I forgot to say, that damage is ignoring armor resistances (except Psionic of course, but enemies with Psionic resistances will be rare). So it's not automatic that you'll always do more than 10 with any weapon. For example in that battle above, none of my other party members could do more than 1 damage on that boss with the weapons I had (the explosive/acid resistances broke my weapons attacks).Jaeger wrote: ↑Thu Jun 28, 2018 2:58 pm If it was 10 damage, I would just stick with pistols since they don't cost PP and inflict almost as much damage. Considering soldiers and scouts can inflict at least twice as much damage on their turn, it would be better just save the PP for any healing or debuffing. Maybe instead of fixed damage, have Damage = Base damage + character level. Alternatively, you try reduced percentage for bosses (example: 20% for regular enemies 15% for bosses).
So I don't think it's too bad, also 10 dmg is just Harm level 1. On Harm level 5 you do 50 dmg... not bad I'd say However I could also have a damage multiplier based on character's level, that would work too.
Yes steal life is broken like it was Harm (using current HP instead of total HP!). Into the fray is useful only with enemies that use protect, so that's why you can't use it (I didn't had any enemy with protect skill but I could do it on next update).Jaeger wrote: ↑Thu Jun 28, 2018 2:58 pm More feedback on skills
-Steal Life: It doesn't work as described. Life drained seems to be based on current HP rather than total. Despite the description, it still steal below the minimum HP. I think Heal is a better overall when it comes the psionic's role as a support class.
-Into the Fray: I'm not sure what's supposed to do. I haven't found any use for it yet
-Critical Hit: The description could use tweaking to indicate how much delay is reduced without pointing points and resetting.
- Drain Power: I could see it being useful at higher levels when enemies may have a higher HP pool. At the moment, it's pretty useless.