Another darn Radiation Armor thread.


Acemace

 

Posted

Quote:
Originally Posted by PapaSlade View Post
I am not sure how the mechanics work for layering debuffs. Is it possible to say if a foe is being defuffed by the aura from player 'X" it cannot be debuffed by the same aura from another player?
It depends how the debuff works. Almost all debuffs in support sets work by the debuff being cast by you, so they stack. Stuff like Enervating Field, Benumb, Lingering Radiation, will all stack with the number of casters.

Stuff like Bruising and the Achilles Heel -res proc don't stack because they grant a power to the target which it applies to itself. While this means they don't resist the debuff, it means it cannot stack from multiple casters.


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Posted

Quote:
Originally Posted by PapaSlade View Post
I understand the theory of the hold in rad cloud and can understand the appeal.

Aside from my issue with it on brutes, I think it will lend itself to a slower playstyle. What I mean by this is certain sets like fire, electric maybe even dark lend themseves to a certain run around the room and gather as many spawns as the aggro cap will allow. Let them chase you to a spot, mass execution, repeat.

The hold mechanic means tick of damage, aggro, hold, no chase the tank (or brute) or at best a delayed chase.

You risk making a tank that plods from spawn to spawn or must taunt everything to them. I am not saying its a bad playstyle but it may not be the most popular. I personally like a slower pace that kills more and does not skip through maps, but I feel much in the minority on that scale.

The hold will effect more than your mitigation. It could really influence the pace at which that set plays, which I think would influence its popularity.
I hear where you're coming from Papa and I understand your concern from that stand point. I would like to point out that the Immob in Mud Pots, the Fear in Cloak of Fear, and the stuns in Oppressive Gloom don't seem to hurt Stone Armor and Dark Armor's ability to keep the pace going. I will say that if I keep the hold in, that I'd take it out of the damage aura and make it a separate toggle, like CoF or OG, allowing it to be skipped.

I would also like to mention that with the "chance to hold" I've listed, on average the most portion of the mob that would be held would be 80%, and that would be made up of mostly of Minions/Lts, with the occasional Boss. The length of hold itself lasts less then 2 seconds, allowing the critters more opportunity to move/attack then either CoF or OG's effects allow. Comparing that to Choking Cloud on a lvl 18 defender, which lasts for over 4.5 seconds, the duration I've listed is pretty short. Both CoF and OG's effects last more then 7 seconds at lvl 50 and are still over 5 seconds at lvl 18. CoF's fear can only be broken every 5 seconds by dmg. The hold is 1/2 as long as Mud Pots immobilize, so they'd be able to chase after the tank/brute/scrapper in fairly short order.

I'll try and get a revised design up tomorrow. Still trying to make adjustments/decisions based on the feed back so far.


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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Well, that's what testing is for I would just need to try it out and see with the hold in place. The hold being there would certainly not keep me from trying the set but until I get the chance to power it up I still lean towards the -dam with -res. Stays true to the theme of the set, lets you lower your end cost on the power, and gives you a little boost against your Boss, EB and higher targets.


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Posted

Here's a new version of the idea. I've tried to take some of the ideas given and balance them in. As such I've added some things, taken away some things and changed a few things as well. I'm still not 100% sure I like where this stands, but I figured I should stop waffling and at least put something into the thread for folks to "chew on". Still undecided how to set end costs, but Papa's original suggestion will probably get incorporated. Hopefully this still comes across as mostly balanced set that folks would like to try out if it ever came to fruition.

Without further chatter from me, here's Radiation Armor Version 2:


Tier 1: Alpha Particle Armor: Toggle-Self 30% s/l resist, 30% Toxic resist ; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.

Tier 2: Particle Leak: Toggle-PBAoE. PBAoE damage/taunt aura. Minor toxic dmg, 5% resist debuff. Takes PBAoE and Taunt enhancements, straight acc, dmg, end redux, taunt and recharge enhancements. Like Bruising, the resist debuff does not stack.

Tier 3: Beta Particle Aura: Toggle-Self. 30% F/C resist, 15%E/Neg, 35% Toxic.; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.

