Tanker Primary: Radioactive Aura


Oldeb

 

Posted

I've been toying with an idea for a while and figured I'd finally suggest it for feedback. There are tons of comics characters/monsters/villains/heroes whose powers are based on radiation exposure, etc. This would be a defensive powerset that fits that concept, and offers a very unique form of protection. It only offers a mild mix of defense and resistance, and instead relies heavily on weakening your surrounding enemies with radioactivity to remain alive, and heal whatever damage they do do. Ive included suggested numbers for each power, as well as a running total at the bottom. These totals are assuming an unenhanced, complete set of the powers. I also included comparable totals from a couple of other defensive primaries for comparison.

This would primarily be designed as a Brute Secondary/Tanker Primary, though I'm sure scrappers and stalkers could find a way to make it work as well.

So have at it! Sound interesting? If so PM a Dev and let them know! ;-p Also feel free to suggest changes to number values, etc. This is definitely a rough draft. I know having the damage aura as one of the first two choices seems unusual (I think only Dark Armor does that right now) but because it's also a damage debuff, it felt "right" for this powerset.



Radioactive Aura:

Your body oozes with radioactive energies. These energies mutate the cells within you, healing you and giving you mild protection from several types of damage, while at the same time weakening enemies around you. Unlike other tanker primaries, Radioactive Aura relies heavily on its ability to weaken the enemies around to protect yourself and your teammates.


Ionizing aura: Ionizing particles seep from your body at high levels, weakening the bodies of your foes. In addition to causing minor burns to your enemies, their attacks are weakened while affected. PBAoE Minor DoT (fire), -DMG. (ticks of 5points of fire DMG, -10% DMG) Foe Taunt. (This would be less damaging than other damage auras because of its debuffing affect.)

Polymerization: The radiation within you ignites a chemical reaction which hardens your skin by forming a strong chemical bond. This polymer can deflect damage or lessen its effects. This power grants you Resistance to smashing and lethal damage and defense to Area of Effect attacks. (+ RES (Smash/Lethal 10%), + DEF (AoE 10%)

Infrared pulse: You emit pulses of infrared radiation which allow your body to heal faster then normal. Each pulse heals you slightly and grants you resistance to toxic damage. Self Periodic Heal. (ticks of 5% heal, + 25% RES Toxic)

Absorptivity: The bond your body has with radiation has given it an incredible ability to absorb various forms of energy and increase the damage you can withstand. As such, you've gained resistance to fire, cold, energy, and negative energy attacks and a boost to your maximum health. This power is always on and costs no endurance. (+Res 8%, + Max Health 15%)

Immunity boost: Your radioactive energies have boosted your body's immune system. This hyperactive immune system heals your body and grants you resistance to sleep, hold, disorient, and toxic attacks as long as you keep this power active. (+Regeneration 60%, + RES Sleep, Hold, Disorient, Toxic, immob, sleep, confuse Mag 7)

Photodisintegration: You emit extremely high levels of gamma energy, decaying the atomic particles around you. Enemies within range find their bodies decaying, weakening their damage and their damage resistance and have their movement and attack rates slowed. (PBAoE Foe -DMG, -RES, -Spd, - RCH.) (-25% DMG, -20% RES., -15% Spd. and recharge)

Photofission: The gamma rays in your body can split a nucleus, releasing nearly limitless amounts of energy. Your recovery and recharge rates are greatly increased as your become almost inexhaustable. (Self + Recovery 40%, + Recharge 20%)

Spectral Pulse: Spectral radiation emits from your body in chaotic ways, making it difficult to see you directly. Foes using ranged attacks are more likely to miss, and foes in melee range will have difficulty focusing. While difficult to see directly, you are still visible and will alert foes with your presence. (+Def Ranged 15%, Foe -Tohit 7% melee)

Black Body Radiation: Your body becomes both the ideal emitter and absorber of all thermal radiation. As such, you reflect no light and become nearly impossible to see and hit, increasing your defense drastically. This power also grants you strong resistance to fire, cold, energy, and negative energy based attacks. When this radiation fades, your recovery and recharge rates will be severly hampered for a brief time, though your regeneration rate will be greatly increased as your body attempts to heal any damage done. (Stealth, +Def, + Res (Fire, energy, neg energy.) (+72% Defense (all types), +72% Resist (Fire, Cold, Energy, Negative Energy) (+120% Regeneration for 60s, -200% Recharge and recovery for 60s)

