Toxic damage set...


BBQ_Pork

 

Posted

We need a toxic damage set..... seriously, we have a damage set for every damage type in the game (fire,ice, dark, smash etc...). Yet toxic damage is in the game......but a set does not exist that does mainly toxic damage, that would be a nice change over another smash/lethal set. Pwease make one.... pweaty pweaseeeeee...


 

Posted

they got something like that but with the Arachnos Soldiers and Widows, if you play a Blood Widow they have toxic attacks and Arachnos Bane Spider has toxic attacks... might wanna look in on them.


 

Posted

Yeah, but I'd like a set who's main focus is toxic. There powers are mainly lethal with Toxic DoT right? Don't know for sure, don't have a lvl 50 villian yet. Spines has Toxic DoT on its attacks, but that doesn't really count either.


 

Posted

Widows and Banes do mostly lethal and smashing damage respectively, though. The toxic is more of a secondary effect, like fire's DoT or broadsword's -def. Same applies to spines, it does mostly lethal with a toxic DoT secondary effect.


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Posted

Yeah, figured it was much like the spines.

I don't know how they'd do a straight toxic set, but I think it could be done.


 

Posted

well they could add a toxic type controller or something like that might be able to make things interesting


 

Posted

Pretty sure there's a code reason we haven't seen this. As I recall (not that my memory is perfect, I may be wrong) adding toxic defense to the game was either impossible or prohibitively difficult (pretty sure it was option 1.) Thus, force fields give toxic resist instead of defense. Adding a set focused on dealing toxic damage would pretty much necessitate either A) Adding toxic defense so as not to screw over typed defense sets or B) Giving all typed defense sets toxic resist in their defenses (not that this doesn't exist, but it's generally minor, expecting that toxic attacks will also have another damage tag so the main armors can stop it.) And really, toxic protection even for resist based defenses, is sometimes found in odd places where it probably won't be taken advantage of (dull pain and clones, healing flames.)

All that being said, while I wouldn't expect one it would be nifty


 

Posted

What would this set look like? How would the "Toxic" material be delivered?
Unless it's splashed as a liquid, it's going to have to be delivered via something else.
If injected via darts or needles, you have Minor Lethal, Moderate (or better) Toxic. And from there Lethal Defense would work against the attack, as would Toxic Resist.


 

Posted

A damage set which primarily deals toxic damage would not likely be created. While it's mostly a PvP concern, players rarely have access to protection from toxic damage. If they do have access, it's rarely much. The same applies to NPCs, so the argument extends to PvE. And if they create a new set, they're likely to create new NPCs who use powers from the set, making it more of a PvE problem.

Considering that, if a toxic set is created, it likely won't have very high damage output, to compensate for the fact that there is little protection against it. And then when someone does encounter significant protection, they become nearly useless.


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Posted

The wailing over robots and several other mob types that really heavily resist Toxic damage would be immense. Like Psi, Toxic is little-resisted by players, but there are a whole bunch of mobs out there that resist it, some very heavily.

Edit: Upon further review of Culex' resists spreadsheet, most robots don't actually resist Toxic. Snakes, Banished Pantheon zombies, pretty much all Tsoo, just about every Devouring Earth, Arachnoids, a few types of Arachnos and any kind of Ghost are the main resisters, with a few other things thrown in for good measure.


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Posted

Quote:
Originally Posted by Elaith View Post
Pretty sure there's a code reason we haven't seen this. As I recall (not that my memory is perfect, I may be wrong) adding toxic defense to the game was either impossible or prohibitively difficult (pretty sure it was option 1.) Thus, force fields give toxic resist instead of defense. Adding a set focused on dealing toxic damage would pretty much necessitate either A) Adding toxic defense so as not to screw over typed defense sets or B) Giving all typed defense sets toxic resist in their defenses (not that this doesn't exist, but it's generally minor, expecting that toxic attacks will also have another damage tag so the main armors can stop it.) And really, toxic protection even for resist based defenses, is sometimes found in odd places where it probably won't be taken advantage of (dull pain and clones, healing flames.)

