Board Thread:Roleplaying/@comment-28270366-20170531111444/@comment-30182972-20170603023214

Vergel Nikolai wrote: PeaVZ108 wrote: //Ok, a new character.Here we go.

Name: Jaws

Plant Type: Chomper

Title: The Magic Swindler

Personality: Jaws is a stealthy plant who has experience swindling others for their magic potions and their knowledge about magic powers. Thanks to this, Jaws is able to utilise magic at will.

Class: Shaman

Effect Attack: Power Bite - Do 20 damage (+30% AD) to a zombie. That zombie loses 5HP per turn for 3 turns.

Healing Skill: Blood Clotter - Heal an ally 30HP. That ally gets +30% attack strength for 1 turn.

Defensive Skill: Rise of the Vines - All allies except Jaws get a Vine Shield for 3 turns. While the Vine Shield is on, that ally will be healed 5HP per turn and take 20% less damage from attacks. Requires a 2 turn cooldown.

Plant Food 1: Full-Scale Healing - Increase the max HP of all allies and Jaws by 20% and heal them by half of their new max HP.

Plant Food 2: Berserk Trapping - Do 20 damage (+55% AD) to all zombies. Each zombie has a 25% chance of getting "trapped", whereby they cannot do anything at all for 1 turn.

//Vergel let me know if it is too OP or UP.

//OK, I guess you'll be the 4th cleric (and 2nd shaman) in the game. Like TheO said, your abilities are too UP. Let me tweak it this time.

Effect Attack: I shall increase the damage to 30 and AD bonus is 100%. Damage over time is classified as "bleeding". In bleeding, DoT increases by 20% per hits received. I also increase bleed damage by 20 because that's the usual damage.

Healing Skill: Your healing should be to about 50 HP. Like I say, the minimum HP we have is 90 for mages and 150 for warriors. Also, the attack boost is increased by 45% and duration by 2.

Defensive Skill: We don't give our basic abilities some cooldown because we need it anytime. Also, 5 HP is so small, it can't even heal Sans by 1/4 his health. Make it 20. Also our armor system is different. It is by numbers, and not percent. It'll make it 3, I guess?

Plant Food Ability #1: I guess this ability is fine, except that "heals half their current HP" thing. I'll make it a quarter only.

Plant Food Ability #2: PFA damage shall range from 75 to 120. Since yours is a group attack, I'll make the damage 80. Also, that effect is called "stun" here. Call it a root, freeze, trap, it still has some similarities to stun. Also, the chance is OK. Just note that pirates are immuned to stuns.

//The reason your abilities are UP is that they can't kill a basic zombie in just 5 turns. A basic zombie here has 100 HP, and you can't kill it easily with just 10 damage. Anyways, your in. Welcome to the party. I guess he will be at lv7-8 to catch up. Give him 2 starting talents first.