Tier 4: Gamma Particle Shield: Auto-Self. 15% E, 10% Neg, 20% psi resist. Status Effect protection: Mag 13 to Hold, Stun and Sleep, Immob., Mag 10 to Kb/Ku. Status resist to Kb/Ku and Repel 10000%; Takes Resistance sets, and resist enhancements.

Tier 5: Radiaton Cloud; Hold for 2 sec, Taunt Aura. Percentage chance for hold lower then Choking Cloud: 60% chance Mag 1. Takes straight End redux, Taunt, and Hold enhancements.

Tier 6: Radiation Haze: Toggle-PBAoE 5% defense to all. Unlike Cloak of Darkness, no Stealth or +preception, 40% regen debuff resistance , -regen on trgt,(5%, stacks with self up to 30%) Taunt aura.; Takes Defense and Taunt sets, and the usual defense power enhancements; defense, taunt, end redux and recharge.

Tier 7: Particle Infusion: Click-Self. +Health. Regen recover debuff resist 40%, Recharge/runspeed debuff resist 30%. (Healing Flames variation, but no toxic resist boost); Takes Healing set enhancements, and straight heal, end redux and recharge enhancements.

Tier 8: Metabolic Absorption; Toggle- Self; (variation on fury mechanic/Accelerated Metabolism) +rec/+rech/+dmg. The more you're attacked your body chemistry alters itself to add Recharge and Recovery and a small damage bonus. Take AM's numbers and divide by 12 for the base start: .9% to damage, 2.5% to Recharge/movement and recovery. Max 12 attacks. ; Takes Endurance Modification sets, and straight end modification, end redux and recharge enhancements. Recharge enhancements do not boost the recharge the power gives to self.

Tier 9: Instant Mutation; Click-Self. (The ally rez altered to be a self rez. Energy Dmg- minor, Stun- Mag 4, minor -res on trgt. (5%) Like Soul Transfer must have targets to hit. Like Soul transfer 15.4% heal and 30 end on successful hit.; Takes Stun and PBAoE sets, and straight stun, dmg, acc, end redux, end modification and taunt.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

I'm ready to play it! Let's go!




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Posted

I like it.

I posted a similar concept for a "toxic armor" set a couple of weeks ago in Suggestions>. The main variations were that "toxic armor" was a resistance set with secondary effects on some powers that could be altered ala Dual Pistols by what "Source" you chose as your source of power (chemical, radiation, or biological.) This was couple with the fact that the set functioned similar to fire and dark armors in that it had lower resistance numbers in place of a self heal and mitigation in the forum of debuffs, which ANY radiation/toxic based armor set should be chock full of. It won't be a will power, but it will be unique and fun enough to really feel like you're a walking ball of destructive energies.

Here is my original idea's thread.

http://boards.cityofheroes.com/showthread.php?t=251793

But I like yours as well, and yours takes a more "standard" approach to armor sets.


 

Posted

I think instead of a hold, the toggle should be tohitt debuff and damage debuff, though not as strong as RI or EF. (Chilling Embrace damage debuff with AAO tohitt debuff.)

Mutation, make it a cross of Fallout and self rez.


I will look again later, bed time now.


YMMV---IMO
Ice Ember

 

Posted

Quote:
Originally Posted by Ice_Ember View Post
I think instead of a hold, the toggle should be tohitt debuff and damage debuff, though not as strong as RI or EF. (Chilling Embrace damage debuff with AAO tohitt debuff.)

Mutation, make it a cross of Fallout and self rez.


I will look again later, bed time now.
I like these suggestions.


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Posted

That's a whole lotta tox resist... which is ok; strong suit of the set i guess. Most of the resistance based sets are weak to some dmg type though, maybe consider lowering NE resists?

The aura with the hold is a neat idea, just a thought: maybe change this to a sleep with pukey (a la poison) animations for the critters? Less potential for it to become super OP with multiple users, while maintaining the flavor of the power. Like the fear aura in DA, it'd keep critters from scurrying and slow their rate of attack somewhat.

