New Power Set: Mimic


Diggis

 

Posted

Hi:

Essentially the mimic power set, allows the user to develop abilities that had been used against her. Thus she would have generic power slots such as:

1) Melee
2) Cone Melee
3) PBAOE Melee
4) Ranged
5) Cone Ranged
6) Targeted AOE Ranged

Thus one could actually IO the powers based on the generic power set infrastructure, such as using POsitrons for Target AOE for instance...

The way I see it working, is your power bar holds generic icons of the powers, when a power is used against you or one of your team mates ( a hit is not required) the generic icon is replaced with the attacking power's icon. From here on, until a different power of that type is used against you, you have use of that power. So say someone hits you with a MA Crane Kick, melee attack, you now have rane Kick, but later you are attacked with a Kick from the fighting pool, then the Crane Kick is replaced with kick, and so forth. The power types does store, so if you log out, when you return the last set of powers you had available are still available.

I have contemplated having this ability like a "Doppleganger" like effect, where if the player attacking fails a resistance roll, the power is actually disabled for 3 minut4s, in which the doppelganger would have the use of that power for 3 minutes. There are potential problems with this since opponents may ensure to use weak attacks on them...

Hugs Stormy


 

Posted

So what ATs would this be for? And what happens if I'm attacked by multiple enemies? Say I go against the Council, jump into a spawn of 3 minions and 1 LT, and get attacked by multiple enemies? Does the attack I last have remain "forever" (until I get attacked again)? How does recharge balance into this? How do attacks of dramatic differences in abilities factor in to this, such as those from an AV compared to a Minion? If I face Statesman, will I have a tray full of Statesman-like powers that last only until a Longbow Nullifier attacks me? Heck, what happens if I get into a slap fight with a Malta Sapper?


 

Posted

So how would attacks work?

Would this set have its own values and just uses the enemies animation?

Would you use the enemies attack how it hit you (I.e. sucky damage and long recharge)?

Would you use the enemies attacks secondary effect?

Example: I have Jab, I hit a hellion for 12 damage. I'm then hit by Brawl will my melee attack recharge at a different time and deal less damage?


 

Posted

Mmm...

Good questions, but this is how I see it working...

Say any mob, regrdless of their attributes and type, hits you with a ranged attack.

Remember I said, you have a generic ranged attack power, you can slot. Thus the power you have will have the ACC, DMG, RNG or what not attributes based on the enhancements you have placed on the generic power set.

If you were attacked by multiple mobs with ranged attacks, and then your turn to attack presents itself, you will have the last attack type to mimic. For instance yo are attacked with Fireblast, Mindblast, and finally with Energy Blast. Your icon tray, will show the icon energy blast. When you press on it, you will attack with an energy blast, which works as per the definitions of energy blast, yet it will be modified by the enhancements you have placed on the generic ranged attack power you have. So if the power enhancements gives you 80% ACC Bonus, 80% DMG Bonus, 40% Added Range and 40% reduced energy cost, the energy blast will have those attributes of 80% ACC/DMG, 40% RNG/RED ENG.

Obviously since I said the generic definition of the power, you would not get to mimic the cheating values devs use for AVs the similar ilk.

Remember you get as level as a mimic, generic slots for the different class of powers such as melee, melee cone, melee PBAOE, ranged, ranged cone, ranged target PBAO, snipe, etc.

I can see mimic being attributable to blasters, defenders, Scrapers, Tankers, Stalkers, Corruptors, Brutes, and Masterminds.

The only ones not to get this power set as a choice would be Controllers, Dominators and EPIC ATs, for obvious power set choice reasons.

One observation, many may fret over a tanker getting energy blast for instance. This should not be a problem, for the devs have deviced a damage nurf system based on class. So while a Blaster gets 100% of their damage potential, Tankers are limited to only 60% of such damage and Defenders to 40% (why are Defenders so excessively damage nurfed, defy's my imagination) for instance.

Hugs Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
Mmm...

Remember I said, you have a generic ranged attack power, you can slot. Thus the power you have will have the ACC, DMG, RNG or what not attributes based on the enhancements you have placed on the generic power set.
No, I get this. My question is more of what base attributes are used? The enemy's power's stat? Or, because it's a "generic ranged attack power", does it already come with it's own stats (base damage, accuracy, range, endurance cost, recharge, secondary effect stats, etc) and the only thing that really changes is the visual effects and potentially the secondary effects?

On that note, how do you handle redraw? If I go against a spawn of 7th Generation Paragon Protectors, I could easily get Total Focus and Focus (from claws), as well as Spine Burst. So if I want to hit something in Melee, I could use Total Focus, have to redraw for a Spine Burst, then redraw again for a Focus, then redraw again when my melee attack recharges, only now it's a Barb Swipe. That could, at best, get annoying.


 

Posted

Mmm...

Correct me if I am wrong, but as I understand each power playable by a player in the game has its own base characteristics such as range, damage, endurace consumption, secondary effects etc. I will call these the power's base attributes.

Now, once again, correct me if I am mistaken, based on your AT, level and what you are attacking the actual base attributes are set. These actual power base attributes are now modified by how the power itself is slotted by the player. Inthe case of mimic, you would use the slotting characteristics of the generic version for this purpose.

So the way I see mimic work...

It does not matter if you were attacked by an AV, EB, Boss or what not, not does their level matter either with respect on how your mimic'ed power will operate. It will essentially be the game base attribute of the power, modified by your level, AT, and the slotting of the generic power it relates to (such as generic ranged with a ranged mimic'ed power).

So for example, Fireblast does light damage, has a range of 75', has endurance cost of blah, blah, etc.

If an AV attacks you with Fireblast, you will not be doing AV damage with it, you will be doing damage as if you had acquired normally that power.

Redrawing, now that is a good point, especially because your power set would be of that which attacked you last. Not sure how I would handle that, on the other hand, you would not be re-drawing until you actually use that power, despite that you may have it for some time, in fact you would only show graphics of powers as you activate them and thus they would remain until a new power is used and its graphic replaces it. Yet I can see a lot of redraing from turn to turn as you cycle through a lot of new powers, on other hand, it may be fun... Thinking of re-drawing, the only thing that would be constantly changing are your icons at your power bar as powers are being mimic'ed on and on.

You did made me think, that perhaps the mimic could choose to not mimic a new attack and retain the one she is currently using. On the other hand having a notification to say yes or no to a change, could get super annoying if you are being attacked by a boat load of different attacks...

Stormy


 

Posted

Quote:
Originally Posted by Stormfront_NA View Post
You did made me think, that perhaps the mimic could choose to not mimic a new attack and retain the one she is currently using. On the other hand having a notification to say yes or no to a change, could get super annoying if you are being attacked by a boat load of different attacks...

Stormy
I don't think allowing them to keep the power would be the best idea as the player could just pick and choose the best powers from each set and end up overpowered.

I think a better option, to fit with the current AT's, would be to have the generics set up as a normal power set:

Tier 1 ST melee
Tier 2 ST melee
Tier 3 AOE melee
Tier 4 Build up...

etc

And then you can have a ranged version. Powers are added as above using the player version for stats and they last for maybe 10 usages (or 10 mins, or something) and then they'll be replaced by the next attack that suites. You can keep using it if you don't get it replaced.

I like the concept, but implimentation would be tough. Maybe the generic attack will take an attack from the target for your tray if there is none so you can at least get a base attack.