Radiation Melee


Aett_Thorn

 

Posted

It's just something I'd like to see that would be fun (for me) to play. Brute/Scrapper set, with mostly re-skinned animations in a green tint (so as to not have to start entirely from scratch?) The name given to the power is the animation that could be used.

Anywho, it's a pipedream, but if it were possible do you think this set would be fun? What would you tweak?

1 - Barrage - minor damage, -def
1 - Energy Punch - moderate damage, -def
2 - Bone Smasher - high damage, possible disorient (20% ?)
6 - Build Up
8 - Fault/Lightning clap - knockdown with disorient (Mag 2)
12 - Taunt
18 - Cosmic Burst - extreme damage with disorient (Mag 3)
26 - Electron Haze - knockdown, narrow cone (30 deg.), 7 ft. range, moderate damage
32 - Irradiate - moderate damage DoT, -def AoE, short recharge (20 seconds), high end (18.5)


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Radiation is pretty much an "armor peircer" powerset. I think that we might already have a melee that does that (don't quote me on it though) and in any case, resistance ignorance is more a long-range quality.

That's just me, though.


 

Posted

Is there something wrong with me because my first thought when I read Radiation Melee was of a 100 story tall giant radioactive lizard walking thru Steel Canyon while hundreds of civilians ran ahead of it screaming, "Godzilla!"


 

Posted

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Is there something wrong with me because my first thought when I read Radiation Melee was of a 100 story tall giant radioactive lizard walking thru Steel Canyon while hundreds of civilians ran ahead of it screaming, "Godzilla!"

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Sounds normal to me.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Nope, that sounds cool too!


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

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Radiation is pretty much an "armor peircer" powerset. I think that we might already have a melee that does that (don't quote me on it though)

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Katana and Broadsword already debuff defense. You're right on that account.

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and in any case, resistance ignorance is more a long-range quality.

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The problem with damage that ignores resistance is that it's too strong. When an enemy uses its mega-move that caps its resistance (re: generally 90-100%), any damage that ignored resistance would immediately penetrate. Imagine if this was used on the AVs/Heroes that are supposed to be invulnerable while their mega-move is active (re: Stateman!). It wouldn't work out well.

Honestly, the best idea I can think of for a secondary effect would be for Radiation Melee to be the Sonic Blast of melee (re: -resistance). Radiation Emission already does hefty amounts of -res, so it wouldn't be completely out of the question, and is already precedence for a blast set and a melee set with the same name and damage type to have disparate secondary effects (Energy Melee and Energy Blast). The damage would need to be low, as well as the -res, but it could work out well. Plus, Radiation Melee makes more sense as a -res melee set than Sonic Melee.


 

Posted

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What would you tweak?

1 - Barrage - minor damage, -def
1 - Energy Punch - moderate damage, -def
2 - Bone Smasher - high damage, possible disorient (20% ?)
6 - Build Up
8 - Fault/Lightning clap - knockdown with disorient (Mag 2)
12 - Taunt
18 - Cosmic Burst - extreme damage with disorient (Mag 3)
26 - Electron Haze - knockdown, narrow cone (30 deg.), 7 ft. range, moderate damage
32 - Irradiate - moderate damage DoT, -def AoE, short recharge (20 seconds), high end (18.5)

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1: Ionized Thrust (Melee, Minor Damage(Energy/Smashing), Foe Knockback, Foe -Defense)
1: Irradiated Brawl (Melee, Moderate Damage (Smashing/Energy), Foe -Defense)
2: Contaminated Strike (Melee, Moderate Damage, Energy/Smash, Foe Knockdown) Foe -Defense)
6: Build Up
8: Irradiate (Point Blank Area over Effect, Moderate Damage over Time(energy), Foe -Defense)
12: Taunt
18: Active Absorption (Point Blank Area of Effect, Moderate Damage(Energy), Self +Endurance, Foe -Endurance)
26: Radioactive Smash (Melee, High Damage (Energy/Smash), Foe Knockdown, Foe Disorient, -Defense, -Fly)
32: Ionized Transfer (Melee, Extreme Damage (Smashing/Energy), Foe -Defense; Self -Defense)


 

Posted

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[ QUOTE ]
What would you tweak?

