Help Me Design This Set ! : Armor
You know, for my money I'd have armour pieces provide defence and/or resistance, but have HEALTH OF THEIR OWN. Toggles are endurance-bound. When you run out, they shut off. Clicks are duration-bound. When they time out, they disappear. This would be health-bound. When you get hit enough, you lose a piece and all the protection it provided, having to resummon it at a cost.
At the very least, it's a novel mechanic. |
-Rachel-
I like it, at least.
Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.
In the set I just put forth the Armor pieces have their own individual health totals as pet powers. Though I REALLY should lower their totals to about 50%-60% of the player's overall HP total rather than 90%. Though with the damage being split, evenly, and the individual pieces having different amounts of HP I think the end cost of getting your defenses back up might be a mitigating factor...
-Rachel- |
I still want the pieces to have their own health, I just don't want them to take part of the player's damage. Rather, I want them to take their own damage, with the player taking all of his licks, but having resistance and defence to mitigate it.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
I'm actually not convinced that having armour pieces take some damage away from the player Bodyguard-style may not be a good way to go with this, as Bodyguard is unenhancible and applicable to all damage irrespective of element. I suspect it might be better to go with more conventional defence and resistance buffs, and maybe a hit points boost while we're at it.
I still want the pieces to have their own health, I just don't want them to take part of the player's damage. Rather, I want them to take their own damage, with the player taking all of his licks, but having resistance and defence to mitigate it. |
As for the proposed set by Steampunkette with respect to Sam's thoughts on the armor taking its own damage; I feel the 'armor pets' shouldn't even grant the user defense or resists but attacks directed at the player will simply be redirected to the appropriate pet. The breastplate would protect the body from smashing and lethal so would take and resist such damage on its own. The gauntlets would be used to redirect and deflect melee and ranged attacks so roll vs those attacks to hit. The helmet would protect vs psi along with resisting mez.
So a smashing melee attack would check vs the gauntlets to hit. If it hits, it connects with the breastplate which resists some of its damage and takes the rest on chest 'armor pet's' HP. If the breastplate is destroyed, subsequent smashing damage would injure the player *AND* the other 'armor pets' instead of *only* on the breastplate.
Ultimately, it's about using the 'right' armor piece in the right fight rather than pile on all your armor and survive hell and highwater all the time.
PS: The super benefit would be that debuffs as additional effects would be directed on the pets and not the player. Persistent AoE debuffs, however, would still get through for obvious reasons.
A couple of points on that.
Pet-distributed damage is unenhancible, as in you can't enhance how much damage goes to the pet and how much goes to the player. Masterminds get a sliding scale (basically, 2*damage/2+numberOfPets), but that's set in stone. You can't enhance a pet to take more or less than its allotted damage. As such, what you enhance armour pieces with is rather limited. You could probably slot them for resistance, but it'll just make them last longer, not protect better. So the question is: Do you scale their protection to enhanced levels, unenhnaced levels or somewhere in-between? Moreover, what do you do to improve them?
Additionally, having armour pieces block out all incoming damage and acting as extra hit points turns them into practical heals and the set into essentially regeneration. While that's not something I have a problem with, I suspect this is highly problematic in that it skirts the line of unkillability. If you can recover your armour faster than it runs out, then you cannot be killed. If the armour provides damage resistance, you can still be killed THROUGH your armour even if the armour itself can't be taken down. Having armour that blocks out everything makes you effectively immortal until it is broken.
The problem is in the area of peak performance. The recharge cap, I believe, is 500% (100% base + 400% buff). Having armour pieces take all damage means they HAVE to be recharge-bound and break faster than you can recover them, which in turn creates a problem of what level to balance it to. And you pretty much have to balance it with highest recharge in mind because it has the potential to offer immortality. Balancing it like that, however, breaks the set for casual users like me.
Basically, I feel armour pieces shouldn't add to hit points, but should offer resistance to the user, so the user can still be killed through the armour. As such, they can be allowed to be perma under ideal conditions without causing balance problems.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
I'm actually not convinced that having armour pieces take some damage away from the player Bodyguard-style may not be a good way to go with this, as Bodyguard is unenhancible and applicable to all damage irrespective of element. I suspect it might be better to go with more conventional defence and resistance buffs, and maybe a hit points boost while we're at it.
