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arti damage to hull
http://galaxylegion.com/forum/viewtopic.php?f=6&t=9073
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Author:  bemos [ Sun Jun 26, 2011 8:56 pm ]
Post subject:  arti damage to hull

how about an artifact that does damage directly to the hull/ a trap

Author:  Ffilteg [ Sun Jun 26, 2011 10:45 pm ]
Post subject:  Re: arti damage to hull

+1 :P

Author:  Joshball98 [ Mon Jun 27, 2011 9:32 am ]
Post subject:  Re: arti damage to hull

Omicron Mine trap does 400 hull damage , then an upgrade of the trap in a repeatable mission at rank 135, Thetacron Mine Trap does 2500 Damage. Cost 675 Energy and 5 Omicron Mine Traps per completion.

Author:  Commonwealth <TK> [ Mon Jun 27, 2011 9:36 am ]
Post subject:  Re: arti damage to hull

I would want one that does to an NPC. Common artifact. Inflicts 100 damage to NPC.

Author:  Joshball98 [ Mon Jun 27, 2011 9:39 am ]
Post subject:  Re: arti damage to hull

Commonwealth <TK> wrote:
I would want one that does to an NPC. Common artifact. Inflicts 100 damage to NPC.

This could be a good idea. considering most boss and elites wouldnt be effected much by it. Could easily stack up and do a NPC run, so i could see how it could be overpowered.

Author:  Commonwealth <TK> [ Mon Jun 27, 2011 9:57 am ]
Post subject:  Re: arti damage to hull

lol, i do an average 400 damage to any Standard NPC, Won't be overpowered.

Author:  Joshball98 [ Mon Jun 27, 2011 10:03 am ]
Post subject:  Re: arti damage to hull

Commonwealth <TK> wrote:
lol, i do an average 400 damage to any Standard NPC, Won't be overpowered.

Doingg the Aeon Moon mission is tough gotta keep 2 sensors on that need 72 space each and had to take off some of my cannons, and a plating. Till its done i cant really do any NPC without debuffs, i do around 25 to thos Ergosphere things.

Author:  Commonwealth <TK> [ Mon Jun 27, 2011 10:06 am ]
Post subject:  Re: arti damage to hull

You can always uninstall sensors and re-add Battle Gear

Author:  Joshball98 [ Mon Jun 27, 2011 10:13 am ]
Post subject:  Re: arti damage to hull

Commonwealth <TK> wrote:
You can always uninstall sensors and re-add Battle Gear

Would cost around 300Million each time i do that, would be alot too

Author:  Commonwealth <TK> [ Mon Jun 27, 2011 10:36 am ]
Post subject:  Re: arti damage to hull

300 mill ? what sensor do you have?? Hyperflux mark III?

Author:  Joshball98 [ Mon Jun 27, 2011 11:06 am ]
Post subject:  Re: arti damage to hull

Commonwealth <TK> wrote:
300 mill ? what sensor do you have?? Hyperflux mark III?

Taychon Sensors Mark III and Heavy Singularity, switching back and forth not happening for a while considering i just switched to Gravshells. Upping my research from 2548 to 2854. Leaving me at 4.4Bil

Author:  Commonwealth <TK> [ Mon Jun 27, 2011 12:29 pm ]
Post subject:  Re: arti damage to hull

Uninstall and install the modules. Not Buy and then sell the modules..

Author:  paulfrick [ Mon Jun 27, 2011 12:46 pm ]
Post subject:  Re: arti damage to hull

I've always wanted an artifact that took like 1 energy and did a really small amount of damage. It is annoying to have an NPC with 3 hull left......

Author:  ODragon [ Mon Jun 27, 2011 12:49 pm ]
Post subject:  Re: arti damage to hull

paulfrick wrote:
I've always wanted an artifact that took like 1 energy and did a really small amount of damage. It is annoying to have an NPC with 3 hull left......

I was thinking the same thing, although, I would have it be a limitless ability (ie, no count down) that did 10 damage to NPCs only but only worked once per NPC!

Author:  bemos [ Mon Jun 27, 2011 5:31 pm ]
Post subject:  Re: arti damage to hull

ok i thought i read somewhere that omi and theta go directly to hull

Author:  bemos [ Mon Jun 27, 2011 6:54 pm ]
Post subject:  Re: arti damage to hull

bemos wrote:
how about an artifact that does damage directly to the hull/ a trap

well i tested this theory of going directly to the hull it does not shields first then hull. but i still think a trap that penetrates shields and damages hull would be awesome

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