Concept Skill: Divine Fury
gameshoes3003
Energy cost: 10 energy
Maintaining Enchantment, that meaning -1 energy regeneration
Casting time: 2 seconds
Recharge time: 15 seconds
Enchantment Spell. While this enchantment is maintained, the damage you receive is absorbed by this enchantment (maximum 600 damage). When this enchantment ends, all foes in the area at struck for 4-31% of the damage you have taken. This deals holy damage. (Smiting Prayers).
Little bit confused?
Well, the damage you take will be pooled into the enchantment. say, you took 30 damage exactly, then the enchantment now has 30/600 damage on it. It's like that one thing on Aborstone in Factions I believe. That one dude's ashes... except, this is for yourself. So once you take in 600 damage, or less depending on how much damage you took before ending the enchantment, and you released 31% of it. That's 186 damage. That does seem like a very big number, but considering the one who is maintaining it had to maintain the enchantment, then take 600 damage.
Health degeneration does not count as damage in this case. So you have to be hit by solid numbers, not pips...
The damage will be counted before a reduction occurs. Say you have protective spirit on, well, the full damage will be inflicted on the enchantment, while you still get only hit for 10%. Shielding Hands, say they reduce by 11, and you're suppose to get hit for 50. The enchantment will take 50 damage, while you take 39.
Here's a table of attribute to damage ratio
Att. %
0 4
1 6
2 9
3 11
4 13
5 14
6 16
7 19
8 22
9 26
10 28
11 30
12 31
13 33
14 35
15 37
16 39
CHANGE:
Energy cost: 15 energy
Maintaining Enchantment, that meaning -1 energy regeneration
Casting time: 2 seconds
Recharge time: 15 seconds
Enchantment Spell. While this enchantment is maintained, the damage you receive is absorbed by this enchantment (maximum 450 damage). When this enchantment ends, all foes in the area at struck for 4-31% of the damage you have taken. If this enchantment is removed by a skill, it deals quarter damage. If removed by a hostile skill, it deals full damage. This enchantment ends when 500 damage is reached. This deals holy damage. (Smiting Prayers).
Now at 12 smiting prayers, you deal: 139 damage (rounded down)
at 16 smiting prayers, you deal: 175 damage (round down)
This skill will only deal quarater damage if removed because uuuhh... If you guys didn't think of this already. Divine Fury + other enchantments + Mystic Sandstorm = Ouch...
If removed by something like shatter enchantment, it'll still do full damage. But! Things like Avatar of Grenth can get through.
The skill ends at 500 damage just to give the player a little bit of time to position.
The enchantment still ABSORBS, not NEGATE damage.
Maintaining Enchantment, that meaning -1 energy regeneration
Casting time: 2 seconds
Recharge time: 15 seconds
Enchantment Spell. While this enchantment is maintained, the damage you receive is absorbed by this enchantment (maximum 600 damage). When this enchantment ends, all foes in the area at struck for 4-31% of the damage you have taken. This deals holy damage. (Smiting Prayers).
Little bit confused?
Well, the damage you take will be pooled into the enchantment. say, you took 30 damage exactly, then the enchantment now has 30/600 damage on it. It's like that one thing on Aborstone in Factions I believe. That one dude's ashes... except, this is for yourself. So once you take in 600 damage, or less depending on how much damage you took before ending the enchantment, and you released 31% of it. That's 186 damage. That does seem like a very big number, but considering the one who is maintaining it had to maintain the enchantment, then take 600 damage.
Health degeneration does not count as damage in this case. So you have to be hit by solid numbers, not pips...
The damage will be counted before a reduction occurs. Say you have protective spirit on, well, the full damage will be inflicted on the enchantment, while you still get only hit for 10%. Shielding Hands, say they reduce by 11, and you're suppose to get hit for 50. The enchantment will take 50 damage, while you take 39.
Here's a table of attribute to damage ratio
Att. %
0 4
1 6
2 9
3 11
4 13
5 14
6 16
7 19
8 22
9 26
10 28
11 30
12 31
13 33
14 35
15 37
16 39
CHANGE:
Energy cost: 15 energy
Maintaining Enchantment, that meaning -1 energy regeneration
Casting time: 2 seconds
Recharge time: 15 seconds
Enchantment Spell. While this enchantment is maintained, the damage you receive is absorbed by this enchantment (maximum 450 damage). When this enchantment ends, all foes in the area at struck for 4-31% of the damage you have taken. If this enchantment is removed by a skill, it deals quarter damage. If removed by a hostile skill, it deals full damage. This enchantment ends when 500 damage is reached. This deals holy damage. (Smiting Prayers).
