Blargh.

Quote (Eon)

Arc Shot: Seraphim fires a ball of constantly arcing energy which hits the targeted foe for (Attack*Charge*Rapid), for a max of 90 damage.


New:
Arc Shot: Seraphim fires a ball of constantly arcing energy which hits the targeted foe for (Attack*Charge*Rapid), for a max of 99 damage. The Cooldown on this is based on the damage.

If it is below 20, it is 0. [Once per turn.]
If it is below 40, it is 1. [Once per every other turn]
If it is below 60, it is 2. [Once per every other other turn]
If it is below 80, it is 3. [You get the point, right?]
If it is below 99, it is 4. [Hopefully.]
Raising the cap to 99 is cute.

Is that all, or is the cooldown thing new as well? My problem is that this can quickly become a 'better' charge shot. Maybe the base should start at 1, I'm not sure.

That's my input.
I raised it to 99 for a reason, unless you're already stating that.

Mostly how most videogames in damage only go to 9999.

I might willingly make his damage with anything 99. Haven't decided yet.
Yeah, I knew that's why you wanted it changed.
Okay, just making sure.
I thought the cooldown thing was new.
Indeed it is. It's to make it more efficient.
I'll approve this if we remind ourselves not to have this sig grow very much per upgrade. The low cooldown and high cap alone will do that as time goes by.
In a way, I'm upgrading it myself through buying the buster upgrades. That's how I thought it out.
Right, right, right, okay. I'll hold you to that.

Approved.

Quote (EonOmega)

Quote (Eon)

Arc Shot: Seraphim fires a ball of constantly arcing energy which hits the targeted foe for (Attack*Charge*Rapid), for a max of 90 damage.


New:
Arc Shot: Seraphim fires a ball of constantly arcing energy which hits the targeted foe for (Attack*Charge*Rapid), for a max of 99 damage. The Cooldown on this is based on the damage.

If it is below 20, it is 0. [Once per turn.]
If it is below 40, it is 1. [Once per every other turn]
If it is below 60, it is 2. [Once per every other other turn]
If it is below 80, it is 3. [You get the point, right?]
If it is below 99, it is 4. [Hopefully.]


Newnew:
Arc Shot: Seraphim fires a ball of constantly arcing energy which hits the targeted foe for (Attack*Charge*Rapid), for a max of 99 damage. The Cooldown on this is based on the damage.

If it is below 20, it is able to be used twice each turn. [Twice per turn.]
If it is below 40, it is 0. [Once per every turn]
If it is below 60, it is 1. [Once per every other turn]
If it is below 80, it is 2. [You get the point, right?]
If it is below 99, it is 3. [Hopefully.]
nope.

If it is below 20, it is able to be used twice each turn. [Twice per turn.]
If it is below 40, it is 0. [Once per every turn]
If it is below 60, it is 1. [Once per every other turn]
If it is below 80, it is 1. [You get the point, right?]
If it is below 99, it is 2. [Hopefully.]