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Changing up some skills

 
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4/1/2013 0:04:58   
  Exploding Penguin
Moderator


Just for some variety and a few minor issues, I'm going to suggest a few changes.
My purpose for these is to either replace overlapping skills, to make all skills' scaling on EP cost and investment scaling relevant to each other, and to make each similar type of move (example: atom smasher and EMP) equal but not necessarily the same.
Cheap shot: Ignores 15% of the opponent's defenses and has an increased critical hit rate (current crit chance + cheap shot's bonus crit chance). Overall crit chance for this attack overrides the 20% cap, but cannot go over 35%.
EP cost: Same as before
Stat requirement: None
1. 13% crit chance
2. 16%
3. 19%
4. 21%
5. 23%
6. 25%
7. 27%
8. 28%
9. 29%
10. 30%

Reason for this is because the skill is too abused at low levels for random amounts of massive bonus damage from crits, and the skill itself isn't worth investing in past level 2.

Field Commander: Buffs strength for all members of your team. Buffs strength by 85% value when used with an ally.
Same EP cost and scaling as before.

Reason for this is because field commander is currently a useless skill on TLM's skill tree, and having it work on both team members at the same time would apply more 2v2 strategies with support.

Toxic Grenade: Deals primary weapon's damage (physical) and poisons the foe for consistent DOT damage over 5 turns
EP Cost: 7 (+3 per level)
Stat Required: None

1. 1 Damage per turn
2. 2 damage per turn
3. 3 damage per turn
4. 4 damage per turn
5. 5 damage per turn
6. 6 damage per turn
7. Random 6-7 damage per turn (For example, once being used, the opponent could take damage in a sequence like this: 6-7-7-6-7)
8. 7 Damage per turn
9. 7-8 damage per turn
10. 8 damage per turn

I changed it up because toxic grenade was easily worked around by a single heal to negate all its effects, and it only did a total of 39 damage over 3 turns for a high cost of 33 energy. The EP cost scaling is the way it is because I feel it should reflect the increase of effectiveness of the skill. Therefore, at low levels it costs near nothing since 1 damage per turn is...near nothing, and it increases at 3 energy per level because a total of +5 damage is being added each time. Also, by making the DoT longer, it's harder for the opponent to keep track of the turns making it more of a tactical tool, as well as to deal overall more damage, but over a longer amount of time.

Venom Strike: Attacks the opponent at 80% normal strike damage while applying a short-lived but lethal poison which weakens the foe. While the poison is active, all attacks will penetrate a small % of the opponent's defenses
EP cost: 16 (+2 per level)
Stat Required: Dexterity (22 (+2 per level))

1. 1 damage per turn, 1% extra defense penetrated
2. 2 damage per turn, 2% extra defense penetrated
3. 3 damage per turn, 3%
...etc

Reason for this is because venom strike, like toxic grenade, simply cost too much energy for a weak DOT which was predictable and easily worked against. The EP cost is increased at 2 each level, and the extra defense penetrated will only grant around 1-3 extra bonus damage per hit given the opponent was debuffed beforehand. This will increase venom strike's effectiveness before using a debuff, as well as increase its strategies against tank opponents. The stat req is changed to dex instead to counter the fact that the tech requirement means nothing when it can be combined with blood lust and smoke on BHs. with the defense penetrated, it should also make venom strike work better with blood lust, as before venom strike did not work well with blood lust.

Intimidate: Reduces the opponent's strength and support at the same time, but by 60% of the current value for both.
EP cost: 11 (+2 per level)
Improves with: Support

Main reason for this is because intimidate is easily worked around by using a robot, auxiliary, EP remover, healing, and other skills. By debuffing support as well, it serves as both an offensive and defensive tool for support mercs/BMs. It increases the user's crit chance and reduces pretty much all of the opponent's damage output options. By changing it to debuff support but the debuff on both is weaker, support mercs will hopefully be seen using intimidate more, and support BMs will hopefully become a plausible build type.

Atom smasher: Removes 5% of an opponent's max rage, does not remove rage if the opponent already has full rage before usage, and removes energy. Blocks will grant rage to the user, but 70% the EP that should have been removed will be the equivalent of damage when calculating rage gained.
EP Cost: 4 (+1 per level)
Improves with: None (strength, I guess, but the percentages themselves don't increase with anything)

1. 26%
2. 35%
3. 44%
4. 52%
5. 60%
6. 67%
7. 74%
8. 80%
9. 86%
10. 91%

Atom smasher is really only worth the skill points up to level 4, because even with a strength build, level 5+ only grants an extra 1-2 energy per skill point, and costs an almost equivalent extra 1 energy to use. This way, it can't be abused at much at low levels for 26% of a normal focus build will only take 10-15 energy. The scaling was also sharply increased so that the skill is actually worth investing in. The rage removed is a slight added bonus so that atom smasher can be used for defensive purposes, as well as encourage usage of this skill without the obvious prompt of its usages against caster/massacre builds. Rage gained from getting blocked is not too severe, which makes it so that you don't lose too much from getting blocked, but there's still obvious losses. With this, atom smasher should be a variant skill which is on par with EMP.

