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Post by Mega on Feb 14, 2015 19:28:03 GMT -8
Golem has been modified and needs another look at
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 25, 2015 14:52:00 GMT -8
Max HP 1000 Base +100 from Defense Type +150 at Version 2 +150 at Version 3 +750 from Stone5 +100 from Silver Signet +200 from Navi Mark +300 from Passive Skill (Bulky)
Total HP: 2750
Rock Body - Make the following changes: +60 Armor Slow Start only lasts for 3 Turns Slow Start only reduces damage by 30 (that is: V*10) (Other Effect of Slow Start remain the same)
Normally, an Armor Skill would give you +30 Armor at v3. I'm setting a hardcap of "x2 Maximum Armor from Armor Skills" because it's one of the five-or-so things on this site that get super out-of-hand when you stack tons of drawbacks on top of it to maximize its effects.
Palm Guard - What kind of counter? Does it give Golem an Attack Slot for the turn, or does it counter with Unavoidable Damage (in this case, it'd be 50 Damage at your version).
Depending on your response, this could be bumped up to 4 Uses.
Juggernaut - You can keep it, but this likely won't get stronger as you Version Up. At around v10 or v11, we can see about bumping it up a little bit.
Defense Matrix - A slight reduction in damage, then just needs slight rewording to avoid awkward situations: "Counters for 50 Damage (to the Attacker) whenever Golem takes damage. Max 4 Times per turn (per target)."
Max Cooldown 7/12
Stone Missile - You need to set a cap on how many times this can Auto Strike per turn (at the moment, it's indefinite). Depending on the cap set, the damage will be affected accordingly:
- Once per turn Max (-50% Final Damage || 35 Damage) - Twice per turn Max (-65% Final Damage | 24 Damage) - Thrice per turn Max (-70% Final Damage || 21 Damage) - Four Times per turn Max (-75% Final Damage || 17 Damage)
You would also lose -1 Max CD per possible instance of Auto-Striking for this attack.
Stone Fist 100 Damage
Hammer Arm - If Aqua Cross is equipped (which you have available space for), then the Cooldown will be "Once per Turn".
- Just to clarify: this inflicts Golem with -1 Attack on the following turn for using this attack, yes? In this case, the attack should deal 170 Damage since that drawback would be worth +80 Damage (given the logic that its counterpart costs -80 Damage as well).
Hammer Fist - With Aqua Cross, Cooldown would be 1 Turn. - Damage Dealt: 60
Force Beam - Charge Damage is calculated after damage costs. So: 120 Damage (Base) - 40 (Aimers) - 20 (Cannot be Intercepted) + 10 (Cooldown) = 70 Damage
Then the x3 from the Charge would make it 210 Damage.
Reword the charging phrase to "2 Turn Charge Required" to avoid confusion.
- With Aqua Cross, this attack's Cooldown would be "Once per turn". Note that Attacks cannot be charged during their Cooldown period.
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