All that being said, while I wouldn't expect one it would be nifty
You are correct in your reasonings for not having a toxic-based set (which is why most of the toxic damage available to players is either procs or DoTs attached to other attacks). However, if they did decide to make a pure toxic damage-dealing set, they'd have to give its attacks not only a vector by a second type so as to not screw over sets that do not grant toxic resistance or defense (for example, many Mind Control powers are simply typed as Psionic and don't have a vector attached which means they're much more effective against people running defensive sets like SR or Ninjitsu).


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
A damage set which primarily deals toxic damage would not likely be created. While it's mostly a PvP concern, players rarely have access to protection from toxic damage. If they do have access, it's rarely much. The same applies to NPCs, so the argument extends to PvE. And if they create a new set, they're likely to create new NPCs who use powers from the set, making it more of a PvE problem.

Considering that, if a toxic set is created, it likely won't have very high damage output, to compensate for the fact that there is little protection against it. And then when someone does encounter significant protection, they become nearly useless.
I thought, In PvP now, resistance is kinda more spread out among players. Like, if I recall correctly, Tough from the fighting pool now provides resistance vs all damage types and not just smashing and lethal. I don't really recall, it's been a while since I bothered to PvP.

As for a Toxic set, I've always thought we should combine damage types to emulate more concepts. Like, if I were suggesting a toxic set, it would be something like 'Corrosive Blast' or 'Corrosive Melee' and it would do a mix of Toxic and Fire damage. It wouldn't be all punch-tastic like Dark Melee, but more 'touch of death/melty' or similar to Radiation Blast in application.


 

Posted

I'd have to say that PvP is no longer a concern with regard to Toxic damage in the hands of players, as teh Devs can now differentiate between PvP and PvE and if they feel it's needed Grant players additional Toxic Resistance in PvP zones to compensate for it.

I also don't think Having a toxic set, which may get added to new Mobs in the game Matters much. There are already several Mob types with Toxic damage (Vahzilok Zombies and Hydra for example).

It's just like Psi. Most sets have a Psionic Damage hole, and there are lots of mobs (Particularly in the Hard Hitting AV catergory) that deal Psionic Damage.


Here's an idea I had quite awhile ago for a Toxic Blast set:

Toxic Blast
1) Caustic Bolt -- Single ranged, Minor DoT, Fast Recharge, -Regeneration, Chance for Infect 10%
2) Caustic Blast -- Singel ranged, Moderate DoT, Moderate Recharge, -Regeneration, Chance for Infect 10%
3) Corrosive Spray -- Cone, Moderate DoT, Slow Recharge, -Defense, -Resist
4) Aim -- Self Click, Very Long Recharge, +ToHit, +Damage
5) Noxious Odor -- Singel ranged, Slow Recharge, Hold, -Speed, -Recharge, Chance for Infect 20%
6) Contagen -- Single ranged, Moderate DoT Slow Recharge, Chance for Infect 80%, Chance for Infect 80%, Chance for Infect 80%
7) Pestilence -- Short ranged, Heavy DoT, Slow Recharge, -Regeneration, -Recovery, -Heal, -Damage, Chance for Infect 15%
8) Mass Exposure -- AoE, Moderate DoT, Slow Recharge, -Regeneration, -Recovery, Chance for Infect 10%
9) Rampant Plague -- PBAoE, Extreme DoT, Very Long Recharge, -Regeneration, -Recovery, -Recharge, -Speed, Chance of Infect 20%, Self -Hitpoints, Self -Endurance, Self -Recovery, Self -Regeneration

**DoT effects are 3.1seconds duration or less. (Think Frost Breath and the first two Sonic attacks)**

**Infect is a chance for the effect of the power to 'jump' to another target within a 10' radius of the affected foe. Infect will only allow the effect to jump to a single additional mob. In the case of AoE powers, each affected target has a chance to Infect another target.**

**Contagen has 3 seperate 80%chances to infect additional targets.**

**Rampant Plague doesn't have the normal crash for Nukes, instead it has an additional HP cost (Kind of like Absorb Pain/Oppressive Gloom) and both -Regeneration and -Recovery penalties**


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Posted

Insect Blast,

Nuff said.


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Posted

Quote:
Originally Posted by Jake_Summers View Post
Insect Blast,

Nuff said.
Bug Tossing?


 

Posted

I could be wrong with this but doesn't the upcoming dual Pistols have an option for Toxic?


