Expanded on the new powers listed under my
Terminus Mercenaries characters, including basic stats, evolutions, and a summary of in-game usage.
Scythe Bolt (Tech/Combat Power)
Lore description: Fires two mono-molecular disc blades powered by mass effect fields and connected by a reddish-orange electric conduit, shaped in the form of the blade of a scythe. The disc blades have a built in IFF computer, allowing it to slice through enemies, while stopping at walls and retracting its blades/electric conduit if there are any friendlies present. The disc blades can be recalled at any time via omni-tool, allowing it to slice through enemies on its return journey, potentially dealing double damage. Once returned, the discs must recalibrate before re-firing.
Gameplay summary: Fire an electric scythe blade connected by two disc blades that slice through an infinite amount of enemies until it hits a wall or a Guardian's shield. Recall to slice enemies on its return journey, allowing it to hit enemies twice if timed correctly. The cooldown will only start upon recall. Should sound familiar for League of Legends players:
Draven's Ultimate. Travel time should be faster though, maybe as fast as concussive shot?
Damage = 225 (Can be dealt a maximum of two times per enemy, once for cast, and another for recall)
Cooldown = 10 seconds
Scythe length = 1.0 meter
Evolutions
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase scythe length by 65%
5a = Increase recharge speed by 35%
5b = Releases an energy pulse upon recall, dealing 300 damage in a 3 meter radius and setting up tech bursts.
6a = Increase scythe length by 85%, every enemy hit increases its damage by 10%
6b = Deals an additional 50% damage over 8 seconds to every enemy hit
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Warp Grenade (Credits to Spinotech and iplay222)
Gameplay summary: Throw a grenade that applies a warp effect on affected enemies and can detonate already-primed enemies (similar to how warp works). Also weakens armor.
Damage = 550.00
Impact Radius = 5 meters
Warp Duration = 4 seconds
Armor Weakening? = (Should be similar to Warp)
Capacity = 2? (1 less than Cluster/Lift Grenades)
2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 30%
5a = Increase grenade capacity by 1
5b = Increase warp duration by 50%
6a = Increase impact radius by 30%. Warp effect sustains through biotic explosions, allowing for another biotic explosion.
6b = Increase damage to armor/barriers by 50%. Weaken armored targets by an additional 25%.
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Tesla Field (Tech Power)
Gameplay summary: Deploy an electric pylon (similar to deploying Proximity Mines) to prime the tesla field (alone it won't do anything, requires another), and another to create the field in between the pylons. This field will deal damage to any enemy that passes through and priming them for tech bursts. The pylons have a limited range (indicated by a red circle); putting one out of range will simply destroy the old one. Only one field may be active at a time; putting another pylon when the limit has already been reached will destroy any former pylons, allowing you to create a new tesla field. Something similar to this:
Ratchet and Clank - A Crack In Time "Tesla Spikes" Damage = 400
Max Pylons = 2
Max Field Distance = 5 meters (Radius in which the 2nd pylon can be placed)
Evolutions
2 = Increase damage by 20%
3 = Increase the max distance of the field by 20%
4a = Increase damage by 30%
4b = Tesla field stuns passing enemies for 3 seconds
5a = Increase damage to shields by 75%
5b = Increase the max distance of the field by 40%
6a
= Increase Max Pylons by 1, but reduce damage by 40% (Create shiny
triangles! Damage can stack if the enemies pass through multiple fields)
6b = Any allies that pass through the field are granted 10% faster movement speed and 25% more shields for 6 seconds
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Lasso (Biotic Power)
Gameplay summary: Similar to Lash, except that it pulls an enemy right in front of you, priming them for biotic explosions. You can detonate with Nova, use heavy melee, or shotgun blast them. Can work through protections at 50% reduced effectiveness. Limited by range.
