Lycanus

Legend
  • Posts

    1176
  • Joined

  1. Quote:
    Originally Posted by ransim View Post

    Martial Manipulation

    1 - Thunder Kick, Melee, Minor DMG(Smash), Foe Disorient
    Caltrops here instead.
    Quote:
    2 - Storm Kick, Melee, Moderate DMG(Smash)
    Replace with "Thrust Kick" - Minor Damage, Heavy KB
    Quote:
    4 - Focus Chi, Self +DMG, +To-Hit
    10 - Crane Kick, Melee, High DMG(Smash), Foe Knockback
    Cobra Strike here
    Quote:
    16 - Caltrops, Ranged (Location AoE), Minor DoT(Lethal), Foe -SPD, -Jump
    Sweep: Cone Knockdown, use storm kick animation
    Quote:
    20 - Cobra Strike, Melee, Minor DMG(Smash), Foe Disorient
    Crippling Axe Kick
    Quote:
    28 - Smoke Flash, PBAoE, Foe Placate
    35 - Blinding Powder, Ranged (Cone), Foe Sleep, Confuse, -To-Hit, -Perception
    38 - Dragon's Tail, PBAoE, Moderate DMG(Smash), Foe Knockdown

    Notes:
    • I considered a stealth power for this like Devices gets, but I don't know if its really fits thematically but it could be placed where Blinding Powder is.
    • I also considered something more exotic for level 38, but I think Dragon's tail fits as long as the damage type is raised to meet the other Blaster secondary level 38 powers.
    You want more mitigation in a blaster secondary and less damage. Pretty much all the blaster secondaries should do one of two things:

    A) self-buff

    B) help you get OUT of melee

    the replacements above take out the pure-damage attacks and replaces them with theme appropriate mitigation style attacks
  2. too many weapons in one set.

    You want a chain-set combined for the first set of things and a pole set for the later with tonfa being something for a "dual clubs" type set.
  3. Quote:
    Originally Posted by CapnGeist View Post
    Here's an idea... What if this AT gets a flat boost to all movement speeds? Not too much, but say... Something that scales with level a starts at just about a 1 MPH increase and caps out at +20 MPH at level 50. This would encourage getting in close to foes to get into melee and darting out to be ranged significantly easier than Defenders and Dominators move in and out.
    I like that. Too bad there's no way to remove the rooted effect and make it the only AT capable of true Run and Gun. But then, that would be WAY too powerful.
  4. Quote:
    Originally Posted by Roderick View Post
    No. No WAY should the inherent be better than Hasten. (Hasten is 70% recharge, and only up part of the time)

    Quickness from Super Reflexes, and similar powers are 20% recharge. You were fine with the 15% recharge/-1.5% per enemy in melee. Just the damage bonus needed changing.
    the problem with that is that it is that +15% recharge and +15% damage each have roughly the same amount of effect on damage output

    so the recharge and damage bonuses would need to be at about the same level to apply the same effect.

    also, by weaker than scrapper, I meant base, not max. Everything but Tankers, Brutes and Kheldians have about 75% max resistance.

    Do not discount range as a mitigation style. I was thinking that melee would be heavier damage attacks than ranged on average.

    I'm not sure of the bonuses, I've thought about Regen and Resist bonuses, Recharge and Damage (obviously), also To Hit.

    The thing I know is that the AT should have is that they get one buff while staying at range and another buff while staying close up.
  5. Quote:
    Originally Posted by CapnGeist View Post
    More balanced, but now the question is: is that fun? Would people honestly play thinking about the effects or would they just figure it would come out in a wash anyway? Sounds like the effects aren't visible enough to really be enjoyable.

    Now I like the recharge idea, but I think a scaling recharge bonus would be better, one that just went up and down without a penalty to it. The question then is how to encourage it without making the players feel penalized. We may want to bring back something akin to the old Defiance, where recharge raises as health decreases, suggesting some sort of adrenaline rush from getting your face smashed in. This AT seems more suited to teetering on the brink of death than Blasters.
    and better able to survive the brink given their defense abilities.
  6. Quote:
    Originally Posted by Roderick View Post
    The scrapper I'm currently working on has a +16.5% damage buff through sets. It doesn't make a noticeable difference. Brutes get +200% damage for a full fury bar, and usually tend to hover around +150%. I think a +5%/target would be the minimum to make a difference.