Enemy debuffs:
-35% DMG Foe
-7% Tohit Foe (melee)
-20% Res Foe
-15% speed Foe
-15% Recharge Foe

Self buffs:
+10% Resist S/L
+8% Resist Fire, Cold, Energy, Neg Energy
+Mag 7 Resist Sleep, Hold, Disorient, confuse, immob,
+75% Resist Toxic
+15% Ranged Def
+10% AoE Def
+5% Heal every 2 seconds
+60% Regeneration
+15% Max health
+40% Recovery
+ 20% Recharge


Comparison to totals from unenhanced Shield Defense
Enemy debuffs:
-7% damage

Self Buffs:
29% melee def
29% Range Def
29% AoE Def
15% Resist S/L, Cold, energy, neg, fire, toxic
+10% Max Health
Mag 12 Resist Disorient, hold, immob, sleep, fear, confuse, repel, knockback, defense debuff
+10% DMG

+1 Superior Attack instead of damage aura


Comparison to totals from unenhanced Willpower

Foe Debuffs:
-3.5% Tohit Melee

Self buffs:
+7.5% Resist all damage
+29.5 Resist S/L Psionics
+100 (or more)% Regen (more if fighting more than 1 foe in melee range)
+10% Def Psi
+ Res Mag 13 Sleep, Confuse, etc.
+ 30% Recovery
+ 20% Max Health

Comparison to totals from unenhanced Dark Armor
Foe Debuffs:
-5% Tohit (melee)
Mag 2 Fear (melee)
Mag 2 stun (melee)
Mag 30 Stun (self Rez)

Self Buffs:
+ 30% Resist Smash/Lethal, fire, cold
+20% Resist Energy, Neg Energy, Toxic, End drain
+Mag 13 resist Psi, Sleep, Disorient, Hold, Fear, Immob
+30% Self heal
+5% Defense all
+35ft Stealth
+60% Perception
Special Self Res

This powerset also has 2 minor damaging powers and the self rez does damage and has a Mag 30 stun.


As you can see, other sets are more directly "protective" (shields offers much greater defense, Willpower offers much greater regeneration and resistance to several types of damage, and dark armor offers greater resistances to all damage as well as a small self heal. What Radioactive Aura offers that would make it unique is the ability to debuff the incoming damage. This may not benefit the tanker directly as much as innate resistance or defense, since alpha strikes would hurt more. This is a costly fact, but once the debuffs kick in the tanker would become much more survivable and so would his teammates, as enemies are actually damaging them less as well. The self heal and regeneration boosts would be designed to help the tanker survive long enough for the debuffs to kick in to their full effect. Once the debuffs kick in, enemies will be doing much less damage with each attack, be slightly less likely to have their attacks hit, and will be attacking less due to a mild recharge rate reduction. This will, in the end, make the tanker even out with others for personal survivablity but will give an increased level of protection to his teammates.

Likewise, the tier 9 is unique in that it has a "crash" that hurts, but won't be as likely to get the tanker getting killed as, say, the tier 9 from Invulnerability. When Black Body Radiation wears off he essentially becomes unable to attack, with little end and his recharge rate floored, but can still take heavy damage due to his drastically increased regeneration. Again, this makes him much more useful for teams as he can still hold aggro even though, at that point, he can't dish out much damage. Popping blues won't help as, even though he could fire off a few attacks using them as a source of end, the powers won't be recharging fast enough to use them. As such, I felt that there was no need to worry about making this "unaffected by recharge rate boosts" since most people would hate the idea of being unable to attack for 60 seconds unless in a battle with a very heavy hitter. I toyed with the idea of getting rid of the end crash altogether, allowing him to keep all of his defensive toggles on, and having all of his non-defensive powers become disabled for 90 seconds, but wasn't sure if that was too drastic.


So, what do you all think?


 

Posted

Wow, just wow. That's alot of well thought out information there, and anyone willing to put that much effort in their post deserves a merit. As such, I like your idea, it takes a new spin to the tanker theme. My only two questions for you however are..

1) How well do you think it'll be able to take alpha damage?
2) How well will they manage against AVs?

