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Thread: Trader Perks

  1. #1

    Trader Perks

    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.
    "Ignorance is bliss."
    Phat'est Trader on Rimor
    Phat = Pretty Hot and Tempting.
    Entrepreneur Grandmaster "Chacapo" Baiter - Forever Nerfed
    Also known as 'Poir'
    Clanners will be crushed!
    Omni-Tek shall prevail!
    One of the First Traders on Rimor To Have Nanobot Defense and Grand Theft Humidity

  2. #2
    Power Up
    Levels when perks are gained: 10, 40, 70, 100, 130, 150, 180, 201, 203, 205
    Available for: Soldier:1-10, Doctor: 1-10, Engineer: 1-10, Agent: 1-10, Fixer: 1-10, Trader: 1-10

    can't wait to try this
    Tergx 220 Atrox Trader | 220 Soli doc | 220 Enf & other toons
    Synergy Factor org ~ APPLY HERE

    When readin replies in AO forums, just remember ........ there is no cure for stupid

    Quote Originally Posted by Syyceria View Post
    Come on, it took me just 5 minutes to kill a level 178 MA with health-drains and trader pets...our toolset does work

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