    Scrapper melee and blaster ranged damage are 1.125 scale. Brute melee is 0.9 (with an up to +200% bonus). Tank melee and defender ranged are 0.8. You gave this class a 0.85/0.75 modifier - roughly on par with tanks and defenders. If it's meant to be a damage dealer, the buff needs more potential than it has in your suggestion.
    I tend to start low just in case I get accused of power-mongering.

    how about a 75% recharge
    -7.5% per enemy in melee range (max 10)
    +7.5% damage per enemy in melee range (max 10)

    that would give a semi constant buff of right about 75% dps compared to Scrapper's occasional buff and Brute's fury build up
  7. Quote:
    Originally Posted by CapnGeist View Post
    Here's the BIG question for your AT. What's your inherent? What's that little "thing" that makes you more than a scrapper with more ranged attacks? The idea of an Assault/Defense AT is a solid one, but it's been seen before. So what's the inherent you're pushing for?
    agreed, that is the issue and it is a difficult one

    the purpose of this AT would be damage dealing for the most part, however, it would have generally less base damage than most

    however, I just had a thought about the stance powers I gave above and removing those in favor of making that an inherent in some way


    "Stance"

    Base +15% recharge
    -1.5% recharge per enemy in melee (Max 10 enemies)
    +1.5% to damage per enemy in melee (Max 10 enemies)

    This would make the skirmisher deal more damage per hit while in melee, but attack more frequently while at range.
  8. I'm suggesting making a second "Assault" AT (melee/range mix) for the hero side.

    Base Level 50 Hit Points: Blaster < Skirmisher < Scrapper
    Max Level 50 Hit Points: Blaster < Skirmisher < Scrapper
    Damage Resistance Modifier: Blaster level
    Defense Resistance Modifier: Blaster level
    Melee Damage Base Modifer: .85
    Ranged Damage Base Modifier: .75
    Threat Level: 3

    Power Sets:
    Earth Assault
    Electricity Assault
    Energy Assault
    Fiery Assault
    Icy Assault
    Psionic Assault
    Thorny Assault

    Gun-Blade
    Pistol - Moderate, Ranged, Fast
    Slash - High, Melee, Moderate
    Empty Clip - 20 degree cone, moderate damage, 40 ft range
    Parry - Minor, Melee, Fast, +Def
    Hit and Run - +10% to Hit, +10% Recharge, -10% damage, Cannot be used at same time as Toe the Line
    Deadly Thrust - Superior, Melee, Slow
    Crippling Shot - Ranged, High, Slow
    Toe the Line - +10% Damage, +20% Regen, -10% to Hit, Cannot be used at same time as Hit and Run
    Storm of Violence - PBAoE Superior, KB

    Defenses: (weaker than Scrapper)
    Shield Defense
    Super Reflexes
    Fiery Aura
    Energy Aura
    Willpower
    Regeneration
    Dark Armor
    Electricity Armor
    Ice Armor
    Invulnerability


    The overall goal is someone that has less base damage than scrappers or blasters, but has the option of going ranged or melee.
  9. some stuff from d20 future and future tech

    one of the pics, the one with the large blocky stock, is a "charge" pistol which "replace[s] gunpowder and other chemical explosives with electrochemical propellant, ignited with a short but massive shock to the cartridge (rather than the old-fashioned firing pin). The propellant converts to white-hot plasma with a smoother, more powerful expansion than gunpowder, resulting in a slug with a considerably higher muzzle velocity." (future tech pg 13)

    could be simulated by a brief electrical discharge when firing, small sparks and such...probably not accurate to what a real version of such a weapon might do, but sufficiently believable to allow for the flash and flavor


    Also, look up Gold Digger comics and watch for anything made by Brianna Diggers. She CAN make ray guns, but she REALLY likes bullets and projectile weapons.

  10. Lycanus

    Carp Melee

    hate double clicks
  11. Lycanus

    Carp Melee

    and maybe rifles that fire "bang" flags?
  12. Lycanus

    Carp Melee

    and maybe rifles that fire "bang" flags?
  13. Lycanus

    Dark Miasma

    Quote:
    Originally Posted by BrandX View Post
    I'd have to disagree here. Playing on easy difficulty and avoiding some of the harder TFs, this is true.

    But going up against Cims, Mothership Raid, +4 enemies, this becomes alot tougher.

    You'll still be needing the heal.
    Actually, we routinely up the difficulty as soon as it becomes available because we're looking for trouble.

    Granted the team with Emp/ defender has broken up due to losses to school, but we still meet in other teams, usually playing anywhere from +2 x6 to +4 x8 (on mostly four member teams) and rarely have troubles.