-Regen can be hugely powerful, and seems the raison d'etre of many debuff sets. I like how you've scaled it down, but personally feel that a -def debuff is more in keeping with radiation. Perhaps you could add some -regen in Rad Melee.

/e opens can of worms.

I'd play this. I'd like to pair it with rad melee, of course. Now, get to work!


 

Posted

Actually, I wonder if we could make it weak to cold damage instead of negative. I like your idea of the puking animation but how many people would get grossed out ALL THE TIME with enemies constantly puking on their character? haha


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Posted

Quote:
Originally Posted by JayboH View Post
Actually, I wonder if we could make it weak to cold damage instead of negative. I like your idea of the puking animation but how many people would get grossed out ALL THE TIME with enemies constantly puking on their character? haha
What about it being slightly weaker to s/l and stronger to exotics? I'm sure a lot of people would take tough/weave with this set like other resist based sets, anyway.

As to the other suggestions for the hold toggle, what about a minor debuff to special effects? Like 10%?


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Posted

Interesting - you mean like dark is currently. It's certainly fun to play around with.


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Posted

I would play this set just for the MA power, on every AT for which it was available! Not enough of a numbers guru to add anything useful, except that thematically the idea is pretty awesome.


 

Posted

Looks interesting! Some questions and some concerns:

Tier 2: Particle Leak - Does the -Resist stack from multiple casters? At first glance, damage + -res looks too overpowered, but since the -res number is so small, I think having it stack from mulitple casters would be acceptable.

Tier 4: Gamma Particle Shield - WAY too overpowered for an auto in my opinion. Make it a toggle and it's good to go (There are a LOT of toggles in this set though).

Tier 5: Radiation Cloud - I think this should be a PbAoE planted patch like Ice Patch in Ice Melee, but with a higher recharge so that it is not easily perma, and then maybe the mag can be increased to 2. As mentioned earlier, this power as a toggle would be counter-intuitive to pulling, and this powerset already has plentiful toggles. Making this a dropable patch solves these problems in my opinion, and makes this is more usable power.

Tier 6: Radiation Haze - Very interesting power! It's like a reverse Rise to the Challenge! I would have the -regen debuff NOT stack with itself from the same caster, and just make it a 30% -regen debuff. I think it would be cool to have this effect stack from multiple users, possibly overpowered for an armor set though. As for the defense aspect, I think it's fine. I will say though, that powers like this tend get more powerful when more foes are affected by it. However, increasing the defense like that would make this power too powerful, and better than Invuln's defense aura. So, I think your defense aspect of this power is pretty good

Tier 8: Metabolic Absorption - This power is too weird for me. It sounds too much like a baby brute concept. AND it's ANOTHER darn toggle! Make it a click that gives more based on how many enemies you hit with it. As for what it does to the enemies, I say make it drain some of their endurance without giving it to you.

Tier 9: Instant Mutation - Do you need enemies around for this to work? In my opinion, this sounds too much like Dark Armor's rez. I say make it a carbon copy of the rez from Radiation Emission, but it applies to self. This rez does not affect enemies in the Radiation Emission version, so it should not here either (aside from the fact that you are alive again and kicking their faces).

I think that this is a very interesting set you've thought up! The way you have it, there are just TOO MANY toggles and taunt auras (three). With the above changes, the set will have two taunt auras (like Ice Armor, which is still AMAZING if you want aggro) and less toggles. Feel free to disagree with me if you want; I'd love to hear some feedback on my recommended changes


 

Posted

I would also like to add that I think your damage resistance numbers are somewhat over-powered. It seems like Dark and Psi damage are good against this armor, but it still gets decent resistance to them. It's not much, but I suggest lowering the damage resistance numbers for Dark. In Beta Particle Armor, lower the Neg resistance from 15% to 10%.

This will give a total of 20% Dark resistance, and 20% Psi resistance, which I think would be more reasonable.

Conceptually, I don't think Radiation Armor should provide any Psi resistance, but I guess your "Gamma Particles" could be mutating your brain so that they are not affected by harmful psychic brain waves.