Now at 12 smiting prayers, you deal: 139 damage (rounded down)
at 16 smiting prayers, you deal: 175 damage (round down)
This skill will only deal quarater damage if removed because uuuhh... If you guys didn't think of this already. Divine Fury + other enchantments + Mystic Sandstorm = Ouch...
If removed by something like shatter enchantment, it'll still do full damage. But! Things like Avatar of Grenth can get through.
The skill ends at 500 damage just to give the player a little bit of time to position.
The enchantment still ABSORBS, not NEGATE damage.
eternal_paladin
um, /notsigned, pvp reasons...abuseable..can see it now...divine fury bonders in ha >_>; might as well just give me back EoE.
at the very least make it end precisely when the damage cap is reached, because otherwise you'll have an enchantment rip spike for over 200 damage...
at the very least make it end precisely when the damage cap is reached, because otherwise you'll have an enchantment rip spike for over 200 damage...
lightblade
I like the idea, work on the number.
1. 600 damage absorb is way WAY too big. This need to reduce to 200 or even less!
2. This skills actually does 2 things: it absorb damage, and it do damage. Just that is enough to grant this skill an elite statis.
1. 600 damage absorb is way WAY too big. This need to reduce to 200 or even less!
2. This skills actually does 2 things: it absorb damage, and it do damage. Just that is enough to grant this skill an elite statis.
Not A Fifty Five
Very overpowered. Even if it did 0 damage on end.
eternal_paladin
the way i read what he said, im getting that it doesnt subtract damage from what you take, it just adds to the enchantment counter
Not A Fifty Five
Quote:
Originally Posted by eternal_paladin
the way i read what he said, im getting that it doesnt subtract damage from what you take, it just adds to the enchantment counter
|
That's not what he's saying tho. "absorbed"
Kool Pajamas
Maybe if you lower max damage absorbed to 200, Make it elite, make energy cost 25 and a 30 second recharge, then you might have something.
linh
Effect of Urn Of Saint Viktor + Spear Of Archemorus, amirite ?
mazey vorstagg
it's as powerful as the Rit celestial skill.
MithranArkanere
600? XD...
You this is like SAint Victoris or Meditation of the Reaper...
XD...
A bit too much... allow me to remake it a bit...
Divine Fury:
Maintaned: 1pip. E:10en, C:2s, R: 15s
Elite Enchantment Spell. While you maintain this enchantment in target ally, this enchantment does nothing. When this enchantment ends, all nearby foes receive 3..26% of the damage target ally have taken under the effect of this enchantment (maximum 160 damage). If target is under 50% health when this enchatment ends, target ally is healed for 1..6 points per each point you have in Divine Prayers.
(Attribute: Smiting Prayers)
For a non elite version, remove the healing part and change the recharge to 30s.
More like a Smiting skill called 'Divine Fury'?
You this is like SAint Victoris or Meditation of the Reaper...
XD...
A bit too much... allow me to remake it a bit...
Divine Fury:
Maintaned: 1pip. E:10en, C:2s, R: 15s
Elite Enchantment Spell. While you maintain this enchantment in target ally, this enchantment does nothing. When this enchantment ends, all nearby foes receive 3..26% of the damage target ally have taken under the effect of this enchantment (maximum 160 damage). If target is under 50% health when this enchatment ends, target ally is healed for 1..6 points per each point you have in Divine Prayers.
(Attribute: Smiting Prayers)
For a non elite version, remove the healing part and change the recharge to 30s.
More like a Smiting skill called 'Divine Fury'?
gameshoes3003
....................
Well, my wording was bad, but if you read the description AFTER, you'll still take damage.
Then if you really think it's overpowered (well, 600 may be a little high, or just the percentages), but in general, look at the dervish and Mystic Sandstorm. With a few enchantments that being like... 4.... you can easily pull off more damage.
Also, it'll be like the Spear of Archemous (thank you linh for finding the name). But not like Urn of Saint Viktor which basically negates damage after you take in so much... As I said in my first sentence, you still take damage... Unless if you guys don't like reading all the way through.
