Separate Passive Skill Trees (Full Version)

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Exploding Penguin -> Separate Passive Skill Trees (9/8/2014 23:45:32)

This is like a spin-off of Remorse's original idea of a passive skill tree. There are a lot of differences though, so I decided to make my own thread.

Basically, each class has a separate passive skill tree. This skill tree has a 3x3 array for a total of passive skills. Each passive skill can only be invested in 1 time. You gain a passive skill point every 7 levels, and you start off with 1 at level 1 and instantly gain one at level 40. By level 40 you will reach 7 passive skill points which are obtained at levels 1, 8, 15, 22, 29, 36, 40.

Unlike Remorse's suggestion, my passive skill tree idea varies in that the tree heavily revolves around some sort of single gimmick which multiple different strategies can revolve around. There are some side-branches of the tree which supplement the main branch, but the focus is on the main branch. For example, the suggested CH tree is heavily centered around static charge use and adding additional effects to it, but it does host a few passives that are affiliated with other effects.

Another unique attribute of my suggestion is each tree hosts exactly 1 2v2-specific passive. These passives are pretty much 95% effective only in 2v2, and very rarely will have a very weak 1v1 effect as well.

I spent a bit of time to create some visual aids in the form of actual images for the trees so you can see how they branch out and connect. I've also made organized tables that correspond with the trees.

BH PASSIVE SKILL TREE

Tree: http://tinypic.com/r/6zwn4w/8

Skill Descriptions (Sorry! This one is a bit blurry!): http://tinypic.com/r/29boy6e/8

Notes:
-This skill tree capitalizes very heavily on constantly dealing damage to proc lifesteal effects and bleed effects. If you invest in Hunter's Strength, keeping bleed up constantly is extremely beneficial
-Due to a variety of different stat scalings, the overall passive tree is quite versatile and could fit multiple different build types
-There is a portion of the tree dedicated to mostly blocking. I can predict some people will complain about this, so I'll point out that, especially with skill cores and bot specials, most higher-level players have tons of unblockable attacks.
-IMPORTANT: I forgot to change executioner in the picture. Executioner's bonus damage increases if your opponent is already affected by bleeding. If they are not currently bleeding, executioner's bonus damage is very weak.
-Assassinate is a very unique skill which is great for securing kills where you would normally have even as low as a 10% chance of obtaining and not getting completely destroyed by the RNG system. It also benefits planning ahead so that you can plan how well the instant healing will benefit you and possibly help you survive, especially in jugg.
-BM's passive will also apply a different kind of bleeding, once I finish that skill tree up. Keep in mind that any source of bleeding counts in passives such as Hunter's Strength or executioner.

CH PASSIVE SKILL TREE

Tree: http://tinypic.com/r/qpqqdf/8

Skill Descriptions: http://tinypic.com/r/sxf5a8/8

Notes:
-This skill tree capitalizes heavily on how nicely CH can currently play more of a passive, utility-based battle. Static charge's steroids from the passives will cause it to become your main source of healing both HP and energy
-IMPORTANT: I forgot to mention that investing in static regeneration will cause static charge to be immune to pyro fly effects. It can still be disabled from concussive strike though.
-The tree is a bit more unique in that Barrier Charge requires 2 skills to be invested prior to its availability. It also is a lot more focused on technology, but does have 1 or 2 skills which improve with strength/dexterity.
-The tree easily turns CH into a very useful class in 2v2; you gain tons of utility through really good healing/energy restoring capabilities, you can reduce enemy damage output with malfunction/EMP grenade, being attacked by melee attacks returns damage, and your grenades affect both opponents. Your static charges also have tons of nice effects such as draining enemy energy or rage.