1 - Barrage - minor damage, -def
1 - Energy Punch - moderate damage, -def
2 - Bone Smasher - high damage, possible disorient (20% ?)
6 - Build Up
8 - Fault/Lightning clap - knockdown with disorient (Mag 2)
12 - Taunt
18 - Cosmic Burst - extreme damage with disorient (Mag 3)
26 - Electron Haze - knockdown, narrow cone (30 deg.), 7 ft. range, moderate damage
32 - Irradiate - moderate damage DoT, -def AoE, short recharge (20 seconds), high end (18.5)

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1: Ionized Thrust (Melee, Minor Damage(Energy/Smashing), Foe Knockback, Foe -Defense)
1: Irradiated Brawl (Melee, Moderate Damage (Smashing/Energy), Foe -Defense)
2: Contaminated Strike (Melee(Cone), Moderate Damage, Energy/Smash) Foe -Defense)
6: Build Up
8: Irradiate (Point Blank Area over Effect, Moderate Damage over Time(energy), Foe -Defense)
12: Taunt
18: Active Absorption (Point Blank Area of Effect, Moderate Damage(Energy), Self +Endurance, Foe -Endurance)
26: Radioactive Smash (Melee, High Damage (Energy/Smash), Foe Knockdown, Foe Disorient, -Defense, -Fly)
32: Ionized Transfer (Melee, Extreme Damage (Smashing/Energy), Foe -Defense; Self -Defense)

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I would replace the animation for Contaminated Strike with the Shadow Maul animation using green clouds, instead of black, to represented a Contamination effect. This would also change it to a Melee(Cone) effect, so I would remove the Knockback.

I would definitely play such a Scrapper or Brute.


 

Posted

There's a power ingame already called Contaminated Strike, though. (Least I think that's what it's called.) It's one of the attacks the Shivans have, and it most certainly is not a cone


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Posted

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and in any case, resistance ignorance is more a long-range quality.

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The problem with damage that ignores resistance is that it's too strong. When an enemy uses its mega-move that caps its resistance (re: generally 90-100%), any damage that ignored resistance would immediately penetrate. Imagine if this was used on the AVs/Heroes that are supposed to be invulnerable while their mega-move is active (re: Stateman!). It wouldn't work out well.

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And it would break Mayhem mission citizens.


Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!

 

Posted

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There's a power ingame already called Contaminated Strike, though. (Least I think that's what it's called.) It's one of the attacks the Shivans have, and it most certainly is not a cone

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True. The Contaminated also use the same attack. Maybe call it Contaminated Maul then.


 

Posted

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There's a power ingame already called Contaminated Strike, though. (Least I think that's what it's called.) It's one of the attacks the Shivans have, and it most certainly is not a cone

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True. The Contaminated also use the same attack. Maybe call it Contaminated Maul then.



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Contaminated Blows

And another secondary effect to consider that wouldn't completely destroy the base damage the attacks would deal could be -regen. Having the entire set sustain ~100% -regen with an attack string could be a feasible work through. It's probably about as useful to most Scrappers as -def is (except for the ability to slot the Achilles' Heel proc).


 

Posted

Wouldn't a Toxic addition be added? or a dot since radiation is generally a length not an instant MELT? Just a thought...


 

Posted

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Wouldn't a Toxic addition be added? or a dot since radiation is generally a length not an instant MELT? Just a thought...

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Those are both already used by Spines/* and Fire/*, respectively, and I doubt a new set it going to have a secondary that already exists for the powerset type elsewhere.


 

Posted

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Wouldn't a Toxic addition be added? or a dot since radiation is generally a length not an instant MELT? Just a thought...

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Those are both already used by Spines/* and Fire/*, respectively, and I doubt a new set it going to have a secondary that already exists for the powerset type elsewhere.

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-def exists in Katana and Broadsword.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

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[ QUOTE ]
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Wouldn't a Toxic addition be added? or a dot since radiation is generally a length not an instant MELT? Just a thought...

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Those are both already used by Spines/* and Fire/*, respectively, and I doubt a new set it going to have a secondary that already exists for the powerset type elsewhere.

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-def exists in Katana and Broadsword.

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I also said "new set". Dual Blades doesn't have -def even though it would make some sense to have it (since every other sword in game that deals lethal damage has -def).


 

Posted

I dunno... -Def or a Minor Toxic DoT wouldn't be out of the question? Perhaps some powers offering -def and others giving DoTs? Or just a higher level of DoT than Spines would normally have, since Rad would lack the -spd. And it would be different from fire based on the amount of fire resistance in the game compared to toxic res.

