Radiation Melee and Armor


AlienMafia

 

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Radiation Melee

Brutes, Scrappers, and Tanks

Tier 1 Power: Particle Barrage (Energy Barrage animation)
Melee, Minor Damage (Energy, Smashing), Foe +Tag


Tier 2 Power: Contaminated Strike (Bone Smasher animation)
Melee, Moderate Damage (Energy, Smashing), Foe +Tag


Tier 3 Power: Polarized Wave (Jacob's Ladder animation)
Melee (Cone), High Damage (Energy), Foe -Def +Tag


Tier 4 Power: Confront/Taunt
Ranged (Targeted AoE for Brutes and Tanks), Foe Taunt -Range


Tier 5 Power: Ionized Burst [Repulsing Torrent animation (Kinetic Melee)]
Ranged, High Damage (Energy), Foe -Def +Tag


Tier 6 Power: Critical Mass
PBAoE Self +Damage +To Hit +Special, Foe -Tag
4% To Hit --> 24% To Hit
20% Damage --> 120% Damage
20 sec. Duration
180 sec. Recharge
Description:
Critical Mass absorbs all the energy that has been emitted from your other attacks in order to increase your own strength. This power will absorb up to 6 targets of the radiation. By doing this the 6 targets will be released of the -defense that was put on them from your attacks. If there are no enemies that were hit by this power then the power will fail.


Tier 7 Power: Infectious Blow (Chain Induction animation)
Melee, Moderate Damage (Energy), Foe -Resist +Tag +Special Minor DoT (Toxic)
Description:
You strike one enemy with Infectious Blow causing damage and minor resist debuff (-2.5% Resist debuff). Now, this acts like Chain Induction in the sense that enemies that are around the target that you hit will be infected but in a PBAoE slow spread through the mob (and i mean slow! roughly every 5 sec it will jump to every enemy within 4 feet of the infected target). Each enemy that is infected will take minor toxic damage and -2.5% resist debuff.
Up to 16 Enemies


Tier 8 Power: Radioactive Burst
PBAoE, Foe Knockback Hold -Tag +Tag
Mag 2 Hold: 9.5 seconds (The throw up animation after they get back up)
Mag 5.19 Knockback
Description:
Simple. Hand Clap but replace stun with hold.
Now those of you going "HOLD! OP" Its a hold that only holds minions and below. Hand Clap does a stun and both stop the enemies from attacking you or anyone else. Also some may say "Brutes have to build fury" and all i can say is skip it like you skip Hand clap.
EDIT:
When the use of this power is activated, the enemies that are tagged/marked will be held upon being hit by Radioactive Burst. The tag on these enemies will not be removed and will only be reaffirmed. Other enemies that are not tagged before the activation will then be tagged if hit.
Credit: Tenzhi


Tier 9 Power: Meltdown (Animation? Something new. Surprise me!)
PBAoE, Superior Damage (Energy) +Special, Foe -Def +Tag
Description:
When the user uses this power it will use up all the energy that was absorbed by Critical Mass. The use of the power will end Critical Mass' buffs and turns it off. You can only use this power when Critical Mass is running due to the amount of power it requires to use Meltdown. To put Meltdown's damage into perspective, absorbing one enemy for Critical Mass, Meltdown will do damage equivalent to Shield Charge. At 6 targets absorbed it will do damage equivalent to Lightning Rod.



Stalkers (Didn't work on the changes that much. I'll update it later)

Tier 1 Power: Particle Barrage (Energy Barrage animation)
Melee, Minor Damage (Energy, Smashing), Foe +Tag


Tier 2 Power: Contaminated Strike (Bone Smasher animation)
Melee, Moderate Damage (Energy, Smashing), Foe +Tag


Tier 3 Power: Polarized Wave (Jacob's Ladder animation)
Melee (Cone), High Damage (Energy), Foe -Def +Tag


Tier 4 Power: Assassin's Disintegrate (or something else)
Melee, Special Damage (Energy, Smashing)


Tier 5 Power: Critical Mass (Normal Build Up)
Self +Damage +To Hit
20% To Hit
80% Damage