BM PASSIVE SKILL TREE

-Blood Lust: Grants the holder of this passive lifesteal on all non-caster spells. Skill cores of any kind are not included as caster spells
-Rend: Tears the target's armor/flesh and exposes weak spots. Any form of basic attack, including sidearm, strike, aux, or robot basic attacks apply a stack of rend. For each stack of rend, the target takes weak % increased damage. Rend counts as a bleed even though it is not a DoT. Rend stacks do NOT wear off over time. Max 5 stacks.
-Resilient Bloodstream: bleed effects (including rend), poison effects, and over-time energy drainers such as frostbite have less effect on the holder of this passive
-Blood Bath (2v2): A % of damage taken by any person, including enemies, adds to stacks of Blood Bath. Blood Bath stacks infinitely. For each stack of blood bath, your rage gain increases very slightly. Rage and critical hits also deals bonus damage based off of how many blood bath stacks you have. The scaling rates of blood bath is minimized in 1v1.
-Arterial Strike: Certain skills consume rend stacks and apply an additional effect. These effects are boosted the more stacks the target currently has---
-Intimidate: Severely reduces enemy block, deflect, and critical chance for the next 2 turns. Also lowers their rage gain.
-Plasma Cannon: Has an increased critical hit chance. Ignores extra resistance whether or not it crits. Also debuffs the target's resistance slightly on use for the next 2 turns.
-Energy Parasite: Increased drain and conversion rate.
-Bludgeon: Significantly reduces chance of being blocked.
-Overload: Increases chance of stunning.
-Hardened Veins: Reduces damage taken from critical hits and rage attacks. Other skills which ignore defense/resistance also ignore less.
-Deep Wounds: Performing arterial strikes consumes all rend stacks as normal. However, it also applies an additional debuff: Deep wounds. The amount of deep wound stacks equals 50% of the rend stacks consumed, rounded down. For each stack of deep wounds, the enemy's HP and energy restoration is weakened. Deep wounds caps at the amount of stacks equal to 35% healing reduction (which should take a very long time to reach).
-Severing Strikes: Bludgeon, critical hits, and rage attacks apply 2 stacks of Rend, regardless of whether or not the critical hit/rage attack was on a skill. These rend stacks are applied AFTER the previous ones were consumed by arterial strike.
-Transfusion: Arterial Strikes return energy and heal extra HP based off of how many rend stacks were consumed. The restoration is based entirely on rend stacks, and not on anything else.

Skill Paths:
Blood Lust -> Blood Bath
Resilient Bloodstream -> Hardened veins
Rend -> Arterial Strike -> Deep Wounds/Severing Strikes/Transfusion

NOTES: I got lazy so no more pretty visuals and tables. The descriptions should be enough, though, and some people who are too lazy to click on the links will probably like the text-only version better.
-Arterial Strike branches off into 3 skills: Deep Wounds, Severing Strikes, and Transfusion. That's what the chart is meant to tell you
-This tree has a mixed-bag sort of tree with the branch that starts blood lust. Blood lust is probably recommended though even if you don't get blood bath.
-The 2nd smaller branch focuses on unique types of damage reduction. Hardened veins causes defense-penetrating attacks to be less effective on you. Resilient bloodstream weakens true damage-based attacks like poison damage. This makes extremely low-HP but super high-defense tank builds viable, especially with lifesteal. However, note that this kind of path does not synergize amazingly well if you're trying to get huge stacks of blood bath, as max HP and little defenses with more damage is probably better.
-The main branch and the most interesting focuses on a unique debuff applied by any basic attacks: rend. Here are some in-depth explanations on how this skill tree works with BM
1. In the past, BM was a very basic-attack heavy class (the days of focus BM) that could survive with almost no energy thanks to the synergy of blood lust and deadly aim. Rend tries to bring this back in order to give BM more of an identity as a unique class.
2. Arterial strike is the core of the strategy of the suggested passive tree. It's unique in that it has multiple different aspects to it. Previously, BM was a very counter-based class which chose its moves based off of the enemy build and move usage. It was somewhat of a high skill-cap class that required higher-level knowledge on how to use it, but proved very effective. When I designed Arterial strike and the rend tree, I was trying to capitalize on how flexible BM as a class is and how important it is to have good decision-making when using it. Arterial strike applies numerous different enhanced effects on your skills when using it, but your choice of what skill to use should be thought-out and based off of the current state of the battle.
3. Transfusion works very well with the defensive branch of the tree. It heals you based entirely off the amount of rend stacks consumed on an Arterial Strike, which means you can have literally no damage output and still heal a decent amount of health when procing transfusion.
4. Deep wounds is built as somewhat of a steroid to help BMs slowly whittle down enemy health.
5. Severing Strikes happens to work quite well with Blood Bath. Aside from that though, blood bath serves a very niche role in specific BM builds (mainly the glass cannon ones with high HP), but the amount of different builds you can make with BMs should still be huge.
-I am hoping that Arterial Strike brings about a new level of thought into battling with its complexity and potential.

