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5 6 more guys! 22. Mutual Fury Description: Strike an enemy, giving any Rage points supposedly gained to an ally instead. Example: Player A uses Skill Core, Mutual Fury, striking for 40 Rage Points on an enemy target, Player B. However, instead of Player A gaining the Rage Points himself, his Level 35 ally, Player C, receives them, increasing his rage Meter from 85/125 to 125/125, or Full. This is a strategic move for their team because now Player C has Rage, and therefore has the potential to drastically change to the duel. In the end, Player A had lost his Rage Points for that turn, making this still logically fair, but it strategically altered the duel in the team's favor. Notes: -4 Turn Cooldown -Cannot be used on Rage -Blocked/Deflected Rage Points included -Of course, can only be used in 2v2 or Juggernaut 23. Invert Affliction Description: When 50% or more of your current Health Pool is reduced in a single attack, all damage that have exceeded the 50% limit are also converted into Rage Points and are added to your Rage Meter, while subtracted from the enemy's Rage Meter. Example: Level 35 Player A: Health Pool is at 80/100 (before Player B attacks), Rage Meter at 90/125 Level 35 Player B: Uses the Skill, Massacre, inflicting 60 Damage; After Massacre, but before the calculations of Invert Affliction, Rage Meter is at 100/125 Because Player B inflicted more than 50%of Player A's current Health, the effects of Player A's Skill Core, Invert Affliction is activated. 50% of Player A's current Health Pool is 40, and therefore Player B's Massacre exceeded to threshold by 20 Damage. The Damage remains the same, however, Player A gains 20 additional Rage Points, along with the Rage Points he/she receives from the Damage inflicted upon him/her (60x25%=15 Rage Points). This is a grand total of 35 Rage Points from this attack, bringing Player A's Rage Meter up from 90/125 to 125/125, or Full. Meanwhile, Player A loses 20 Rage Points, bringing his total of 100/125 down to 80/125. Notes: -Passive 24. Emergency Assistance Description: Convert 30% of your Rage Points into Health Points. Example: Level 35 User has Rage Meter 80/125 full and has 50/90 Health. After using his/her Skill Core, Emergency Assistance, he/she gains 30% of the current Rage Points in to Health, or 24 Health Points (80 Rage Pointsx30%). The Rage Meter than consequently drops to 56/125. Notes: -4 Turn Cooldown -Can be used on Rage -Strategically compatible with above Skill Core, Invert Affliction; the more damage you take, the more Rage Points you receive, allowing you to use the full potential of Emergency Assistance when necessary 25. Anomaly Strength Description: 11% chance on Strike to convert 25% of an enemy's Primary Weapon Base Damage into Primary Ranged Damage. Example: Player B Primary Damage: 16-20+32 Player A Strikes Player B, activating Player A's Skill Core, Anomaly Strength, causing Player B's Primary Weapon Base Damage to be reduced from 32 to 24. However, Player B's Primary Ranged Damage increases from 16-20 to 24-28. Essentially, the Damage stays the same, but it decreases the effectiveness of Player B's Primary Weapon Base Damage based skills such as Double Strike, Bludgeon, Atom Smasher, Berzerker, Massacre, and/or possibly other Skill Cores. Notes: -Passive -Effect lasts until after the player uses a Primary Weapon Base Damage based attack 26. Assailant Form Description: Convert an active Shield's Defense/Resistance Points into Primary and Sidearm Damage over the appropriate turns. Example: Player casts Energy Shield for 20 Resistance Points. On the next turn, the Player uses the Skill Core, Assailant Form, converting the 20 Resistance Points into Passive Damage for the next 2 Turns, as the Energy Shield would have lasted 2 more Turns. Therefore, on the following turn, if the User inflicts 30 Damage from a Sidearm attack, it will become 47 instead. However, just like Blood/Field Commander, the User has had to skip his/her turn to gain the immediate bonus. Essentially this is a "shield" version of the two, just like there are Reflex Boost and Defense Matrix and Technican and Energy Shield. Because the only two Skills that one can use to activate this Skill Core improve with Support, it balances things out. Notes: -3 Turn Cooldown -Damage bonus only on Primary and Sidearm EDIT: 27. Meticulous Might Description: Passively increases all Connect chances by 13%, consequently causing the User to loose Rage Points when successful. Example: Level 35 Player A has a 80% Connect Chance (Player B has a 30 Dexterity Advantage over Player A) and has a Rage Meter 55/125. Player B has 30 Defense. Player A uses the Skill, Bludgeon, on Player B which is supposedly blocked. However, after the re-calculations of Player A's Skill Core, Meticulous Might, the attack Connects, dealing the 40 Damage. As a result of avoiding the Block, instead of gaining an extra 40 Rage Points from Block, and totaling 70 Rage Points from the single attack, Player A loses 40 Rage Points. Therefore, on this attack, Player A lost 10 Rage Points from his/her Rage Meter, bring it down to 45/125 when it would have been 125/125, or full. Notes: -Passive -Only activates on Blockable attacks Didn't realize I would have more Skill Core suggestions... I don't want to start the inconvenient multiple editing thing again, so here is a new post. Merged. I rather have you edit than double post. ~Mecha 28. Cumalative Strike Description: Strike, inflicting increasing bonus Damage each time. Example: Pretty much works like this: +1 to bonus per Strike after Reference Chart: Strike 1, earliest possible on Round 1: No bonus (normal damage) Strike 2, earliest possible on Round 4: +1 Damage (total: +1) Strike 3, earliest possible on Round 7: +2 Damage (total: +3) Strike 4, earliest possible on Round 10: +4 Damage (total: +7) So the first time the User Strikes, he/she will do the normal damage of 20. However, the following time it will deal 21, with the bonus, 22 the next. Notes: -2 Turn Cooldown (see the chart above to see the maximum bonus for a given Turn) -Limit is 4 29. Energetic Aggression Description: When used on Rage, replenishes 25% of your Rage Points as Energy Points. Example: Level 33 player has Rage, or 120 Rage Points, and uses Skill Core, Energize. 25% of the 120 Rage Points used for this Skill Core is converted in Energy Points for the player, giving him/her 30 Energy Points. Notes: -Can only be used on Rage (but no cooldown) -Like any other move when used on Rage, it resets the Rage Meter back to 0 -Basically, scales by level, to the range would be 12 (Level 1) -31 (Level 35) Energy Points
< Message edited by Mecha Mario -- 1/26/2013 21:17:22 >
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