Bone Armor


Aett_Thorn

 

Posted

OK THAT i like


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Quote:
Originally Posted by Aett_Thorn View Post
Tier 1: Carapace

Type: Toggle, 0.2 end/second
Resistance: 25% Resistance to Smashing/Lethal, 20% Resistance to Toxic Damage

Tier 2: Bone Shards

Type: DoT aggro toggle, 2.0 end/second
Damage: 6 Lethal damage, 2.3 Toxic Damage per tic. (or whatever damage normal tanker aggro auras do)
Secondary Effects: 40% chance for 25% recharge and movement penalty to those hit.

Tier 3: Marrow Coating

Type: Toggle, 0.2 end/second
Resistance: 30% to Neg. Energy, 15% to Fire/Cold/Energy/Toxic

Tier 4: Internal Plating

Type: Toggle, 0.2 end/sec
Resistance: 12 Mag protection against effects listed above
Regen: +200% (enhanceable)

Tier 5: Bone Plates

Type: Toggle, 0.2 end/second
Resistance: Somewhat opposite of SR's scaling resistance. The more health you have, the better these protect you. The worse off you are, the less these help. Not sure on exact numbers.

Tier 6: Calcify

Type: Click, 13 endurance cost
Effect: Self +Heal, +HP (Dull Pain Clone, minus the Toxic Resistance)

Tier 7: Bone Cage

Type: Click
Effect: Same as Hibernation, however, because you can get it earlier, and because of how it would affect other powers in the set (you already have increased regen, and because of Bone Plates) this would be on a MUCH longer recharge).

Tier 8:
Retributive Shatter

Type: Not sure on this, because a passive might not work with the tier 9 almost killing you, and I don't want it to be able to work with Self Destruct. But it should be on the rest of the time for free.
Effect: Damage similar to Soul Drain, but activated upon death automatically, and does not Rez you.

Tier 9: Avatar of Bones

Type: Click with crash
Effects: Similar to, but less effective than, Unstoppable. Gives you 40% Resistance to Smashing, Lethal, Negative Energy, Energy, Toxic and Psychic Damage, but only 10-15% Resistance to Fire and Cold Damage. 90% heath and full endurance crash at the end of the power, on a 1000 second, unenhanceable.
So, with SOs running near ED, that would be:

S/L Resist - ~40% (take Tough for 60%)
Neg Resist - ~47%
E/F/C Resist - ~23%
Toxic Resist - ~63%
Internal should maybe offer some Psi if it's increasing your cranium density.

These numbers seem a little low for the recharge the heal has. Yes, there's a 200% regen rate being added, but IMO, that's not a lot. So with that in mind, I think Bone Cage should not be handled as a phase power. You should be touchable, but I think during this time you are capped for resist and soft capped for defense. This should off set the lack low resist values of the set. I also thing Energy should have the same resist values.

Change the heal to a Healing Flames clone, but make it heal only, no resist features.

I like the idea of a death power. It's unique and new to the game. It should be an auto power, and it should have a cool down period so that it's not exploitable.

How about a twist on Tier 9 crashing:

Bone Avatar:

You focus all your power into creating a suit of bone armor, turning you into a bone giant. Your temporary size increase extends your range and damage, while increasing your overall resistance. This focus can only be held so long before it drains you completely.

Graphically, this gets the Granite treatment (but with bones, of course - and give different bone armor looks to choose from). The visual increase in size justifies the increase in range.