TM PASSIVE SKILL TREE:
Branch 1:
-Energy Recycler: Whenever you use energy on a skill, after consuming that skill's energy cost, you heal back energy based off of how many skill points were invested in that skill. Skill cores return energy equal to 1 skill point investment.
-Desparate Recharge: You heal bonus energy based off of a % of your missing health.
-Energy Reproduction: Whenever you gain energy, you recover bonus energy equal to a % of the energy recovered.

Energy Recycler -> Desparate Recharge -> Energy Reproduction

Branch 2:
-Skill Drain: Any skill or core which costs energy and deals damage heals you for a % of damage dealt. This heal is NOT reduced in 2v2 when using multi-target attacks.
-Plasma Shield: A % of all energy damage dealt is converted into a passive damage shield, which absorbs ALL forms of damage received until it breaks. True damage (poison and bleeds) penetrate this shield. Energy drains will remove from this shield instead of from your energy pool.

Skill Drain -> Plasma Shield
Branch 3:
-Charged Power: A % of all energy recovered is added to your Charged Power stacks. As you gain charged power stacks, your critical chance, deflection chance, and block chances are all reduced. The more charged power stacks you have, the higher your rage gain rate.
-Devastating Blast: Consumes all your charged power stacks to deal bonus damage on your next non-skill core damaging skill.
-Empowered Aid (2v2): Ally-target skills (field medic, technician, and defense matrix) will recover bonus HP and energy on use, and will consume all Charged Power stacks. In 1v1, the HP and EP heals are significantly reduced.
-Overpower: Non-skill core skills cost % increased energy. However, their effectiveness is also increased by a %. Damage is increased on damaging skills, heal amount is increased on field medic, shield amount is increased on technician and defense matrix.

Charged Power -> Devastating Blast -> Empowered Aid
-> Overpower

I tried a bit more different approach to sorting the tree out this time

Notes:
-You can probably tell, but this passive skill tree emphasizes spamming pretty much only skills and regaining tons of energy
-Very influential factor in 2v2, with huge damage capabilities, strong healing/shielding potential, and can heal off of spellcasts, most notably with plasma rain.
-TM is a tech mage. It's supposed to be extremely caster-focused. Just keep that in mind.

MERC PASSIVE SKILL TREE:
Branch 1:
Juggernaut - A % of your hybrid armor's defense and resistance boosts is permanently and passively applied to yourself. Therefore, investing in hybrid armor increases the strength of this passive. When you use hybrid armor, not only does it add hybrid armor onto this additional boost, but, while hybrid armor is active, Juggernaut's % boost is doubled.
Total Command - A % of blood commander's strength and lifesteal boost is permanently and passively applied to yourself, just like Juggernaut. While blood commander is active, the lifesteal bonus from this passive is doubled, but NOT the strength bonus.
Morale - Upon casting a buff or healing via skills or skill cores (including casting on allies), you instantly gain a small amount of rage which increases the more max HP you have. Also, upon casting a buff, your chances of being deflected or blocked are reduced for the next 2 turns. Additionally, your chance of receiving a critical hit from an enemy are also reduced for the next 2 turns.

Juggernaut -> Total Command -> Morale

Branch 2:
Destructive Munitions - Bunker buster, surgical strike, artillery strike, your auxiliary, and your sidearm all do increased damage. This increased damage scales with support.

