User:Seadrus/Chemist

Description
The Chemist Class is a class that is made up by my imagination. The Chemist starts off with 1,500 health, 150 energy, and 5 unused skill points. He starts off with the same default loadout as the Medic. The lower health is compensated with his abilities, which allow him to survive longer and deal more damage. This class specializes on abilities and energy regain, for himself and other teammates.

The Chemist is a midway between a support class (the medic) and an offense class (the Assault).

Skills

 * 1) General Purpose Kit: Drops a package similar to a medkit, which restores a percent of the health and energy of the user. Can be picked up by any SAS.
 * 2) Potent: Increases all  and effects by a percent.
 * 3) Red Bull: Increases max energy.
 * 4) Undead: The first time the player dies in a game, and the first time only, the player is revived instantly, with a percent of health restored and zero energy; for the first few seconds, the player is slowed by 50%.
 * 5) Thermite Grenade: Throws a grenade that will explode and set enemies on fire.
 * 6) Gravity: Upon death, brings all zombies above the SAS within a certain radius; these zombies cannot escape this radius (i.e. no zombie cannot get out, even with abilities like dark minion or teleport) until the player revives. Upon revival, zombies are expelled from the player, and pushed until they hit a wall/object. Zombies lose a percent of their base health upon hitting wall/object.
 * 7) [Unlocked at level 20] Balles Cristaux: A crate of crystalline ammunition is dropped, containing n clips of ammo for each gun (that is, if x is the amount of ammo in the gun's clip, nx ammo is dropped). These bullets explode with b radius, and deal 4x damage.

Skill Tree
[*]Input $f\left(x\right)=\ceil \left(\left(10404x^{\tau }\tau ^4\right)^{\frac{1}{8 }} \right)$ into desmos.com to calculate the level, or hand calculate $$\left \lceil \sqrt[8]{10404x^\tau\tau^4} \right \rceil$$