Deadeye Point Buy: Difference between revisions

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| Stance Technique
| Stance Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| Grants the user {{#simple-tooltip: Deadeye Stance | The user must have a Ranged weapon (Bow or Firearm) only equipped to switch to or use Deadeye Stance. During Deadeye Stance, the user cannot use any Abilities save for Racial Traits, Deadeye Packs, and Ranged Packs. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. If the user has an Ally within 3 Blocks Range of them, they may choose to transfer Damage applied to them, onto their Ally instead. If this Ally is currently in Tanking Stance, the Damage is halved. Finally, Attack Emotes performed by the user ignore Shields, and other Abilities that would prevent Damage from Ranged Attacks or Abilities, except Block Tokens. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
| Grants the user {{#simple-tooltip: Deadeye Stance | The user must have a Ranged weapon (Bow or Firearm) only equipped to switch to or use Deadeye Stance. During Deadeye Stance, the user cannot use any Abilities save for Racial Traits, Deadeye Packs, and Ranged Packs. They also cannot use Movement Powers, nor can they be affected by Movement Powers used on them by Allies. If the user has an Ally within 3 Blocks Range of them, they may choose to transfer Damage applied to them, onto their Ally instead. If this Ally is currently in Tanking Stance, the Damage is halved. Finally, Attack Emotes performed by the user ignore Shields, and other Abilities that would prevent Damage from Ranged Attacks or Abilities, except Block Tokens, but the user cannot perform Attack Emotes on targets within Melee Range. Stances are indefinite, but can be ended any time for a 20 Minute Cooldown.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Barrage | When activating this Ability, the user becomes completely immobilized. This does not consume the Turn, but the user must perform 4 Attack Emotes over the present Turn and next 3. The first 3 Attack Emotes if succeeding will do +1 extra Damage. The 4th shot if succeeding will do +2 extra Damage. Extra damage ignores Block Tokens, even if the main Damage is negated. This Ability can be ended early through a Displacement Ability, or voluntarily by the user, which in any case activates its Cooldown.
| Grants the user {{#simple-tooltip: Deadeye Barrage | This ability requires Deadeye Stance to be active. When activating this Ability, the user becomes completely immobilized. This does not consume the Turn, but the user must perform 4 Attack Emotes over the present Turn and next 3. The first 3 Attack Emotes if succeeding will do +1 extra Damage. The 4th shot if succeeding will do +2 extra Damage. Extra damage ignores Block Tokens, even if the main Damage is negated. This Ability can be ended early through a Displacement Ability, or voluntarily by the user, which in any case activates its Cooldown.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Pinshot| This Ability can only Target a Character affected by the Marked Status Effect. If Targeting an Enemy, this Ability counts as an Attack Emote, applies +1 extra Damage, and removes the Marked Status Effect from the Target. Afterwards, choose a new Enemy Target to apply the Marked Status Effect to. If Targeting an Ally, this Ability causes the Ally to be Displaced 10 Blocks in the opposite direction of the user. Afterwards, choose a new Ally Target to apply the Marked Status Effect to.
| Grants the user {{#simple-tooltip: Deadeye Pinshot| This ability requires Deadeye Stance to be active. This Ability can only Target a Character affected by the Marked Status Effect. If Targeting an Enemy, this Ability counts as an Attack Emote, applies +1 extra Damage, and removes the Marked Status Effect from the Target. Afterwards, choose a new Enemy Target to apply the Marked Status Effect to. If Targeting an Ally, this Ability causes the Ally to be Displaced 10 Blocks in the opposite direction of the user. Afterwards, choose a new Ally Target to apply the Marked Status Effect to.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Puffshot| This Ability has two different uses, depending on whether it is used during a Turn at range, or out of Turn within 3 Blocks Range. If used in Turn, the Shot Targets an Enemy in Emote Range, and applies the Prone Status Effect to them after shooting them with a percussion shot. If used out of Turn, this Ability can only be used to Stagger an incoming Melee-Range Attack Emote on the user. If either function is used, the Ability goes on Cooldown.
| Grants the user {{#simple-tooltip: Deadeye Puffshot| This ability requires Deadeye Stance to be active. This Ability has two different uses, depending on whether it is used during a Turn at range, or out of Turn within 3 Blocks Range. If used in Turn, the Shot Targets an Enemy in Emote Range, and applies the Prone Status Effect to them after shooting them with a percussion shot. If used out of Turn, this Ability can only be used to Stagger an incoming Melee-Range Attack Emote on the user. If either function is used, the Ability goes on Cooldown.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Luckshot| This Ability does not consume Turn, but improves the first following Attack Emote that hits. Upon the first successful Attack Emote hit, do not yet apply Damage, and instead roll a /dice 0 4. If the dice lands on 0, the Attack Emote is instead Staggered. If it lands on any other number, that number is now the Damage performed by the Attack Emote instead. The Target must take at least 2 HP Damage, but can choose to transfer additional Damage on top of that to Allies in Emote Range. This Ability cannot be Staggered, and the Damage done by it ignores Block Tokens and other Immunities.