Timed Toggle: 1 min. The longer you run the toggle, the more health/crash you receive. A full minute takes you to 90% crash on end/hp. Seconds 1-15 will be the minimum crash amount of 25%.
Range increase: 20% (unenhanceable)
Damage increase: 50% (unenhanceable)
+HP: 30% (enhanceable)
Recharge: 4 mins. (enhanceable)

The numbers for this might need changing, I don't do numbers enough to know if that would be too overpowered or not (or underpowered). I like the idea of being able to increase your melee range, giving the tank a unique ability to control melee aggro in a wider area.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post

You focus all your power into creating a suit of bone armor, turning you into a bone giant.
Nobody likes transforming, apparently. I personally don't play Stone Armor (but that's more how the set is laid out not the looks...but I don't like the looks either). No one likes Power Surge either which changes you into living electricity. I'd steer away from transforming tier 9s. Although I like the premise of your idea, I don't think the +range would do anything because melee attacks are not affected by such buffs...but you can change a +% chance for a proc to specific powers (think Dual Pistol's Swap Ammo removing or adding the effects of each power within the set).

Quote:
Originally Posted by Starsman View Post
And to be honest, this is very dark-knight. So another thing comes to mind: Animate Bones. The ability to summon skeletal defenders. I would not make them offensive pets though, but instead deffensive pets.

Give the character a toggle that pulses every 10 seconds. Every time it pulses it summons one skeletal defender for every foe in range to a maximum of 5, for 10 seconds.
Too complicated. The pet thing isn't, but the buffs are. What about a similar premise but just using MM's Bodyguard effect, i.e. splitting the dmg you receive with 3 destructible pets?

Quote:
Originally Posted by McBoo View Post
I had a thought for a "unique" mechanic for this set. Taking a page from the new Dual Pistols set add in a power that changes the type of damage mitigation used by the base armors. By changing the density and composition of your armor you can choose between resistance, defense or regen or base options on some combination of the three. I think this would be great to tailor your mitigation for certain circumstances like AVs and GMs. It would also allow for some variety within the set itself.
Interesting premise but could be difficult to balance...

Tier 1: Carapace

Toggle, 0.2 end/second **Special
*Res: +25% vs Smash/Lethal, +20% vs Toxic
**Def: +16% vs Smash/Lethal, +4% vs Neg Energy

Tier 2: Marrow Coating

Toggle, 0.2 end/second **Special
*Res: +30% vs Neg Energy, +15% to Fire/Cold/Energy/Toxic
**Def: +16% vs Cold/Energy/Neg Energy, +10% vs Fire

Tier 3: Bone Shrapnel

Toggle, .85 end/sec ***Special
Damage Lethal: pulses 2sec upon receiving dmg based on current HP after that period. Scale dmg improves with lower health
**Additional 10ft dmg pulse upon death
***Additional 15ft pulse with Bone Avatar activated

Tier 4: Bone Plates

Toggle, 0.2 end/second **Special
*Regen: Scaling +regen that improves with lower health.
**Res: Scaling +res that degrades with lower health.

Tier 5: Internal Plating

Toggle, 0.2 end/sec
Res 12 Mag protection against Hold, Immob, Stun, KB, Confusion
Regen +200% (enhanceable)

Tier 6: Calcify

Click, 10 endurance cost
Self 25% +Heal, 100% +Regen, +10 mag mez protection vs Sleep (Energize Clone -Endurance Discount traded for a 15sec longer +regen duration)

Tier 7: **Armor Conditioning: Fossilize; *Armor Conditioning: Reinforce
Toggles, 0 endurance cost
Fossilize is the +def option, Reinforce is the +res option

Tier 8: Bone Cage
Toggle .75% end/sec
(Clone of Personal Force Field but you can't move with this on)

Tier 9: Avatar of Bone
Toggle compound endurance cost .22 end/sec + .22 end/sec after 20 sec(not affected by endurance discounts) + 1.22 end/sec after 60 sec (also not affected by endurance discounts)

Summons 3 destructible bone pets that follow you and share your damage. They are continuously summoned after defeat with a 10sec pulse. Each has a weaker version of Bone Shrapnel so will pulse damage when they take damage.
Also, while Avatar of Bone is toggled, your Bone Shrapnel power is improved.