Branch 3:
Rageborn - Your max rage is doubled, meaning it will take 2 times as long as before to reach max rage. As you gain more rage, your damage output increases slightly by a level-scaling % amount. You can no longer use rage attacks. Instead, you stay at max rage even if you attack while it's full.
Battle Fury - Your chances of being blocked or deflected, as well as your max HP, increase as you gain more rage. Your max HP will revert as you lose rage.
Overwhelm - You are given the ability to perform an overwhelming rage attack upon reaching max rage. An overwhelming rage attack heals you for a % of the damage dealt and significantly reduces all damage output of the damaged target(s) until their next attack. Using multi-target skills does not affect your heal, but will reduce the damage mitigation debuff by 30%.
Repeated Blows - Melee attacks, including debuffs and cores which cause your primary to come in physical contact with the target, add a stack of repeated blows to yourself. Double strike adds 2 stacks, and berzerker adds 3. Maul adds 1, and static smash does not add any, but will not cause your stacks to dissipate. For each stack of repeated blows, your next melee attack deals more damage. Caps at 15 stacks. Repeated blows resets if you do not perform a direct contact melee attack on a target.
Shredding Anger - Your rage gain from all damage dealt through any type of attack increases the more stacks of repeated blows you have. Morale's instant rage gain is also increased slightly, and Battle Fury's increased stats are improved upon as well. Additionally, dealing damage through any means applies "shred" stacks on the target. You apply double the amount of shred stacks if you are buffed while dealing damage to the target(s). Artillery strike and double strike applies double the shred stacks, and berzerker applies triple. Upon using your next rage attack on the target, you consume all stacks of shred to deal slightly increased damage based off of a small % of the stacks consumed, and you heal for a SET amount in addition to the % amount from Overwhelm.

Rageborn -> Overwhelm -> Shredding Anger
-> Battle Fury -> Repeated Blows

NOTES:
-Obviously, this tree emphasizes utilization of the rage bar in a new, interesting way
-Your rage bar is the highlight of this tree, and, thanks to the composition of the passives, you can build a very basic-attack oriented merc whose base stats are superb to that of any other class.
-Repeated blows is important to stack on strength-based builds or builds that rely mostly on melee strikes, as you start off very weak with the inability to rage for quite a while, but, as you strike more and more, you become a much more apparent threat.
-Overall, this tree focuses mainly on making Merc have ridiculously good base stats, but not much they can do with their other non-buff skills. Destructive munitions is a bit of a curveball for those ballsy people who like to make caster mercs.

TLM PASSIVE SKILL TREE:

Branch 1:
-Tactical Command: Field commander's base values are lowered by a bit, but it now buffs support as well as strength by the same value each.
-Tenacious Command: Using battery backup or field medic gives the target 1/2 the effect of your field commander for 1 turns. While mineral armor or blood shield is present, the target gains a modified field commander buff that has 1/3 the stats of the regular field commander. This stacks onto regular field commander, so a target who is buffed by field commander receives 4/3 the regular effect.

Tactical Command -> Tenacious Command

Branch 2:
-Restoration: Between each turn, you heal for a % of your max HP. Field medic also heals for 10% more health.
-Resolute Endurance: Any received attack, excluding rage attacks and critical hits, cannot exceed a certain damage cap. This cap increases with level. "Ultimates" and "true damage"-based attacks can exceed this threshhold. Ultimates include supercharge, massacre, and surgical strike, while true damage includes poison and other skills which ignore defenses entirely. However, you lose the ability to block and deflect moves entirely. Additionally, the threshold takes 7 turns to "ramp up" to full effectiveness.
-Unending Vitality: For each buff you are affected by, including allies' buffs, restoration's heal is increased by a decent %. This %-per-buff stacks infinitely and wears off once the buff wears off, while scaling with support. Field Medic also overheals you beyond your max HP cap, and the overheal will decay at 1/3 the field medic heal per turn over the next 3 turns.
-Resilience: You gain %-based damage reduction against all physical moves based off of your total dexterity, and reduction against energy moves based off of your total resistance. As you gain more dexterity or resistance, this %-mitigation increases slowly.

