IO sets for nukes - and new mechanic.


Coyote_Seven

 

Posted

New category of IO sets, specifically designed for Tier9 Nukes.

ATs that can use it:
Blasters
Defenders
Corruptors
Peacebringer
Warshade
Crab Spider (I'd add it as an option for Omega Maneuver.)

Why do this?

Nukes are all over the map. Some take PBAOE, some take targeted. Some drain END badly, others don't. These are designed with nuke usage in mind - and to just give some extra slotting options. What do I mean by nuke usage?

- PBAOEs require you to get into melee range. Some of the bonuses or procs may help that.
- Non-weapon nukes typically have an END or -recovery cost.
- Weapon based nukes don't have that cost, but (IIRC) give up a little damage. So, procs.
- Judgement needs toning down in non-Incarnate content. Since that probably won't happen, it can be helped somewhat here.

New mechanic:

PULSE: At the target location, a pet is created that basically self destructs a moment later, creating a second pulse of damage. Yes, this is a counter to Judgement and the Nuke damage and target caps. Can also be used for other effects. It can probably be introduced into sets for other powers as well as a quick (?) and dirty way to throw in an AOE effect in something that doesn't have it. (Say, snipe - pulse, AOE debuff or fear.)


Sets - All range from 30-50, as you don't get the nuke for any of them before 32. Of course, the pieces can be swapped around

Polaris
Acc/Damage
Acc/Recharge
Damage/END
Damage
Acc/Damage/Recharge
SPECIAL: Chance for Energy damage/Pulse (Pulse will go off regardless. Chance is solely for energy dmg.)

2 pc: +2.25 Melee/ 1.25% S/L defense
3 Pc: +2% Damage
4 Pc: +Health
5 Pc: 3 pt KB resist
6 Pc: +1.25% Melee/ 2.25% S/L Defense

This is geared mostly toward the melee nukes (helping with building defense, taking a bit of damage - wasn't sure about the percentage of HP to add - and staying on your feet.)

Minuteman:
Acc
Damage
Acc/Damage
Acc/Damage/Recharge
Damage/Recharge/End
PROC: Pulse: Regain 25% health/25% END/+?? regen.

Eh, fiddle with the set bonuses later. Theme of this one is "getting back itno action faster," as the self-affecting (could possibly be team affecting...hmmm... or would that be too much?) Pulse proc hints at. A full non-weapon Nuke hit will drain your end (thus the lack of +recovery - it'd be useless on a non-weapon nuke, and a bit much - since you need, IIRC, something like 3000% recovery to overcome the crash - which would be a BIT overpowered on a weapon based non crashing nuke.

Aftershock:
Acc/Damage
Acc/Recharge
Damage/Recharge
Acc/Damage/Recharge/END
PROC: Pulse: Chain damage/Chance for Knockdown

Think this could use more damage, actually. Proc has a chance to knock anyone left standing over, and the Pulse pet hits survivors and chains damage up to twice per to take care of survivors. Again, didn't put in set bonuses, but it'd make sense for this one to have some KB protection as well.


 

Posted

Just make all nukes PBAoE with a 1 second activation.


H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

 

Posted

Quote:
Originally Posted by newchemicals View Post
Just make all nukes PBAoE with a 1 second activation.
No thanks. I like Blizzard, Rain of Arrows, Full Auto, Thunderous Blast, etc. being ranged - and that doesn't address the other issues often brought up with them, especially in light of Judgement.


 

Posted

If that pulse mechanic were possible, i'd say just add it to the base function of nukes to open up the potential of the attacks to have the change of doing more dmg...then the nuke IO sets can simply have substantial procs that then trigger of their inherent pulse. Further, you balance the nukes by their pulse and pulse range, maybe giving crashing nukes more our wider pulses while leaving the stronger or safer nukes with fewer or smaller pulses. Then you can use one of the nuke procs (they'd have to be unique...even for your suggestion) for a nice extra infusion to to the attack AND put more slots and slightly boost with regular procs.

Another mechanic may be a kind of scaling buff proc pet that casts stacking buffs on you depending on how much endurance you have. Have zeroed out endurance and it'll keep buffing you until the proc pet expires...your nuke doesn't have a crash and it may only buff you once...you nuke crashed you but you use recover tools to put yourself back in the fight and you may only get a few buff stacks...you nuke doesn't crash but the fight or foes left you drained, well you'd just need those buff that time.

But that's just me thinking out loud...the idea of more special IOs is always an interesting though.


 

Posted

Think you're getting a bit overcomplicated (at least for my taste) - but interesting ideas nontheless. On the plus side, though, the first bit you mention would be available to everyone with a nuke even without IO access, which is fairly appealing to me. At least if I'm understanding it properly.

Unique... hmmm. Do we have anything else in game currently that locks out other sets or procs of its type as opposed to another of the exact same set in the same build? I'm trying to think how that would work (and if it'd actually be needed - possibly.)


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
Unique... hmmm. Do we have anything else in game currently that locks out other sets or procs of its type as opposed to another of the exact same set in the same build?
Travel set Stealth IOs are unique across sets, I think.

ETA: Thinking about it, they might be unique based on the name of the effect? (A rule of one, rather than rule of five.)


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Posted

Quote:
Originally Posted by Grouchybeast View Post
Travel set Stealth IOs are unique across sets, I think.

ETA: Thinking about it, they might be unique based on the name of the effect? (A rule of one, rather than rule of five.)
I think you're right in that case. it's been a long time since I've looked at them, though. (Or, for that matter, tried to put multples in, say from Celerity and the leaping one in Sprint, for instance. Then again, I don't tend to multislot sprint.)

I was trying to think if they were given a "travel sets" type as opposed to leaping/running/etc, but yeah, they're still set to have only one stealth IO period as opposed to just one from a specific set.

Hmm. I wonder if "behind the scenes" they're sharing a type which lets that happen - kind of related to what you said.

*ponders*

*gets distracted by shiny thing*


 

Posted

How about, in a purple set for nukes, the 6th IO's special feature is that it provides such a massive end cost reduction as to make the power effectively crashless?


 

Posted

We have them for Snipes... I don't see why not.


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