Tier 6 Power: Placate
Ranged, Foe Placate, Self Stealth/Hide


Tier 7 Power: Ionized Burst [Repulsing Torrent animation (Kinetic Melee)]
Ranged, High Damage (Energy), Foe -Def +Tag


Tier 8 Power: Infectious Blow (Chain Induction animation)
Melee, Moderate Damage (Energy), Foe -Resist +Tag +Special Minor DoT (Toxic)
Description:
You strike one enemy with Infectious Blow causing damage and minor resist debuff (-2.5% Resist debuff). Now, this acts like Chain Induction in the sense that enemies that are around the target that you hit will be infected but in a PBAoE slow spread through the mob (and i mean slow! roughly every 5 sec it will jump to every enemy within 4 feet of the infected target). Each enemy that is infected will take minor toxic damage and -2.5% resist debuff. Up to 16 Enemies


Tier 9 Power: Meltdown (Animation? Something new. Surprise me!)
PBAoE, Superior Damage (Energy), Foe -Def +Tag
Description:
Shield Charges damage if enemies are not tagged. Lightning Rods damage if tagged.


Note: Tag/Marker feature was described in the 2 powers that put it to use. Critical Mass and Meltdown under the Brute, Scrapper, Tanker side.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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signed


 

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I don't see where you explained the "Tag" mechanic.


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By tag i guess you mean for the "Meltdown" power at the end of the sets? Each enemy has a "tag" or "marker" so that when Meltdown hits, they are "untagged". At least that's what I am thinking.
But I am right along with you on this one. Why hasn't this idea come about before? It seems like it is a very well, thought out theme, even the reactor bit at the end (though some may see it unfair).
As for the attacks, I would suggest maybe a -Def or -Res for the attacks (and possibly for the PBAOES "Gamma Pulse" and "Molecular Regen").

I'm new at these boards but I've been playing on and off for the last three or four years. Kudos


 

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Quote:
Originally Posted by Swordacool View Post
By tag i guess you mean for the "Meltdown" power at the end of the sets? Each enemy has a "tag" or "marker" so that when Meltdown hits, they are "untagged". At least that's what I am thinking.
But I am right along with you on this one. Why hasn't this idea come about before? It seems like it is a very well, thought out theme, even the reactor bit at the end (though some may see it unfair).
As for the attacks, I would suggest maybe a -Def or -Res for the attacks (and possibly for the PBAOES "Gamma Pulse" and "Molecular Regen").

I'm new at these boards but I've been playing on and off for the last three or four years. Kudos
Quote:
Originally Posted by DarkGob View Post
I don't see where you explained the "Tag" mechanic.
The tag thing was in the description of the 2 powers that work with it. Critical Mass and Meltdown. Ill add it in forgot to have a separate explanation.

On the note or attacks having a -res or -def. Some do but unfortunately I didn't want to have too much and make it OP. -Res is in the Infectious Blow but didn't want anymore and make it too strong. Also having more -Def powers makes it easier to over do the damage potential with Achilles Heel procs. Yes, -Def should be part of it to have some similarities to the radiation blast powers, but didn't want to many like I said. Some may say what about Katana and all of their -Def. True but Katana is all Lethal damage so it makes up for being only Lethal.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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I left the Tag feature in the Stalker Melee set in case someone thinks of a way to include it in it. The way the Set works doesn't help the stalkers at all. Tag things before you hit build up and then AS. Doesn't work to well or at all.

Open for ideas.

Note: I could use my old idea on the Critical Mass but it still is kinda cheesy which is the reason why i changed it.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Nice work, well thought out, and well balanced. I like the new/different ideas.


 

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I'd change the Radioactive Burst and make it only do a Hold on Tagged enemies (and not add a Tag itself), but increase the mag and/or duration of the hold.


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It should be noted that on every AT that has access to both, Lightning Rod and Shield Charge do the exact same damage, just energy for one and smashing for the other. So having Shield Charge damage if not tagged and Lightning Rod damage if they are tagged means literally nothing.


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Quote:
Originally Posted by Rebel_Scum View Post
It should be noted that on every AT that has access to both, Lightning Rod and Shield Charge do the exact same damage, just energy for one and smashing for the other. So having Shield Charge damage if not tagged and Lightning Rod damage if they are tagged means literally nothing.
No, they don't. Lightning Rod does considerably more.

