I'd just like to go through some suggestions I've had viewing the proposed changes/additions to perk lines accessible to Traders. I could've done a separate thread for each perk, but I think it fits for an overall suggestion for changes upcoming to the Trader Profession.
Code:
Tap Vitae Player level: 15+ (1)
Attack:
Attack Modifier: 100%
Defense:
Dodge Ranged: 100%
Range: 25 m
Volunteer 1:
Team: Health 37 .. 75, Target: Damage: -25 .. -50
Volunteer 2:
Team: Health 75 .. 150, Target: Damage: -50 .. -100
Volunteer 3:
Team: Health 130 .. 260, Target: Damage: -87 .. -173
Volunteer 4:
Team: Health 181 .. 362, Target: Damage: -121 .. -242
Volunteer 5:
Team: Health 231 .. 462, Target: Damage: -154 .. -308
Volunteer 6:
Team: Health 283 .. 566, Target: Damage: -189 .. -378
Volunteer 7:
Team: Health 432 .. 864, Target: Damage: -288 .. -575
Volunteer 8:
Team: Health 576 .. 1152, Target: Damage: -384 .. -794
Volunteer 9:
Team: Health 831 .. 1662, Target: Damage: -554 .. -1167
Volunteer 10:
Team: Health 1140 .. 2280, Target: Damage: -760 .. -1520
I'm not sure if I appreciate the more "offensive" change to this Perk. It's previous check of BM vs. NR was slightly interesting. I believe a better change to this perk, to make it usable in PvP is to lower the dodge check to 75% or so - it wouldn't even bother me to lower the damage (like it's that scary as viewed ) and slightly adjust the amount of healing. But I believe a lower check would prove useful to give traders that sense they really can suck the life-force from other players.
Also - I don't understand the "red" 2s attack time: It's been at 2 seconds for the longest time, so no change there.
Code:
Leg Shot Player level: 60+ (3)
Attack:
Shotgun: 100%
Defense:
Duck explosives:
100%
Range: 20 m
Wielded weapons: Shotgun
Shotgun Skill 0001: Damage: -133..-267
Shotgun Skill 1000: Damage: -267..-534
Shotgun Skill 2000: Damage: -978..-2059
Shotgun Skill 3000: Damage: -1637..-3638
Leg shot 300/600/900 skill:
Target has
Bloodletting
Laser Paint Target
Stumble
Atrophy
Confinement
running:
Damage: -120 .. -120 / -240 / -480
Damage: -120 .. -120 / -240 / -480, 15 hits, 2s delay
Else:
Damage: -60 .. -60 / -120 / -240
Damage: -60 .. -60 / -120 / -240, 15 hits, 2s delay
30 seconds (pvp & pvm)
Attack:
1 second
Recharge:
On Hit: 48s
On Miss: 24s
No complaints from here on these changes - except that the attack is at 1s currently and is supposedly a "change" - which it isn't.
Code:
Easy Shot Player level: 160+ (7)
Attack:
Shotgun: 100%
Defense:
Duck explosives:
100%
Range: 25 m
Wielded weapons: Shotgun
If Leg Shot running:
Shotgun Skill 0001: -938..-1875
Shotgun Skill 1000: -1875..-3751
Shotgun Skill 2000: -2872..-6047
Shotgun Skill 3000: -3537..-7859
Target has
Grasp
Bearhug
Grip of Colossus
running:
Shotgun Skill 0001: -1125..-2250
Shotgun Skill 1000: -2250..-4501
Shotgun Skill 2000: -3447..-7256
Shotgun Skill 3000: -4244..-9431
Attack:
2 seconds
Recharge:
On Hit: 47s
On Miss: 24s
Probably out of all of the perks, this one has a dramatic change. I think to change the checks here (5% to 100%) is very dramatic. The title of the perk itself is called "Easy Shot" - 100% is not an "easy shot" - albeit 5% might be a bit low, I believe 75% would be sufficient to be called an easy shot, or at least an easier shot. Considering future changes on Aimed Shot (which accounts for a HUGE amount of a trader's offensive power PvP-wise), I believe the damage increase and need for a lower check (75%) would help counter some issues from such changes.
Code:
Head Shot Player level: 200+ (9)
Attack:
Shotgun: 100%
Defense:
Duck explosives: 75%
Range: 25 m
Wielded weapons: Shotgun
Shotgun Skill 0001: Damage: -1470..-2941
Shotgun Skill 1000: Damage: -2941..-5881
Shotgun Skill 2000: Damage: -3392..-7141
Shotgun Skill 3000: Damage: -3781..-8402
Attack:
2 seconds
Recharge:
On Hit: 49s
On Miss: 24s
A very welcomed perk! Considering AS changes, I believe this would prove very useful to the Trader profession - Aiding both our lack of PvM damage and PvP (with AS changes).
