Random power set thought Sonic


Gobbledygook

 

Posted

I don't have a full set concept in mind, but for some reason Sonic Melee/Armor popped into my head today...

Energy damage? Resistance debuffs? Could work somewhat like combos only less rigid, unleashing full damage after you get some -res stacked up.

I am at work so I can't mess with this too much atm but any thoughts?


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Posted

But how to implement that thematically? Do you yell at your hands? Maybe a set of hi tech guantlets that vibrate at a certain speed producing a predetermined pitch? Hmmm, my creative juices are flowing, stand back!!


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

You could name it Resonant Combat and simply follow the same design mentality used when getting the numbers for Sonic Blast: lower the base damage for all of the attacks by 20% and allow for 4-5 stacks of 13% -res to get the damage rolling. After that, you just design the set as normal.


 

Posted

yeah exactly - manipulation of sound waves by vibrations in your arms or something

and no, I didn't want this in the suggestions thread, at least not yet - just thought I would throw this out there


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Posted

Sonic armor seems like it should be something like Invul without dull pain and instead of an aura with +def it maybe could be +res to you or -res to enemies.

Oh yeah, and to add uniqueness, maybe have the armor have some kind of single target hold or something like Choking Cloud with a 50/50 chance for a short duration.

Granted, I was focusing on a melee set but that just popped into my thoughts.


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Posted

I think an interesting interpretation of a Sonic armor set would be a +res set similar to */regen in its application. Have 3 toggles to provide a decent baseline (s/l and f/c/n/e shields plus a mez toggle), 3-4 click powers that all increase resistance for a short time but are differentiated by their duration and secondary effect (one is +hp, another +def, another an AoE -res, etc.), and then fill the rest with passive powers to balance everything out. It'd be an interesting play style at least.


 

Posted

Thematically I can't come up with a reason/application of +hp or a heal. I think it could come up with some crazy resist numbers, perhaps even higher than invul, when it comes to energy, like electric armor. Smashing/lethal may be able to reach the same numbers as temp invul, the main difference being no heal/dp power, and then have the clicky temp buffs you mentioned along with a godmode.

Sonic melee screams disorient but I would be happy with energy damage + -resist that stacks.


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Posted

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Thematically I can't come up with a reason/application of +hp or a heal.

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Healing resonance. You vibrate at a frequency that is specially focused to increase your health and rate of healing.

If I were to follow through with the click based set idea, I'd probably do something like this...

Shield 1 - .21 end/sec, 22.5% +res (s/l)
Shield 2 - .26 end/sec, 22.5% +res (n/e/f/c)
Mez Toggle - .26 end/sec, 10.4 prot (stun, hold, immob, KB, KU, Sleep), 10% +res(all)
Click 1 - 45 sec recharge, 12.5 sec 22.5% +res(all)
Click 2 - 60 sec recharge, 12.5 sec 17.5% +res(all), 7.5 sec mag 3 stun in 15' radius
Click 3 - 120 sec recharge, 30 sec 17.5% +res(all), 60 sec 15% +hp (unenhanceable), 60 sec 15% +hp (enhanceable)
Click 4 - 150 sec recharge, 15 sec 70% +def(melee, ranged, AoE), 15 sec 150% +regen
Passive 1 - 7.5% +res (s/l), 20% +res(recharge debuff)
Passive 2 - 7.5% +res (n/e/f/c), 20% +res(recharge debuff)

edit: of course, not in that order, the specific order of powers within the power set would need to be tweaked, probably with the passives coming earlier


 

Posted

Interesting. I think it's odd to have different end costs for the toggles there though. Click 4's recharge would have to be longer IMO - although it's only a bit longer than MoG I think. Hmm...


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Posted

[ QUOTE ]
Interesting. I think it's odd to have different end costs for the toggles there though. Click 4's recharge would have to be longer IMO - although it's only a bit longer than MoG I think. Hmm...

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I did the different costs because res to 2 types should be cheaper than res to 4 types imo, even if it's the difference between s/l and exotic damage.

I modeled Click 4 after MoG (which should be obvious), though, keep in mind, that it doesn't contribute any +res. I might need to change the recharge times on some of them, but I think the overall uptime/downtimes are pretty good.


 

Posted

I mentioned it was odd only because I don't remember other set end costs being that way. I like click 4 though and now that I understand it I agree.

Would the melee set be all punches? Would you generate sonic weapons? Is it mostly single target?