 

Posted

Well, if a toxic set wouldn't be created based upon the fact that most people don't have good def/res against it for pvp, then why did the devs from the get go ever make toxic so scarce?

Kind of shot themselves in the foot on that one if you asked me. Pretty much closed off an entire damage type.

They did make it scarce in the def/res of AT's before pvp had even started or was around in CoH, so I can't see it being a pvp reason back then, maybe now, but like someone mentioned, there are ways to work around it. Maybe they just couldn't think of a good way to give us a toxic set to begin with and just gave up on it.....


 

Posted

Just because the set is mainly a toxic set, doesn't mean it couldn't have a smashing/lethal component.

Or is the OP looking for a pure Toxic set?

By the sounds of it, the OP is just looking for a set that is more than a Toxic DoT. So a set that does 50/50 or 25/75 (in either direction) would be more than what the current Toxic dmg does in the sets that have it.


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The BrandX Collection

 

Posted

Yeah, honestly, i'd be happy with at least 50/50 division of Toxic/ (smash,lethal..whatever). It would be nice, as long as toxic is the main damage and focus. They could even put a few purely toxic attacks in there mixed a with a few of the toxic/ (smash,lethal) attacks.


 

Posted

I highly doubt that a set with a sole damage type for which defence DOES NOT EXIST will ever make it into the game for players. If you can get around that limitation somehow, but appending other damage types... Possibly, though that moves away from a Toxic set and into a "Toxic Something Else" set.

On the note of resistances, it's a common player misconception to conclude that just because WE don't have a lot of Toxic protection, enemies won't, either. This couldn't be farther from the truth. As anyone who's done any amount of fighting with Psi damage will tell you, it is not "rarely resisted" in the slightest. Every robot, everything dead and every psychic resists it, and resists it by a LOT. Like, by 50% at least. Toxic is kind of in the same boat. A lot of things don't resist it, but a lot of things DO resist it, and quite heavily.

As well, what KIND of a damage set are we looking at? Melee? Range? Assault? Weapon-based? Item-based? Since a pure-toxic set is out of the question, a lot of other questions pop up.


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Posted

I'd like to see a radiation melee set, since the element-style ranged sets mostly have a melee set too.


 

Posted

Quote:
Originally Posted by Pyrox View Post
I could be wrong with this but doesn't the upcoming dual Pistols have an option for Toxic?
Yes. Dual Pistols has a power that allows you to convert 30% of your damage into an alternate type, complete with a different secondary based on that damage type. (Fire/DoT, Cold/Slow, Toxic/?**.)

So no matter what it's still a primarily (70%) Lethal damage set.




**I believe the secondary mentioned was a -Damage debuff, but I'm not 100%.


Quote:
Originally Posted by Samuel_Tow View Post
I highly doubt that a set with a sole damage type for which defence DOES NOT EXIST will ever make it into the game for players. If you can get around that limitation somehow, but appending other damage types... Possibly, though that moves away from a Toxic set and into a "Toxic Something Else" set.
Well, Keep in mind Energy Blast (A set named for a specific type of damage) Deals a split between Energy and Smashing. So a set with say, Lethal/Toxic damage, could still be Toxic Blast. It doesn't need to deal a majority of Lethal Damage, hell it could be 90% Toxic, but as long as it has that Lethal component it has a mundane defense it has to check against.

I believe that someone earlier mentioned Fire/Toxic, which could work thematically for chemicals/corrosive substances.


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Posted

Quote:
Originally Posted by Oathbound View Post
Here's an idea I had quite awhile ago for a Toxic Blast set:

Toxic Blast
1) Caustic Bolt -- Single ranged, Minor DoT, Fast Recharge, -Regeneration, Chance for Infect 10%
2) Caustic Blast -- Singel ranged, Moderate DoT, Moderate Recharge, -Regeneration, Chance for Infect 10%
3) Corrosive Spray -- Cone, Moderate DoT, Slow Recharge, -Defense, -Resist
4) Aim -- Self Click, Very Long Recharge, +ToHit, +Damage
5) Noxious Odor -- Singel ranged, Slow Recharge, Hold, -Speed, -Recharge, Chance for Infect 20%
6) Contagen -- Single ranged, Moderate DoT Slow Recharge, Chance for Infect 80%, Chance for Infect 80%, Chance for Infect 80%
7) Pestilence -- Short ranged, Heavy DoT, Slow Recharge, -Regeneration, -Recovery, -Heal, -Damage, Chance for Infect 15%
8) Mass Exposure -- AoE, Moderate DoT, Slow Recharge, -Regeneration, -Recovery, Chance for Infect 10%
9) Rampant Plague -- PBAoE, Extreme DoT, Very Long Recharge, -Regeneration, -Recovery, -Recharge, -Speed, Chance of Infect 20%, Self -Hitpoints, Self -Endurance, Self -Recovery, Self -Regeneration

