Stabilis
Member
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quote:
and that reflect damage system coould be for another class too, not only CH. By the way, thanks for the compliment from earlier. Though Gold wasn't directing his opinion ^ on my suggestion, we've already chatted a bit. quote:
The things is that the skills are OP'd. Just the Blue rain one and the one which improves connection or whatever. So Wootz, Blue Ruin and Cyber Arts are OP, eh? To be honest, I haven't fought anyone with my suggested skills, so you will have to reason with me without using analysis. Is Cyber Arts a step up from Shadow Arts? Shadow Arts can negate damage, Cyber Arts can concede damage. Now, every attack inflicts damage, so the rarity would be removing it. Shadow Arts would be infrequent in comparison to Cyber Arts, where Primary accuracy is simply having your attack hit <- not anything too special there. Shadow Arts promote a much more rarer feature... blocking. Blocking reduces ALL damage. If every moment that SA blocks an attack, and every moment CA permits an attack, which is more profound? Blocking. IF you were talking about The poison resisting feature in Cyber Arts, we must use analytics to see just how many counts of a poison skill are being used. Now, 3 of 6 classes have poison. We will cut out "half" of all players. Right now less than 50% of all players are using poison. If I can get my nerdy hands on the Battle Tracker, I will see just what percentage of these 3 classes are using poison... since poisoning is among the more high-levelled tiers of skills, we will count it as 1 of 3 chosen attack skills. 50% times 33% is about 17%. 17% of all players theoretically will be actively using poison attacks. Cyber Arts being a passive skill will benefit 100% of it's abilities, 17% of the time. I would consider that to be less than powerful. Not only that, but the poison is not negated, only 50% of all poison damage. Blue Ruin, though? Allow me to compare this to Bludgeon, a high damage skill... looks like you got me to log onto ED, as Bludgeon's percentages are not mentioned in the wiki. It seems that Bludgeon's max percentage is 55%. As in my own experience critique the attack skill to be of high damage, I will nerf Blue Ruin to it's level. *edited suggestion* While it is not OP, Bludgeon is closing in on ultimate skill power. I have adjusted Blue Ruin to match Bludgeon in power. Perhaps my attack skill was out of range, thank you for highlighting that skill. A Cyber Hunter's suggestion towards repairing Cyber Hunters i) Steps ►Remove Plasma Armour ►Remove Shadow Arts ►Remove Malfunction ►Remove Cheap Shot ►Add Plasma Aura ►Add Cyber Arts ►Add Blue Ruin ►Add Energy Shield ii) Descriptions ▼Plasma Aura▼ Anytime a user of Plasma Aura is struck by a Primary weapon, the attacker is dealt bonus shock damage. Level 1: Attacker takes 1% of their total health in damage. Level 2: Attacker takes 2% of their total health in damage. Level 3: Attacker takes 3% of their total health in damage. Level 4: Attacker takes 4% of their total health in damage. Level 5: Attacker takes 5% of their total health in damage. Level 6: Attacker takes 6% of their total health in damage. Level 7: Attacker takes 7% of their total health in damage. Level 8: Attacker takes 8% of their total health in damage. Level 9: Attacker takes 9% of their total health in damage. Level 10: Attacker takes 10% of their total health in damage. Weapon Required: None Stat Required: None Level Required: replaces Plasma Armour Improves With: None Warm Up: 0 Cool Down: 0 ▼Cyber Arts▼ Passively increases the Primary hit rate and resistance to poison. Level 1: 1% increase to Primary hit rate and 10% resistance to poison Level 1: 2% increase to Primary hit rate and 15% resistance to poison Level 1: 3% increase to Primary hit rate and 20% resistance to poison Level 1: 4% increase to Primary hit rate and 25% resistance to poison Level 1: 5% increase to Primary hit rate and 30% resistance to poison Level 1: 6% increase to Primary hit rate and 35% resistance to poison Level 1: 7% increase to Primary hit rate and 40% resistance to poison Level 1: 8% increase to Primary hit rate and 44% resistance to poison Level 1: 9% increase to Primary hit rate and 47% resistance to poison Level 1: 10% increase to Primary hit rate and 50% resistance to poison. Weapon Required: None Stat Required: 24 Technology (+2 per skill level) (MAX 42 Technology) Level Required: replaces Shadow Arts Improves With: None Warm Up: 0 Cool Down: 0 ▼Blue Ruin▼ Assail an enemy with 2 devastating strikes with the held Primary weapon. User is charged with blue plasma. Energy Required: Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 Damage Progressions: 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 Weapon Required: Wrist blades or Sword Stat Required: 26 Support (+1 per skill level) Level Required: replaces Cheap Shot Improves With: Strength Warm Up: 0 Cool Down: 2 Energy Shield Increases energy resistance for you or an ally during combat. Energy Required: Level 1: 14 Level 2: 16 Level 3: 18 Level 4: 20 Level 5: 22 Level 6: 24 Level 7: 26 Level 8: 28 Level 9: 30 Level 10: 32 Weapon Required: None Stat Required: None Level Required: replaces Malfunction Improves With: Support (+1 Resistance per 4 Support) Warm Up: 0 Cool Down: 2 Static Charge conflict: This skill is vindictive to Cyber Hunters who do not apply Strength. A suggestion to edit this skill could be to scale energy regeneration to only the Primary's damage, without Strength. This may benefit all users aside from simply Strength users. Percentage nerfs may be necessary if the energy output is unconventional. Questions? I will try to answer them. Comments? Feedback is appreciated.
< Message edited by Depressed Void -- 2/29/2012 16:49:55 >
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