I still want the pieces to have their own health, I just don't want them to take part of the player's damage. Rather, I want them to take their own damage, with the player taking all of his licks, but having resistance and defence to mitigate it. |
Then what is the point of having 'pet armor' at all? Why not just defense/resist toggles or clicks? Basically, if we're going out of our way to add an esoteric mechanic like this to an armor set, what benefit does it gain from it? Similarly with Dual Blades, the combo mechanic is a bonus for stringing the attacks together in order for pure benefit for the limitation that they *must* be used in a predefined order and *must* connect.
|
As for the proposed set by Steampunkette with respect to Sam's thoughts on the armor taking its own damage; I feel the 'armor pets' shouldn't even grant the user defense or resists but attacks directed at the player will simply be redirected to the appropriate pet. The breastplate would protect the body from smashing and lethal so would take and resist such damage on its own. The gauntlets would be used to redirect and deflect melee and ranged attacks so roll vs those attacks to hit. The helmet would protect vs psi along with resisting mez.
So a smashing melee attack would check vs the gauntlets to hit. If it hits, it connects with the breastplate which resists some of its damage and takes the rest on chest 'armor pet's' HP. If the breastplate is destroyed, subsequent smashing damage would injure the player *AND* the other 'armor pets' instead of *only* on the breastplate. |
An attack targets a single entity (or Area) but cannot currently be rerouted through multiple targets (Attack Mastermind, Check Defense/Tohit against Brute, Apply damage to Scrapper Damage resistance, grant remaining damage to Mastermind). It doesn't support that functionality.
Ultimately, it's about using the 'right' armor piece in the right fight rather than pile on all your armor and survive hell and highwater all the time.
PS: The super benefit would be that debuffs as additional effects would be directed on the pets and not the player. Persistent AoE debuffs, however, would still get through for obvious reasons. |
There is a system in the game to handle this already. Let the armor grant defense to the target of the attack. It checks against his Defense. It checks damage versus the player's Damage Resistance, then applies the damage to the player and any pet currently "Bodyguarding" the player. These mechanics are already in place and would handle the concept without too much issue. Why try to rewrite what already works to put in a new mechanic for one set which is already going to be difficult to implement thanks to the costume considerations?
-Rachel-
Answer:
The only way it -could- work is to completely cancel out ALL the conflicting options from the Costume Creation screen. Similar to how shields or dual-pistols opens possibilities you'd have to REMOVE tons of options in order for it to do an "Overlay without overlap. The engine simply isn't capable of altering your costume piece by piece on the fly. -Rachel- |
I remember quite clearly reporting a bug where the midnighter costume did not account for animated tails.
My animated tail from my costume was displayed on top of the costume.
So they can replace parts piecemeal, but they may not currently be able to do it as combinations.
IF this could be implemented, it would lay the ground work for some interesting boss fights.
Imagine a boss that loses his robotic arm halfway into the fight.
You mamm... are wrong.
I remember quite clearly reporting a bug where the midnighter costume did not account for animated tails. My animated tail from my costume was displayed on top of the costume. So they can replace parts piecemeal, but they may not currently be able to do it as combinations. IF this could be implemented, it would lay the ground work for some interesting boss fights. Imagine a boss that loses his robotic arm halfway into the fight. |
-Rachel-
Impossible within the current system. This would require a full revamp of the tohi-defense-damage-damage resistance-total damage checks. However it would allow for a system in which a potential future powerset would allow a player to play "Bodyguard" for other entities (PCs or NPCs) to take part of -their- damage. Unfortunately it would be incredibly broken when the SR scrapper plays "Bodyguard" to the whole team, pops Elude, and all ToHit checks are rolled against him.
|
Also, who ever said anything about Bodyguard mode on a SR character? Also, it sorta doesn't make sense how it's all that broken. If a scrapper pops Elude and never gets hit by ST attacks, no one takes damage anyway (except around 5-10% of the time). If AoE attacks start getting tossed about, the scrapper will dodge but everyone else will still get hit (or will the scrapper end up sharing *that* damage and ultimately nerf his own defense because he's taking damage everytime a teammate takes damage?).
An attack targets a single entity (or Area) but cannot currently be rerouted through multiple targets (Attack Mastermind, Check Defense/Tohit against Brute, Apply damage to Scrapper Damage resistance, grant remaining damage to Mastermind). It doesn't support that functionality. |
Breastplate pet = good smashing/lethal resist + 60% base HP (so the pets HP is calculated off your base)
Shoulder/arm guard pet = decent energy/neg energy/fire/cold resist + 45% base HP
Helmet pet = good psi resists + decent lethal/cold resist + 30% base HP
Gauntlet pet = melee/ranged defense to Base + 30% base HP (no resists)
Basically, attacking the player will result in attacking the player and all pets at once (think of it as Negative Bodyguard; rather than splitting the damage among the pets and yourself, everyone takes 100% of the effect).