The armor set looks quite toggle-heavy to me - the mez protection toggle especially could probably be rolled into one of the others, or divided among them.
I'm somewhat confused as to how Cold Fusion is supposed to work - to get the maximum effect, you activate it then spend 10 seconds doing nothing? That seems... odd.


 

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Quote:
Originally Posted by Tenzhi View Post
I'd change the Radioactive Burst and make it only do a Hold on Tagged enemies (and not add a Tag itself), but increase the mag and/or duration of the hold.
Good idea seeing that would be less OP then what it is. Ill change that.

Quote:
Originally Posted by Hopeling View Post
No, they don't. Lightning Rod does considerably more.

The armor set looks quite toggle-heavy to me - the mez protection toggle especially could probably be rolled into one of the others, or divided among them.
I'm somewhat confused as to how Cold Fusion is supposed to work - to get the maximum effect, you activate it then spend 10 seconds doing nothing? That seems... odd.
Exactly Lightning Rod and Shield charge are completely different damage strengths within the same AT.

Cold Fusion i made it so its different from other Tier 9s in the fact that you actually have to sit and concentrate to perform a molecular fusion, thus going along with the theme of Radiation. An Instant boost of power, in my mind, is not themed so i added a delay. Because of the delay, I'll let the Developers decide how much duration/recharge some of these powers will take. Take it if this ever sees the light of day.

On the note that it seems toggle heavy. I kinda wanted to make it tough and not simple. Ill add a Recovery aspect to Chemical Boost and take away the recovery on Molecular Regeneration. Radiation Haze ill leave it up but i like Chemical boost more now since it has recovery.

The other option like you mentioned is spread the Atomic Balance stats amongst Neutron Armor and Proton Armor. If that is done then the set can have both Chemical Boost and Radiation Haze.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Version 2

Tier 1 Power: Neutron Armor
Toggle: Self +Res(Smashing(30%), Lethal(30%), Energy(10%), Toxic(30%), Regen Debuff Resist(40%) +Res(Disorient(13), Hold(13))


Tier 2 Power: Gamma Pulse
Toggle: PBAoE, Minor Damage (Toxic), Foe -Def


Tier 3 Power: Proton Armor
Toggle: Self +Res(Energy(30%), Negative(30%), Toxic(30%), Recovery Debuff Resist(40%)) +Res(Fear(13), Sleep(13), Immobilize(13))


Tier 4 Power: Radiation Haze
Toggle: Self Stealth +Def(All) +Perception +Res(Hold)


Tier 5 Power: Molecular Regeneration
PBAoE, Minor Damage (Energy), Self +HP(20%) +Regen(5%)
10 Targets Max


Tier 6 Power: Electron Armor
Auto: Self +Res(Energy(10%), Toxic(30%), Slow(20%))


Tier 7 Power: Chemical Boost
Auto: Self +Recharge +Speed +Res(Slow(20%)) +Recovery(25%)


Tier 8 Power: Cloak of Irradiation
Toggle: PBAoE, Foe Hold, Self -HP
Mag 2 Hold, Duration 7.2 Sec
Duration: 2 Seconds
Explanation of power:
Oppressive Gloom but with a Hold effect and not a Stun.


Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, Max HP, +Special
5% Resist --> 50% Resist
3% Recovery --> 30% Recovery
2% Max HP --> 20% Max HP
190 sec. Duration
Description:
Options:
1. A long animation on the power to resemble the build up phase. After the animation is over you get the instant max buff from the power for 180 secs. Also maybe an increase in power past the power's buff by absorbing enemies that are tagged from radiation based powers from anyone on your league up to 5 targets. So if your teammate attacks 5 targets and then you hit Cold Fusion. Not only will you get the 50% resist but you will get 10% from each target you hit that it tagged. Up to 100% and same with the Recovery(60%) and HP(40%). Now we have a Tier 9 with a tohit check :P.

