Stabilis
Member
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quote:
STAIC SHEILD: Uses up a whole static charge (If blocked it still activates, and sends it into cool down) and convertes a % of the energy regain from the skill into an energy sheild wich lasts 4 turns and grows in defence each time you are dmaaged (charges itsself) Each time you are hit 5% of the dmagae tacken is added to the sheild warm up :0 Cool down :2 lvl 1: 20% of the static charge lvl2: 25% of the static charge lvl3: 30% lvl4: 33% lvl 5 36% lvl6: 39% lvl7: 42% lvl8: 44% lvl9: 46% max: 48% For example: A cyber hunter has lvl 1 static sheild and decides to use it. on clciking this skill they use static charge like normal as if they cliked static charge but instead they clciked static sheild (it sends static charge into cool down also), excpet they gain NO energy from it but a % of the energy regain is turned into a sheild in this example the cyber hunter gets a static charge of 20 energy. 20% of 20 =4 So they have an energy sheild of 4 added for 4 turns yes it is low but its only level one and it grows in power as they are damaged. For example they are agianst a blood mage which uses fireball and it hits 50 damagae onto them, 5% of the 50 dmagae is added to the sheilds 5% of 50=2.5 rounded to 3 so they gain an extra 3 energy sheild onto the 4 so they now have 7 energy sheild with 3 turns remaning and so on and so forth. NOTE: skill tree would need to be aranged so static sheild came after static charge and you have to go through static charge to get it, so in other words the player cant have static sheild without static charge hence stuff up the system. After reading this suggestion I have considered it. If my mentioned beckon to fix Static Charge is not met, your suggestion Remorse is a fine fix. My edits to this skill, though, would be to add this data INTO Static Charge. Static Charge would become Static Charge + Static Shield. If Static Charge is blocked, create a damage absorbing shield for ALL types of damage. When this shield runs out of shielding points, it dissipates. My edit would be, however, that the value you get from Static Charge (example: 20 energy), becomes that amount of shielding. Shields do not stack. For example: your 20 energy Static Charge which is blocked, converts into a 20 damage point shield to defend from attacks. quote:
@Depressed How about these options for Blue Aura? a) Attacker with Strike takes up to 20% DMG done by him/her b) Add a cooldown period for the skill. Now, for STR Nerfs: When you use a Nerf Skill, it doesn't do DMG at all. This would reduce STR Build DMG, as well as allow Defensive players to save some HP. IMO, this should also apply to the Azrael Stinger though. This does not count towards Intimidate or Curse. 20% reflection onto the attacker? 20% of 95 health is 19 damage, and 20% of 125 health is 25 damage. Sure, the passive may only be working some of the time, however... 20% of the enemy's health is gone. In 4 more Strikes, the enemy is close to 1 health now. This would seem to bit a bit too quick in my opinion, but thanks for that suggestion Drinde. Cool-down period for a passive? How so? Do you want to be able to give the enemy a window of opportunity by allowing them free Striking at no expense? The main purpose of Plasma Armour is to negate Strength abusers by countering their strategy. Placing holes in this defence may mean that Strength users will not fall to Plasma Armour. I tried to see the good in this suggestion but it seems to counteract the true intention, sorry. The nerf cancellation is a good suggestion though. Buffers do not inflict damage, so nerfs should not as well. Good thinking. quote:
@Depressed Void A few suggestions to your post: Plasma Aura Cyber Arts: How about instead of ignoring 50% poison, make it a 30-40% chance to ignore poison altogether each turn it DoTs? Since ignoring 50% each turn seems OP... :P I'd put Plasma Aura in, Plasma Armor out, Cheapshot out, Technician in. 50% poison resistance is somewhat powerful to poison players, however, Cyber Hunters with my suggestion no longer have armour, making them even MORE vulnerable. Poison does not affect rage and cannot be altered, so I had decided that this ability to remove the harmful effects of poison would be a good step. I have also calculated that 17% of all players theoretically use poison, making poison only 17% effective, 100% of the time. It would seem that Cyber Arts' poison resistance would actually look UP. 'v' I was contemplating whether or not I wanted Technician back, or Energy Shield. Technician would help improve focus users of the CH type. And without Plasma Armour, focus would be more or less balanced. My #1 issue of considering technician is a multitude of imperfections: -improving with dexterity -giving a lower value of resistance -requiring many skill points -becoming futile to the Azrael Borg I would still consider technician, if the skill gets buffed. Then I would gladly take out Energy Shield for Technician. THANKS FOR YOUR TIME GUYS.
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