Storm (Wind) Blast


Blue Rabbit

 

Posted

So, futzing around with powerset ideas again I was thinking that while we've got 2 melee sets with some form of Combo mechanic (soon to be a third with Staff Fighting, arguably a fourth with Titan Weapons), we don't have any Ranged sets that utilize anything like it.

Brainstorming on themes that lend well with building up "points" I came up with weather. Different types of weather phenomena use various Rating systems (Tornadoes and Hurricanes specifically come to mind). Thus the Storm Rating mechanic sprung forth from the ol grey matter.

I didn't want it to just be "Street Justice at range" or a copy of Dual Blade's rigid attack chains, though. I wanted it to be more of an alternate resource system. So this is how it fleshed itself out:

Storm Rating
Storm Rating is a 5 point system (Six point if you count the base rating of 0) in which higher rating improves the performance of your powers.

Most of your Single Target attacks have a chance to improve your storm rating (anywhere from 25% to 100% chance, depending). Building from 0 to 3 should prove relatively easy while achieving a rating of 4 or 5 will be more difficult.

Other powers (notably your AoEs, among others) will not build Storm Rating, but instead will use points if your current rating is high enough, lowering your rating by a set amount (varies by power) and gaining additional effects (Added Damage, Recharge Slows, Chance for Fear, etc). They can be used without affecting your Rating if you're below the threshold required to gain the extra effects.

Obvious the exact chance to build Rating, and how long your rating lasts would be up for testing to find a good balance point.

For the power's visual FX themselves, there are a number of effects in game that show that "Wind" can be made to look pretty decently. The swirling effect from Time Manipulation's Temporal Mending looks fairly convincingly wind-like, not to mention the existing wind based power, Gale. Kinetic Melee is also a decent place to look for inspiration for wind effects, as are a couple Peacebringer powers, such as Gleaming Blast (specifically the swirling trail that follows the path of the projectile).

As far as a secondary effect (-Defense for Radiation, -Resist for Sonic, etc) I looked to Hurricane, -Range -ToHit. I don't want it to step on Dark Blast's toes though, so the -ToHit would be relatively minor. While -range may not seem particularly useful, the set does include an Immobilize, so it's possible to root enemies and debuff their range to a point where it can't attack you. Only about half of the powers in the set actually have the standard secondary debuff, the rest have other effects, or utilize Storm Rating for additional benefit.


Storm Blast Powerset:(Some of the Effects info can get pretty long, it should be more intuitive than the wall o text may make it seem.)(You -only- get the effects for your current Rating upon power activation.)

1) Airburst
A quick burst of high pressure air, Airburst deals minor Smashing and Cold damage and reduces your target's effective Range and ToHit for a short time. Airburst has a chance to increase your Storm Rating. Storm Rating grants a chance to knock your target down, the higher your rating the greater your knockdown chance.
Activation: 1second (Uses the same character animation as Charged Bolt)
Damage: 0.7scale Smashing damage+0.3scale Cold damage (1scale total damage)
Range: 80ft
End Cost: 5.2
Recharge: 4seconds
Effects: -15% Range, -5% ToHit
10% Chance 0.67mag Knockback if StormRating 1
20% Chance 0.67mag Knockback if StormRating 2
30% Chance 0.67mag Knockback if StormRating 3
50% Chance 0.67mag Knockback if StormRating 4
75% Chance 0.67mag Knockback if StormRating 5
Rating: 50% Chance +1 Rating if Storm Rating 2 or lower
25% Chance +1 Rating if Storm Rating 3 or higher

2) Wind Blast
More powerful than Airburst, Wind Blast deals moderate Smashing and Cold damage and reduces your target's Range and ToHit. Wind Blast has a change to knock your target back. Wind Blast has a chance to increase your Storm Rating. While at a Storm Rating of 4, Wind Burst will electrocute your target for additional damage. A Rating of 5 will expand this extra damage in a small radius around your target.
Activation: 1.67seconds (Uses Power Blast character animation)
Damage: 1.0scale Smashing damage+0.64scale Cold damage (1.64scale total damage)
Range: 80ft
End Cost: 8.53
Recharge: 8seconds
Effects: -15% Range, -5% ToHit
15% Chance 0.67mag Knockback
5*0.09scale Energy damage/3.1sec if Storm Rating 4 (0.45scale total damage)
5*0.09scale Energy damage/3.1sec 8ft AoE if Storm Rating 5 (0.45scale total damage)
Rating: +1 Rating if Storm Rating 2 or lower
50% Chance +1 Rating if Storm Rating 3 or higher