Fury does not imply healing...
Then having the enchantment end exactly at 600 dmg (or a lower number) sounds like a good idea.
Made changes to the skill.
Well, my wording was bad, but if you read the description AFTER, you'll still take damage.
Then if you really think it's overpowered (well, 600 may be a little high, or just the percentages), but in general, look at the dervish and Mystic Sandstorm. With a few enchantments that being like... 4.... you can easily pull off more damage.
Also, it'll be like the Spear of Archemous (thank you linh for finding the name). But not like Urn of Saint Viktor which basically negates damage after you take in so much... As I said in my first sentence, you still take damage... Unless if you guys don't like reading all the way through.
Fury does not imply healing...
Then having the enchantment end exactly at 600 dmg (or a lower number) sounds like a good idea.
Made changes to the skill.
Does-it-Matter
Advantage: ~240 Armor-piercing damage (if 16 in attribute)
-requires enemies to be in AoE.
Neutral: 2 second cast is interruptible.
Disadvantages: -1 Energy Regen, 15 second recharge.
First of all this requires enough time for the player to take said damage (Bonding helps), then it requires them them to be near their enemies. Not bad in itself for an elite. As itself though, I would add that if it is removed BEFORE the player deems, it is null in void.
An alternative would be to have it be a "30 second duration" (or similar) and then it discharges when the enchantment ends. That way it has a potential to do 240 damage, but only if the player takes 600 in that duration and it requires the player to quickly run towards the enemy as the skill is flashing.
-requires enemies to be in AoE.
Neutral: 2 second cast is interruptible.
Disadvantages: -1 Energy Regen, 15 second recharge.
First of all this requires enough time for the player to take said damage (Bonding helps), then it requires them them to be near their enemies. Not bad in itself for an elite. As itself though, I would add that if it is removed BEFORE the player deems, it is null in void.
An alternative would be to have it be a "30 second duration" (or similar) and then it discharges when the enchantment ends. That way it has a potential to do 240 damage, but only if the player takes 600 in that duration and it requires the player to quickly run towards the enemy as the skill is flashing.
Not A Fifty Five
Quote:
Originally Posted by gameshoes3003
....................
Well, my wording was bad, but if you read the description AFTER, you'll still take damage. Then if you really think it's overpowered (well, 600 may be a little high, or just the percentages), but in general, look at the dervish and Mystic Sandstorm. With a few enchantments that being like... 4.... you can easily pull off more damage. Also, it'll be like the Spear of Archemous (thank you linh for finding the name). But not like Urn of Saint Viktor which basically negates damage after you take in so much... As I said in my first sentence, you still take damage... Unless if you guys don't like reading all the way through. Fury does not imply healing... Then having the enchantment end exactly at 600 dmg (or a lower number) sounds like a good idea. Made changes to the skill. |
Ah you might want to to take out the word absorbed and replace it with "counted" or something. Or just add in parentheses "you will still take damage"
186 is still a lot tho.. sandtorm has a maximum I believe. But considering it'd be really hard to actually coordinate a spike with it I think it'd be fine. If one used a self removal it'd be hard to tell when 500-550 dam was absorbed to to get a decent spike.
Edit: wow cant believe I missed this.. WITH sandstorm.. this skill.. no
gameshoes3003
I hope you guys read the "revised" portion of the first post.
Because it seems you didn't yet =/
Because it seems you didn't yet =/
Vonturn Runesworth
Looks good.
Yea.
Yea.
ayame ftw
just looks like a farming skill...
55 monk stands there takes all the hits, releases the enchant boooom all dead
55 monk stands there takes all the hits, releases the enchant boooom all dead
gameshoes3003
Quote:
Originally Posted by ayame ftw
just looks like a farming skill...
55 monk stands there takes all the hits, releases the enchant boooom all dead |
Well, 139 isn't that much comparatively on how long it takes for it to charge. Also, I didn't know 55 monks did smiting prayers, I thought they do Swordsmanship or Axe Mastery.
If you don't dedicate many points into smiting prayers, this skill will almost be virtually useless.
EDIT:
Wow, I just discovered many builds with smiting prayers. Many of them having Shield of Judgment. OMG.....
chembaron
i can see this being overabused