Blargh.
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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.
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In a way, I'm upgrading it myself through buying the buster upgrades. That's how I thought it out.
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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.]