Plasma grenade: Removes rage (by the opponent's current rage) and debuffs a random stat of the opponent by a certain amount. The stat point debuff lasts for the entire fight, but cannot be stacked with another debuff from plasma grenade again. Therefore, the debuff is only effective for 4 plasma grenade uses. Always does 3 damage.
Improves with: none
EP cost: 10 (+2 per level)
Stat required: Strength (18 (+3 per level))

1. 10% rage reduced, 1 stat point debuff
2. 14%, 2
3. 18%, 3
4. 22%, 4
5. 26%, 5
6. 30%, 6
7. 34%, 7
8. 38%, 8
9. 41%, 9
10. 44%, 10

This will change plasma grenade into a more-used skill at lower levels, but also makes it easily worth it at high levels of investment.

Caustic Shock (Replaces CH's venom strike): Strikes the opponent with 90% damage and removes both HP and energy per turn for 4 turns.
Improves with: none
EP cost: 11 (+3 per level)
Stat required: Support (20 (+2 per level)

1. -1 HP per turn, -1 EP per turn
2. -2, -1
3. -2, -2
4. -3, -2
5. -3, -3
6. -4, -3
7. -4, -4
8. -5, -4
9. -5, -5
10. -6, -5

Changes CH to have a more strategic EP remover as I'll soon change EMP (I'm trying to suggest replacements for overlapping skills as well). EP cost scaling is meant to reflect the stronger increase per point investment.

Electro-Magnetic Shock Grenade (Replaces EMP for CH): Throw a grenade, releasing a shock wave which effects both foes. Has a stun chance and reduces the opponents' chances to block, crit, or deflect for 2 turns. Block, deflect, and crit chances will not go below the minimum though. Also removes a small amount of energy from the opponent. Has 75% stun chance and luck reduction when used on 2 opponents, and does no damage.
Improves with: Support (stun chance is +1% every 5 support based off of 0 support)
EP cost: 8 [+6 against 2 opponents] (+2 per level)
Stat required: Strength (20 (+2 per level))

1. 4% base stun chance, -1% on all luck factors, -1 EP
2. 6%, -2%, -2 EP
3. 8% (EP and luck factor decrease stays consistent and at max level is -10% and -10)
4. 10%
5. 12%
6. 14%
7. 16%
8. 18%
9. 20%
10. 22%

Stun chance improves with support! This skill should be used for great strategy on focus and support-based builds as it helps stops opponents from countering your attacks, as well as removing a small amount of EP. Stun chance scales somewhat quickly with support, to make it more interesting. It can also be used against 2 opponents for even more strategic uses. However, it doesn't do damage to encourage thought-out decisions on whether or not using the move is worth it. Is good for stalling on rage attacks or auxiliary attacks when a support build, and is also good for sword CH focus builds who can't use caustic shock.



< Message edited by Exploding Penguin -- 4/2/2013 23:11:25 >
Epic  Post #: 1
4/1/2013 0:26:00   
Mother1
Member

For cheap shot it sound's interesting but for Field commander don't support the idea for this buff. I can see it being abused by not only strength builds, but those support builds who use a huge amount of support. It would be so much harder to counter these builds.
Epic  Post #: 2
4/1/2013 18:24:15   
  Exploding Penguin
Moderator


Well, field commander is near useless now, especially with the extremely slow strength scaling. Also, the new bunny bot really limits a player's strength-based attacking options, and using an entire turn when being a support build for field commander is costly.
Epic  Post #: 3
4/1/2013 19:30:56   
Hard boy
Member

support for both

@mother1

If you abuse support you probably have low def and resist, so u may die before u can use the field commander, and if you dont die you still have alot of other stuff that deal more dmg than str based attacks (aux,multi).
Epic  Post #: 4
4/1/2013 23:41:24   
  Exploding Penguin
Moderator


updated with a few more suggestions!
Epic  Post #: 5
4/2/2013 2:12:57   
RageSoul
Member

New Shadow Arts : Increases DEX based on % of your base DEX

Level 1 : 11% increase ; Level 10 : 20% increase


Example : I have an overall total of 111 DEX ( 31 - 38 DEF ) , and the base dex is 78 ( + 23 ) , so if i have a Maxed out SA , then it'll give me :

111 * 20% = 22.2 = +23 DEX

The my new overall would be 134 DEX , but that would also mean i would sacrifice my Focus and other stats to do so .
AQW Epic  Post #: 6
4/2/2013 10:53:37   
ale6300
Member

@RageSoul For Bh Can be Good, but for Ch can make the Class Extremely OP Plasma Armor + High Dex can tank better and had a powerful Multishot.
DF AQW Epic  Post #: 7
4/2/2013 12:41:58   
Sipping Cider
Member

I love the toxic grenade idea. Especially the random damage part.

With that random damage idea in place, I have a suggestion to that suggestion :

Have poisen attacks never wear off during the battle, but at max only does low damage, like 4-5.
Epic  Post #: 8
4/2/2013 21:15:56   
  Exploding Penguin
Moderator


@Sipping Cider: I thought of that before, but if that were in place then using toxic grenade would pretty much just be a blood lust canceler, and would destroy tank TLMs and even more so on caster TM builds since it ignores reroute.

Added some more skills

< Message edited by Exploding Penguin -- 4/2/2013 23:10:08 >
Epic  Post #: 9
4/4/2013 21:20:36   
Trifire
Member
 

@Rage soul If the new SA that you propose comes though then we will have to change the CH version of it to increase tech and be called Technology Arts.
Post #: 10
4/5/2013 23:02:47   
Sipping Cider
Member

@Penguin Exploding

If only passives were equal to other abilities. If they were, it would be fine to cancel out bloodlust, seeing as a passive ability should not be worth as much as an ability that costs energy.
Epic  Post #: 11
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