I see that the set has alot of +HP and +Regen, is that it's defining factor? Sought've like the regen of tanks, but with a twist?

P.S. Sorry, I know that's 4 questions but I'm just really curious.


- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own

 

Posted

It's very toggle heavy. Am I right in thinking everything but Black Body Radiation is meant to be a toggle?

Black Body Radiation isn't going to happen. It's Tanker Elude (if Tanks could get Elude) on top of Power Surge, without the complete crash of both of those powers. It should probably only do the +Def or the +Res and it's still going to be a complete crash: -100% end, -1000% end rec and quite probably a self damage component too.

The +Stealth part seems trivial at best. There's no real point to it, better to just remove it.

I think the "no attacking, but okay defense and regen" sort of like a high powered Rage crash is an interesting idea, but it would involve a much weaker tier 9.

I would guess that Infared Pulse would probably be better off as Healing Flames clone, as this set looks weak on taking alphas. It's going to need that boost to survive.

Immunity Boost is underpowered. All melee sets provide mag 10 protection for KB/KU and mag 13 for other mezzes. (Assuming the set protects against that type, of course) The set could be a liabitlity when facing mez heavy foes.

The Confuse protection is a little odd. Right now only two sets provide Confuse protection; I'm not sure how being radioactive is going to keep you from being confused.

Photodisintegration as a toggle is way overpowered. Even as a click it's probably overpowered. -20% Res to your foes is almost the equal of having a /Sonic Corruptor or Controller following you around and keeping Disruption Field on you. (They're at -22.5%) For comparison that power, also a toggle, can only be use on another player and costs 1.04 End/Sec. Doing -Res makes every attack more powerful; it's a very large force multiplier.

Photofission: Wow. That's Quickness combined with an improved version of Quick Recovery. I suppose with all these toggles plus the recharge boost you're really going to need that much end though. Still I have trouble seeing it happen, especially as a toggle. If it happened at all it would be click with a long enough recharge that it would be impossible to perma.

I know you were thinking of Tanks, but giving this set to a Brute or a Scrapper would toss all balance out the window. The +health, +regen, +recovery, and +rech combined with the foe -Res would have them eating 8 man spawns even faster then they do now. A SS/Rad Aura Brute would make Castle cry.

I do want to echo Rowdy and say that it was cool that you took the time to compare numbers like that, but I think you picked the wrong sets for comparison. It felt more like you should have been looking at Electric Armor to me.


"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle

 

Posted

Quote:
Originally Posted by Oldeb View Post
It's very toggle heavy. Am I right in thinking everything but Black Body Radiation is meant to be a toggle?
Yeah, the set is definitely toggle heavy, for a reason, though remember there is an auto power in there as well costing no endurance, and a quick recovery clone.

.
Quote:
Originally Posted by Oldeb View Post
Black Body Radiation isn't going to happen. It's Tanker Elude (if Tanks could get Elude) on top of Power Surge, without the complete crash of both of those powers. It should probably only do the +Def or the +Res and it's still going to be a complete crash: -100% end, -1000% end rec and quite probably a self damage component too
Actually, BBR is very similar in numbers to the tier 9 from electric, which gives both defense and resistance, and its end crash also has a very powerful hold. This trades the hold for the inability to do any attacks but have a regen boost. You still have no end, and thus no toggles running, but you can survive a few hits while you recover because instead of the hold your regen is boosted, but can do no attacks.

Quote:
Originally Posted by Oldeb View Post
The +Stealth part seems trivial at best. There's no real point to it, better to just remove it.
Its purely thematic. A being who is absorbing and utilizing all radiant energy would give reflect no light. The stealth is simply meant to reflect that. It could easily be replaced with simply becoming solidly black.

Quote:
Originally Posted by Oldeb View Post
I think the "no attacking, but okay defense and regen" sort of like a high powered Rage crash is an interesting idea, but it would involve a much weaker tier 9.
Would you feel more comfortable if it didnt accept recharge rate enhancements? I cant imagine a power that prevents you from attacking for a long period of time to be BETTER than a tier 9 that, upon crash, you rest for a few seconds are good to go again.