What if Sonic Melee would only have one cone and one AOE like fire, and the Sonic Armor would have a sleep aura just for a change of pace? Hmm... maybe not.


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Posted

It could work similar to Guile's attacks from Street Fighter.


 

Posted

[ QUOTE ]
I mentioned it was odd only because I don't remember other set end costs being that way. I like click 4 though and now that I understand it I agree.

Would the melee set be all punches? Would you generate sonic weapons? Is it mostly single target?

What if Sonic Melee would only have one cone and one AOE like fire, and the Sonic Armor would have a sleep aura just for a change of pace? Hmm... maybe not.

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I predict that the melee set would be very choppy. Fast movements punctuated by sharp pauses and strikes. I'm thinking some kind of pressure point looking set, only with open hands and the CoX sonic shimmer around the hands.


 

Posted

[ QUOTE ]
It could work similar to Guile's attacks from Street Fighter.

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Soniiiiic PAUNCH!


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Posted

I'd like to see a ground punch that causes an animation similar to foot stomp.


 

Posted

Time to get my melee set design on...

All damage is going to be assigned in DPA, mainly because it's a more important number for set design that base damage. However BABs designs the animations would have a huge effect on the potency of the set if the animation time has a significant disparity from expected animation time.

Light Attack 1 - 52 DPA, 3s recharge, 6 sec 12.5% -res
Light Attack 2 - 52 DPA, 5s recharge, 6 sec 12.5% -res
Hard Hitter 1 - 70 DPA, 12s recharge, 9 sec 12.5% -res
Hard Hitter 2 - 70 DPA, 15s recharge, 12 sec 12.5% -res
Build Up - classic BU, 90 sec recharge, 10 sec 20% +hit , 10 sec 100% +dam
Utility - not sure here
AoE 1 - 8' radius, 360*, 25 DPA, 15 sec recharge, 6 sec 12.5% -res
AoE 2 - 12' radius, 90* cone, 30 DPA, 12 sec recharge, 6 sec 12.5% -res
Confront - classic Confront


 

Posted

The cone could use handclap's animation perhaps, from a thematic point.

Isn't there a -res cap? Maybe if someone knows they could post it for relevancy.


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Posted

*armor*
I would like to see a low mag pbaoe earthquake toggle. and add minor smash dmg. (like a super mini liquefy)

I would also love to see a move that pulls mobs around u. ( like sucking people in) sorta like an anti- 'handclap'


 

Posted

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Isn't there a -res cap? Maybe if someone knows they could post it for relevancy.

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The minimum resistance for both players and critters is -300%. That't not gonna happen (and also one of the big reasons as to why -res is so awesome).


 

Posted

[ QUOTE ]
*armor*
I would like to see a low mag pbaoe earthquake toggle. and add minor smash dmg. (like a super mini liquefy)

[/ QUOTE ]

That might be an interesting thing to see actually. Something like a small chance for knockup on anyone nearby. I don't think the smash damage would make much sense though. Just knocking someones feet out from under them wouldn't really hurt them noticeably. Might be an interesting mechanic for a Taunt aura.

[ QUOTE ]
I would also love to see a move that pulls mobs around u. ( like sucking people in) sorta like an anti- 'handclap'

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Castle has stated that it's actually impossible to have an effect like this with the current engine. The powers that are supposed to have effects like this (re: Omega Maneuver) simply taunt all enemies nearby in order to get them to approach.


 

Posted

[ QUOTE ]
Time to get my melee set design on...

All damage is going to be assigned in DPA, mainly because it's a more important number for set design that base damage. However BABs designs the animations would have a huge effect on the potency of the set if the animation time has a significant disparity from expected animation time.

Light Attack 1 - 52 DPA, 3s recharge, 6 sec 12.5% -res
Light Attack 2 - 52 DPA, 5s recharge, 6 sec 12.5% -res
Hard Hitter 1 - 70 DPA, 12s recharge, 9 sec 12.5% -res
Hard Hitter 2 - 70 DPA, 15s recharge, 12 sec 12.5% -res
Build Up - classic BU, 90 sec recharge, 10 sec 20% +hit , 10 sec 100% +dam
Utility - not sure here
AoE 1 - 8' radius, 360*, 25 DPA, 15 sec recharge, 6 sec 12.5% -res
AoE 2 - 12' radius, 90* cone, 30 DPA, 12 sec recharge, 6 sec 12.5% -res
Confront - classic Confront

[/ QUOTE ]

For your utility power, maybe a toggle that debuffs damage resistance point-blank like Disruption Field? I think that would be a nice offensive power to add.