Code:
Accumulated Overflow Player level: 202+ (10)
Attack:
Attack Rating: 100%
Defense:
Duck Explosives:
100%
Range: 25 m
Damage:-3811..-5247 Attack:
2 seconds
Recharge:
Hit: 45s
Miss: 22s
All I have to say here, is FINALLY for a suggested perk action in the accumulator line. My suggestion is though, is the entire perk line is all about the draining and transferring of health/nano points. I believe implementing a more "vital shock"ish perk would prove more true to the perk line and trader's abilities. My suggestions are to give a % health/nano (~50%?) with it back (maybe have the perk attack the nano pool too), Or, make the perk a much lower check (50-75% range), with less damage, but more an emphasis on a trader's self-healing (HP and Nano). Either way though, I'm glad to see some interest in implementing a perk to this line.
Code:
Reap Life Player level: 30+ (1)
Attack:
Attack Rating: 100%
Defense:
Duck Explosives:
100%
Range: 25 m
Bloodletting running:
Distill Life 1: Health, recover 100% Damage -45 .. -83
Distill Life 2: Health, recover 102% Damage -80 .. -160
Distill Life 3: Health, recover 104% Damage -174 .. -339
Distill Life 4: Health, recover 107% Damage -297 .. -595
Distill Life 5: Health, recover 110% Damage -469 .. -939
Distill Life 6: Health, recover 111% Damage -645 .. -1291
Distill Life 7: Health, recover 112% Damage -770 .. -1541
Distill Life 8: Health, recover 113% Damage -1014 .. -2028
Distill Life 9: Health, recover 114% Damage -1265 .. -2531
Distill Life 10: Health, recover 115% Damage -1434 .. -2868
Bloodletting not running:
Distill Life 1: Health, recover 80% Damage -34 .. -64
Distill Life 2: Health, recover 83% Damage -61 .. -123
Distill Life 3: Health, recover 87% Damage -143 .. -287
Distill Life 4: Health, recover 94% Damage -253 .. -507
Distill Life 5: Health, recover 95% Damage -412 .. -825
Distill Life 6: Health, recover 96% Damage -569 .. -1139
Distill Life 7: Health, recover 97% Damage -686 .. -1373
Distill Life 8: Health, recover 98% Damage -858 .. -1717
Distill Life 9: Health, recover 99% Damage -1034 .. -2069
Distill Life 10: Health, recover 100% Damage -1164 .. -2328
Considering many of the changes I've mentioned above, the edit (especially on the min damage to make this perk hit for "something" than purely useless minimums) is welcomed imo!
Code:
Bloodletting Player level: 150+ (6)
Attack:
Attack Rating: 100%
Defense:
Duck Explosives: 50%
Range: 20 m
Damage -147 .. -147
Damage -147 .. -147, 10 hits, 3s delay
30 seconds (pvp & pvm)
Attack:
2 seconds
Recharge:
Hit: 80s
Miss: 40s
Only issue I have with this perk - is the attack change (1s to 2s), in all honesty, it doesn't prove "much" more useful than to open up with to add damage/etc. to other perks that it's included in. Leave it at 1s, no need to spend unnecessary time executing it.
Code:
Vital Shock Player level: 205+ (9)
Attack:
Attack Rating: 100%
Defense:
Duck Explosives:
100%
Range: 20 m
Health, recover 75% Damage -2390 .. -5940
Stunned
3 seconds (pvp & pvm)
Attack:
2 seconds
Recharge:
Hit: 120s
Miss: 60s
Thumbs up on the slight lowering of the defense check, I never thought 110% was very necessary. Otherwise believe everything was left untouched on this one.
Code:
Access to all the Power-Up Line
In my opinion - if this line is allowed to be used with the shotgun (shotgun in one hand/RE in another) - I believe it'll quell many of the issues that have been voiced from the trader community on low PvM damage. A trader's choice to go into two lines, spend extra resources/etc. to give them significant damage boosts, is reasonable. I don't see many issues PvP wise with this, as I don't believe there are any superb special-orientated (as/etc.) 1h shotguns or ranged energy weapons available. Correct me if I'm wrong .
I believe that's all I've noticed/come up with for now. Please leave constructive comments below.