Quote:
Originally Posted by Oldeb View Post
I would guess that Infared Pulse would probably be better off as Healing Flames clone, as this set looks weak on taking alphas. It's going to need that boost to survive.
Yeah, I really toyed with this, but wanted something unique. A pulsing heal is a unique power for tankers, and shouldn't be understimated. As long as it didnt have an obnoxious animation, healing 5% of your HP every 2 seconds is pretty powerful. It doesn't help as much with burst damage, which is where this tanker will struggle, give its lower resistance and defense numbers. One option would be to make it a click power that temporarily boosts your maximum HP drastically, to use as a way to survive alpha strikes. How would that work?

Quote:
Originally Posted by Oldeb View Post
Immunity Boost is underpowered. All melee sets provide mag 10 protection for KB/KU and mag 13 for other mezzes. (Assuming the set protects against that type, of course) The set could be a liabitlity when facing mez heavy foes.
Yeah. I went with a lower mag because this power also doubles as a regen booster. Im fine with upping the mag resistance to 10.

Quote:
Originally Posted by Oldeb View Post
The Confuse protection is a little odd. Right now only two sets provide Confuse protection; I'm not sure how being radioactive is going to keep you from being confused.
The concept of the power is that the radiation has hyped up your nervous and immune systems. Your harder to mez because your nervous system is already near overload. Still, that's an affect I'd be fine with removing altogether, especially if you're upping the mag of the others.

Quote:
Originally Posted by Oldeb View Post
Photodisintegration as a toggle is way overpowered. Even as a click it's probably overpowered. -20% Res to your foes is almost the equal of having a /Sonic Corruptor or Controller following you around and keeping Disruption Field on you. (They're at -22.5%) For comparison that power, also a toggle, can only be use on another player and costs 1.04 End/Sec. Doing -Res makes every attack more powerful; it's a very large force multiplier.
First, you need to think in terms of the whole, not just each power. Photodisintegration is the power that really makes this set survivable. Without it, you only have 10%resistance to smashing and lethal damage, and 8% resistance to the other major types of damage. The key to this powerset is that it doesnt use resistance or defense as its main means of survival, it uses boosting your own regeneration and lowering the incoming damage from your enemies. With this power active, you're essentially weakening the enemies around you just enough to let your healing powers handle the rest. The -res component could easily be swapped with a -acc component and fit thematically, however. That way you aren't doing 20% more damage, but their not hitting you as often.

Quote:
Originally Posted by Oldeb View Post
Photofission: Wow. That's Quickness combined with an improved version of Quick Recovery. I suppose with all these toggles plus the recharge boost you're really going to need that much end though. Still I have trouble seeing it happen, especially as a toggle. If it happened at all it would be click with a long enough recharge that it would be impossible to perma.
Quickness and Quick Recovery are both autopowers. Quick Recovery is in two sets that have other autopowers and also offers more direct resistances (in willpower). Again, in terms of a whole, looking at the numbers, this is balanced. You're trading innate damage resistance or defense for improved regeneration. This also comes later in the game than Quick Recovery, akin to Quickness.

Quote:
Originally Posted by Oldeb View Post
I know you were thinking of Tanks, but giving this set to a Brute or a Scrapper would toss all balance out the window. The +health, +regen, +recovery, and +rech combined with the foe -Res would have them eating 8 man spawns even faster then they do now. A SS/Rad Aura Brute would make Castle cry.
I thoroughly disagree. The Regeneration total is 60%, with just a 15% max HP boost. This is at the expense of very little resistance, comparatively, and only marginal defenses to ranged and AoE attacks. Brutes already have access to Willpower and Electric Armor, both of which offer as much or more in terms of +regeneration or +recovery, and Electric Armor offers similar boosts to recharge as an autopower. They both offer significant increases in resistance, as well. Scrappers get Renegeration, as well as the other two. Again, when you compare the final numbers I posted you can see that this set would, even maxed out with IOs, not compete with those sets until you figure in the -damage component of its powers, effectively adding to its resistance (though not on a 1 to 1 basis.) I could live without the -res, especially if you exchanged it for a -acc, but I don't see the -res %20 on nearby enemies being even close to as "helpful" as the damage buff you get from shields.