 

Posted

Quote:
Originally Posted by Starsman View Post
When you say bone armor, this comes to mind:



And to be honest, this is very dark-knight.
That looks like a gladiator wearing skulls for decoration. I hear 'bone armor' and think something along the lines of a Bonestrider:

(Bonestriders themselves would be considered siege weapons, clocking in at around 16-25 feet tall.)




Alternatively, something like the Loathsome Osseous Shell:

(More like power armor than siege weaponry -- think a skeleton/zombie version of Iron Man's suit)


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Actually when I thought of this I was thinking of this guy.


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Posted

Lol glad I didn't try to come up with a power set. I would of got laughed at..Oh well. The powerset up there is looking good. I'm liking the idea of the pets.


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Posted

Quote:
Originally Posted by Leo_G View Post
Interesting premise but could be difficult to balance...
Yeah there are some potential balance issues but I think that they can be worked out based on what you have listed below. Limiting the mitigation to one specific type at a time goes a long way towards balancing the set. I can also foresee slotting being a concern and while dual builds would help in this respect; the idea was to allow a player to switch between Armor Conditioning on the fly, not once every X minutes if they go and talk to a contact. Once again though, the binary nature of your revamp makes it possible to 3 slot each power for either form of mitigation. The downside is that you would have to sacrifice numbers for either Fossilize or Reinforce in order to slot the armors for endurance reduction.

Quote:
Tier 1: Carapace
Toggle, 0.2 end/second **Special
*Res: +25% vs Smash/Lethal, +20% vs Toxic
**Def: +16% vs Smash/Lethal, +4% vs Neg Energy

Tier 2: Marrow Coating
Toggle, 0.2 end/second **Special
*Res: +30% vs Neg Energy, +15% to Fire/Cold/Energy/Toxic
**Def: +16% vs Cold/Energy/Neg Energy, +10% vs Fire

Tier 3: Bone Shrapnel
Toggle, .85 end/sec ***Special
Damage Lethal: pulses 2sec upon receiving dmg based on current HP after that period. Scale dmg improves with lower health
**Additional 10ft dmg pulse upon death
***Additional 15ft pulse with Bone Avatar activated

Tier 4: Bone Plates
Toggle, 0.2 end/second **Special
*Regen: Scaling +regen that improves with lower health.
**Res: Scaling +res that degrades with lower health.

Tier 5: Internal Plating
Toggle, 0.2 end/sec
Res 12 Mag protection against Hold, Immob, Stun, KB, Confusion
Regen +200% (enhanceable)

Tier 6: Calcify
Click, 10 endurance cost
Self 25% +Heal, 100% +Regen, +10 mag mez protection vs Sleep (Energize Clone -Endurance Discount traded for a 15sec longer +regen duration)

Tier 7: **Armor Conditioning: Fossilize; *Armor Conditioning: Reinforce
Toggles, 0 endurance cost
Fossilize is the +def option, Reinforce is the +res option

Tier 8: Bone Cage
Toggle .75% end/sec
(Clone of Personal Force Field but you can't move with this on)

Tier 9: Avatar of Bone
Toggle compound endurance cost .22 end/sec + .22 end/sec after 20 sec(not affected by endurance discounts) + 1.22 end/sec after 60 sec (also not affected by endurance discounts)

Summons 3 destructible bone pets that follow you and share your damage. They are continuously summoned after defeat with a 10sec pulse. Each has a weaker version of Bone Shrapnel so will pulse damage when they take damage.
Also, while Avatar of Bone is toggled, your Bone Shrapnel power is improved.
I like this version Avatar of Bone idea, though I would call it Ossiform or Bone Golem and limit it to one “pet”. Visually I see some sort of random collection of bones thrown together to form a multi-legged creature; something more alien and drone-like rather than a homunculus that can be anthropomorphized.


>


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

Quote:
Originally Posted by Shuriken_BladeX View Post
Actually when I thought of this I was thinking of this guy.