3) Full Gale
Using this ability scours all enemies in a large arc in front of you with intense winds which deal smashing and lethal damage as they pelt your foes with debris. If your Storm Rating is 4 or higher, Full Gale will weaken your rating by 1 and deal additional cold damage over time to all affected targets, considerably slowing their Recharge.
Activation: 2.27seconds (Uses Frost character animation)
Damage: 10*0.06scale Smashing+10*0.03scale Lethal/2.08s (0.9scale total damage)
Range: 40ft
Arc: 60degrees
End Cost: 11.9
Recharge: 12seconds
Effects: -15% Range, -5% ToHit
30% Chance 3.32mag Knockback
3*0.1scale Cold damage/1.05s if Storm Rating 4 or higher (0.3scale total damage)
-50% Recharge if Storm Rating 4 or higher
Rating: -2 Rating if Storm Rating 4 or higher


4) Windcage
Traps your target in a whirling cage of winds, immobilizing them and dealing minor Smashing and Cold damage over time. Windcage has a chance to increase your Storm Rating.
Activation: 1.17seconds (Uses Transfusion character animation)
Damage: 8*0.07scale Smashing damage+8*0.055scale Cold damage/3.6sec (1scale total damage)
Range: 80ft
End Cost: 7.8
Recharge: 4seconds
Effects: 3mag Immobilize 17.9sec
-15% Range, -5% ToHit
Rating: 50% Chance +1 Rating if Storm Rating 2 or lower
25% Chance +1 Rating if Storm Rating 3 or higher

5) Upheaval
Creates a burst of thermal air around you, attempting to hurl your foes skyward. Deals moderate smashing damage to affected enemies with a chance to knock them off their feet. Knockup is guaranteed if your Storm Rating is 4 or Higher, though this will reduce your Storm Rating by 1. If your Storm Rating is 5, Upheaval consumes an additional -1 Rating and deals increased damage.
Activation: 1.03seconds (Uses Lift character animation)
Damage: 1.0scale Smashing
Range: 0ft
Radius: 20ft
End Cost: 18.51
Recharge: 20seconds
Effects: 30% Chance 1.4mag Knockup if Storm Rating 3 or lower
1.4mag Knockup if Storm Rating 4 or higher
0.4scale Energy Damage if Storm Rating 5
Rating: -1 Rating if Storm Rating 4
-2 Rating if Storm Rating 5

6) Vortex
Encases your target is a fearsome Vortex of wind, battering them wildly and rendering them held and helpless to defend themselves. If your Storm Rating is 5, Vortex will lower your rating by 2 and deal considerable extra damage.
Activation: 1.07seconds (Uses Energy Torrent character animation)
Damage: 8*0.1scale Smashing+8*0.065scale Cold Damage/3.6sec (1.32scale total damage)
Range: 80ft
End Cost: 10.2
Recharge: 16seconds
Effects: 3mag Hold 9.5sec
8*0.205scale Lethal/3.6sec if Storm Rating 5 (1.64scale total damage)
Rating: -2 Rating if Storm Rating 5

7) Embrace of the Storm
By activating this ability, you give yourself over completely to the fury of the storms. For a brief time whenever one of your attacks would increase your Storm Rating by 1, it increases your Rating by 2 instead.
Activation: 1.17seconds (Use Build Up character animation)
End Cost: 7.8
Recharge: 240seconds
Effects: Special


8) Pressure Burst
You clap your hands together, creating a pressure wave which knocks down nearby foes. If used while at Storm Rating 4 or higher, Pressure Burst will instead reduce your rating by 1 and knock foes away from you, leaving them disoriented, making it an effective emergency power if you're in a bit over your head.
Activation: 1.23seconds (Uses Hand Clap character animation)
Damage: 0.1scale Smashing damage
Range: 0ft
Radius: 15ft
End Cost: 13
Recharge: 45seconds
Effects: 0.67mag Knockback if Storm Rating 3 or lower
4.99mag Knockback if Storm Rating 4 or higher
3mag Disorient if Storm Rating 4 or higher
Rating: -2 Rating if Storm Rating 4 or higher

9) Cyclone
Activating this power you surround yourself with the howling winds of a fierce Cyclone. Nearby foes will take continuous damage over time, have their ToHit and Range severely reduced and will be unable to Jump or Fly. Higher Storm Rating improves damage. As long as your Storm Rating is 4 or higher Cyclone will instill panic into your foes, leaving them trembling in fear. Cyclone will dissipate automatically after 30 seconds, reducing your Storm Rating to 0.
Activation: 1.17s (Uses Whirlwind character animation)
Damage: 0.03scale Smashing damage+0.03scale Lethal damage/tick (3.66scale total damage/30seconds)
Range: 0
Radius: 25
End Cost: 0.39end/0.5sec
Recharge: 180seconds
Effects: -50% Range, -15% ToHit, -10mag Fly, -50,000% Jumpheight
10% Chance 0.67mag Knockback
0.03scale Smashing damage/tick if Storm Rating 3 or higher (1.83scale total damage/30seconds)
50% Chance 1mag Fear 5.96seconds if Storm Rating 4 or higher
0.03scale Lethal damage/tick if Storm Rating 5 (1.83scale total damage/30seconds)
Rating: -5 Rating after 30seconds


So there ya have it.