2. A 10 Second (or lower, need to test it) build up of energy. More powers you use during the 10 second build up the less buff you will get out of the power. The power that you built up will last 180 seconds after the build up phase. At the end of 180 seconds you will loose all control with a debuff of 50% HP, 1000% Recovery, 50% Endurance, and a unresistable hold effect will be placed on you for 5 seconds. When the power wears off you will explode the rest of your energy due to the lose of control (depending on how much you gained will result in the change in Radius of the AoE and mag of Knockback). The explosion will result in a knockback of a Mag 6.2313 minimum (Repulsion Field).


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Quote:
Originally Posted by Hopeling View Post
you activate it then spend 10 seconds doing nothing? That seems... odd.
10 Seconds maybe long. It would definitely be a testable part of the set to see if it is too long and needs to be shortened or not.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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/signed, but only if Blasters get a Radiation Manipulation secondary! Matching power set themes FTW!

I like the looks of it a lot and would love to see it in-game.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

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I'd prefer if the set was less science-y in terms of names and more open to interpretation, how about naming it Radiant Melee/Armor or Bright Melee/Armor?


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Quote:
Originally Posted by Auroxis View Post
I'd prefer if the set was less science-y in terms of names and more open to interpretation, how about naming it Radiant Melee/Armor or Bright Melee/Armor?
I'm open for suggestions on the naming of the individual powers but seeing that its Radiation Armor/Melee (Going based on Radiation Blast and Radiation Emission) is hard to not keep it scientific due to the power sets name. Those 2 names are straight out of Peacebringers.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Ive now submitted it to Positron in a PM. Have not got a reply but at least it's in hit inbox :P. Any other ideas to add?


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Stun and hold protection in your very fist toggle? That seems... Odd. I'm not aware of any armour set that has status protection this early. Also, you only seem to have status protection resistance, but no protection. Resistance only reduced effect duration, but without protection, you'll still get held.

What's the point of Gamma Pulse? Minor damage is unlikely to be worth much, and the only thing the power seems to have besides that is a defence debuff that I've rarely seen being very useful outside of fringe cases. I suppose you could try to use it on things like Rikti Drones and Paragon Protectors going MoG, but the pulse would have to hit them first, which is easier said than done.

Why is it necessary to have hold protection in two separate powers? Neutron Armour Radiation Haze both offer hold resistance. Doesn't that kind of over-stack hold resistance?

Finally, Cold Fusion is a terrible, terrible idea. Penalising people for attacking is just wrong, as far as I'm concerned. I'd be much more inclined to agree with it if the buff INCREASED for using powers during the build-up time, as opposed to losing buff. Designing powers around penalties when they already have a crash just seems mean-spirited. It's essentially forcing people to run away from the fight for 10 seconds.

Moreover, your crash is HORRIBLE, and considerably worse than any other crash in the game by a significant amount. Sure, it's just half health and half endurance, but that 5-second hold is a death sentence. Even if you tried to run away from a fight to crash away from danger, five seconds is more than plenty of time for your enemies to catch up and kill you. Remember - being held doesn't turn off your toggles, but it suppresses their effects.

All of this hassle, danger and complexity, and for what? Recovery, which is standard for god-mode powers and a max hit points buff that's not much greater than Resist Physical Damage? And that's IF you don't cut into your own debuff? Not good, man. What you're creating is essentially a utility power like Strength of Will - it doesn't do much, but it doesn't cost much either... Except not only does yours cost a LOT, it's also very fiddly to use. This is exactly the sort of powers I've crusading to fix in the game for years now - powers that don't do much, but crash and kill you, or are otherwise very hard to use for not much benefit.

Don't get me wrong, I like the idea of a Radiation Armour set, but I'd like it to be a bit more solid than this.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Quote:
Originally Posted by Samuel_Tow View Post
Stun and hold protection in your very fist toggle? That seems... Odd. I'm not aware of any armour set that has status protection this early. Also, you only seem to have status protection resistance, but no protection. Resistance only reduced effect duration, but without protection, you'll still get held.
Fire Aura has protection with the very first power. Also look at the powers in game. All the protection powers are listed as +Res(Hold). There is no such labeling as +Protection(Hold) :P

