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As there have been complaints about the way I have organized my suggestions, this new post shall make it more clear as to which Skill Core suggestions were new since the last time Xendran updated the thread (altough, you can still look back at the old post for the same information). For the images, you must look back to Page 6 in order to fully understand, as I did not want to re-post those as well, since they are not new suggestions. New Suggestions Clarification: 14. Over-Limit Description: Inflict 5 more Damage when you hit your Maximum Damage on Strike. Example: User Strikes for his/her's highest Damage on his/her's enemy for 20 Damage. Additionally, with the effect of Skill Core, Over-Limit, he/she will inflict 5 more Damage, raising it to 25. Notes: -Passive -100% chance to happen on Maximum Strike 15. [u]Energy Discharge Description: Drain up to 25 Energy Points, converting 50% of the Points drained to Health Points. Example: Player A: Uses Skill Core, Energy Discharge on Player B Player B: Current Energy: 40, Health:80/100 Player A successfully drains the maximum of 25 Energy Points, but gives Player B 13 Health Points. Therefore, Player B now has 15 Energy and 93 Health. In the same example, if Player B originally had 90/100 of 80/100, Player A would only drain 20 Energy because Player B could only gain a Maximum of 10 Health. Notes: -4 Turn Cooldown -Enemy must be able to gain the Maximum Health Points possible in a given battle, in order to ensure that players will not use Energy Discharge when their enemy's Health Pool is already full. -Unblockable, Undeflectable 16. Destitute Recovery Description: 13% chance, when your attack is Deflected, to convert 50% of the Damage deflected to Health. Example: User supposedly uses his/her's Sidearm for 30 Damage. However, the attack is Deflected, also triggering the effect of the User's Skill Core, Destitute Recovery. Because 15 Damage was deflected by the enemy, the user gains 8 Health Points (15x50%). Notes: -Passive -Stacks with Health from Blood Lust 17. Premature Wrath Description: Strike and enemy, ignoring Defenses based on the percentage of Rage Points you currently have, consequently resetting it. Example: Another hard one to explain, as it is confusing and the Description does not fully explain the effect, so please read. The User is Level 35 and therefore needs a total of 125 Rage Points to fill his/her's Rage Meter. When he/she uses the Skill Core, Premature Wrath, he/she's Rage Meter is 25/125 full, or 20%. So, the amount of the enemy's Defenses that he/she will ignore from this Strike will be 9% (45%x20%). When the Turn is over, the User's Rage Meter resets to 0. The reason why the amount ignored is 45% of the current percentage of Rage Points the User has is based on the way a normal Rage works. For example, when the Rage Meter is at 125/125, or 100% full, you ignore 45% of the enemy's Defenses. From this, we can say that 45% of their the current percentage (100%) is converted into the amount ignored. Notes: -3 Turn Cooldown -Blockable 18. Attack Immunity Description: 13% chance, after your opponent attacks you, to cause the next time they use that attack to deal 25% less Damage. Example: Player A attacks Player B with his/her's Auxiliary, inflicting 20 Damage, but triggering the effect of Player B's Skill Core, Attack Immunity. Now, the next time Player A uses Auxiliary, it inflicts 25% less Damage. So, instead of dealing 40 Damage again, he/she inflicts 15. However, if Player A uses his/her's Auxiliary attack yet again, it will revert to the normal Damage, is the effect has worn off. Notes: -Can only activate on a Strike, Gun, or Auxiliary attack -Passive 19. Condense Ability Description: Adds 1 Damage to all Minimal Damage attacks, based on the Level of your Focus. Example: User has 2 Focus and supposedly deals 3 Damage, or the Minimum Damage, to his/her enemy. But after the effect of Skill Core, Condense Ability, the User deals 5. The reason why I think that this Skill is not OP in the way is because it can only be abused by those who have a high Focus Level. But, if you have such a high level of focus, you are unlikely to be dealing the Minimal Damage of 3, because you must have a decent amount of Strength and/or Support, along with Robot. The players who would want to use this Skill Core would be that of a Caster Build, in which the don't have very much Focus, and therefore do not benefit enough to make it OP. Notes: -Passive -Adds bonus to all attacks -If an attack's Minimal Damage is 5 (Multiple Target Attacks, Bunker Buster, Plasma Cannon, Cheap Shot, etc.), the bonus will still be added -If an attack's Minimal Damage is 20 (Class-based Ultimate Skills), the bonus will not be added -If a Critical/Rage Attack inflicts the Minimal Damage, the bonus will not be added. 20. Amplify Deficiency Description: Strike for 65% Damage (before Defenses), increasing the effectiveness of an active Debuff by 50%. Example: Player A casts Smoke Screen on Player B for 40 Dexterity Points. On the following turn, Player A uses Skill Core, Amplify Deficiency, which instead of doing (60 Damage-30 Defense) 30 Damage, does (60x65%=39-30 Defense) 9 Damage, but increases the effect of Smoke Screen to 60. Notes: -2 Turn Cooldown -Unblockable 21. Sentinel Servant Description: Increase the amount of turns a Shield/Defense Buff lasts by 1 turn, and guarantees that all turns will be successful. Example: User casts Defense Matrix on him/herself, and on the next turn uses (Robot) Skill Core, Sentinel Servant. Defense Matrix's turns of effect is therefore increased from 2 to 3 turns. In addition, it will continue to be in effect as long as it has not successfully made use of those 3 turns. Basically, it won't go away until the enemy has uses 3 Physical Attacks. Notes: -3 Turn Cooldown - A Robot Active Skill Core New Images for Old Skill Core Suggestions Clarification Again, these are images for old suggestions, and if you want to see the Skill Core they are referring to, you must still go back to Page 6. 3. Piercing Strike 7. Feline Impulse 8. Protean Strike 9. Refresh
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