No. 2 - Exuberant T-1000 Surveillant Clarissa -
viewtopic.php?p=34883448#p34883448- Rework
- After a long time thinking and considering, T-1000 Clarissa has been given a fresh set of abilities, as well as editing the existing ones to be more in-line with her shapeshifting abilities. With this, I hope that Clarissa will be able to play fairly and not too overpowered when it comes to normal matches, while still being able to output tremendous damage and being an asset for the team. In other matches, however, Clarissa can change the height to her liking, and this will improve her performance as a whole.
The highlight is as follows:
Just like the other all-rounders, Clarissa is a self-sufficient robot that can take on all tasks – damage-dealing, defense, tank/taking damage, or a support (though she cannot exactly heal anyone else). Passively, she has Scaling and A Good Defense - Scaling gives her health and abilities scale up/down nature, according to her height and build. The height is denoted in centimetres. Additionally, she has A Good Defense, which reduces normal damage taken by 10%, siege damage by 10%, but due to her T-1000 make and nature, she receives 200% damage from chemical-based attacks. Damage reduction is capped at 5 damage receives per hit, and thus shotgun pellets will still do tremendous damage to her, while single-shot weapons will be not as effective. Her primary weapons are a pair of enhanced M134A miniguns that fire energy beams at extraordinary speeds and damage, having the highest DPS amongst The Sixty at her default height. However, she has to stand still when she is firing. As a result of this, Clarissa is primarily a defensive asset, due to her inability to move when firing at her full potential. As a secondary attack, she can also punch/melee as per usual, and this also is affected by Scaling; this secondary attack does not have splash damage traits. Ability-wise, Clarissa is able to activate her Forward Drive to give movement and attack speed boosts to her nearby allies which in turn is affected by how big or small she is. Additionally, she can Repair herself to further her lifespan in a battle, which in turn consumes some energy. The reparation energy slowly regenerates when Clarissa is not repairing herself. However, this mechanism can be halted by acid attacks, temporarily unenabling Clarissa to fend herself. Offensive ability-wise, Clarissa has a cooldown-based “RPG” that fires a larger beam of energy that flies in a line and hits something along the way; this ability is also affected by scaling. Lastly, she has Cluster Ribbons, which fires 100 energy ribbons that each deals a decent amount of damage, as well as being able to home in as long as Clarissa focuses the aim on that particular target. Her ultimates are: Hellian Laser, which pierces multiple enemies and deals a devastating amount of damage over time, having limitless range, as well as Overdrive, which increases damage from all her abilities and attacks by 100%, while Clarissa moves 50% faster and takes 50% more damage. Both abilities are interruptible, and lasts 10 seconds and 8 seconds respectively.Class | HP | Magazine Size | Damage Per Hit | Rate of Fire (Hits per sec) | Damage Per Sec (DPS) |
All-rounded | 143750 (20,000 * (5750 / 800)) | 1000 | 345 (120 * (0.4 * 5750 / 800)) | 100 | 34500 |
Primary Attack: 2 x EM-134 Mk. 0 miniguns on her shoulders that fires energetic rays. -100% movement speed when firing. Damage dealt is 120 * (0.4H / 800), H = Height in cm.
Secondary Attack: Slams her hand onto the target or the ground, dealing 1000 * (H / 800) damage to the primary target. No splash damage for nearby enemies. 5 sec cooldown.
Scaling (Passive): Clarissa's max. HP and other abilities depend on her current height; the bigger she is, stronger she becomes. HP scaled at 20000 * (H / 800). Current H = 5750.
A Good Defense… (Passive): Reduces normal damage taken by 10 %, and siege damage by 10 %, but 200 % from chemical-based attacks. Capped at 5 damage received per hit.
Forward Drive: Her happy visage inspires her nearby allies, providing +80% movement speed and +40% attack speed. Lasts for 6 seconds, and the radius is 3 * (H / 800) meters.
RPG: Fires a ball of energy in a direction. The energy doesn't home and fly in a line until it hits something. Dmg. is 1600 * (H / 800), splash dmg. at 50% of the primary damage.
Self-maintenance: Repairs at 10% of max. HP / sec for 8 secs. Reparation energy will regenerate back 1.5 second after not repairing. Repair nullified when attacked with acid.
Cluster Ribbons: Fires up to 100 energy ribbons in a cone, each dealing 100 * (H / 800) damage. The ribbons can home & can change their target midway with Clarissa's control.
Hellian Laser (Ultimate): 10000 * (0.5H / 800) pure damage in a line over 10 secs. -90% movement speed while laser is active and firing. Can be interrupted by stuns and bashes.
Overdrive (Ultimate): Increases damage dealt by 100%, while Clarissa moves 50% faster, and takes 50% more damage. 2.5 sec channelling, and interruptible. Lasts for 8 seconds.