Quote:
Originally Posted by Samuel_Tow View Post
What's the point of Gamma Pulse? Minor damage is unlikely to be worth much, and the only thing the power seems to have besides that is a defence debuff that I've rarely seen being very useful outside of fringe cases. I suppose you could try to use it on things like Rikti Drones and Paragon Protectors going MoG, but the pulse would have to hit them first, which is easier said than done.
Check all the damage aura in the game that are on Melee based toons (Fire, Electric, and Dark) they are all Minor damage. Minor damage is good for having a -Def on it. If i remove the -Def then ill change it to Moderate. Plus you may or may not know but if you put Damage proc in a Damage Aura then now you have a chance to do 150 damage once every 10 secs. There are ways to make it better. Also not being worth much? Its a Taunt Aura! Even if your not a Tank and Brute its good to have to protect you teammates. And great place to put an Achilles Heel proc :P

Quote:
Originally Posted by Samuel_Tow View Post
Why is it necessary to have hold protection in two separate powers? Neutron Armour Radiation Haze both offer hold resistance. Doesn't that kind of over-stack hold resistance?
I copied Regeneration. It has a double Stun but it could very well no have the hold so i could take that off. Mainly i was thinking that the Status protection's +Res(Hold) will be protection and the Radiation Haze's +Res(Hold) will actually be Resistance to hold

Quote:
Originally Posted by Samuel_Tow View Post
Finally, Cold Fusion is a terrible, terrible idea. Penalizing people for attacking is just wrong, as far as I'm concerned. I'd be much more inclined to agree with it if the buff INCREASED for using powers during the build-up time, as opposed to losing buff. Designing powers around penalties when they already have a crash just seems mean-spirited. It's essentially forcing people to run away from the fight for 10 seconds.
It is wrong but to gain power while using power especially when your talking about radiation doesn't make sense either. How is that possible? 10 Seconds could be way to long for a build up phase but that's something that would have to be tested. It can be dropped to 5 Seconds but i don't know yet. And the crash isn't that bad. I could have said 95% HP but seeing that all the tier 9 crashes are not so insane recently.

Quote:
Originally Posted by Samuel_Tow View Post
Moreover, your crash is HORRIBLE, and considerably worse than any other crash in the game by a significant amount. Sure, it's just half health and half endurance, but that 5-second hold is a death sentence. Even if you tried to run away from a fight to crash away from danger, five seconds is more than plenty of time for your enemies to catch up and kill you. Remember - being held doesn't turn off your toggles, but it suppresses their effects.
Now I'm not 100% for certain but i don't think the toggles are suppressed when mezzed on Melee types. I know they are on Trollers/Blasters/Corr/Doms etc.

Quote:
Originally Posted by Samuel_Tow View Post
All of this hassle, danger and complexity, and for what? Recovery, which is standard for god-mode powers and a max hit points buff that's not much greater than Resist Physical Damage? And that's IF you don't cut into your own debuff? Not good, man. What you're creating is essentially a utility power like Strength of Will - it doesn't do much, but it doesn't cost much either... Except not only does yours cost a LOT, it's also very fiddly to use. This is exactly the sort of powers I've crusading to fix in the game for years now - powers that don't do much, but crash and kill you, or are otherwise very hard to use for not much benefit.
It's 50% Resist unslotted! you can prob get 65% Resist to S/L without it. If you include the tier 9 then that over 115%. How can that not be good. Strength of Will doesn't even cap your resistance. This does without slots. Also the KB on the crash is 6.2313 and thats minimum. If you build up your max energy then it can easily be push up to Mag 60 so that for you determination to gain more power the more KB will be produced to protect you for a longer time. 5 Second Hold on self when you crash is plenty. If all the enemies get knocked back and fall to the ground which they would for sure then 5 seconds is plenty of time to get back in the fight.

Quote:
Originally Posted by Samuel_Tow View Post
Don't get me wrong, I like the idea of a Radiation Armour set, but I'd like it to be a bit more solid than this.
You want a power set that is better then everything in the game. Its Radiation. It cant be too strong. I was aiming for a mix of Dark Armor and Fire Armor.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Quote:
Originally Posted by Mafia View Post
It is wrong but to gain power while using power especially when your talking about radiation doesn't make sense either. How is that possible? 10 Seconds could be way to long for a build up phase but that's something that would have to be tested.
If you want it to have a "building power" feel, just give it a long activation time with a suitable animation. How does it make sense? Well, you've just activated cold FUSION, which is just about the ultimate power source. The energy needed to run your normal toggles/attacks is a drop in the bucket compared to that.