(EDIT: Added total damage scales for all the DoT effects.... it was kinda hard to actually see how much damage some of the powers would have been doing.)


@Oathbound & @Oathbound Too

 

Posted

i really like this and i'm all for it.

i suggested a wind blast set, and you have some great points to yours that arent in mine and this system you've included is awesome. also, for FX, dont forget scirocco's powers of cyclones [1*], whirlwind[2*], and lots of the fx without the weapon in the new titan meelee [*three whirly effects to use more including the already wind-based tornado.]

here's mind for comparison, not that mine is better or anything, but to show you i based mine more off of sonic than anything else [i like cones and kb/kd.]

Quote:
Originally Posted by daveyj3 View Post

Aero-blast set idea which I will continue to hope for because sonic IS NOT aero blast. Yes, it is molecular vibration through air but it is hardly wind. That's like comparing ice blast to "water" [i know ice is water but it's not "water blast"], electricity to fire, or earth to gravity. For Blasters, Defenders, and Corruptors.

Aero Blast:
1. Gust - ranged, low dmg
2. Zephyr - ranged moderate dmg +kd
3. Sharp Draft - [like gale but useful] ranged cone moderate dmg, +kb
4. Jetstream Snipe - long range extreme dmg
5. Aim
6.Desert Breeze - ranged cone minor dmg, -acc and stun +kd
7. Funnel Flurry - toggle AOE moderate dmg. special- reduced speed fly, or if already flying/hovering +flyspeed. foe kb. [use the graphic of tornado but have under player as if keeping him lifted/propelling him forward and knocking back foes.] [i know this power is a stretch]
8. Summon Cyclones - [like scirocco's devils] summons 3 cyclones that last for a while attacking your foes. [but with the graphic of the water spout made to look more like wind [basically no blue in it].]
9. Tempest - pbaoe extreme dmg end draining super gust pummel [use altered whirlwind graphic with down drafts]

or...

"Wind Mastery" for Corrs/Defs, Contreollers/Doms, and Blasters/MMs [would need a couple new powers] EPIC POOL
-dust devils - summons dust devils
-desert wind - cone
-some sort of whirlwind shield or kb/repel, toggle, with damage
-strength of the four winds [+dmg, +range, +acc]
-something else.. :/ im thinking an pbAoE with a cyclone animation of sorts, superior dmg
mine's not as thought out as yours lol. but GOD what i would do for a wind blast set. but honestly i like cones and AoE's more than immobs/holds. and wind is all about KB to be honest

love your set.


 

Posted

Yeeeeeaaaaaaaah... knockback sets: people don't like them. Especially the other people on the team.


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Posted

low knockback is like knockdown and really not much of a problem. people whine about it a lot but really it's quite useful if you know how to use it. lots of powers suck when you miss or aim in a bad direction, but that doesnt mean the debuffs suck, does it? no, the player doesnt know how to master that set yet, or they just missed, that's all.

you just need to know how to use it. i've seen plenty of meelee handle foes while on teams with kb usage members just fine. and ive seen some who suck regardless use it as a reason to complain.

#get over it. well used kb rocks and has saved many a booty


 

Posted

Quote:
Originally Posted by Blue Rabbit View Post
Yeeeeeaaaaaaaah... knockback sets: people don't like them. Especially the other people on the team.
Frankly I don't care for knockback myself.

The set only has 2 powers that are actually knockBACK though. One with a relatively low chance to KB (30%), and one where you can control whether it is knockBACK or knockDOWN by using or not using it when at certain Storm Ratings.

(0.67magnitude knockback is actually knockDOWN. It's the standard for almost all knockdown powers.)


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Blue Rabbit View Post
Yeeeeeaaaaaaaah... knockback sets: people don't like them. Especially the other people on the team.
The only place I have ever seen people complain about knockback is on the forums.

And this is coming from someone who's Energy/Energy blaster is slotted for knockback. 3 airburst sets, plus some knockback IOs. When I Nova, mobs go flying. I have never heard a complaint about it. Never been kicked for it either.


No one pays attention to me, cause I listen to the voices in my head.

