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Idea: Keystone Passives

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  • Web Idea: Keystone Passives

    Keystone Passives:
    • Special passives that unlock at level 50
    • You get 1 keystone point at level 50, 1 at Level 75 and 1 at Level 100, totaling to 3
    • You do not have to allocate all 3 Keystone Passives
    • These passives would be build defining and would allow much wider build diversity, and make the game more interesting to build for and more fun to play.
    Notes Before We Begin:
    • This post is rather long and covers a lot of the interactions between the passives at the bottom (sorry in advance, I tried to make the formatting as nice as possible)
    • Feel free to suggest any changes or issues or any kind of thoughts/criticisms in the comments (If you have an idea for an additional passive, suggest it)
      • Also, if I messed up the math, please point it out
      • (And yes I'm well aware that there is an idea thread somewhere, I didn't feel like a post of this size made sense as a comment)

    Passives:
    • (As a quick note all multipliers are multiplicative)

    Blood Battery:
    • Abilities no longer require energy to cast
    • Abilities are cast with HP at a rate of 25x their original energy cost
      • A 20 Energy Ability (Adrenaline) would require 500 HP
    • Abilities cannot be cast if you do not have enough HP to cast them
    Life Leecher:
    • You no longer passively regenerate hp
    • Medkits/health drops do not give hp
    • 1% of your damage dealt is returned as HP/ES
    • Leeched hp can overheal you to 133% of your total hp
      • A 10000 HP/ES player could gain up to a total of 13333 HP

    Walking Arsenal:
    • A third primary can be equipped in the pistol slot
    • Pistols can be equipped in the primary slots
    • Weapons reload when not active at half the speed of actually reloading the weapon
      • A 5 second reload would take 10 seconds when put away
    • Weapons can be fired while downed (needing to be revived)
    • Damage increases at a rate of 2.5% per second of constant firing (Holding down the trigger)
    • Makes All Semi-Automatic and Burst Fire Weapons Fully Automatic