Being held definitely suppresses toggles on melee (and completely turns off toggles that affect enemies), just like on squishies. This isn't usually an issue because melee have mez protection, but if you get hit by enough mez magnitude to overcome your protection, you will definitely see your toggles suppress.


 

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Quote:
Originally Posted by Hopeling View Post
If you want it to have a "building power" feel, just give it a long activation time with a suitable animation. How does it make sense? Well, you've just activated cold FUSION, which is just about the ultimate power source. The energy needed to run your normal toggles/attacks is a drop in the bucket compared to that.

Being held definitely suppresses toggles on melee (and completely turns off toggles that affect enemies), just like on squishies. This isn't usually an issue because melee have mez protection, but if you get hit by enough mez magnitude to overcome your protection, you will definitely see your toggles suppress.
Yes but fusion generally take a little bit to complete. I wouldn't imagine it being an instantaneous boost of power. I do agree it's a more ultimate type power. 50% plus it being slotted would probably be like 75%. Then add your toggles and you will be way about cap.

-Tho the long animation i would be fine with. Have it instant when the animation ends. Ill add that in. Now how long of an animation would you guys put for a build up of energy. 3-4 second minimum i would say. And have it immediately jump to 50% resist when animation ends.

The hold effect on it won't be too serious with the huge Knockback on the power. With the knockback, the 5 sec hold will be over and done with before they get back up. Tho you will be vulnerable to enemies that don't get hit by the KB.

EDIT: Changed Cold Fusions description. Now there is 2 options.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

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Quote:
Originally Posted by Mafia View Post
Fire Aura has protection with the very first power. Also look at the powers in game. All the protection powers are listed as +Res(Hold). There is no such labeling as +Protection(Hold) :P
Just because there's no label when in the short info text doesn't mean the effect isn't there. Open any status protection power's Power Info tab and look at the effects it offers. Actually, look at Plasma Shield off of City of Data:

Quote:
-10.38 Held, Sleep for 0.75s
+103.8% Res(Held, Sleep) for 0.75s
Status effect resistance reduced the duration of status effects. In this case, a 103.8% resistance would reduce, say, a 30-second sleep down to ~14.72 seconds.

Status protection, on the other hand, directly counteracts status effect magnitude. I believe players natively have a -3.0 magnitude to every status effect, which isn't enough to be single-held by most minion control effects, especially AoE ones which are mag 2, but is enough to be held by lieutenants and up with mag 3 status effects. A status protection of -10.38 puts you at I believe -13.38, meaning that you'd have to be hit with at least five separate mag 3 holds to become affected. About the only thing I've seen do this is a large spawn of Tsoo Green Ink Men all doing Whirling Hands at the same time.

Quote:
Originally Posted by Mafia View Post
Check all the damage aura in the game that are on Melee based toons
Oooh! Damage aura! Roger, now I see what you mean. Somehow, I read it as a click single pulse and it seemed pointless. As a damage aura, I can definitely see it as a good idea. Sorry about that

Quote:
I copied Regeneration. It has a double Stun but it could very well no have the hold so i could take that off. Mainly i was thinking that the Status protection's +Res(Hold) will be protection and the Radiation Haze's +Res(Hold) will actually be Resistance to hold
Huh... Separating status protection and status resistance in different powers while putting status status resistance in an earlier power. That's not a bad idea at all. Well played

Quote:
Originally Posted by Mafia View Post
It is wrong but to gain power while using power especially when your talking about radiation doesn't make sense either. How is that possible? 10 Seconds could be way to long for a build up phase but that's something that would have to be tested. It can be dropped to 5 Seconds but i don't know yet. And the crash isn't that bad. I could have said 95% HP but seeing that all the tier 9 crashes are not so insane recently.
How do you figure it doesn't make sense? Nuclear fission's output accelerates as that very output increases as neutrons ejected from split cores impact adjacent cores and cause them to split. Nuclear fusion only ever occurs in high-energy environments, such as when elements are exposed to extreme heat, or rammed into each other at extreme speeds. It seems to me like a radiation user would gain more power the more power he generated, not the other way around.