 

Posted

question: why did you choose that sort of tier 9 power? it doesnt seem to do very much dmg, or maybe im reading it wrong? i'd keep it the same but increase dmg [although you said dmg increases with storm rating right?] maybe i just suck at understanding the numbers.

also, i cant seem to like your immob even though it sounds cool, i wouldnt put it in a blast set unless it was a cone.

also, does five points seem like a lot? dont most of the other combo sets use three levels [four if you include 0]?

[still, i'm all for it, i just had some Qn's ;D]


 

Posted

Quote:
Originally Posted by daveyj3 View Post
question: why did you choose that sort of tier 9 power? it doesnt seem to do very much dmg, or maybe im reading it wrong? i'd keep it the same but increase dmg [although you said dmg increases with storm rating right?] maybe i just suck at understanding the numbers.
Cyclone's in an odd place of doing a LOT of damage... just over a prolonged period of time.

The main idea behind it was that I wanted it to be an effect that moved with your character, leaving a wake of destruction in your path. Much like a real tornado.

It's 3.66scale damage at Rating 0-2, 5.49scale damage at Rating 3-4, and 7.32scale at rating 5. For comparison, the standard crashing nuke averages out to 4.875scale damage* on a 360second recharge. Blizzard, the highest damage nuke of any kind, is 9.12scale over 15seconds (again 360recharge).

For Non-crashing nukes they range from 2.854scale damage (Full Auto, 60s recharge) up to 3.5scale (Overcharge, 180seconds). (Note that due to Cyclone being a toggle effect, it won't start recharging until it's deactivated, which effectively increases it's recharge.)

Cyclone has the potential to out damage any nuke aside from Blizzard, with considerably shorter recharge and no end crash. The trade off is that it deals that damage over a fairly long period of time, which could always get shortened if it were ever to get made, though I kind of think that it being too short of a duration loses the desired effect.




*Standard crashing nukes deals 3.0scale damage, then have a 75% chance for 1.5scale, and then a 50% chance for another 1.5scale. Minimum damage on hit is 3.0, max is 6.0. Average is 4.875.

Quote:
Originally Posted by daveyj3 View Post
also, i cant seem to like your immob even though it sounds cool, i wouldnt put it in a blast set unless it was a cone.
It's unconventional for a blast set to have an immobilize, sure. Really I'd say it's less an Immobilize, and more an attack that also happens to leave your target immobile.

The set lacks a true Tier3 blast (Something only Dark Blast and Electric Blast have in common with it, though Dark has two tier2s now with the changes to Life Drain). So really you're meant to cycle Windcage and Vortex more as part of your single target chain, rather than reserve them for control purposes. Windcage also allows you to utilize the -range secondary effect as a form of mitigation (and helps build your Rating). Vortex actually fills the role of a 3rd blast, but requires Storm Rating of 5 to do it, and drops you down in Rating, meaning you have to rebuild after each such use.

An early version of the power had Windcage affect additional targets in a small AoE at higher rating, but I thought that it gave the set too many AoE effects, particularly since the set already has a lot of soft control built into it.


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
The main idea behind it was that I wanted it to be an effect that moved with your character, leaving a wake of destruction in your path. Much like a real tornado.

It's 3.66scale damage at Rating 0-2, 5.49scale damage at Rating 3-4, and 7.32scale at rating 5. For comparison, the standard crashing nuke averages out to 4.875scale damage* on a 360second recharge. Blizzard, the highest damage nuke of any kind, is 9.12scale over 15seconds (again 360recharge).

Cyclone has the potential to out damage any nuke aside from Blizzard, with considerably shorter recharge and no end crash. The trade off is that it deals that damage over a fairly long period of time, which could always get shortened if it were ever to get made, though I kind of think that it being too short of a duration loses the desired effect.

.................................................. ..........

It's unconventional for a blast set to have an immobilize, sure. Really I'd say it's less an Immobilize, and more an attack that also happens to leave your target immobile.

The set lacks a true Tier3 blast (Something only Dark Blast and Electric Blast have in common with it, though Dark has two tier2s now with the changes to Life Drain). So really you're meant to cycle Windcage and Vortex more as part of your single target chain, rather than reserve them for control purposes. Windcage also allows you to utilize the -range secondary effect as a form of mitigation (and helps build your Rating). Vortex actually fills the role of a 3rd blast, but requires Storm Rating of 5 to do it, and drops you down in Rating, meaning you have to rebuild after each such use.

An early version of the power had Windcage affect additional targets in a small AoE at higher rating, but I thought that it gave the set too many AoE effects, particularly since the set already has a lot of soft control built into it.
ooooooooooooooooooohhhh okay. i think i am in love with your tier 9 power now. and i understand windcage now thank you!

still, i would like to summon cyclones instead of one of these powers [probably still the immob i guess] lol. coolest wind power evar. would be nice to give a blast powerset a summon, and i always felt it fits.