Hey devs, remember that "all auto" secondary idea


ClawsandEffect

 

Posted

At some point a dev (can't remember who, probably castle) said something along the lines of a set with nothing but autos that already exist should be pretty balanced/functional.

Sooo, just for fun:

•Armor Protection (Scrapper/Brute/Tanker Secondary)

You're protected by a layer of armor, whether it be enchanted medieval armor, a tech suit exposed to dangerous chemicals, or even your natural alienoid skin, the armor your bound to protects you as much as possible. You always have your armor equipt, and so are bound to it. You can however upgrade your armor over time, this set contains no clicks or toggles.

The powers: (We'll assume this is the scrapper version)

1 High Pain Threshold - 5.63% Res (All), 20% HP
2 Bane Spider Armor Upgrade - Mez Protect +4 Mag, 7.5% Res All, 20% HP
4 Crab Spider Armor Upgrade - Mez Protect +4 Mag, 3% Res Smash/Lethal
10 Phalanx Fighting - 2.25% Unenhanceable Def,
16 Agile - 6.92% Ranged Def, Scaling Res, +Def Res
20 Dodge - 6.92% Melee Def, Scaling Res, +Def Res
28 True Grit - 10% HP, 11% F/C/E/N/T Resist
35 Lucky - 6.92% AoE Def, Scaling Res, +Def Res
38 Foresight 7.5% Posi Def (All), 20% Psi Resist

Obviously the names of the powers would change, I took existing autos and thrown them together for a balanced example. The order could defenitely change as well to balance things more if necessary.

So, give or take, this set could offer (without enhancements) roughly:

+Mag 8 Mez protect (all but KB)
+50% HP
18% Melee Def
18% Ranged Def
18% AoE Def
16% Smash Res
16% Lethal Res
24% Energy Res
24% N. Energy Res
24% Fire Res
24% Cold Res
24% Toxic Res
20% Psionic Res
20% Def Resist
(And some scaling resists to go with it)

No toggles being a nice niche, it would really only lack a true god mode and any sort of heal or regen, as well as encouraging taking every power in the set. But hey, it makes up for it with a ton of extra HP. If the phalanx fighting clone acted like it should, you could get even better defense while around others as well. (Just lacks the finalized naming convention atm)

The only other con being no KB protection, but hey, it wouldn't be the first melee'r set to not have it so meh. Plus judging by the looks of the set, it could even be a balancing factor >_>.

Note: If it we're to be given to stalker's, they'd just have to kill off one of the autos and replace it with a auto hide or something.


 

Posted

That would be a monster secondary. Add in CJ, tough, weave, and the 3% defense IO and you're tough as hell.


 

Posted

That would be totally borked, especially since you're getting all of that at no end cost. Considering how high those defenses are, you could easily get softcapped to all positions along with all of the other incredible mitigation powers.

Honestly, if it were put in game, I would expect it to get some of the bad auto powers in game right now, like Resilience and APP Body Armor, rather than all of the incredibly good ones you put in there, especially since you're borrowing 3 of the most powerful auto powers available in the game from the VEATs.

Throw in the ability to slot all of those as it stands and you'd get an absurd level of survivability at almost no cost (capped +hp, 28.8 +def, 25.6% res to s/l, 38.4% res to all else). IO sets just make it even more insane.

I doubt the set you listed could ever really pass muster. It's just too good in too many ways.


 

Posted

Er...that set would be stupid overpowered. It would put Willpower to shame and give SR a serious run for it's money. At the same time even. For free.

You listed the scrapper numbers there. Now consider the fact that if given to tanks those values would increase by approximately 1/3rd, making the values more like:

+Mag 12 Mez protect (all but KB)
+75% HP
24% Melee Def
24% Ranged Def
24% AoE Def
22% Smash Res
22% Lethal Res
32% Energy Res
32% N. Energy Res
32% Fire Res
32% Cold Res
32% Toxic Res
26% Psionic Res
26% Def Resist
(And some scaling resists to go with it)

All without enhancement. Add in the fact that you can enhance by nearly 100% and tanks would achieve softcap without a single set bonus (95% enhancement would put the positional defense at almost exactly 45%) AND resistance to everything would be around 60%, with the exception of Smashing/Lethal, which Tough would easily cover. The scaling damage resistance would mean that, the more your HP dwindled, the higher your resistance would become, topping out at the cap when nearly dead. So, with 1/4 of your health bar left you have 45% positional defense and 90% resistance to everything. Healer? Buffer? What for? You would never even be in danger of dying, since your HP would be capped, and 1/4 of your bar would equal something like 800 HP, which is insurmountable when you are taking 45 damage from the hardest hitting attacks in the game. Your natural regen rate would be all you would ever need to stay alive pretty much indefinitely, add in Health and you just quadrupled your survivability.

Taunt aura would probably go in HPT or something.

Also, the fact that all of this would cost you ZERO endurance means that you just trumped every single defensive set in the game, and don't even need Stamina to run it.

If you were to add in set bonuses and Aid Self, or a tray full of greens, you'd have a tank capable of tanking Lord Recluse by himself......with his towers up.

Might want to rethink this proposal, it would be game-breakingly overpowered as it stands here.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]

All without enhancement. Add in the fact that you can enhance by nearly 100%

[/ QUOTE ]

Actually, by nearly 60%. Defense and Resistance are Schedule B, not A. It'd still be absolutely ridiculous, as it has better defense than SR and better resistance than Dark Armor, all for no endurance cost. Heal is on Schedule A, so the +HP would be massively overpowered.


We'll always have Paragon.

 

Posted

Ok, so going with a flat 50% enhancement you would have, on a Tank, 36% positional defense. The addition of Weave would take that to 44% (Slotted Weave grants around 8% defense for Tanks)
Adding Combat Jumping to that and you STILL have softcapped defenses without a single set bonus. At a paltry endurance cost for Weave and CJ.

I forgot about the difference in resistance and defense enhancement, but it still stands that it would be overpowered.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]
38 Foresight 7.5% Posi Def

[/ QUOTE ]

Man, I know quite a few characters who'd like to have defense against Positron.

Really--auto powers are nifty, but a whole set of them would be cripplingly overpowered. Even moreso if you snuck in Quick Recovery somewhere.