    Shield Power:
    • Maximum HP is set to 1
    • Maximum Resistances are reduced by 1.5%
      • Physical, Thermal, and Hazchem resistances cap at 97.5% instead of 99%
    • Gain a new stat: Energy Shield (Abbreviated ES)
      • Energy Shield functions identically to hp except:
        • Energy Shield is not affected by HP Regen
        • Energy Shield is not affected by Health Drops/Medkits
        • Energy Shield passively regens at a rate of 10% of max per second after 2.5 seconds of not taking damage
      • Energy Shield Total is based on 50% the sum total of your armor count
        • A player with 20,000 in all 3 resists would have 30,000 Energy Shield
    Energy Reserve:
    • Abilities that have a duration can be channeled
      • These abilities include:
        • Adrenaline
        • Assault Team
        • Hold the Line
        • Die Another Day
          • Die another Day is capped at 2x its normal duration
            • With 1 skill point allocated you could channel it for 8 Seconds
            • With 25 skill points allocated you could channel it for 20 Seconds
        • Bio-Cleanse Bomb*
        • Zombie Antidote*
          • *These are cast as an aura centered on the player 1.5x their normal Area Of Affect in size
      • These abilities cannot be cast normally
    • Channeled Skills can be toggled
      • After toggling off a skill the skills cooldown happens
    • Channeled Skills reserve energy for their duration at a rate of 2.5x their normal energy cost
      • Reserved Energy cannot be used and functions similarly to reducing the max energy number
      • You cannot reserve more than your maximum energy count
        • A 20 Energy Ability (Adrenaline) would reserve 50 Energy
    One for All:
    • Applicable Abilities now apply to all players in a lobby (including yourself)
      • Adrenaline
      • Assault Team
      • Stim Shot
      • Hold The Line
      • Die Another Day
      • Medkit (Applies instantly to all players, no longer has to be collected)
      • Bio-Cleanse Bomb (Cast As Aura)
      • Zombie Antidote (Cast As Aura)
    • Applicable abilities cost 2x as much energy as normal
    Damage Diffusion:
    • All incoming damage is taken as a damage over time over the course of 2.5 seconds
    • Increases Max Res by .5% (Caps at 99.5% Instead of 99%, or 98% if used with Shield Power)
    • You share incoming damage with other players in certain situations:
      • If you are at a greater numerical hp than the friendly player in question
      • You are at a greater percentage hp than the friendly player in question, and their max hp is lower than yours
      • Examples:
        • You are at 7,500/10,000 HP/ES a teammate has 7,500/8000 HP/ES and takes a hit for 10,000 damage
          • You will soak up 5,000 of the damage as 2,000 dps over 2.5 seconds, saving your teammate
        • You are at 10,000/12,500 HP/ES and a teammate is at 13,000/15,000 HP/ES and takes a hit for 10,000 damage
          • The teammate would take 1000 damage before he hits a threshold where you would mitigate damage (Both Players at the same percentage HP, in this case 80%), leaving 9,000 damage to split up
          • You would soak up 4,500 of the damage as 1800 dps over 2.5 seconds
      • Shared Damage Wont Apply:
        • If you are below 10% of Max HP/ES (The shared damage will not reduce you past 10% of your max HP/ES either)
        • The attack will kill the teammate in question whether or not you mitigate the hit
    Overkill:
    • 50% of damage taken is added to the next instance of damage you deal
      • If you took 4,000 damage since the last time you dealt damage, you would deal an additional 2,000 damage the next time you dealt an instance of damage
    • 50% of overkill damage you deal (Damage dealt that is greater than the enemies max hp) is added on to the next instance of damage you deal
      • If you did 1,500 damage to an enemy with 1,000 hp you would deal an additional 250 damage on your next instance of damage
    Hyper Armor:
    • Gain a new stat: Hyper Armor
      • You generate one stack of Hyper Armor every 10 seconds (since you last generated a stack or the duration on a set of stacks wore off) capping at a total of 5
    • Your Stacks of Hyper Armor will Block One Instance of damage, and every subsequent instance of damage at a rate of 1 second per stack
      • If you took an instance of damage with 3 stacks of hyper armor, the first hit will be blocked and you will be invincible for 3 seconds
    • Hyper Armor can not be activated from self-inflicted damage (i.e. Blood Battery Casting)
    Passive Interactions:
    • As a note in the parentheses that show multiplication the multipliers are in the same order as the heading above them
    Blood Battery + Energy Reserve:
    • Channeled abilities would reserve maximum HP at a rate of 62.5x (2.5 x 25) their normal energy cost
      • A 20 Energy Ability (Adrenaline) would would reserve 1250 HP
    Blood Battery + Shield Power: Abilities cast with ES cost twice as much as the same ability cast with HP
    • Cast abilities would cost 50x (25 x 2) their normal energy amount as ES
      • A 20 Energy Ability (Adrenaline) would cost 1000 ES
    Blood Battery + Shield Power + Energy Reserve:
    • Channeled abilities would reserve maximum ES at a rate of 125x (25 x 2 x 2.5) their normal energy cost
      • A 20 Energy Ability (Adrenaline) would reserve 2500 ES
    Energy Reserve + One For All:
    • Channeled Abilities would reserve 5x (2.5 x 2) their normal Energy Amount
      • A 20 Energy Ability (Adrenaline) would reserve 100 Energy
    One For All + Blood Battery:
    • Cast abilities would cost 50x (2 x 25) their normal energy cost as health
      • A 20 Energy Ability (Adrenaline) would cost 1000 HP
    One For All + Blood Battery + Energy Reserve:
    • Channeled abilities would reserve 125x (2 x 25 x 2.5) their normal energy cost as HP
      • A 20 Energy Ability (Adrenaline) would reserve 2500 HP
    One For All + Blood Battery + Shield Power:
    • Cast Abilities would cost 100x (2 x 25 x 2) their normal energy cost as ES
      • A 20 Energy Ability (Adrenaline) would cost 2000 ES
    Life Leecher + Shield Power:
    • You will not passively regenerate ES with both allocated
    If you read all of this, wow, you have a much longer attention span than I would have in this situation, XD
    Last edited by TheWildZubat; 02-08-17, 02:58 PM. Reason: Missed an ability interaction
    ┴┬┴┤( ͡° ͜ʖ├┬┴┬ HEY KIDS DO YOU WANT SOME DANK MEMES?

  • #2
    u know its not good when u have to write like a chapter book to explain it..... lol

    Comment


    • #3
      Blessings of our Divine God Marjan:
      • Strongbox quality increased by 3 step
      • Bonus 50% cash and 50% xp
      • No more stupit preaugs
      • 2x core/key chance
      • Unlocks Marjanese Translator feature
      • Power-ups are free
      • Free Blek Dajmond badge
      • Unlocks "God Mode" skill

      Comment


      • #4
        Originally posted by PIS Darkbeat View Post
        Blessings of our Divine God Marjan:
        • Strongbox quality increased by 3 step
        • Bonus 50% cash and 50% xp
        • No more stupit preaugs
        • 2x core/key chance
        • Unlocks Marjanese Translator feature
        • Power-ups are free
        • Free Blek Dajmond badge
        • Unlocks "God Mode" skill
        no words can describe how much I laughed. god must be proud of you, good one LOL
        Dark Halo

        Comment


        • #5
          blood battery is OP, rest is op and shield power is useless when dark minion savage necrosis hits 22k. would be interesting for playstyles but sadly this won't happen.
          Linkin Park is one of the best bands of the century..no..one of the best bands of human history..fanboy and proud (RIP Chester Bennington).
          Maybe NK can release the Rancor Sadeye in 2025 #OneLastTime Logan style?
          President Trump 2016-2021. Let's hope he doesn't start WW3. If he does RIP SAS5.
          "Stealing isn't a crime if you're on welfare" - Sublight the Wise

          Comment


          • #6
            no. sas4 is dead. no updates. what's the point of these things cluttering up forums

            Comment

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