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Bot Idea: Medibot

 
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5/7/2013 11:28:02   
Khalix
Member

Once again, I'm terrible at naming things. If you have a fancy name, go for it. Again, please don't name it some weird strain of yeti.

Base Damage is 10. (Strictly a support bot)

1st core is the usual attack. Since I'm being awesomely creative, the attack should be a syringe launcher. Because clearly, it's perfectly original (Ahahahaha... Ha... Don't sue me e.e)

2nd core is a once-per-battle heal-over-time with a 2-turn warmup.

-The 2nd core is 80% bot damage turned into a heal-over-time over the course of 5 turns.
-Skill is canceled with the use of field medic or generator either from ally or user
-Skill does not stack with bloodlust and will temporarily disable bloodlust if activated
-Skill does not stack with reroute and will temporarily disable reroute if activated

Cost is up for the devs.

Comes in vanilla flavors (P and E)

-------------------------------------------------------------------------------
Quick-Data

Type: Bot (If P)
Base Dmg: 10 (P)
1st Core: Dmg: Tech bonus + 10 + Focus bonus (P) <Deflectable>
2nd Core: Heal-over-time over 5 turns: (Tech bonus + 10 + Focus bonus) x 0.8 <One-time use only>
Skill is canceled with the use of field medic or generator either from ally or user
Skill does not stack with bloodlust and will temporarily disable bloodlust if activated
-Skill does not stack with reroute and will temporarily disable reroute if activated

Of course, just substitute P with E for the energy variant.

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Example:

http://puu.sh/2OG0e.jpg (External image link)

Let's say I'm using a tech-abuse and focus build so I can get the best of the healing power.

(17-21 + 10 + 20) x 0.8 = 37.6 - 40.8 hp healed over 5 turns. Rounded up, it's 38 - 41 hp. Per turn, it heals 1/5th of the original amount (7.6 - 8.2)

All decimal points on the heal-over-time are rounded down, finally compensating with the final turn. (i.e 7-7-7-7-10 /// 8-8-8-8-9)

--------------------------------------------------------------------------------

A certain part of me is saying this is OP, a certain part of me is saying it isn't. Well, commenters, go go go.

< Message edited by Khalix -- 5/10/2013 20:56:00 >
Epic  Post #: 1
5/7/2013 11:32:58   
Mother1
Member

Sounds cool and the syringe laser is every original. Though my only concern is even with the nerf to focus the healing for this depending on the build may be a little too high. But other then that I support it.
Epic  Post #: 2
5/7/2013 11:36:04   
Necromantres
Member

like a Personal medic? not a bad idea, seems like the opposite of the botanical hazard bot...

And i suppose by now you thought about a flavor of this that replenish energy?

< Message edited by Necromantres -- 5/7/2013 11:37:00 >
Epic  Post #: 3
5/7/2013 11:43:28   
Khalix
Member

Energy-over-time?

Maybe.

I have to take into account that it will be less useful for builds that don't need much energy, thereby limiting the buyers to specific classes that would reap the benefits more.
Epic  Post #: 4
5/7/2013 15:38:13   
santonik
Member



Skill does not stack with bloodlust/reroute and will temporarily disable bloodlust/reroute if activated.

Is this better ways.
Epic  Post #: 5
5/7/2013 15:40:03   
Mondez
Member

Supported because we need something a bit different now and again so I would like to see something like this implemented.
AQ DF MQ AQW Epic  Post #: 6
5/7/2013 16:25:18   
drekon
Retired ED Guest Artist


This is a good way to nullify the effects of Poison Spores for at least 3 turns. For every 8 or 9 poison damage each turn, you would gain roughly the same in HP from the suggested robot.
Epic  Post #: 7
5/10/2013 5:21:36   
Khalix
Member

I see no real reason to disable reroute.

Consider the fact that most mages have lvl 7 Reroute (27%) rather than lvl 10 (30%) primarily because of its efficiency.

Using the case example in a situation where she is under attack, for every turn she gets healed, she'll only receive 1.89 - 2.16 (2 - 3) energy per 7-8 healed points. If you add that, it'll be:

(<1.89>+<1.89>+<1.89>+<1.89>+<2.7>) = (2+2+2+2+3) = 11
(<2.16>+<2.16>+<2.16>+<2.16>+<2.43>) = (3+3+3+3+3) = 15

Doesn't seem like much.

Bloodlust gets deactivated because at lvl 35, the smoke+physical weapon combination usually deals an average of 20 damage (At 25% bloodlust, this returns 5 hp), at maximum level, this could add a potential amount of hitpoints, prolonging the game.
Epic  Post #: 8
5/10/2013 17:31:24   
santonik
Member

@Khalix

Yours idea is good but that giving too much advanced reroute players.

Techmage
Bot 2 core stack reroute. That allow better spamming plasmabolt and heal. Everybody know plasma bolt is HEAVY damage move. Low lvl plasmabolt and high tech whit rage is extreme dangerous. Tech mage has assimilation.That giving few extra energy and destroy enemy energy too. Bot 2 core allow more heal looping. More healt more energy.(reroute)

TacMerc
What about TacMerc. TacMerc have too reroute. Bot 2 core allow more heal looping. More healt more energy.(reroute)
Or what you saying Surgical Strike+5focus build who can make heal looping.


Bot 2 core is fine. IF,
Skill does not stack with bloodlust/reroute and will temporarily disable bloodlust/reroute if activated.
This is better ways. (My opinion)
Epic  Post #: 9
5/10/2013 20:54:51   
Khalix
Member

Alrighty then.
Epic  Post #: 10
5/11/2013 12:29:26   
blackd97
Member

I support this , you really need a personal medic , especially a Juggernaut needs it , very nice ideea

< Message edited by Mecha Mario -- 5/11/2013 20:26:38 >
Epic  Post #: 11
5/21/2013 9:22:12   
Khalix
Member

Bumped.

Last post is 5/11, today's 5/21.
Found in the 3rd page.
Epic  Post #: 12
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