**DoT effects are 3.1seconds duration or less. (Think Frost Breath and the first two Sonic attacks)**

**Infect is a chance for the effect of the power to 'jump' to another target within a 10' radius of the affected foe. Infect will only allow the effect to jump to a single additional mob. In the case of AoE powers, each affected target has a chance to Infect another target.**

**Contagen has 3 seperate 80%chances to infect additional targets.**

**Rampant Plague doesn't have the normal crash for Nukes, instead it has an additional HP cost (Kind of like Absorb Pain/Oppressive Gloom) and both -Regeneration and -Recovery penalties**
Ummm. Wow.

Pair that with Rad Emission or Cold Domination on a defender/corruptor and you have a GM soloer out of the box. GM soloing requires overcoming the GM's regen, or nullifying it somehow. That set has -Regen in the 3 attacks that would be used the most. As well as -resist in several of them.

Paired with Cold it would be nasty in PvP as well, also if paired with Thermal on a corruptor.

It's an interesting set, which looks balanced if viewed in a vacuum, but in combination with a lot of Defender primaries/Corruptor secondaries it would get overpowered pretty quickly. Especially with Power Build Up available in a defender epic pool.

Paired with Energy on a blaster would get crazy too (Power Boost)


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Posted

Moot point really. -Resist is just as useful (potentially moreso) against AVs and GMs, yet Sonic Blast exists and can be paired with all the defender sets you mentioned.

The -Regen doesn't have to be large, and could even not stack with itself (hit the same mob twice with Caustic Bolt? Second -Regen overwrites the first).

Figure Twilight Grasp/Transfusion (as the most readily available -regen debuff) is 50% and even at base recharge will stack with itself 3times (4times for a few seconds) for a possible debuff of 150-200%.

If the -regen in the set I listed were say -20% per attack non-stacking, even using all 4 Non-Nuke powers with -regen in them that's only 80% -regen.

Assuming stackable 20% debuffing, with roughly standard Recharge/Durations (4s/6s Caustic Bolt, 8s/10s Caustic Blast, 10s/12s Pestilence, and 16s/16s Mass Exposure) your average debuff is:

Caustic Bolt 2.5x
Caustic Blast 2.25x
Pestilence 1.2x
Mass Exposure 1x

Average -Regen output 139% which is still less than either Twilight Grasp or Transfusion is already capable of. This is also not taking activation time into consideration, which would lower the overlap of the debuffs, thus lowering the average.

Will Recharge slotting skew those numbers upwards? Yes. But the same is already true of Twilight Grasp/Transfusion.


EDIT: Also, Power Boost wouldn't mean a hill of beans as -Regen powers are flagged to ignore enchancements and buffs. (Exceptions According to MIDs being Widow Dart powers and Poison's Envenom.)

(Cleared up some spelling errors that were bugging me.)


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Posted

Quote:
Originally Posted by Oathbound View Post
Moot point really. -Resist is just as useful (potentially moreso) against AVs and GMs, yet Sonic Blast exists and can be paired with all the defender sets you mentioned.
What you're forgetting is that -regen is pretty much useless except in the most extreme cases. You'd be faced with the problem of having a secondary effect that does pretty much nothing except against the absolute toughest enemies in the game, at which point it is disproportionately useful. Every other secondary effect is useful against at least a large majority of enemies (except for end drain, which is pretty much useless thanks to enemy recov and end costs) and none of them are only noticeably useful against only the toughest enemies. It would make a great deal more sense to simply have a more generally useful secondary effect such as -dam (2-4% -dam per attack, stackable to 10-15%) to represent the weakening of the target.