rayniedays56
Member
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I was looking through some skills and have noticed that many skills aren't "omega x10" ready and many others are just too weak. What I mean is, some skills were just granted x10 to the amount without an overall change on it. One of the moves is Field Medic. Now I understand that Field Medic was granted the x10 stat boost, however, lets look at this move. It grants +360 HP level 1 with a level 35. This is great, however, each scaling with HP gains +12-13+ hp per stat point. Shouldn't this move scale effectively with the Health Stats gain? Meaning, it will scale, instead of 360 HP on level 1 on a 35, to 372 and on? Like this... Level 1: 152 Health Points Level 2: 182 Health Points Level 3: 212 Health Points Level 4: 242 Health Points Level 5: 273 Health Points Level 6: 303 Health Points Level 7: 333 Health Points Level 8: 354 Health Points Level 9: 374 Health Points Level 10: 395 Health Points Character Level Level 3: +12 Health Points Level 4: +12 Health Points Level 6: +12 Health Points Level 7: +12 Health Points Level 9: +12 Health Points Level 10: +12 Health Points Level 12: +12 Health Points Level 13: +12 Health Points Level 15: +13 Health Points Level 16: +13 Health Points Level 18: +13 Health Points Level 19: +13 Health Points Level 22: +13 Health Points Level 23: +13 Health Points Level 25: +13 Health Points Level 26: +14 Health Points Level 28: +14 Health Points Level 29: +14 Health Points Level 31: +14 Health Points Level 32: +14 Health Points Level 34: +14 Health Points Level 35: +14 Health Points Level 36: +14 Health Points Level 37: +15 Health Points Level 38: +15 Health Points Level 39: +15 Health Points Level 40: +15 Health Points So, on a 36 (my level) you will gain 451 HP on a level 1 Field Medic. it would look like this: 451 481 501 532 562 592 623 624 684 705 I Have NO idea how the Legendary system works. If someone wants to PM me the information, that would be great. ******************************************** Another skill I found to be...weak is Shadow Arts. Now I understand that this skill blocks 28% of ALL incoming damage, but considering the Tier level it is on and the cost (290EP at max) it's really just...beneficiary to 1 or 2 builds. My thoughts on this skill would be to decrease the EP amount by -30 EP on all levels OR to increase the %'s to 35, maybe even 40%. ******************************************** Static Charge is another move I fell to be...weak compared to other energy gainers within the game, namely Battery Backup and Assimilation. I understand that it's an unblockable skill that grants rage and gains guaranteed EP, however, with the way EP drainers are now, it just isn't that satisfactory. I say this from a Cyber Hunters perspective. I say to incorporate raw damage once more on the Cyber Hunter skill tree. However, to keep it fair, it would lose it's unblockable status, be usable on rage, be able to crit once more, and NOT be affected through if you hit harder. Right now, Static Charge mainly greatly benefits users or use an energy blade with Malfunction. Incorporating raw damage once more would end that and allow players to try physical blades into their build once more without relying on malfunction, huge strength deposits and other ways to gain EP. *I understand that Blocks now incorporate damage. To keep this from being abused greatly, I am including a block gives 33% of intended EP back* Static Charge: Skill Level Level 1: 25% raw damage to EP Level 2: 29% raw damage to EP Level 3: 32% raw damage to EP Level 4: 36% raw damage to EP Level 5: 40% raw damage to EP Level 6: 44% raw damage to EP Level 7: 47% raw damage to EP Level 8: 50% raw damage to EP Level 9: 53% raw damage to EP Level 10: 55% raw damage to EP For users who don't understand the raw damage deal, this is how it works. If you attack an enemy with Static Charge, and you hit them with 200 damage, you would gain the SAME amount of EP if, say, you attacked the enemy with 30 damage. The amount of that you gain is based off this formula: RAW damage(Skill Level)=EP Gained Lets say you have 543-565 primary damage. You hit the enemy, and are now going to gain this amount of EP (with maxed SC): 543(55%(0.55))=300 EP 565(55%(0.55))=311 EP you will gain between 300 to 311 EP gained. If the move is BLOCKED, however, you will gain this: (same damage and same level) 543(0.55)=EP(0.33) So, it would be 300(33%) and 311(33%) You will gain 99-103 EP gained if blocked. A significant improvement, yes, but I feel that the blockable status PLUS no other way to increase this skill other than strength improvement is a worthy idea.
< Message edited by rayniedays56 -- 1/28/2014 13:16:59 >
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