Bird-of-Hermes
-
Posts
4 -
Joined
-
Last visited
Posts posted by Bird-of-Hermes
-
-
6 hours ago, daredevinho said:
At 5% health, he receives 19 times 10% critical chance = 190% critical chance. If you had a weapon with 10% critical chance, it would end up with either 200% or 29% total crit chance. If it was a Dread (50%), then it would be... im not good with math, I give up.
How winning move works with standard criticals? I mean, If you weapon is already 100% critical chance, what would happen, double critical?
Cheating - thats damn powerful. Real cheater whoever stands there.
the idea Winning move was to half the damage multiplier for a granted crit , the passive could stack to become a granted red crit if the wepon have more than 100% of crit chance
-
Lore:
QuoteI like Orokins, don't play with dice
Life is the coin that we gamble in the battlefield. Ace is an warframe that will gamble his own life to save his allies fulfill the mission.
Status (rank 0/30)
Shield Capacity: 150/450
Health: 100 /300
Armor: 150
Power: 125/175
Sprint Speed: 1.0
Abilities:
Passive: Risky Game - For each 5% of missing max health will recive 10% of Crit. Chance for all equiped wepons
1 Winning Move -Next shot will be a garanted Crit with 0.5 multipliyer, that (25%) of the damage dealt will come back as shields.
Energy cost 25 Scale whith Power Strength [100% of P.S. = 25% recived shield]
2 Raising bets - Consume life to cast- team buff incresing in 60% armor and 35% of Sprint speed for 20s in a 10meters range.
Cost 50 health Scale with Power Strength , Duration , Range [100% PS = 60% Armor; 100% PS=35% Sprint speed] [100%D= 20s] [100%R=10m]
3 Marked card - Throw a hidden card of his sleeve in a enemy , marking and staggering it ; upon death it will relase a healing blast that regenate 150 health and stagers nearby enemies in a 10meters range , the first stagger last 15s , second and beyod will only last for 5s the mark has a 15s duration on the target ,just one enemy can be marked at time.
Cost 75 energy Scale with Power Strength,Duration (100%PS =150 health) (100%duration=15s mark/1st stagger)
4 CHEATING - Creates a Triangular shape zone(base 7.5m , height 4m) that grant invenvibility to any alied with 10% of less max health and lower in 50% any energy cost of his and allies abilitys (50% discount after efficiency computed) , last for 22s.
Cost 125 energy Scale with Range,Duration (100% R= 15m triangle area) (100% D= 22s)
Extra : - I don't remember how this idea germinate ,well this is my first fan concept,(i have some more),maybe T.Fate have inspired me
- his 4th ability could have been named ''surpassing the odds'' or ''sigularity'' but ''Cheating'' feel more apropriate
(- with someone would like to drawn him i will be pleased)
- for his ult i thougt about letting the player have 333s of invencibility (the lucky number 3)
-His passive is suposed to aplly with other crit. chance mods .
-I don't have any nice idea for the back history for this warframe,
-would be funny to get his parts from a illegal space gamble game where players could bet credits for rewards .
-
Tombo only by market ??
-there is no research avalible by now... (south america)
[warframe Concept] Kaspar- the Gunzerker
in Fan Concepts
Posted · Edited by Bird-of-Hermes
Aesthetics
Kaspar once a proud marxmen , now a mere husk of his former self .
Status (rank 0/30)
Health : 75/225
Shieds :100/300
Armor : 150
Power :100/175
Sprint :1.05
Abilities:
Passive : > All bullets have a 50% chace to bounce
1 Custon Bullets : Hold to switch between the Custon Bullets, tap to use it , when activated replace the equiped gun magazine with Custon Bullets.All calculations based on the equiped gun ,If the gun has just elemental damage the values of impact/slach/puncture count as 0 ;If a non-elemental gun recive elemental damage bonus it will be 0 if there was no elemental mods added to the gun; No negative magazine bonus if the magazine contains only 1 bullet.
1.1 Frag Rounds - new magazine with 100% Impact damage, with a 100% chance to stagger enemys for 3s, -25% magazine capacity,-2 Punch Throught
1.2 Heavy Bullets -new magazine with 100% Puncture damage,with +5 Punch Throught, +75% wepon recoil, -25% Reload speed
1.3 incendiary Rounds- new magazine with 100% elemental(any) damage , with +50% status chance, -50% magazine capacity ,+50% wepon recoil
1.4 Saw Bullets - new magazine with 100% Slash damage, +40% crit chance , -1 Punch Throught, -50% Reload speed
15 energy cost All Damage bonus scales with Power Strength (P.S 100%=100%bonus)
when activated Kaspar will reload the equiped gun , all reload stats of (Heavy Bullets/Saw Bullets) will be effetive during the ability use
Augement: Friendly bullets > All allys in 1m range will recive Custon bullets with bonus based on Kaspar P.S. that will stay with then for 10s .when recived the allie need to reload his gun while the bonus is highlighted or it will not affect his wepon.
2 Tatical Advantage : Kaspar throw a tatical granade that creates a flash explosion,blinding enemys, and after some time relase a cloud of smoke that blcoks any visibility , removing enemy focus on a target;
With a total Duration of 15 seconds (split in 1/3 of the duration in the flash blind and the other 2/3 in the smoke screen) and a total Range of 20m( split in 100% for the blind and 50% of the total range covered in smoke ) 25 energy cost
3 Doble Action : Kaspar open his chest reveling 2 additional arms that will copy the current gun in his hands , Reciving +100% damage (Power Streng) and incrise bullet speed at 0.5x (Duration), the copyed gun will not consume extra bullets both will be fired consuming the same magazine.
20 energy / 1 second cost If dual wielding it will be quadra wielding the same wepon
4 Magic Bullet : Kaspar draws his custon Flintlock Rifle ''Zamiel'', and load the Magic Bullet (4 seconds cast), he can shot or hold the rifle as primary wepon. If shot will leave a energy color trail and it will go in a straigh line until its max radius of 8 m (100% range) , if don't hit any enemy will perform a turn seeking enemys in the circular area (start point where the bullet was fired , affect area a circle with 8m of radius),when hit an enemy it will bounce thowards any other enemy in the circle consecutivily until the area is clear, or hit 50 enemys (100% duration); If kaspar change wepons half of spend mana is restored and when draw again Zamiel there will be no load animation.
cost 100 energy per Magic Bullet
Zamiel damage will scale with Kaspar Power Streng(100% P.S.=1200 damage split equaly between Puncture/Slash/Impact)
400 of Puncture Crit chance 25% Status chance 10%
400 of Slash Crit multiplier 2.1 Noise: loud
400 of impact Magazine Size: 1 bullet Fire rate: 1.0