Quote:
Originally Posted by Oldeb View Post
I do want to echo Rowdy and say that it was cool that you took the time to compare numbers like that, but I think you picked the wrong sets for comparison. It felt more like you should have been looking at Electric Armor to me.
I can post the numbers for electric armor, because I ran them too. But what you'd see is even MORE suggestive that this set would work, if not be a little underperforming for soloing. It's definitely a team oriented defensive concept, trading personal "easy mode" survival for help protecting your teammates by making the enemies they do face less deadly.


 

Posted

Quote:
Originally Posted by opprime28 View Post
Actually, BBR is very similar in numbers to the tier 9 from electric, which gives both defense and resistance, and its end crash also has a very powerful hold.
No, it doesn't. Power Surge

Quote:
This trades the hold for the inability to do any attacks but have a regen boost. You still have no end, and thus no toggles running, but you can survive a few hits while you recover because instead of the hold your regen is boosted, but can do no attacks.
For a tier 9 power that boost resistance by 70% look at Unstoppable, which does that at the trade off of having a crash without the regen boost.

Quote:
I cant imagine a power that prevents you from attacking for a long period of time to be BETTER than a tier 9 that, upon crash, you rest for a few seconds are good to go again.
I didn't say it would be; I intended it to be more balanced.

Quote:
but I don't see the -res %20 on nearby enemies being even close to as "helpful" as the damage buff you get from shields.
Then you're wrong.

-Res is a big force multiplier. That -20% Resistance is the equal of a +40% damage boost.

100 damage attack against 50% resistance equals 50 points net damage.

100 damage attack against 30% resistance equals 70 points net damage.

100 damage attack +40% damage boost equals 140 points of damage.

140 damage attack against 50% resistance equals 70 points net damage.

Now put two or more of these Rad Auras on a team. Consider that the entire team is going to benefit from that boost. It doesn't take long for a permanent Fulcrum Shift like effect. Add in an actual damage boost and things get a little crazy.

Even if you don't let the power stack between multiple users that's still a 40% damage boost for the entire team.

The game is certainly designed to allow that kind of stuff, but it requires multiple teammates to do it. This set allows a pair of Tanks/Brutes/Scrappers to not only pull off the boost themselves, but take full advantage of it on their own.

Quote:
It's definitely a team oriented defensive concept, trading personal "easy mode" survival for help protecting your teammates by making the enemies they do face less deadly.
Oh! You're making a melee defender! I don't think you're going to be able to do that based on an existing AT. You'll need a Buff-Debuff/Melee based AT. Trying to do this with a Tank or Brute is either going to make you too weak to absorb any damage or too powerful from all the self buffing.


"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle

 

Posted

First, thanks for the feedback and discussion. Its interesting thinking this through with others.

Quote:
Originally Posted by Oldeb View Post
No, it doesn't. Power Surge
You're correct. I was thinking of Moment of Glory from the Regeneration powerset, which offers 70% Defense and 70% Resistance (to smashing.)


Quote:
Originally Posted by Oldeb View Post
For a tier 9 power that boost resistance by 70% look at Unstoppable, which does that at the trade off of having a crash without the regen boost.
I could also look at Electric Armor's Power Surge, which is an example I used. It offers 70% resistance, also gives an additional recovery boost, and when it "crashes" it sets off an EM Pulse hold. Its crash only lasts for 20 seconds, and with the EM Pulse you can usually pop an insp or two while they're held and get right back in to the fray to last you the 20 seconds that your recovery is shot. Essentially you never need to leave the fray. At worst, you have to rest for five seconds to recover fully. This tier 9 would offer the same level of resistance as Power Surge or Invul, without the recovery boost of either, and its crash will be unable to fixed via insp usage. This is a trade off for still being able to hold some aggro after the crash because of a temporary increase to regeneration. I'm not seeing the overpowering if we removed the defense aspects, which I would easily agree to do now that I realize what I'd confused. That being said...

I wonder if, given the nature of the powerset, it wouldn't be better served by a tier 9 that perhaps offers less damage resistance and replaced the recovery boost of others with an HP boost. Perhaps a 30% resistance to Smashing/Lethal (similar to Shield's or Willpower's), a 70% resistance to fire/cold/Energy/Negative energy, coupled with a 25% HP boost. It would keep in line with the concept, your body is using all ambient radiation efficiently enough that you're essentially able to absorb energy based attacks (hence the high resistances), and use that energy to enhance you physically (the HP boost). Smashing and Lethal resistances at that point would only be at 40% resistance, but you'd still have the foe doing 35% less damage with each hit, and be temporarily up to an additional 40% max health. This puts it close to on par with other tier 9s while still being unique and fitting with the theme. By the way, I know you were worried about brutes, but imagine how annoying a -100% recharge rate for 60 seconds would be for fury. The brute will be alive due to his regeneration after a crash, but won't be mowing through mobs by overusing this power.

