Ranloth
Banned
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Since many players find it useless/too weak to use, revamp could be done to make it more efficient. Stronger but weaker, depending how you look at it. Static Charge: Returns % of your total Energy back to you. Energy Required: 0 (No Cost) Conversion: Level 1: 10%/11%/12% of your total Energy Level 2: 12%/13%/14% of your total Energy Level 3: 14%/15%/16% of your total Energy Level 4: 16%/17%/18% of your total Energy Level 5: 18%/19%/20% of your total Energy Level 6: 20%/21%/22% of your total Energy Level 7: 22%/23%/24% of your total Energy Level 8: 24%/25%/26% of your total Energy Level 9: 26%/27%/28% of your total Energy Level 10: 28%/29%/30% of your total Energy Weapon Required: None Stat Required: 16 Technology at level 1 (+2 per skill level; 34 Technology at Max) Level Required: 2 Improves With: Total Energy Warm Up: 0 Cool Down: 3 Percentages are for different Level ranged; first row is for Level 1-14 players, second row for Lvl 15-29, and third row for Lvl 30+. Now onto the Cap idea: You start off with base cap for Energy regenerated of 5. It raises by 1 EP per level, starting with Level 1 so you will regenerate 6 EP at Level 1 (maximum). It raises by 1 EP every 3 levels, so you get 7 EP at Level 4, 8 EP at Level 7, 9 EP at Level 10... up to 17 EP at Level 34. That's the maximum you can regenerate per use of SC. Now onto the math stuff! We get base Energy of 56 at Level 1 and it's currently 63 at Level 35. I'll use Lvl 1, Lvl 5 and Lvl 10 SC as an example for Level 1 (56 EP) and Level 15 (59 EP) Level 35 (63 EP) player: Lvl 1: 6 EP / 7 EP / 8 EP Lvl 5: 11 EP / 12 EP / 13 EP Lvl 10: 16 EP / 18 EP / 19 EP These are without a cap in place. Since Level 1 player can only regenerate 6 EP, then Lvl 1 SC would be best, otherwise it'd be a waste. Although it goes up as you level up thus the incentive to level it up as well & Level 1 player obviously cannot invest into SC until.. Level 2. :P My point is that as you level up, you will make the cap higher thus the incentive to invest in SC will raise OR you can raise your base EP instead and don't train SC (or not as high), but here you'd be considering more EP (more stat points) or just one skill point. On top of it, you don't need Strength so it'd work regardless of what it is thus not favouring Strength builds to use SC like it does now. The skill should be universal. Lastly, let's face it, being able to regenerate up to 17 EP every 3 turns at cost of no damage isn't THAT bad. It's guaranteed as well. You can always loop it with Lvl 1 Heal for no reason or be Atom/EMP-proof, right? That's why the cooldown is 3 turns instead of 2, to prevent the abuse. And you see that there's incentive to invest in SC by comparing Lvl 1 SC to Lvl 10 SC - there's 11 EP difference for cost of 9 more skill points. Some players will think that it's too high even, but they deal no damage whilst using it which is a trade-off. As I've said, higher cooldown (3 instead of 2) can stop it from being abused like first version of SC was and there would be incentive to train it to decent level to get more EP back rather than stop at Lvl 2-3. In addition, turn loss (no damage dealt) shouldn't be an issue because CHs are a tanking class. Why? If you notice carefully, they have PA which gives passive Resistance bonus and Defence Matrix which gives quite a good boost to Defence, instead of having PA + Reflex which boosts Dex instead (and less Defence). So they could tank easily thus making a turn loss not be as drastic. Lastly, % are used as an example. Do NOT assume they are final and that's how it'd look like. If you're gonna say it's OP due to these %s then don't, because they are here to illustrate the suggestion not how it'd be in-game.
< Message edited by Trans -- 3/22/2013 19:37:10 >
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