But the Breastplate would grant a buff the player and other pets (3 mag of Untouchable to smashing and lethal...probably doesn't work like that but work with me...) and same for the Shoulder/arm for the dmg types it resists. The helmet would only provide the untouchable status for the dmg types it has to the player.
This would result in the breastplate taking all the smashing/lethal dmg first and the shoulder/arms take everything else except psi (which the helmet would take) and the debuffs and whatnot bounce off an untouchable entity. If the enemy manages to breech your armor (say, a psi user manages to melt your helmet with mind waves because that would be taking the damage in place of the other pets), the other armor will do little to protect you and will quickly be destroyed too.
The gauntlets will simply take damage when you get hit *if* no other armor is present to soak up the damage.
In layman's dumbed down terms: the breastplate will stop your ribs from being crushed or your organs punctured, the shoulders would soak up those scary cold, fire and energy attacks for you, the helmet while it can stop you from taking a bullet to the head is more to soak up the mind attacks and the gauntlets are used as shields to deflect melee and ranged attacks. Lose any of those pieces and all your armor, including yourself, are now vulnerable to that kind of attack.
There is a system in the game to handle this already. Let the armor grant defense to the target of the attack. It checks against his Defense. It checks damage versus the player's Damage Resistance, then applies the damage to the player and any pet currently "Bodyguarding" the player. These mechanics are already in place and would handle the concept without too much issue. Why try to rewrite what already works to put in a new mechanic for one set which is already going to be difficult to implement thanks to the costume considerations? -Rachel- |
Mock up I've been thinking of:
Breastplate pet = good smashing/lethal resist + 60% base HP (so the pets HP is calculated off your base) Shoulder/arm guard pet = decent energy/neg energy/fire/cold resist + 45% base HP Helmet pet = good psi resists + decent lethal/cold resist + 30% base HP Gauntlet pet = melee/ranged defense to Base + 30% base HP (no resists) Basically, attacking the player will result in attacking the player and all pets at once (think of it as Negative Bodyguard; rather than splitting the damage among the pets and yourself, everyone takes 100% of the effect). But the Breastplate would grant a buff the player and other pets (3 mag of Untouchable to smashing and lethal...probably doesn't work like that but work with me...) and same for the Shoulder/arm for the dmg types it resists. The helmet would only provide the untouchable status for the dmg types it has to the player. This would result in the breastplate taking all the smashing/lethal dmg first and the shoulder/arms take everything else except psi (which the helmet would take) and the debuffs and whatnot bounce off an untouchable entity. If the enemy manages to breech your armor (say, a psi user manages to melt your helmet with mind waves because that would be taking the damage in place of the other pets), the other armor will do little to protect you and will quickly be destroyed too. The gauntlets will simply take damage when you get hit *if* no other armor is present to soak up the damage. In layman's dumbed down terms: the breastplate will stop your ribs from being crushed or your organs punctured, the shoulders would soak up those scary cold, fire and energy attacks for you, the helmet while it can stop you from taking a bullet to the head is more to soak up the mind attacks and the gauntlets are used as shields to deflect melee and ranged attacks. Lose any of those pieces and all your armor, including yourself, are now vulnerable to that kind of attack. |
As for the numbers on the pet's HP... That's 165% of the player's total health. Simply ridiculous amounts of HP, to put it lightly. Especially since you want different types to take different damage types, exclusively. You'll essentially have the player taking the first 60% of their HP in damage to their Breastplate toggle with no damage to themselves. What's keeping them, in this situation, from popping the pet right back out?
Or do you mean that the "Untouchable" wouldn't apply to the player? In which case the player and Breastplate both take the full damage of a smashing attack? Why wear the armor..? Does it grant an inherent Defense or Damage resistance buff?
I honestly think the layout I put in was the simplest and most effective way to get the set up and running with the "Feel" it originally called for, without being "Broken" in it's power.
As for the "Scrapper Bodyguard" thing... I was commenting that -if- the Devs went ahead and rewrote the entire method by which it works, a player powerset could focus on applying "Bodyguard" to other allies. A Defender, for example, might grant a DR buff to an ally with a toggle that also allows the Defender to take part of the damage (or tanker, or scrapper). I also commented on the idea of the scrapper's defenses being used by other party members because you described using the armor's Defense mod for protection of the player. It's far simpler just to buff the player's defense and doesn't offer up gamebreaking options. I then explained how the "Give you my Defenses" player to player bodyguard mode could be broken.