So yea. WANT Rad Melee and Rad Defense! =-3

-Rachel-


 

Posted

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I dunno... -Def or a Minor Toxic DoT wouldn't be out of the question? Perhaps some powers offering -def and others giving DoTs? Or just a higher level of DoT than Spines would normally have, since Rad would lack the -spd. And it would be different from fire based on the amount of fire resistance in the game compared to toxic res.

So yea. WANT Rad Melee and Rad Defense! =-3

-Rachel-

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I'm personally pushing for something closer to -res or a suite of uncommon debuff effects (like -regen, -powerboost) that are insignificant on their own but can add up when you stack them up with a full attack string. Something else to consider might be -dam. Any of those could be explained as the radiation weakening their bodies and wouldn't be stealing from other melee sets' secondary effects.


 

Posted

I'd love -res.

But I think it would be OP'd, especially on a scrapper.


 

Posted

I'd actually go with a regeneration debuff. I'm not sure what conceptual idea the defence debuff has, but I'm pretty much against toxic. In this game, toxic represents some kind of ooze that's either poisonous or corrosive, whereas radiation is, for the most part... Well, radiation. Much more so than contaminating enemies with radioactive materials. I mean it could be made to be that, but I don't think it would be very interesting.

Something else interesting, recently seen on Mythbusers: "Just because the cockroaches have been exposed to radiation does not make them radioactive." - Grant Imahara, talking himself into working around cockroaches exposed to 100 000 rads.

Radiation, generally, destroys the soft tissues and damages the genetic code, so to me, that would work best with a regeneration debuff, with the hand-wave that the actual damage is represented by the attack and the lingering effects on metabolism are represented by the loss of regeneration. I know that, traditionally, Radiation's "thing" has been -defence, the say way as Dark's traditional effect is -tohit. Still, I find a regeneration-debuffing melee set to be an interesting prospect.

On a more practical note, I'm seeing a sea of Moderate damage attacks. I'd like to see at least one Extreme and one Superior, else I'd like to see at least two Heavy ones.


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Posted

-Res is almost definitely a no-go. =-( It's just too powerful against common foes.

-Dam I could see being used..?

Though I -definitely- wouldn't mind at least one of the (defensive) toggles being a target -res(all) caster +dam(All) for another 'attack' set like Shields! My shield tanker is almost 50 and I've loved the trip! I stopped at 36 and 40 to turn off my XP for the maximum amount of awesome time! =-3

-Rachel-


 

Posted

I like the -regen idea too... So many good ideas!

However, we already know that for the most part the damage descriptions aren't very accurate.


 

Posted

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-Res is almost definitely a no-go. =-( It's just too powerful against common foes.

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The idea with -res would be to make the set the "sonic blast" of melee powersets. This means that all of the attacks' base damage would be reasonably low damage (~20% lower than the equivalent attacks), which is accounted for by the powerset being able to maintain roughly 30-40% -res with an attack string. It's still going to be lower damage than Fire/*, but it contributes more to the team than other melee powersets.

The problem that has always come up with -regen as a secondary effect is that it's not particularly useful against anything that isn't an EB or AV, and, even then, it's got to stack up a boatload to affect them at all. The best way to describe the affects of it would be to say that it's a highly resistable DoT that scales with the health of the target. If it were used, I could see the numbers being balanced around maintaining ~100% -regen. It would still be felt by hard targets, while not completely obliterating any defensive set that is based around pure regen (it wouldn't allow you to cancel the IH that the custom EB just threw down).

The other idea would be for -regen to be paired up with other -special effects, most likely similar to the Cold Domination.Benumb suite (-status effects, -buffs, -dam), though, now that I look at it, it would either be overpowered or pointless. In order to not be overpowered, the numbers would simply be too small to have much of an effect without multiple users stacking.

-Dam would probably be the single easiest secondary effect to implement because it can be roughly aligned with -tohit. The goal number for a full attack string would probably be in the realm of -30%.

Also, to account for some of the people that want a DoT effect, to account for that, I think that at least 2 of the attacks in the set should either be full DoTs like Incinerate or 50/50 direct/DoT splits like Combustion and MG. It would give the set a flavor of "killing you slowly over time" while not borrowing another set's secondary effect.