    The only thing that's given us trouble so far is MoSTF, and even that, we've done every mission without death, just not all on the same go through. And the deaths we've had have always been something...unlikely.

    We tend to find the game rather easy combat wise.
  14. Lycanus

    Dark Miasma

    Indeed, if your team is playing well and working together appropriately, you rarely need much in the way of healing.

    Our first static team had an Empath, she often complained that her task was boring, which I think is part of why she took up the roll of scout as well.
  15. Lycanus

    Dark Miasma

    Quote:
    Originally Posted by BrandX View Post
    My TG only has ACC slotted in it because I haven't gotten the last 2 Doctored Wounds IOs in it yet, and relies on +ACC set bonuses (I'm at about 40% now...though when completed will be around 72-78% from just set bonuses) and Tactics...

    Dark Miasma is like making everyone softcapped...the odds are in your favor to survive, but they're not promised...but it also requires everyone to stay huddled together.

    Sadly, I find most people don't understand that part. :P

    Radiation has the same problem, except they don't have a ACC based heal...so while DM's might be a bigger heal, sometimes it's nicer to have a heal that won't miss. :P
    And you've got to get practiced at controlling where Fluffy is to make best use of him, up to and including resummoning.
  16. Lycanus

    Dark Miasma

    Quote:
    Originally Posted by CapnGeist View Post
    ...FASTER animation time? I don't think you understand how /immensely powerful/ Dark Miasma is. It's... amazing. Completely amazing. If you think any aspect of this set needs to be buffed, well... Why don't you go take a look at Trick Archery instead, then come back and tell me Dark Miasma has issues?
    Heck, even a properly specced Trick Arrow can make sick puppies out of a lot of foes, granted, you almost have to sacrifice your personal attacks, but that's why we have two builds now.


    But yeah, I play a Dark/Elec and twilight is spammed constantly.

    Defenders are not healers, at least most aren't.

    Darks are debuffers, the job of a dark is to turn the enemy into a wimp.

    Pulling up Mara, I have:

    Twilight Grasp: -6.25% to hit, -12.5% damage, (Those two stats alone account for a combined 23.43% reduction of accumulated damage) -50% regeneration, 391 heal

    I only have a 4.24s recharge, but even then I can reliably hit 3 stacks, more if I have a recharge effect on me from a team mate.

    At 3 stacks, we're looking at -18.75% to hit and -37.5% damage....a total reduction of accumulated damage of 60.94%.

    IE, just with Twilight, Mara can reduce an AV to doing only 40% of his/her usual damage.

    Throw in the other effects I usually have out:

    Shadowfall: 5% defense to all, 27.65% resistance to energy, negative and psionic damage

    the defense alone reduces the incoming damage to people in your shadows by 10%.

    If the enemy is energy, negative or psionic, then I'm reducing incoming damage by: 34.89%

    Combined with the Twilight Grasp above, assuming max stack of 3:

    That's 23.75% reduction to to-hit (combined in tohit debuff and defense buff) and 37.5% reduction of all damage with 65.15% of E/N/P damage. (combined in dam debuff and resist buff)

    Darkest Night: -27.7% to hit, -37.5% damage. That alone should be having the enemy reduced by 72.125% of normal ability.

    With the other three abilities, I'm looking at:

    42.45% to hit debuff
    5% defense buff
    75% damage debuff
    26.75% E/N/P Resist buff

    Most enemies at this point have only a 5% chance to hit.

    Fearsome Stare adds another -18.75% to hit (we're way past a common foe's soft-cap limit), with the added benefit of REALLY slowing down incoming attacks.

    If I can convince Fluffy to stand near the opponent, then his Chill of the Night (PBAoE aura) reduces to hit by another -30%

    Fluffy's Twilight Grasp will reduce damage by another 10% and to-hit by another 5% (while healing 461.27 hp and this recharges over 10 seconds, so he can stack twice for a total of -10% to hit and -20% damage.

