Talk:Signature Attacks/@comment-4044190-20140831162206

First change - Master of the Fist - The storm enhancement (Ultimate Tre)

Pros Cons
 * All offensive magic does x1.75 damage to the opponent, and also half damage if dodged. This can go up to x3.5, if Ultimate is using a magic scepter in battle before activating. (2 turn minimum)
 * Defensive Magic such as barriers gain a x1.5 increase. With every turn that passes, they either regain 1/6th of their hp back, or they gain 1/6 more for a maximum hp of 4 turns.
 * Example 1: If a barrier would normally have 75,000 hp, while this is active, the hp increases to 112,500.
 * Example 2: If a a barrier has 75,000/75,000 hp, and the barrier is then reduced to 43,490/75,000 hp after the opponents turn, at the start of Ultimate's next turn, the barrier regains 12,500 hp.
 * Example 3: Going along with example 2, if a barrier has 75,000/75,000 hp, and still has that much hp after an opponents turn, it gains 12,500 hp.
 * Buff magic, similar to Defensive Magic, gain a x1.5 increases to stat increases. The bonuses for these do increase with time, but it varies depending on the level of magic (1/10 for level 1, 1/8th for level 2, 1/6th for level 3, 1/4th for level 4, 1/2 for level 5) for the two turns it's active.
 * Using this version of Master of the Fist - The Storm cost 15% more fatigue.
 * Offensive magic has a 25% chance of back lashing and doing 1/4th damage to Ultimate, rather or not the attack hits. For volley-able magic such as fire balls, this is decreased by the number of volleyed attacks Ultimate volleyed.
 * Ex: If ultimate volleys 5 fire balls, then each has a 1/20th, and for each that hits, it's decreased by 1/5 until it reaches 1/4th again.
 * Defensive Magic barriers take a toll on Ultimate's health. After 2 turns pass, depending on how much hp the barrier still has left, it has a 50% chance of dealing 1/4 of that hp as damage to Ultimate.