Restoration -> Resolute Endurance -> Unending Vitality
-> Resilience

Branch 3:
-Regeneration: You restore some energy between each turn. This value scales with technology, and the restoration is based off of a % of your max energy pool, meaning the more technology you have the higher % you recover between turns.
-Energized Zeal: Your max energy pool is increased by a small base amount. This increase becomes stronger the more Max HP you have.
-Evolving Technology: Your damage output is lowered to 85% at the beginning of each battle. Each time you use a skill core/skill, you gain 1 stack of evolving technology. For each stack of evolving technology, your damage output on non-melee attacks increases by 1.75%. Evolving technology stacks cap at 16, for an effective 13% damage boost on all non-melee damage sources. Non-melee damage sources include gun, aux, robot, stun grenade, poison grenade (on-hit, not poison damage, is modified), etc...

Regeneration -> Energized Zeal -> Evolving Technology

NOTES:
-Branch 1 focuses mostly on 2v2 stuff, but you can use it to your advantage in 1v1 should you like playing an energy-hungry damage-based build
-Branch 2 is probably the trademark of this passive tree. You just get TONS of tank.
-Resolute endurance limits the amount of damage you can take in a turn from regular attacks, so you don't have to worry about being insta-bursted. It does, however, have a ramp-up time in which the cap gets slowly smaller until it reaches the proper amount, meaning if people are afraid of your lategame in 2v2 you still can get focused and eliminated quickly. Also note that BH's assassinate passive counts as true damage and will ignore this entirely should you get low in the first few turns of a battle.
-Note that Resolute Endurance is based off of a set amount of health, but restoration heals a % of max health. Therefore, investing a lot in max health can be very effective if you want to survive for a long time.
-Resilience is %-mitigation, which is extremely effective for blocking those builds which like to deal tons of damage with their ultimates, such as max supercharge builds. Aside from that, it just gives you some more tankiness
-Branch 3 is probably the supplement to the main idea behind branch 2: Your lategame is monstrous, but you need time to get there. You also need your opponent to not consistently shut you down by forcing you to consume large amounts of energy with field medic, or continually drain your energy so that you can't accumulate stacks of evolving technology.
-Regeneration helps you gain a bit of the energy you'll desperately need to survive your early game.
-Energized Zeal synergizes with the idea of building max health as the main form of tank rather than defenses. Of course, you should still build a good amount of dex/tech, but higher max health scales better overall until you hit the super-sharp wall of diminishing returns. Energized zeal synergizes with overhealing, so if you're feeling really ballsy you could use field medic on turn 1 to stall and get a free stack of evolving technology.
-Evolving Technology is the trademark skill of this passive tree. It's what makes you actually relevant beyond your terrible damage numbers on your skills and your unstoppable tank which will just get manipulated via heal loops and lifesteal. As you stall for turns by spamming defensive buffs, energy drains, heals, battery backup, etc... your damage significantly increases, like with the infernal android. At max stacks, which you'll probably attain around turn 20-25, your damage output of all non-melee attacks (which are really the only ones you should be using with this class) is increased by a whopping 13%. Take a robot that does on average 550 damage (which is actually semi-low for focus builds), and its damage is now boosted to 621.5, a 71.5 damage increase. Your auxiliary attack which used to do on average 500 damage now does 65 more damage. Once you reach this stage, you're pretty much near unkillable, but the ramp-up period is huge, and prior to getting enough stacks your damage output is complete trash.