 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
Looks interesting! Some questions and some concerns:

Tier 2: Particle Leak - Does the -Resist stack from multiple casters? At first glance, damage + -res looks too overpowered, but since the -res number is so small, I think having it stack from mulitple casters would be acceptable.

Tier 4: Gamma Particle Shield - WAY too overpowered for an auto in my opinion. Make it a toggle and it's good to go (There are a LOT of toggles in this set though).

Tier 5: Radiation Cloud - I think this should be a PbAoE planted patch like Ice Patch in Ice Melee, but with a higher recharge so that it is not easily perma, and then maybe the mag can be increased to 2. As mentioned earlier, this power as a toggle would be counter-intuitive to pulling, and this powerset already has plentiful toggles. Making this a dropable patch solves these problems in my opinion, and makes this is more usable power.

Tier 6: Radiation Haze - Very interesting power! It's like a reverse Rise to the Challenge! I would have the -regen debuff NOT stack with itself from the same caster, and just make it a 30% -regen debuff. I think it would be cool to have this effect stack from multiple users, possibly overpowered for an armor set though. As for the defense aspect, I think it's fine. I will say though, that powers like this tend get more powerful when more foes are affected by it. However, increasing the defense like that would make this power too powerful, and better than Invuln's defense aura. So, I think your defense aspect of this power is pretty good

Tier 8: Metabolic Absorption - This power is too weird for me. It sounds too much like a baby brute concept. AND it's ANOTHER darn toggle! Make it a click that gives more based on how many enemies you hit with it. As for what it does to the enemies, I say make it drain some of their endurance without giving it to you.

Tier 9: Instant Mutation - Do you need enemies around for this to work? In my opinion, this sounds too much like Dark Armor's rez. I say make it a carbon copy of the rez from Radiation Emission, but it applies to self. This rez does not affect enemies in the Radiation Emission version, so it should not here either (aside from the fact that you are alive again and kicking their faces).

I think that this is a very interesting set you've thought up! The way you have it, there are just TOO MANY toggles and taunt auras (three). With the above changes, the set will have two taunt auras (like Ice Armor, which is still AMAZING if you want aggro) and less toggles. Feel free to disagree with me if you want; I'd love to hear some feedback on my recommended changes
Thanks for all the feedback. This has been a fun exercise so far. Should the dev's choose to use this as a template for the set, I certainly don't think this is a "final" product, and testing would certainly show where I got it right, close, or completely wrong. I'm just hoping I'm more on the right, close side of things.

Particle Leak: I don't want the -res to stack. I want it to compliment bruising on tanks, but not be so great on other ATs that it marginalizes bruising. The -resist number I've got could probably go higher, but I went conservative on that.

Gamma Radiation Shield: This is a direct copy of Electric Armor's Grounded, minus the limitation of being on the ground. If the numbers here are over powered, then so is Elec Armor:Grounded.

Radiation Cloud: Maybe I'm just not seeing it, but I just don't understand how this is any worse then Dark Armor's Oppressive Gloom and Cloak of Fear. Additionally, Stone Armor:Mudpots Immobilize and -spd or Ice Armor's slows and -spd also slow herding/gathering. That doesn't seem to hurt those sets either. I could imagine this having a slower pulse then normal taunt auras.

Radiation Haze: Thematically I like the idea of the -regen stacking. IE, the longer you stay in the haze, the more your regen is effected.

Metabolic Absorption: I'm sorry this one seems confusing. Yes there is a "mini fury" aspect. Yes it is another toggle. I'm hoping that the +rec in the power helps with all the other toggles in the set.

Instant Mutation: Initially I'd planned on this being a straight port of Rad. Emission's Mutation, but that seemed to close to Willpower's Resurgence. I took a look at the other self-rez powers and decided I wanted a cross between Rise of the Phoenix, Dark Transfer, and a minor touch of Fallout. I didn't go Fallout+Mutation as I figured that would be too overpowered. I can see the dev's taking this and going back to a straight Mutation port.

As for having 3 taunt auras, look at Dark Armor. It has 3 as well.


I'd like to touch on the resistance numbers you mentioned. I know that you feel they're over powered. I'd like to ask you this: Over powered compared to what?