    Fluffy's Darkest Night adds another -30% damage and -15% to hit

    And his tenetacles reduce to hit by another -5%


    Looking at the totals now:

    61.5% to-hit debuff alone
    121.5% to-hit debuff with Fluffy
    5% buff all defense

    even the most bloody accurate AV is struggling to hit barns at this point

    75% damage debuff alone
    125% damage debuff with Fluffy
    27.65% E/N/P resist

    not sure what the damage minimum is, but pretty much any baddy has hit it at this point

    From Mara: 390.9 HP heal every 4.24 seconds with 1.71 accuracy bonus
    From Fluffy: 461.27 HP heal every 10 seconds with 3.46 accuracy bonus

    And this is IGNORING the affects on the enemy's defenses:

    You're looking at a total -250% regeneration debuff. -750% regeneration debuff if you use Howling as a debuff vs AVs instead of holding it off (necessary vs some)

    And also a -30% resistance to the enemy

    Then there's all the vastly underestimated soft controls:

    Fears, Stuns, Immobilizes (though that's controlled by Fluffy)

    I also have Elec as my attack and almost every single attack is slotted with a chance for disorient. But we're not talking about Elec, so I won't get into that.
  17. Lycanus

    Dark Miasma

    It gets a lot easier once you throw in Fluffy, I have him specced out for healing so he ends up doing an 400+ pt AoE heal every few seconds.

    but yeah, your main task is preventing heals from being needed and yeah, the slot machine effect means -to hit is only so useful.

    Still, I've only had activation problems rarely with Twilight Grasp
  18. Quote:
    Originally Posted by Kelenar View Post
    Two places. It's strongly hinted at in the 'The Mysterious General Z' story arc heroside. The bits you need to conclusively say so don't come until 'The Eternal Nemesis', though.
    Nemesis regularly recruits from other militaristic criminal groups, I'm sure there are Nemesis plots going in practically all the villain groups like the Raiders, the Council and so on
  19. Actually, Malta's attitude is more "enslave-the-supers" their attitude is that superpowers belong to the State.
  20. When I level and have to decide how to place my slots or choose my powers, there are four questions that I ask:


    First: What is currently causing me problems and is there anything available to fix that problem?

    Second: What is likely going to be causing me problems in the near future and is there anything I can do to prevent that problem?

    Third: Is there anything available that can give me a new ability (something more than just more damage, for instance)?

    Fourth: What looks fun?
  21. Quote:
    Originally Posted by Radubadu View Post
    Honestly, I actually like the graphics in CO... I'm not at all saying they're better than CoX but from the gameplay videos I've seen the cartoonish look to them isn't as bad as some make it seem and I like the fact that they look kinda like an old school comic come to life. It's just a matter of personal preference, some seem to like a specific style so much that they refuse to recognize how good something else looks because it's not their thing.

    I think a prime example outside of CoX and CO is WoW vs Warhammer because of the similar setting.

    Both games look great (Warhammer admittedly better because it's newer) but most that love the look of one hate the look of the other. I think this is due to personal taste and I think some are biased by the game they prefer to play. Personally I preferred WoW but wished it looked more like Warhammer.
    Indeed, you are able to get a good simple look going (despite my liking of the superhero concept, I tend to despise the flashy costumes and prefer to dress my characters in street clothes) my "main" (such as it is given my lack of playing in forever) is a pretty simple costume:

    http://www.youtube.com/watch?v=k9QKsxYCdlY

    http://www.youtube.com/watch?v=JBZip...eature=channel

    http://www.youtube.com/watch?v=Tp923...eature=channel

    The character, Heigou (black dog), essentially a tank.

    The wolves she summons look rather freakish though...even aside from their ability to shape-shift (the last vid shows that, I happened to be Frapping at the time I discovered that facet)...and I'm not sure her current build is strong enough to pick up a car or not...oh well
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    Pics snipped to avoid quote singularity.

    I can certainly see what you mean about Champions, but every time I see pictures from it, I hope and pray: "Please, God, let that person have taken these pics at very low graphics settings!" But then I remember that's their chosen artistic style, and I just sigh. Seriously, the quest for "cartoony graphics" is starting to lead games down a dangerous path.

    More to point, I don't actually think many of these heads actually qualify for what I was specifically aiming at here. They are all animal heads, true, but really none of them are in the slightest anthropomorphic. That is to say, they aren't capable of human emotions and expressions, and are only limited to what said animals can produce with their facial structure and musculature. Having owned multiple cats, for instance, I am well aware that they are both incapable of having very diverse facial expressions and not very likely to try to make them even when they are. Yes, ICanHasCheezburger has cats making "faces," but most of them are either yawning or involve eye states. A cat's eye typically has its pupil almost closed in the classic "cat's eye" slit and its lids closed down a fair way, but a startled can will open its eyes wide and widen its pupil. That's about as far as cat facial expressions go.