Furthermore, it's not the stat decreases that worry me about the crash, it's the unresistable stun. No other power in the whole game stuns you when you use it, not since that was taken out of nukes. You're proposing a T9 power that does less than either Unstoppable or Overload, yet crashes harder, leaving you completely inert for five seconds, to be killed dead. Even if this power made me untouchable for three minutes I would still not support the hold in the crash.

Quote:
Originally Posted by Mafia View Post
Now I'm not 100% for certain but i don't think the toggles are suppressed when mezzed on Melee types. I know they are on Trollers/Blasters/Corr/Doms etc.
All toggles are suppressed when held, except those that offer status protection, and even then only the status protection buffs are the ones that don't suppress. The change to make toggles not drop when held was done for convenience, not power, and the point suppressing toggles was to make characters as weak as they were when toggles dropped without actually dropping toggles. Status effect protections remain active just as a means to escape from the hold, rather than to survive while being held.

Quote:
Originally Posted by Mafia View Post
It's 50% Resist unslotted! you can prob get 65% Resist to S/L without it. If you include the tier 9 then that over 115%. How can that not be good. Strength of Will doesn't even cap your resistance. This does without slots. Also the KB on the crash is 6.2313 and thats minimum. If you build up your max energy then it can easily be push up to Mag 60 so that for you determination to gain more power the more KB will be produced to protect you for a longer time. 5 Second Hold on self when you crash is plenty. If all the enemies get knocked back and fall to the ground which they would for sure then 5 seconds is plenty of time to get back in the fight.
I didn't see the 50% resistance, largely because you didn't list it in the power's stats I take that back, such a power would be quite useful.

However, I don't agree with the hold just the same. First of all, you'll never see mag 60 knockback in a power, that much I can promise you. Do you have any idea what distance that means, or how many enemies will get stuck in walls thanks to broken ragdoll physics? Secondly, not all enemies can be knocked back even with mag 60, an not all enemies that can be knocked back spend more than half a second being knocked back. Finally, even if your idea is to scatter enemies across the map, not all maps have enough room to scatter enemies across. Finally, I can all but guarantee that people aren't going to stand around enemies when their T9 expires. They're going to run away.

Why do you need to make this so complicated? Why do you need to build in a hold that could be crippling and then work in a system to overcome it inside the same power? Why not just get rid of the hold and have the power function like a conventional T9?

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Originally Posted by Mafia View Post
You want a power set that is better then everything in the game.
You tried to read my mind and failed. Unless you want to argue that anything "more solid" than what you've proposed is better than anything else in the game, then I don't appreciate the straw man. Please don't insult my intelligence.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

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Originally Posted by Samuel_Tow View Post
Just because there's no label when in the short info text doesn't mean the effect isn't there. Open any status protection power's Power Info tab and look at the effects it offers. Actually, look at Plasma Shield off of City of Data:
That's all I'm doing is the labeling I'm not going into the actual in depth description. This is just an idea not a full blown set. Ill let the devs do that.

Quote:
Originally Posted by Samuel_Tow View Post
It seems to me like a radiation user would gain more power the more power he generated,
that's what i said. You have to sit and generate your power in order to get the maximum strength. If you don't focus on generating your power then you lose out on maximum buff.

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Originally Posted by Samuel_Tow View Post
Furthermore, it's not the stat decreases that worry me about the crash, it's the unresistable stun. No other power in the whole game stuns you when you use it, not since that was taken out of nukes. You're proposing a T9 power that does less than either Unstoppable or Overload, yet crashes harder, leaving you completely inert for five seconds, to be killed dead. Even if this power made me untouchable for three minutes I would still not support the hold in the crash.
Sounds like you just don't want to be stuck in 1 spot :P. claustrophobic maybe? No other power in the game....Exactly. Something new and out of the ordinary. The hold can be removed (I don't want to cause it unique and is thematic) and just have a really cool knockback animation and have a bigger crash like 75% Health. i know i know. Nobody likes crashes unless you want a MoG where it only last for 15 secs