Quote:
Originally Posted by Oldeb View Post
I didn't say it would be; I intended it to be more balanced.
Sorry, I'm not sure what you're referring to there.


Quote:
Originally Posted by Oldeb View Post
Then you're wrong.

-Res is a big force multiplier. That -20% Resistance is the equal of a +40% damage boost.

100 damage attack against 50% resistance equals 50 points net damage.

100 damage attack against 30% resistance equals 70 points net damage. 100 damage attack +40% damage boost equals 140 points of damage.

140 damage attack against 50% resistance equals 70 points net damage.

Now put two or more of these Rad Auras on a team. Consider that the entire team is going to benefit from that boost. It doesn't take long for a permanent Fulcrum Shift like effect. Add in an actual damage boost and things get a little crazy.

Even if you don't let the power stack between multiple users that's still a 40% damage

boost for the entire team.

The game is certainly designed to allow that kind of stuff, but it requires multiple teammates to do it. This set allows a pair of Tanks/Brutes/Scrappers to not only pull off the boost themselves, but take full advantage of it on their own.
I think your logic is flawed, though I understand your concern. Look at Electric Armor. If you had two electric armors running on a team you would have floored endurance on all mobs, every spawn simply by two people using Power Sink (base -40% end drain, and -%100 recovery from each user.) That means almost no attacks toward the entire team. Look at Shield Defense. It offers an 8.5% defense buff to every team member in a 15 foot radius. Now if you had two shielders on a team, that would be 17% defense to all attacks just from them standing around. Add in a third and suddenly you're at 25.5% defense for every team member without anything else going. Dont even get me going on Dark Armor. Two dark armors on a team and you have constant mag 4 stun and fear on all mobs, and -10% tohit just by having them stand in the mob. I know two people who made two Dark Armors just to run them together to do this. But you can't design a powerset based on what would happen if multiple people are using the same powers. What happens when you have a team of mutiple bubblers? Or two rad defenders? or have two or more VEATs on your team. You end up with the same issues, only at even greater percentages. Also keep in mind this is a temporary debuff lasting only as long as they are in melee range of the tanker. Like Shield's -dmg or sonic's -res aura, it isn't gamebreaking.

That being said, as I said, I would be ok with either lowering the -res (perhaps to something more close to melt armor, say 8%) or simply replacing it with a -tohit component (say, -3%) or upping its -recharge (a total of -25%). The key idea here is that this power is what begins to make up for the weaker defense and resistances of this defensive primary. In that mindset, the -acc or -recharge actually makes more sense. Having this power have a -dmg component and a -recharge would fill in the weaknesses of this set while still offering some benefit to the team.


Quote:
Originally Posted by Oldeb View Post
Oh! You're making a melee defender! I don't think you're going to be able to do that based on an existing AT. You'll need a Buff-Debuff/Melee based AT. Trying to do this with a Tank or Brute is either going to make you too weak to absorb any damage or too powerful from all the self buffing.
Electric Armor is an incredible debuffer, and one Electric Armor player can usually leave a spawn almost entirely sapped of endurance. This aids the entire team, and it still offers massive resistances for self protection. Shield Defense offers the team an 8% defense buff and also lowers the damage output of foes by 7%. This aids the entire team and it still offers massive defense for self protection. Willpower gives a -3.75% tohit debuff to enemies. This aids the entire team and it still offers heavy resistances. Dark Armor has a -5% tohit, a mag 2 stun, and a mag 2 fear to enemies. This can REALLY help a team (since enemies that dont attack at all dont kill, and even when they DO attack they are more likely to miss) and still has heavier resistances, some defense, and a self heal. That's four defense sets that already debuff enemies and/or buff teams. This set is only different in that it's trading its heavier resistances for more debuffing. Not defender level debuffs, mind you, and only debuffs for those foes who stay in melee range of the tanker, primarily as his means of self protection, but benefitting the team in the same way as the powers above.