    What I'm trying to say is that Champions Online does have a lot of animal faces, but they are on the same order of faces as we have with our Monstrous heads, e.i. they are not usable for humanoid characters. That's the real reason I was not able to export any of my animalistic City of Heroes characters, simply because Champions has no middle ground between human face and completely alien head, whereas City of Heroes still has the Feline face, as well as a Reptile and a Protoss face, which gives it a LOT of middle ground if you're creative enough.

    Your fox and wolf character are very much the ones I like the most, and they use what is probably the most expressive head from your pics - the vaguely humanoid canine head. It reminds me a little of the wolves from Princess Mononoke, even though they weren't humanoid in the slightest.

    In this regard, while I wouldn't be against pure animal heads, I actually want to see more humanoid animal anthropomorphic heads as that's largely missing from the creator.
    Well, if you notice from the pics of actual characters I have played, I mostly use human faces with animal/bestial pieces because, yes, those generally provide more expression. However, I was gratified to find that I could do some minimal manipulation of facial features with the snake head, specifically, I was able to almost completely close the jaw for the dinosaur pic, only that last bit at the front wouldn't close.

    And yes...I agree with your estimation of CO's chosen style of character...they look like they tried to copy WoW instead of come up with their own style. I did refer to it as "tails by Leifield"

    Even more irritating, it has almost no relation at all to the art style used for almost two decades by HERO system games. I have real troubles connecting the CO universe with the characters in the Champions game that I've basically grown up with. (Champs was my very first RP that I actually owned)
  23. Lycanus

    Movement themes:

    Quote:
    Originally Posted by Techbot Alpha View Post
    Only problem I see with tunneling like that is that SS allows you to jump. If coupled with something like Super jump, then what? Simply pop back into the ground again?

    Interesting variations on stuff, and since its not asking for stuff we know we cant have, its interesting. But no idea if it could be pulled off.
    sort of why I presented an alternate form tunnelling as a seperate pool

    Tunnelling +Run Speed, +Stealth, -Jump, Affects only Self

    if there were a way to make it so it didn't turn off Stone Armor's root and granite forms then, at the very least, it would present a second viable move option for stone tanks
  24. Lycanus

    Movement themes:

    Quote:
    Originally Posted by Necrotech_Master View Post
    i think this topic has come up before and BABs mentioned something about how the coh engine wasnt designed to do that type of stuff (im not 100% on that)
    the way I'm thinking of it wouldn't require the engine to do anything it isn't currently doing.

    the way I'd do tunnelling would simply make the player's avatar invisible (sort of like what happens when you use self-destruct) and have the effect aura be rocky crumble rather than orange light. There'd probably be a starting and ending animation (the Red Caps diving into the ground and then jumping out comes to mind) but the actual physical point would remain the same. And you wouldn't be able to tunnel into places you couldn't run into, but we're already dealing with that discrepancy with teleport and phase shift which should let go through walls but don't
  25. Lycanus

    Movement themes:

    Okay, I'm going to admit that I got this from digging around Champs Online, but it got me thinking.

    Champs has the following travel powers (off the top of my head):

    Fly
    Rocket Boots
    Hover Disk
    Earth Flight
    Fire Flight
    Ice Slide
    Superspeed
    Acrobatics
    Superleap
    Tunnelling
    Teleport

    most of these are variations of fly, teleport, for example is high speed flight + high stealth for brief moments accompanied by a graphics shift.

    Tunnelling appears to be sort of like super-speed + stealth with a different graphic (think it might be slower)

    Acrobatics is pretty much the same as running swift + hurdle + ninja run + sprint as your travel power

    I was wondering, perhaps if you get around to power themes for the various characters you can do similar:

    Super-speed:
    Tunnelling theme - character "disappears" and his trail is marked by flying debris (this is how CO does it)
    Burst porting - the character disappears for brief periods and reappears leaving behind a trail of energy letting you direct him.

    Fly:
    Most of the fly themes we need are covered by costume pieces, but perhaps an animation style that includes vehicles or some sort of platform would be nice in customization

    TP and Superleap might be accompanied by differing effects (bursts of energy at the legs for the leaper, different sorts of energy bursts for the porter)


    Alternately you could produce a "tunnelling" power pool:

    Burrow: Max invisibility until you activate a power or move, basically a power for setting up a pull ambush.

    Some sort of attack

    Tunnelling: Effect only self, no vertical movement, max stealth median speed less than superspeed

    Shake: AoE knockdown, probably no damage definitely no more than minimal damage (though would prefer no damage and if the player wants damage: there are IOs)