Quote:
Originally Posted by Samuel_Tow View Post
However, I don't agree with the hold just the same. First of all, you'll never see mag 60 knockback in a power, that much I can promise you. Do you have any idea what distance that means, or how many enemies will get stuck in walls thanks to broken ragdoll physics? Secondly, not all enemies can be knocked back even with mag 60, an not all enemies that can be knocked back spend more than half a second being knocked back. Finally, even if your idea is to scatter enemies across the map, not all maps have enough room to scatter enemies across. Finally, I can all but guarantee that people aren't going to stand around enemies when their T9 expires. They're going to run away.
Again :P Sounds like you want a Tier 9 power that's better then Unstoppable and have no side effects or any bad parts. You can put Mag 60 they just haven't or choose not to. The enemies getting stuck in walls do suck but doesn't that already happen on a lot of teams :P When the Tier 9 power blinks and you don't want enemies in walls then better back off and let it crash. Your in search of the perfect power. No power is 100% perfect. Something unique and not used yet is what I'm looking for. Create me something and send it to me that is thematic for a tier 9.

Quote:
Originally Posted by Samuel_Tow View Post
Why do you need to make this so complicated? Why do you need to build in a hold that could be crippling and then work in a system to overcome it inside the same power? Why not just get rid of the hold and have the power function like a conventional T9?
Cause that crap is boring and there needs to be something fresh and new and not so zzzzzzzzz what was i talking about.

Quote:
Originally Posted by Samuel_Tow View Post
You tried to read my mind and failed. Unless you want to argue that anything "more solid" than what you've proposed is better than anything else in the game, then I don't appreciate the straw man. Please don't insult my intelligence.
Well so far your the only one that is this hard set against it. Right now, as of the people who have replied, you are the minority. Argue? No I'm picking your brain but so far you have only complained and have not given an opinion or a better power. Also "Better than anything else in the game" uhm no I'm trying to come up with a set that is equivalent to what already exists in the game and try and add a twist to it to make it unique. Creating the best power set in the game is not the plan. That is done in players dreams. Insult your intelligence? (What intelligence? JOKING came in mind right away). No I'm trying to correct some things you say like the +Res(Hold) thing. That's just the way its labeled when you do mouse over on Status Protection powers. Not doing the Detailed info cause that would be way too much.


Thorns - Spines/Willpower Scrapper (1366 Badges)

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I didn't see the 50% resistance, largely because you didn't list it in the power's stats I take that back, such a power would be quite useful.
Yes it is listed look at it again.

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Originally Posted by Mafia View Post
Tier 9 Power: Cold Fusion
Self +Res(Disorient, Hold, Immobilize, Knockback, Sleep, Repel, All Damage but Psionics), +Recovery, Max HP, +Special
5% Resist --> 50% Resist
3% Recovery --> 30% Recovery
2% Max HP --> 20% Max HP
190 sec. Duration
Description:
Options:
1. A long animation on the power to resemble the build up phase. After the animation is over you get the instant max buff from the power for 180 secs. Also maybe an increase in power past the power's buff by absorbing enemies that are tagged from radiation based powers from anyone on your league up to 5 targets. So if your teammate attacks 5 targets and then you hit Cold Fusion. Not only will you get the 50% resist but you will get 10% from each target you hit that it tagged. Up to 100% and same with the Recovery(60%) and HP(40%). Now we have a Tier 9 with a tohit check :P.

2. A 10 Second (or lower, need to test it) build up of energy. More powers you use during the 10 second build up the less buff you will get out of the power. The power that you built up will last 180 seconds after the build up phase. At the end of 180 seconds you will loose all control with a debuff of 50% HP, 1000% Recovery, 50% Endurance, and a unresistable hold effect will be placed on you for 5 seconds. When the power wears off you will explode the rest of your energy due to the lose of control (depending on how much you gained will result in the change in Radius of the AoE and mag of Knockback). The explosion will result in a knockback of a Mag 6.2313 minimum (Repulsion Field).


Thorns - Spines/Willpower Scrapper (1366 Badges)