So what are you thoughts on the changes I've suggested, or what suggestions would you make for making it more balanced in your opinion?

Thanks again for the discussion.

IF the changes Ive talked about with you were made, these would be the numbers.

Enemy debuffs:
-35% DMG Foe
-7% Tohit Foe (melee) (or -10% Tohit if change is made to photodisin.)
-8% Res Foe (OR an additional -25% Recharge FOE, or an additional -3% tohit)
-15% speed Foe
-15% Recharge Foe (40% if change is made to Photodisin.)

Self buffs:
+10% Resist S/L
+8% Resist Fire, Cold, Energy, Neg Energy
+Mag 10 Resist Sleep, Hold, Disorient, immob,
+75% Resist Toxic
+15% Ranged Def
+10% AoE Def
+5% Heal every 2 seconds (or +25% HP for 10 seconds, recharge 45 seconds with suggested change)
+60% Regeneration
+15% Max health (+40% every 45 seconds with above change)
+40% Recovery
+ 20% Recharge

By the way, I know you were worried about the higher regeneration and recovery rates on a brute or scrapper, and I wasn't sure if that was primarily because of the -res component of Photodisintegration adding to their damage output. If it was more about the regen being over powered, currently an electric armor brute can get to near perma energize fairly easily with IOs, which gives it an almost 400 HP instant heal, 40% MORE regeneration than is suggested here (100% base, not enhanced), and also a 60% end cost reduction (base). That doesn't include powersink for even more end boosting. Likewise Willpower brutes can easily get to over 250% regeneration with fast healing and High Pain Tolerance, with Rise to the Challenge thrown in it can reach over 400% recharge, and they have Quick Recovery.


 

Posted

Sorry Rowdy, I wasn't ignoring you.

Alpha damage will be an issue, though Im thinking the change to infrared pulse would help with that (making it a clickable +max HP boost as opposed to a pulsing self heal.) Any other suggestions?

As for AVs, it SHOULD do about the middle of the road compared to other sets. It won't be a willpower or Shields tanker, but it also wont be a fire tanker or dark armor tanker when it comes to AVs. It has increased HP to deal with their heavy blows, and each blow will be doing 35% less damage than normal. Likewise it has increased regeneration and except for AVs that resist recharge debuffs, it will be getting hit less often. My hope was the between the higher HP total and the increased regeneration, couple with the -dmg effect on the AV, it would be able to stand toe to toe with most of them. Depending on which offensive powerset you took, that could help as well (dark's heal for example, or ice's added recharge slows.) If I DO make the switch from the pulsing 5% heal to the clickable HP boost that might hurt it in longer fights like AV fights, since I was thinking thats were the 5% every couple of seconds would come in handy. I wonder if combining the two as a toggle that gives a periodic 5% heal (perhaps slower pulses) combined with a milder HP boost (say 20%) would be the best option, giving you the ability to take an alpha strike without dying instantly, letting your debuffs kick in, and quickly recovering some of your HP in the process.

How does that sound? Overpowered or fitting given its inherent weakness in dealing with alpha strikes?


 

Posted

Quote:
Originally Posted by opprime28 View Post
I can post the numbers for electric armor, because I ran them too. But what you'd see is even MORE suggestive that this set would work, if not be a little underperforming for soloing.
Honestly, it's overpowered, but that's because you're vastly understating one specific power (and, even then, it's only because of this one power that you'd be doing anything other than dying). Of course, you're also making a horrible set for the same reason because you're vastly overstating other attributes and completely ignoring playability.

-Dam doesn't work the same way as -res (i.e. the effect is reduced proportionately by the resistance of the attribute to be reduced). The end resistance of a target is what resists the -dam effect. Essentially, if a target has 70% +res, you would reduce their outgoing damage by only 24.5% with a 35% -dam effect. Even with the 8% -res factored in, you would only manage a 26.46% reduction in outgoing damage. And that's assuming you're fighting even level targets: if you were ever fighting higher level targets, the effect would get further reduced thanks to the Purple Patch.

On the same note, -rech is largely a useless attribute that you're giving untoward value to. It's only particularly useful in large numbers and, even then, it's not going to contribute a lot because it's not going to reduce incoming damage by the amount you suggest: enemies have more than a single attack. Because of this, you're not going to see a particularly impressive reduction in outgoing damage simply because enemies already don't use attacks they've got. If you reduce their recharge, you simply make them start using their other attacks rather than the 1-3 that they normally use to beat your face in.