That kind of reminds me of the Rhino, it's not him is it?
by the way, nice idea /signed


 

Posted

Quote:
Originally Posted by McBoo View Post
Yeah there are some potential balance issues but I think that they can be worked out based on what you have listed below. Limiting the mitigation to one specific type at a time goes a long way towards balancing the set. I can also foresee slotting being a concern and while dual builds would help in this respect; the idea was to allow a player to switch between Armor Conditioning on the fly, not once every X minutes if they go and talk to a contact. Once again though, the binary nature of your revamp makes it possible to 3 slot each power for either form of mitigation. The downside is that you would have to sacrifice numbers for either Fossilize or Reinforce in order to slot the armors for endurance reduction.
Yeah, I figure it would be more prone to alternate builds to fit a more diversified set of attack sets and styles. You'd more likely choose to run one or the other...but considering the tier 9, if you could split your damage with 2 or 3 descructible pets that float near you, you could probably get away with weaker slotting for resistance.



Quote:
I like this version Avatar of Bone idea, though I would call it Ossiform or Bone Golem and limit it to one “pet”. Visually I see some sort of random collection of bones thrown together to form a multi-legged creature; something more alien and drone-like rather than a homunculus that can be anthropomorphized.


>
I'd probably try for 2. These pets wouldn't be buffable and aren't meant to be that sturdy. Once they go down, you have to wait for the 10sec pulse for automatic resummoning. I figure the pets are more there to 'shatter' than to protect...but yeah, 3 is probably a bit much...and if they can animate a non-human shaped bone creature to be the pet then go for it!


 

Posted

Actually, this gives me a Different idea.

Armor Generation

You can form varied peices of Armor around your body at will.

The idea here is that your character creates armor "out of nothing" what "Nothing" is, is decided by the player.

I'm not the math whiz to decide the powers in this set and its numbers,

But my idea for this set is a Combination of Resist and Regen. The armor gives resist because it's, well, it's armor. And it can be regenerated by the hero, thus regeneration.

some key features of this set:

* It would have as many varied armor options as Spikes currently have,hopefully more including solid, metal looking armor, bio-armor, "Bone" armor, "stone" armor "ForceField" armor, or maybe make that a Talsorian unlock. and a Plastic-Looking solid armor

* Each toggle and click would generate one piece of armor, head, Chest, legs, e.t.c., so when everything's runing at once, you would be armored from head to toe.

* It would cause, what I'm calling "Backlash".

Whenever you're hit with a melee attack, some powers, or maybe just one auto power you get early in the set, would cause the attacker to get a certain percentage of the damage they do back, similar to hitting a spiked, or hard surface hurts the attacker just a smuch as the attacked.

If it could be coded as an attack, It'd help Tanks hold aggro, obviously it helps Stalkers and Scrappers do their job better, and it also helps Brutes generate fury.

Lastly, It hits upon a Range of power concepts, including players wanting to create a version of Transforming hero, or Powered armor hero with something other than invuln.


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I'll miss you all.

 

Posted

/signed

Good idea.


 

Posted

I would support this suggestion if for no reason other than because Stone Armor characters are referred to as "stoners". Where I see this going in the hands of the masses amuses me to no end.


 

Posted

Quote:
Originally Posted by Luminara View Post
I would support this suggestion if for no reason other than because Stone Armor characters are referred to as "stoners". Where I see this going in the hands of the masses amuses me to no end.
U has won the internets!


>


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

Quote:
Originally Posted by Leo_G View Post
Too complicated. The pet thing isn't, but the buffs are. What about a similar premise but just using MM's Bodyguard effect, i.e. splitting the dmg you receive with 3 destructible pets?
It would be actually very easy to implement. It would just be hard to maximize potential.


 

Posted

Quote:
Originally Posted by Slope View Post
That kind of reminds me of the Rhino, it's not him is it?
by the way, nice idea /signed
Nah spine dude from xmen.


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