Anywho. Yes! I like the set. I think my version is, so far, the one that works best within the game's system as it currently functions.
-Rachel-
As for the numbers on the pet's HP... That's 165% of the player's total health. Simply ridiculous amounts of HP, to put it lightly. Especially since you want different types to take different damage types, exclusively. You'll essentially have the player taking the first 60% of their HP in damage to their Breastplate toggle with no damage to themselves. What's keeping them, in this situation, from popping the pet right back out?
|
Or do you mean that the "Untouchable" wouldn't apply to the player? In which case the player and Breastplate both take the full damage of a smashing attack? Why wear the armor..? Does it grant an inherent Defense or Damage resistance buff? |
Also, consider that once a piece of armor is destroyed, all other armors are vulnerable. I.e: You're fighting a MA scrapper type Longbow and he pummels your Breastplate with smashing attacks. Eventually, it crumbles. All subsequent smashing attacks will now do 100% of its damage to the player *and* the other armor pieces at the same time...and none of the others resist smashing.
Processing the idea, however broken it may be, such a set would have great advantage vs enemy types with varied damage types (think Outcasts, Circle of Thorns....uhhh Longbow...) because their damage would be mitigated across all the armor pieces. But vs enemies with concentrated damage types (Council, 5th Column, Warriors, etc) would eat the armor user quickly or foes with extraneous psionic and toxic damage like Arachnos.
I honestly think the layout I put in was the simplest and most effective way to get the set up and running with the "Feel" it originally called for, without being "Broken" in it's power. |
But it's arguable if a bodyguard system is or isn't 'broken' on an AT like Brute or Tanker. On MM, it's proved to be as effective as a Tanker who has far more HP and defenses than a little ol' MM...and the comments Sam brought up about split dmg not being enhanceable and wouldn't really scale up is also something to consider.
As for the "Scrapper Bodyguard" thing... I was commenting that -if- the Devs went ahead and rewrote the entire method by which it works, a player powerset could focus on applying "Bodyguard" to other allies. A Defender, for example, might grant a DR buff to an ally with a toggle that also allows the Defender to take part of the damage (or tanker, or scrapper). I also commented on the idea of the scrapper's defenses being used by other party members because you described using the armor's Defense mod for protection of the player. It's far simpler just to buff the player's defense and doesn't offer up gamebreaking options. I then explained how the "Give you my Defenses" player to player bodyguard mode could be broken. |
Okay. With this... Do you mean you want the pets Targetable (and thus easily slaughtered) or do you want the player and the armor pieces to both take full damage from any attack that lands on the player? In which case the armor will be slaughtered...
|
And, yes, I do envision both the player and the corresponding armour piece taking one instance of full damage. However, since the armour's hit points do not directly contribute to the player's survival until the armour actually falls off, this shouldn't produce a noticeable drop in survivability. It WOULD, however, produce a noticeable jump in cost, which is the point.
Again, I don't think it's a good idea to share damage between player and armour, as that sharing is not susceptible to enhancements, not susceptible to buffs and, more than anything else, not susceptible to debuffs. This gives the player absolute protection that only high levels of raw damage can overcome, booting pretty much the entire to-hit and resistance mechanic out of the equation.
*edit*
The "Untouchable" is all or nothing, sadly. However I'm not -certain- that you can't set up the Bodyguard effect to take only one damage type (I.E. Breastplate taking S/L only). I'm 90% sure that the Devs -could- set up the "Bodyguard" effect pawning damage off onto the pets would deal full damage to said pets, minus any resistance the pet might have. And, similarly, it could deal full damage to the player, as well.
|
Each armour piece has minuscule health, say 100 hit points at level 50, but has 90% resistance to the elements it protects against, and only takes damage from those elements. In essence, you're covered in Metal Slimes. This makes the armour very resilient in its own right, but VERY susceptible to damage that ignores resistance, as well as to resistance debuffs. Strip down its resistance and the armour breaks like an egg shell. It'd be the equivalent of cascading defence failure for defence powers.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
You know, for my money I'd have armour pieces provide defence and/or resistance, but have HEALTH OF THEIR OWN. Toggles are endurance-bound. When you run out, they shut off. Clicks are duration-bound. When they time out, they disappear. This would be health-bound. When you get hit enough, you lose a piece and all the protection it provided, having to resummon it at a cost.
At the very least, it's a novel mechanic.