Damage = 150.00
Duration = 3 seconds
Range = 14 meters
Cooldown = 6 seconds
2 = Increase recharge speed by 25%
3 = Increase duration by 30%
4a = Increase duration by 50%
4b = Increase damage by 50%
5a = Increase recharge speed by 35%
5b = Increase weapon and melee damage to affected target by 30%
6a = Increase biotic explosion damage and radius by 50%
6b = Increase range by 50%
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Overpower (Biotic Power)
Gameplay summary: Grant fast barrier regeneration speed and reduce regeneration delay at the cost of reducing biotic damage. Can stack similar to the Vorcha's Bloodlust ability, up to 3 times (base stats + 3 stacks). Purge
to lift nearby enemies and prime them for biotic detonations (can be detonated with Nova), but using a cooldown. Purging with higher stacks grants increased lift radius, lift duration, and damage dealt. Max stacks allows you to lift enemies with shields/barriers.
Biotic Damage Reduction = 40.00%
Barrier Recharge Delay = -40.00% (-20.00% per stack)
Barrier Recharge Rate = +20.00% (+10.00% per stack)
Purge Cooldown = 8.00 seconds (-25.00% per stack)
Lift Duration = 2.00 seconds (+100% per stack)
Lift Radius = 1.50 meters (+100% per stack)
Lift Damage = 150.00 (+75% per stack)
Stack Duration = 15.00 seconds
2 = Increase purge recharge speed by 20.00%
3 = Decrease barrier recharge delay by 20.00%
4a = Lift Duration +35.00%, Lift Radius +40.00%
4b = Decrease barrier recharge delay by 40.00%
5a = Increase lift damage by 50%
5b = Increase barrier recharge rate by 50%
6a = Purging allows you to lift protected enemies at 25% effectiveness (+25% effectiveness per stack)
6b = Reduce biotic damage reduction by 25%
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Pulsar (Biotic Power)
Gameplay summary: Slam your fist into the ground and create a giant biotic blast from the ground at the target location, detonating biotics and sending enemies skyward. Has a slight animation that freezes you in place, similar to Smash.
Damage = 600.00
Force = 1200.00 N
Impact Radius = 4 meters
Cooldown = 12 seconds
2 = Increase recharge speed by 25%
3 = Increase damage by 20%
4a = Increase damage/force by 30%
4b = Increase impact radius by 40%
5a = Increase recharge speed by 40%
5b = Increase biotic explosion damage and radius by 50%
6a = Increase impact radius by 60%
6b = Penetrate through shields/barriers but at 50.00% reduced effectiveness
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Polonium Grenade (Variation of ShadedPhoenix's Polonium Rounds)
Gameplay summary: Throw a grenade that fills the area with a polonium cloud and remains in the area for a duration. Any enemies that camp within or walk through are dealt damage over time and have reduced movement speed, making this weapon a great area denial tool. Using an Inferno Grenade while the polonium cloud is still remaining will ignite the cloud, ending its duration with a massive fire explosion, leaving the Inferno Grenade to do its work. Using other flame-based powers/weaponry will deal bonus damage/radius, but won't cause the polonium cloud to dissipate.
Damage per second = 100.00
Polonium Cloud Radius = 6 meters
Polonium Cloud Duration = 10 seconds
Movement Speed Reduction = 30%
Capacity = 2? (1 less than Inferno Grenade)
FireEffects Effectiveness = +50.00% (Affects fire explosion damage/radius, damage/radius/range of squadmate's incinerate/flamer/incendiary ammo and
all of the Blood Pack Vorcha's melee damage)
2 = Increase grenade capacity by 1
3 = Increase damage by 20%
4a = Increase damage by 30%
4b = Increase radius by 40%
5a = Increase grenade capacity by 1
5b = Increase movement speed reduction by 40% (Additive, so total movement speed reduction would be 70%)
6a = Increase Fire effects effectiveness by 25.00%
6b = Increase damage and radius by 40%
Modifié par Soja57, 26 juillet 2012 - 02:16 .