Here's an overall breakdown of each class's identity:

BH: Consistent damage and lifestealing from this as a main means of survival. Works very well against opponents with limited healing/endurance options or weak early games, as BHs have one of the strongest early games and a decent mid-late game.
CH: Very tanky, unique utility-based class that excels in 2v2, but has enough of a variety of skills that you can use your utility to shut down tunnel-visioned 1v1 builds while dealing just a bit under average damage. Your overall damage is a bit weaker, but can be amplified with malfunction, and your utility is great. Probably one of the higher-skill cap classes.
BM: Strong lategame, but your early game is also very usable. Your arterial strike should be based almost entirely off of what your opponent's class/build are, making this passive tree very skill-dependent. Overall a very balanced class that scales well late in battles with a huge variety of weaker utility (that deals damage on-hit to compensate), but is probably the highest in terms of skill cap.
TM: Highest damage output/burst damage class. A focused target in 2v2s, this class can insta-nuke squishy targets. Has the strongest early game (and is probably a direct counter to TLMs), but if you can survive the initial burst(s), then after the first 10 turns you're probably fine as they run out of energy to continually deal such damage.
Merc: Versatile class that, similarly to BM, relies on the momentum of the battle with managing of repeated blows stacks and rage. One of the higher-skill cap classes, and has good strength throughout the whole battle. You can be outplayed pretty easily if you lack skill though, especially if people can force resets on your passive stacks and other passive effects.
TLM: Tank and survive the early game, then become a god lategame through really strong tankiness and damage steroids. Your early game is complete trash and you'll have a hard time against BHs and TMs, as well as possibly strategic CHs who know what they're doing, but no class can match you once you survive past the first 10-15 turns.
------------------------------------------------------------
I will add more trees later when I get more time. Again, credit to Remorse for the original idea of a separate passive skill tree. I simply made my own thread because my ideas stray a lot and it's much easier to organize them in a separate post, where you can see the skill trees as a whole.




Remorse -> RE: Separate Passive Skill Trees (9/9/2014 5:01:16)

This is a great thread penguin,
And I do like the concept a lot and perhaps this may be more appropriate for ED since it is more directed at a younger audience.

What I means by this, is the tree has more obvious synergies and strategies, also predetermined with clear/more obvious paths for build direction.
This sort of system is not necessarily simple by any means, but it can be more effective if the audience does not wish for build possibilities to become overly complex.

A real life game comparison of this would be between Diablo 3, and path of exile,
In a way your system would be more like diablo 3, where the build strategies are more obvious and less complex which can defiantly be a good thing and arguably better for specific audience,
My system would probably be a bit more like Path of exile, where the build possibilities are limitless and less obvious, this sort of system can get highly complex but allows for high enjoyment for the type of player that likes high complexity in creation. Another thing this system does is, it's ever-changing, any new item/core creation can open up completely new styles of builds that may have never been viable before, again this can be both good and bad, good in the fact it allows for high creativity and variety, but bad in the fact it can be overly complex.
Both the games are great and have different ups and downs which make it impossible to determine which is better without getting into personal preference.



Overall I definitely support this system as well,
Personally I would prefer the skill tree system I made, however that is partly due to personal bias and the fact I like highly complex style build creation.


But I also really like the system you have made and would prefer anything over the current system we have :P


Great work :)




Exploding Penguin -> RE: Separate Passive Skill Trees (9/9/2014 18:57:45)

Thanks :)

I feel like while this skill tree has more obvious paths that pretty much predefine playstyles for the classes, it is definitely possible to build almost any kind of build around this playstyle. For example, Strength builds are viable on the BH skill tree because of the consistent need to apply bleeds. Dex builds also work because you can pretty much shut down any melee-based enemy with the gray branch of the tree. Tech builds also work because it increases the power of your smoke, your robot damage, enhances expose wounds, and also enhances blood lust. Support builds would actually be extremely viable as well. Strength-support hybrid glass cannons would also work thanks to assassinate (I forgot to mention that assassinating is applicable in 1v1, it's just that the heals are specific to 2v2).

Anyways, I'm hoping (to say the least) that some sort of passive skill tree is brought into the next phase of ED. That would definitely be a huge change to the battle mechanics and would make me want to play ED again.

EDIT: Added BM skill tree section. I have to say it's the one I'm most proud of because of its uniqueness and introduction of some really interesting gimmicks.

EDIT: Added TM skill tree section. It capitalizes on how TMs are the epitome of casters. IMO it's not that interesting of a passive skill tree, though.

Bump!

I don't think many people noticed that I edited and added 2 new skill trees since the last reply over a week ago.

