These changes are interwoven with each other, and work best when implemented together.
A lot of the reasoning for some skill changes is related to other skill changes.
NOTE: Physical Damage over Time (Bleed) ignores 100% defence/resistance
NOTE: Energy control skills are as mandatory as they were before, because that's a more core issue that can't be changed without much more major revamps, but at least the energy game is a more interesting one with these changes.
NOTE: These are pretty much ripped straight out of This Thread, (I don't care how clever you think you are, if you're going to implement any of these skills, READ THE THREAD first. There are certain aspects in there that are not in this post) but with almost all numbers removed and some slight changes to skills that i felt were not appropriately designed. Examples being the addition of alternate RNG elements, the removal of energy locking on Blood Magic, and other minor tweaks.
Cheap Shot (BH/CH)
Cyber Hunter: Diamond Blades
Coat your blades in razor-sharp diamond, piercing a very large percentage of the defence, resistance, and armor of your opponent.
Bounty Hunter: Frenzy (Already Exists)
Yes, this means Cheap Shot becomes a legacy skill and is removed from the game.
NOTE: Frenzy on Tactical Mercenary replaced with Plasma Cannon
Plasma Cannon on Blood Mage replaced with:
Deal a percentage of increased damage, and has an extra chance to inflict a critical strike! If the skill does not critical, a minor physical damage over time is applied instead (even if blocked).
Multi Shot (BH/CH)
Bounty Hunter: Replicant Fury
Augment your equipment to grant you speed so great that it appears as if there were two of you;
Deals 90% damage against multiple targets;
Hits: 8 Total. 4 per target if multiple targets are present. EXTREMELY fast hits.
Cost / Scaling is the same as Multi-Shot
Venom Strike (BH/CH)
Cyber Hunter: Black Rain
Spread nuclear fallout on your opponent's side of the field, causing massive unpredictability, and dealing poison damage over time.
Causes all skills above level 1 to have their levels swapped with eachother randomly each turn.
Duration: 3 Turns
Cyber Hunter: Spark Blitz
Rush the enemy with your blades, dealing massive split damage;
50% Energy steal on the element that deals less damage;
Hits: Three Energy, Three Physical
Shadow Arts (BH/CH)
Cyber Hunter: Static Barrier
Causes a percentage of damage taken to be dealt to your Energy before your Health.
Also reduces overall damage taken by a percentage.
If not enough energy is present, all damage will be taken to HP.
Energy Shield (BH/BM)
Blood Mage: Blood Shield
Sacrifice health to activate a shield that prevents a % of all (Including damage over time) damage and healing;
This shield has an infinite duration until it prevents an amount of total damage and/or healing;
Total Damage Prevention increases with level as well as with a stat (support?)
Blood Shield on Tactical Mercenary replaced with:
Strike and sneakily sabotage a target's equipment, lowering support;
Target's skill effectiveness is reduced by an amount equal to a percentage of the amount of support they have lost [Impacted by effects of Cleanse, or any other changes to stat modification of Support].
Reflex Boost (BH/BM)
Blood Mage: Deadly Aim (Going more offensive on the BM, hence the shield that covers both types of damage)
Inflicts a percentage of extra damage with your sidearm.
[Not passive. Improves withr a stat.]
Mark of Blood (BH/BM)
Bounty Hunter: Bloodlust
Bleed out your enemy with a precise strike, inflicting a % of damage dealt as physical Damage Over 4 turns;
Damage Over Time ignores 100% Defence;
Physical Damage Over Time is regained as health;
Additional/Decreased damage from Rage, Criticals and Block are ignored by the Damage over Time.
Stun Grenade (BH/TLM)
Tactical Mercenary: Transfusion
Transfers a percentage of remaining HP to or from your partner with an effectiveness bonus;
When used on an opponent, they will bleed out a percentage of their remaining health over the course of 2 turns.
Cost: Energy Equal to 20% of Health Transfused
Energy Equal to 80% of Damage Dealt
NOTE: As the damage dealt can be predetermined, this skill knows how much energy will be spent, and cannot be activated without enough energy.
Defense Matrix (TM/CH)
Cyber Hunter: Ultranegator
Improves all non-reduced stats by a percentage of all negative stat effects on the target.
Duration: Until all negative stat effects are gone.
Cyber Hunter: Short Circuit
Short your armor, dealing 100% resistance ignoring additional energy damage on weapon based attacks;
Additional damage is not reduced by blocks or deflection;
Energy is lost every time Short Circuit deals additional damage;
If not enough energy is present, Short Circuit will not deal additional damage.
Blood Mage: Hemorrhage
A spell, cannot be blocked or deflected.
Deal primary weapon based physical damage to one target. There is a chance to inflict Stun. If the skill does not sutn, a minor physical damage over time is applied instead. (This is a really great way to handle RNG skills by the way, give them more than one effect to make the RNG more interesting!)
Plasma Rain (TM/BM)
Blood Mage: Napalm
Rain napalm down on your enemies, applying 50% of damage on hit, and 50% of damage split evenly over the course of 3 turns.
Super Charge (TM/BM)
Blood Mage: Exsanguinate
Focus your energy to bleed out the enemy dealing massive physical damage
If not enough energy is present the cost can be paid in HP at an X% cost increase
If paid with life, 50% Lifesteal instead becomes 35% Energysteal
Blood Mage: Blood Magic
Converts all remaining Energy to Health;
Allows offensive skills to be cast from Health for 3 turns at an increased cost.
Does not end your turn.
Increased Cost is reduced as the skill is levelled (potentially to 0%)
Battery Backup (TM/TLM)
This skill is extremely boring and needs to go. It's nothing but a glorified energy booster, and makes you feel like you're "Wasting" a turn, rather than using a skill strategically.
Tactical Mercenary: Symbiotic Coating
Your weapons recover a percentage of damage dealt with normal strikes as energy.
The cost of your skills is slightly reduced.
Very long duration.
Tech Mage: Reroute
Costs no energy. Has multiple effects.
Strike the enemy, granting you a small percentage of their maximum energy for a very long duration;
The caster gains a percentage of the amount of energy used by targets under the effect of reroute;
If cast on yourself, a percentage of remaining health is converted to energy;
Energy gained via self-cast reroute is penalized by a moderate percentage;
Self-cast reroute does not consume a turn.
Blood Mage: Changed to reduce all damage dealt by the target, including robots. (Reasons: Logically, fumbling and poor control of their bots. Gameplay, because this skill is bad.
Mercenary: Armor Breaker
Deal a massive blow to the enemies armor, reducing their defence and resistance for 3 turns
Double Strike (Merc/TLM)
Tactical Mercenary: Protean Smash
Strike the target for the damage type they are weakest to;
Deals enhanced damage.
Artillery Strike (Merc/TLM)
Tactical Mercenary: Replaced with re-tooled Surgical Strike.
Surgical Strike (Merc/TLM)
Mercenary: Telluric Slam
Augment your club with bleeding edge technology giving it the power to shatter the earth;
Reduces targets rage by 50%;
Tactical Mercenary: Terminate
Barrage the enemy with a minigun, and finish them off with a well placed grenade;
100% Rage Steal
< Message edited by Xendran -- 10/27/2015 15:31:59 >