. Static grenades inequality is that it deals large flat EP damage and both effects are unblockable in exchange for no damage. Assimilations is that it deals 85% weapon damage, but the damage part is blockable, and in exchange for lower energy drain (and sometimes gain) (Ignore battery backup existing, i'm trashing that skill completely when i do mage). Statics would be that it always returns an acceptable amount, in exchange for your opponent being able to block the energy loss on their side.
There is no reason to be against this other than wanting your own personal class to remain ovrpowered. A blocked static smash is a IMMEDIATE loss against any decent player.


quote:

Unblockable is unnecessary despite the annoying amount of Dex TMs these days.


"They usually hit me with it anyway" is not even close to a valid reason. You need to use balancing logic, not personal opinion and bias towards your own class. Energy is way too massively important to allow something that extremely match deciding to be blocked.

quote:

Also, Surgical Strike should not be wasted on becoming a multi. If ED introduces different Ultimates for all classes it might as well let Tactical Merc have Surgical Strike and introduce new Ultimates for all classes.

FInd me a thematic reason that callign in an airstrike would require a club. Non-weapon specific ultimates are a no-no. I did this for a reason. It's also a very easy animation to adapt toa multi.

quote:

TLM has too many throw away skills (Blood Shield, Field Commander, Atom Smasher were all originally Merc skills that were buffed and Tactical Mercs kept them instead). I find it annoying how TLM skills have in some way become weaker variants of Merc skills so I really think a. Maul should be brought back and b. Mercs should have the same buff skill so at least TLM's would look related to Mercs.


Not a chance. No overlap skills other than field medic are allowed. You seem to be under the impression that this remake applies to only these two classes, which is false. It applies to all six, the others just aren't done. Please read the post fully so that you are aware of things like this.





Ranloth -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 4:18:18)

Devs have also made it clear, that they don't want overlapping skills. It hinders balance greatly, such as having old BL - buffed for sake of BMs, and BHs were overpowered a little, so it ended up in a nerf-buff instead. Step by step, and we can have unique classes at last.

Oh, as a note, Devs have promised the evolved classes to have their own Multi and Ultimate - not stealing them from the 3 base classes. This works out perfectly here.




Xendran -> RE: Mercenary 2.0 [Full Class Rebalance] (1/29/2014 4:39:54)

A few notes about multi skills: Multi-Shot is a technology-style skill so i gave it to cyber instead of hunter. Bounty Hunter will be the one with the new ultimate. Very little will be changed on the bounty hunter tree.
I'm actually going to start BH right now since it's very easy to do because the devs did a pretty good job with that class. I've always considered bounty hunter to be one of the most well balanced classes after massacre got toned down from being ridiculousness.


EDIT: Bounty Hunter will be the master of HP. Shadow arts is recieving a MASSIVE buff to bring it up to hybrid armor levels of usefulness.




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