| Grants the user {{#simple-tooltip: Deadeye Luckshot| This ability requires Deadeye Stance to be active. This Ability does not consume Turn, but improves the first following Attack Emote that hits. Upon the first successful Attack Emote hit, do not yet apply Damage, and instead roll a /dice 0 4. If the dice lands on 0, the Attack Emote is instead Staggered. If it lands on any other number, that number is now the Damage performed by the Attack Emote instead. The Target must take at least 2 HP Damage, but can choose to transfer additional Damage on top of that to Allies in Emote Range. This Ability cannot be Staggered, and the Damage done by it ignores Block Tokens and other Immunities.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Doubletap| This Ability can be used out of turn. Target any person in Emote Range who has just gained Temporary Health after hitting 0 HP. The user performs a Double Tap instantly reducing the Temporary Health pool to 0, and ensuring that someone who went down stays down.  
| Grants the user {{#simple-tooltip: Deadeye Doubletap| This ability requires Deadeye Stance to be active. This Ability can be used out of turn. Target any person in Emote Range who has just gained Temporary Health after hitting 0 HP. The user performs a Double Tap instantly reducing the Temporary Health pool to 0, and ensuring that someone who went down stays down.  
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Focus| This Ability does not consume Turn when used, but only allows an Attack Emote if used in the same Turn. The user must have a Status Effect that is not the Status Effect Marked applied to them in order to use this Ability. When used, any Status Effect the user is affected by is removed, and instead, the user has the Marked Status Effect applied to them. Additionally, they gain +2 Main Combat Stat (breaks Cap up to 11) for their next Attack Emote.  
| Grants the user {{#simple-tooltip: Deadeye Focus| This ability requires Deadeye Stance to be active. This Ability does not consume Turn when used, but only allows an Attack Emote if used in the same Turn. The user must have a Status Effect that is not the Status Effect Marked applied to them in order to use this Ability. When used, any Status Effect the user is affected by is removed, and instead, the user has the Marked Status Effect applied to them. Additionally, they gain +2 Main Combat Stat (breaks Cap up to 11) for their next Attack Emote.  
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Strain| The user takes -2 HP Damage upon activating this Ability. For the remainder of Combat, the user's Attack Emotes can hit an additional target that is within 2 Blocks of their Target for half Damage (which ignores Block Tokens on the additional Target). This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
| Grants the user {{#simple-tooltip: Deadeye Strain| This ability requires Deadeye Stance to be active. The user takes -2 HP Damage upon activating this Ability. For the remainder of Combat, the user's Attack Emotes can hit an additional target that is within 2 Blocks of their Target for half Damage (which ignores Block Tokens on the additional Target). This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Venom| The user takes -2 HP Damage upon activating this Ability. For the remainder of Combat, the user's Attack Emotes on singular Targets, even if they miss, apply a 1 Turn lasting Confused Status Effect onto the Target that only applies to their next Turn, and ignores the limit on 1 Status Effect per person. This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
| Grants the user {{#simple-tooltip: Deadeye Venom| This ability requires Deadeye Stance to be active. The user takes -2 HP Damage upon activating this Ability. For the remainder of Combat, the user's Attack Emotes on singular Targets, even if they miss, apply a 1 Turn lasting Confused Status Effect onto the Target that only applies to their next Turn, and ignores the limit on 1 Status Effect per person. This Ability does not consume a Turn. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
}}
}}
| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}
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| ALEX
| ALEX
| ALEX
| ALEX
| Grants the user {{#simple-tooltip: Deadeye Counter| The user takes -2 HP Damage upon activating this Ability. For the remainder of Combat, the user becomes immune to damage from Ranged Attack Emotes, except other Deadeye Stance Attack Emotes. This Ability does not consume a Turn, but cannot be used to Stagger an Attack Emote or Ability. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
| Grants the user {{#simple-tooltip: Deadeye Counter| This ability requires Deadeye Stance to be active. The user takes -2 HP Damage upon activating this Ability. For the remainder of Combat, the user becomes immune to damage from Ranged Attack Emotes, except other Deadeye Stance Attack Emotes. This Ability does not consume a Turn, but cannot be used to Stagger an Attack Emote or Ability. This Ability cannot be Staggered, nor can a Block Token be used to prevent its Damage to the User.
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| {{#simple-tooltip: N/A }}
| {{#simple-tooltip: N/A }}