Now, concerning the damage recovery mechanisms, what's the point of the 5% auto-heal power? Regeneration already does that pretty much explicitly (natural regeneration is provided by providing you with 5% ticks of you max hp; +regen just speeds them up). Base regeneration is one tick every 12 seconds. You're essentially providing 600% +regen from a single toggle (which is ridiculously powerful, especially if that's supposed to be base value).

The biggest problem with the set, however, is one of playability: it's the primary problem with making any debuff oriented armor set. Debuffs are affected by the purple patch and enemy resistances, which means that they're going to do virtually nothing on hard targets, which are the targets that you honestly need a tank for.

What's worse, you've functionally designed a set that doesn't even have a decent amount of mitigation to act as a foundation for the set as a whole: the only effects that scale with the danger of your foe are direct mitigation effects (i.e. defense and resistance), which you only have on targets that are away from you (by providing yourself with AoE and Ranged defense), nor do you have any resistance to debuffs, which, if you've actually played around with an armor set and looked at the debuffs that get tossed at you, is something of massive importance. The only set that doesn't get debuff resistance is */Regen and it gets hammered by debuffs when they're present (just ask a */Regen to recall the last time they fought enemies with -rech or -regen; a stream of expletives will ensue).

Another major problem is that you're creating a massively bad set design by making some powers absolutely required to do anything (Infrared Pulse) while having others that are largely a joke (Polymerization), and others that are completely useless if you attempt to do anything other than even level radio missions (Photodisintegration, Ionizing Aura). On that same note, too many of the powers are attempting to do too much, which creates massive problems with slotting: virtually every power except for Immunity Boost and Photofission would require 6 slots to be effective (and even those require 3-4 slots each). You'd run out of slots ridiculously fast.

Quote:
It's definitely a team oriented defensive concept, trading personal "easy mode" survival for help protecting your teammates by making the enemies they do face less deadly.
What you're forgetting is that tanks are already team oriented defense characters that make the enemies their opponents face less dangerous by forcing them to attack the tank themselves. It's kind of pointless to suggest that the tank is somehow making the enemies in melee range of them weaker as a way to protect their allies when they're already doing that by generating massive threat thanks to taunt auras and gauntlet.

If you honestly wanted to build a debuff oriented set that actually works from both functionality and playability perspectives, you need to provide a baseline of mitigation that operates regardless of what is thrown at you and then have the debuff effects operate as the additional effects that bring you in line with other armor sets. A better design would be to have a suite of armor toggles and passives (to provide baseline mitigation that scales), a mez toggle, and then fill the rest out with debuff powers (remember, all auras are going to be taunt auras for tanks so there's no need to make an explicity taunt aura). Don't attempt to do too much with a power (which you are rather guilty of considering how many different attributes you attempt to give absolutely everything) and remember that armor sets have a very strong tendency to be easy on slots (i.e. try bringing attributes that use the same enhancements so that you don't have to have full +def slotting in 2 different powers even though it's ridiculously specific).

Take the +res aspects from Polymerization and Absorptivity, bump them up a notch, and turn them into a single power (or a pair of powers; one for s/l and another for f/c/n/e). Take the +def from Spectral Pulse and Polmerization and fuse them into a single power (essentially provide the set with a single "when my enemies are not in my debuff toggles" power). Turn Spectral Pulse into a pure-and-simple -tohit toggle (possibly including some -def as well). I would probably steal the +hp from Absorptivity and replace the +regen in the mez toggle with it and then create a straight up self-heal from the remnants of Infrared Pulse. You'd then have space for a generic utility passive (like Photofission pared down to simply be a clone of QR or change it to be a diluted version of its existing numbers to make it actually sane; 20% +recov and 15% +rech would probably be a less ridiculous combination), a straight up debuff toggle or click power (Photodisintegration, possibly consider removing the -spd/-rech and replacing it with a chance to deal some damage), and the god mode (likely with a tweaked crash because, honestly, 1 minute of that would be bad enough that almost no one would find it worth it; probably replace it with something like a partial endurance crash and a large -dam crash).