 

Posted

[ QUOTE ]
For your utility power, maybe a toggle that debuffs damage resistance point-blank like Disruption Field? I think that would be a nice offensive power to add.

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I think that would work better as a thematic replacement for Build Up, actually. A 120 sec recharge, 12' radius, 360* AoE, 15 sec 75% res debuff.

The utility would need to be some kind of thematic defensive ability, like a control power or self buff. I was thinking of a stun, but that's pretty much stealing from Energy Melee and Martial Arts. A better option might be a high mag, AoE knockup that deals no damage but has a large radius. Possibly a point blank variant of Earthquake without the acc or def debuff but on a shorter timer.


 

Posted

[ QUOTE ]
I think an interesting interpretation of a Sonic armor set would be a +res set similar to */regen in its application. Have 3 toggles to provide a decent baseline (s/l and f/c/n/e shields plus a mez toggle), 3-4 click powers that all increase resistance for a short time but are differentiated by their duration and secondary effect (one is +hp, another +def, another an AoE -res, etc.), and then fill the rest with passive powers to balance everything out. It'd be an interesting play style at least.

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It sure would! I think that's brilliant actually.

I'd like the theme to actually be Psionic though. Armor that would appear around you like a talsorian type hologram. I suppose sonic would be just as good really. I just like the idea of psionic armor personally. Hell, while you're brainstorming gimme Psionic melee too!

Either way it would be very cool. Great idea for the implementation too.


 

Posted

[ QUOTE ]
*armor*
I would like to see a low mag pbaoe earthquake toggle. and add minor smash dmg. (like a super mini liquefy)


[/ QUOTE ]

Now that's a pretty interesting one - only problem I see is stacking kd with say... oil slick or earthquake could result in kb, unless I am mistaken.

The kb mag has to be real low so as not to kb, right?


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Posted

[ QUOTE ]
Hell, while you're brainstorming gimme Psionic melee too!

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I already did this one around 9 months ago I believe, and it was more a hashing of theme than any specific numbers. I made 2 Psionic Melee powersets. One utilized a blade of psychic energy (my personal preference), though it wasn't a drawn weapon. You essentially created the weapon as you needed it and varied between having a single blade and having 2 blades (or even more) through the various powers. The other took a hint from the existing melee psionic attacks (Mind Probe, Telekinetic Thrust). The idea behind these was that you were just doing melee attacks with the additional benefit of tearing your opponents mind apart as well. The only real difference between the 2 would be that the first is psi/lethal and the second is psi/smashing. The side effect would probably be -recharge without -move.

DPA would be pretty standard imo (~65-70 for the Light Attacks, 80-90 for the Heavy Hitters). The secondary effect would be -30% for 6-12 seconds (depending on recharge). Utility power mez effects would all last 15 seconds and be mag 3.


Psionic Melee:
Light Attack 1, Mind Probe - Ripped from Blasters and renumbered
Light Attack 2, Telekinetic Punch - Tweaked Telekinetic Thrust, KU instead of KB and higher damage
Heavy Hitter 1, Rend Consciousness - think Hand Clap without being an AoE and a purple aura around the hands
Heavy Hitter 2, Detonate Thought - slowly advance one hand until it's fully extended and then pull it back quickly (at which point the damage happens), big knockup for visual effect
Utility 1, Microcosm - ST hold, minor DoT
Utility 2, Bend Mind - ST confuse, no damage
Confront, Confront - pretty basic
Build Up, Concentration - identical to the usual
AoE, Psychic Shockwave - taken from Blasters and renumbered for Scraps

Psionic Blades: all blades point out from the fist in line with the forearm
Light Attack 1, Monoblade - generate a single blade in either hand and stab the target (punch animation)
Light Attack 2, Quickblade - generate a single blade in either hand and slash the target (backhand animation)
Heavy Hitter 1, Frenzyblades - generate a blade in each hand and go to town on the target
Heavy Hitter 2, Psycheblade - spend a small time generating a larger, swirlier blade and then plunge it into the target (thin cone like GC and HS)
AoE 1, Manyblades - punch downwards creating a series of blades around the user exploding outwards (purple Spine Burst with different animation)
AoE 2, Scatterblade - generate 1 blade and sweep it across the group in a wide arc (150-180*)
Confront -
Build Up, Concentration -
Utility, Mourneblade - low damage, ST hold