Revision as of 04:29, 7 October 2023

The Ability and Proficiency System
This Page contains Ability information only, and assumes you have a basic understanding of the Abilities Page, which acts like a Player Manual for Ability Terminology. See all Categorized Abilities on the Ability List Page.

Deadeye Point Buy is part of the Proficiency System. Deadeye Point Buy specifically is designed to cater to the sniper/glass-cannon Ranged fighter that sacrifices all defensive means for superior firepower. Deadeye Point Buy is a Locked Ability Category, meaning that the Abilities can only be used while the Character is presently in the appropriate Stance: Deadeye Stance. Deadeye Stance is granted for free as soon as any Deadeye Point Buy Packs are chosen.

Stance Ability

The Deadeye Stance Stance Ability is required for all Deadeye Point Buy Abilities. This Ability is granted for free for any Deadeye Point Buy Pack chosen. Stances cannot be Staggered.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Stance Stance Technique Self

Grants the user Deadeye Stance

N/A

Deadeye Point Buy Packs

Deadeye Barrage Pack

Deadeye Barrage has the user scope in and focus for a series of heavier shots.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Barrage ALEX ALEX Grants the user Deadeye Barrage

N/A

Deadeye Pinshot Pack

Deadeye Pinshot has the user hose down a Marked Enemy, or save an Ally from being in a difficult position.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Pinshot ALEX ALEX Grants the user Deadeye Pinshot

N/A

Deadeye Puffshot Pack

Deadeye Puffshot has the user fire a quick percussion shot to buy time.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Puffshot ALEX ALEX Grants the user Deadeye Puffshot

N/A

Deadeye Luckshot Pack

Deadeye Luckshot has the user pray to Lady Luck to smile on them.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Luckshot ALEX ALEX Grants the user Deadeye Luckshot

N/A

Deadeye Luckshot Pack

Deadeye Doubletap has the user make sure that tough to kill foes stay down.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Doubletap ALEX ALEX Grants the user Deadeye Doubletap

N/A

Deadeye Focus Pack

Deadeye Focus has the user attempt to self-cleanse any Status Effects, but draw attention to themselves.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Focus ALEX ALEX Grants the user Deadeye Focus

N/A

Deadeye Focus Pack

Deadeye Focus has the user strain in such focus that they do damage to themselves, but can curve shots to hit others.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Strain ALEX ALEX Grants the user Deadeye Strain

N/A

Deadeye Focus Pack

Deadeye Venom has the user apply a potent toxin harmful to their own health to their shots to confuse enemies.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Venom ALEX ALEX Grants the user Deadeye Venom

N/A

Deadeye Overwatch Pack

Deadeye Overwatch has the user harm themselves to become hyper aware of, and dodge, enemy ranged attacks.

Ability Name Ability Type Ability Range Ability Description Modifiers
Deadeye Overwatch ALEX ALEX Grants the user Deadeye Counter

N/A