Please don't double post or bump. Thanks. ~Battle Elf




suboto -> RE: Separate Passive Skill Trees (9/21/2014 20:45:19)

support passives are fun to have and widen the variety of each class and gives them each their own originality.
Im interested in seeing what tlm has as a passive in your suggestion in the future [8D]

what if it worked as:
tier1 box box box
tier 2 box box box lvl2 require
tier 3 box box box lvl5 require
tier 4 box box box lvl10 require
tier 5 box lvl20 require
tier 5 would be a passive thats based on your class that does 5%
only 1 point can be put into this
this would be a little less confusing





Exploding Penguin -> RE: Separate Passive Skill Trees (9/22/2014 18:53:03)

Added merc skill tree. I'll try and work on TLM once I come up with some good ideas for it.




suboto -> RE: Separate Passive Skill Trees (9/22/2014 22:17:45)

what about a 5% defensive passive or 5% reroute.




Xendran -> RE: Separate Passive Skill Trees (9/22/2014 23:24:14)

Mind if i try my hand at TLM for you?

Nevermind, i don't want to spend the time on the entire thing.

Here's an idea though (Numbers are totally arbitrary and just there to make it easy to understand, ignore the actual % as no real thought went into them)

==Sticky Grenades==
Sticky Grenades causes thrown grenades to stick to the target until detonated rather than exploding on impact.
The longer a target is stuck with a grenade, the more effective the grenade becomes.
Stickied grenades are detonated by performing a default strike on the opponent, however you will recieve some splash damage.
Maximum of 20% Increased Effectiveness per Grenade [Maximum of 140% Grenade Effectiveness when doubled)
Stunning an opponent stuck with a grenade will automatically detonate it at maximum effectiveness, but the target cannot be re-stunned.

[Effectiveness includes effects such as stun and poison.]

Level 1 - 3% Increased Grenade Effectiveness per idle turn
Level 2 - 4% Increased Grenade Effectiveness per idle turn
Level 3 - 5% Increased Grenade Effectiveness per idle turn
Level 4 - 6% Increased Grenade Effectiveness per idle turn
Level 5 - A target can be stuck with two grenades of the same type for up to 140% Grenade Effectiveness
Level 6 - 7% Increased Grenade Effectiveness per idle turn
Level 7 - 8% Increased Grenade Effectiveness per idle turn
Level 8 - 9% Increased Grenade Effectiveness per idle turn
Level 9 - 10% Increased Grenade Effectiveness per idle turn
Level 10 - A target can be stuck with two grenades of different types for up to 70% Grenade Effectiveness each

EXAMPLES:

140% Double Stun Grenade (no scaling from dexterity has been added)).

390 Damage -> 546 Damage
30% Chance to Stun -> 42% Chance to Stun



70% Stun Grenade 70% Poison Grenade , no scaling
390 Damage -> 273 Damage (Stun Grenade)
85% Damage Effectiveness -> 60% Damage Effectiveness (Poison Grenade)

30% Chance to Stun -> 21% Chance to Stun
130 Poison Damage per Turn -> 91 Poison Damage per Turn




Exploding Penguin -> RE: Separate Passive Skill Trees (9/23/2014 17:56:50)

^A very nice idea, but I don't think it quite fits in TLM since it adds more of an innate burst tactic, whereas TLMs typically have no burst and are completely chip-damage reliant. I could see this skill being really cool on a CH or TM passive tree though. I might modify some skills and shift them around to implement this idea or something very similar when I get the time.




suboto -> RE: Separate Passive Skill Trees (9/26/2014 12:53:30)

very nice passive love the tlm one.
heck i would be happy with just 1 of these for every class if thats all they would release but overall
Supported[sm=zorb_smilie.gif]




Battle Elf -> RE: Separate Passive Skill Trees (9/26/2014 16:04:15)

Interesting thread. However Nightwraith has posted that passives will not be returning.

quote:

@NightWraith_ED: Because I still see confusion on the subject: No, passive skills are not returning.


Locked

Thanks,
Battle Elf
ED GD Archknight




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