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Come show your resolve and fight my brute!
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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

First off, Electric Armor's Grounded provides 12.5% Energy resistance, 10% Dark resistance, immobilize protection, KB protection, and some end drain protection. As is, your Gamma Particle Shield provides higher resistance numbers in more damage types, and it offers protection to more mez powers. Electric Armor gets most of it's mez protection and it's psi resistance from Static Shield, which is a toggle. In my opinion, your version of Gamma Particle Shield sounds more like an auto version of Static Shield than Grounded.

As for your comment about Electric Armor being over-powered, I'll agree with that, but not in the way you mentioned. I was overjoyed when Elec Armor was proliferated to tanks, because Elec armor has very high resist numbers including good energy and psi resistance, power sink, a damage aura, a god armor that covers it's toxic resist hole, and it gained a new self-heal! I think Elec Armor's 35 resist numbers should be bumped down to 30, and Dark down from 30 to 25 or 20. However, I would also be sad if this happens, because I <3 my lvl 50 fully incarnated and IO'd Elec/Ice tank.

That being said, you asked me about my reasoning with the resist numbers on Rad Armor. All resistance armors either have 0% resistance to something, or have 20% or less in two damage types:

Fire is weak to Ice (20%), Toxic (20%, but it can stack), and Psi (0%).
Invuln has low numbers on everything that is not Smashing/Lethal.
Elec has 0% Toxic (though the t9 does cover that, it's not up all the time)
Dark Armor has only 20% resistance to Energy and Toxic.

Every resistance armor set has at least one major weakness (0%), or two minor weaknesses (20%). Your Rad Armor set's lowest resistance numbers are 20% psi, and 25% dark. I know I'm being REALLY picky that I'm going through all this trouble over 5% resistance, but I think the resist numbers on Rad Armor would be more fair if your total dark resistance was bumped down from 25% to 20% to make it more in line with other resistance armor sets.

Instant Mutation: to each his/her own. Carbon copies can be boring and thoughtless, so creativity is nice.

Radiation Cloud: I'll admit, I'm not an expert on Dark Armor. I will say, if you wanted to pull, you could always be smart and turn the toggle off, then on again when the baddies are right where you want em. So, I guess this power could be viable as a toggle. I'd rather it be a baby volcanic gas power, but that's just me!

Metabolic Absorption: Sorry, I just don't like the idea of this being a baby fury/rech/rec toggle. It's a unique idea, I just think it's too strange a power, and makes none brute classes baby brutes. I think this power would be great as a PbAoE enemy drain click. So, I'm going to have to respectfully disagree with you on this power.

I'll nod my head to your comments on Particle Leak and Radiation Haze; no problems there.

Thanks for thinking of the set


 

Posted

Hm....

I really shouldn't have responded at work without all my notes and spreadsheets. It's also been a few months since I'd really thought about this set. Anyway, my original layout of Gamma did have it as a direct clone of Grounded, but at some point I think I melded Static and Grounded. Mainly because I found myself with way to many toggles. It's possible I had Indomitable Will in mind as well.

I went with the resistance numbers on this set for a couple of reasons. It's main resistance, which is to one of, if not the rarest damage types is Toxic. Because it is so rare I didn't want to completely short change the set in other areas. I could see the final numbers being changed, like Dark to 20% etc, but without the set being built and thrown into testing it's hard to truly say.

As for Metabolic Absorption: think about Kinetic Melee's Power Siphon. It is in it's own way a "baby brute" power. The more you attack, the more +dmg you get, stacked up to 5 times. I just think of this being a minor version of the other half of fury. Not nearly the same damage bonuses by any means. I was also attempting to come up with something that didn't resemble AAO, Invincibility, RttC, Power Sink, Fiery Embrace or Energy Absorption. Again, sorry you don't like it.

All I can hope to do is renew/create an interest in seeing a Radiation Armor set being brought to the game, even if I might be far off the mark.


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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
I would play this set just for the MA power, on every AT for which it was available! Not enough of a numbers guru to add anything useful, except that thematically the idea is pretty awesome.

Ditto. I think this would be a lot of fun!