Author Topic: Muon's new powerset proposals  (Read 3352 times)

MuonNeutrino

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Muon's new powerset proposals
« on: March 18, 2021, 10:01:55 pm »
Because I am an inveterate systems tinkerer and designer, I fiddle around with powersets and balance and the like basically all the time. Rampant overanalysis is just what my brain does. And since we're private server now and we could totally make our own powersets, well, my brain has a bunch of ideas for powersets it wants to mess with, especially with the impending release of guardians giving a whole new place for new sets. For now I don't have the ability to actually develop these (I hope to remedy that this summer), so for now I just want to put these sets out there for comment.

I have four sets I'm going to put in the initial set of comments here, all of them guardian sets. The first will be listed below in this post, and the others in subsequent posts. If you have any comments or feedback, please do give it!

Sets:
Infiltrator Training (guardian secondary - this post)
Military Assault (guardian primary)
Ninja Assault (guardian primary)
Illusion Composition (guardian secondary)




Infiltrator Training is a set proposed to help fill the gap in terms of the lack of good 'natural' secondary sets for guardians, in the sense of 'a set that could easily be justified for a standard non-powered human without comicbook-level supertech'. The set is a combination of Ninjitsu and Traps, with a focus on using the less obtrusive and bulky gadgets, in other words not the ones that are mobile, persistent, and targetable. It is also intentionally designed as an 'enemy only' set, in the sense that it has no powers that affect allies, following in the pattern of sets like Trick Arrow. Note that, as that example shows, one can still 'do support' without ally-affecting powers; debuffing and hampering enemies can benefit the team as much as healing or buffing teammates can. This allows for further broadening of the playstyles available to the archetype.

The power listing for Infiltrator Training is as follows:

Code: [Select]
Infiltrator Training
1 Combat Reflexes Melee defense toggle
2 Web Grenade Ranged immobilize
4 Danger Sense Ranged/AoE defense toggle
10 Trained Mind Mez protection toggle
16 Poison Trap Hold/-regen trap
20 Intrusion Stealth toggle with +regen
28 Seeker Drones Ranged debuff trap
35 Blinding Powder Debuff/mez cone
38 Shredder Mine Damage/debuff trap

Powerset description:
Infiltrator Training
You have superb training as an Infiltrator. Your intrusion skills allow you to deftly evade attacks and move behind enemy lines unseen, while your weapons training gives you mastery of a variety of debilitating tools and gadgets to wreak havoc on your unsuspecting foes.

Quote
[1] Combat Reflexes
Toggle: Self +DEF(Melee), Res(DeBuff DEF)
Activating your Combat Reflexes enables you to be more evasive to melee attacks. This will increase your Defense versus melee as long as it is active. Combat Reflexes also grants you resistance to Defense DeBuffs. Recharge: Fast

Cast time: 1.53 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Melee defense
+17.3% Defense debuff resistance

(Notes: This power is mechanically identical to the 'Ninja Reflexes' power from Ninjitsu.)

Quote
[2] Web Grenade
Ranged Target, Immobilize, -Recharge, -Fly
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: Slow.

Cast time: 1.37 sec
Endurance cost: 7.8
Recharge time: 4 sec
Range: 70 ft
Allowed slotting: Accuracy, Endredux, Recharge, Immobilize, Slow, Range
Allowed sets: Immobilize

Effects
17.9 sec immobilize (mag 3)
-100 KU, KB for 15 sec
-10000% KU, KB for 15 sec
-50% runspeed, flyspeed, recharge for 15 sec
-50000% jumpheight for 15 sec
-10 fly, for 15 sec

(Notes: This power is identical to the version from Traps.)

Quote
[4] Danger Sense
Toggle: Self +DEF(Ranged, AoE), +Perception, Res(DeBuff DEF)
You become more evasive against ranged and area attacks while you have Danger Sense activated. This will increase your Defense versus ranged and Area of Effect attacks as long as it is active. Your Danger Sense also allows you to perceive stealthy foes and resist Defense DeBuffs. Recharge: Fast

Cast time: 0.83 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Ranged, AOE defense
+17.3% Defense debuff resistance
+60% Perception
+60% Perception debuff resistance

(Notes: This power is identical to the version from Ninjitsu.)

Quote
[10] Trained Mind
Toggle: Self +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear, Psionics)
Your intense training in mental discipline allows you to keep your head in dangerous situations. You gain a resistance to Disorient, Hold, Sleep, Immobilization, Confusion, and Fear effects, as well as resistance to Psionic damage as long as this power is active. Recharge: Fast

Cast time: 0.73 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Resistance
Allowed sets: None

Effects:
10.38 mag protection (Stun, Hold, Sleep, Immob, Confuse, Fear)
22.5% Psionic resistance

(Notes: This power is based on the Kuji-In Rin power from Ninjitsu, converted into a toggle because there are too many clicks in this set already. In implementation it could use the animation from Willpower's Indomitable Will, since the original animation doesn't really fit the set.)

Quote
[16] Poison Trap
Place Trap: PBAoE Foe Choke, Vomit, -Regen, -Recharge
You can place a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate and attack rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long

Cast time: 2.77 sec
Endurance cost: 13.0
Recharge time: 90 sec
Area: ?? ft sphere (effect radius - whatever the original has)
Allowed slotting: Hold, Slow, Endredux, Recharge
Allowed sets: Hold

Effects:
5.96 sec Hold (mag 3)
-1000% Regeneration for 30 sec
-30% Recharge for 30 sec

(Notes: This power is identical to the version from Traps.)

Quote
[20] Intrusion
Toggle: Self Stealth, +DEF(All), +Regen, +Run Speed, +Jump
Your infiltrator training enables you to move quickly without being spotted and recover quickly from injury. You will only be seen at very close range or if you attack, though even if discovered you will retain a Defense bonus to all attacks and a bonus to your Regeneration. Unlike some stealth powers, Intrusion has no movement penalty, and in fact slightly increases your running and jumping speed while active. Intrusion's stealth will not work with any other form of Concealment powers. Recharge: Slow

Cast time: 0.73 sec
Endurance cost: 0.208/sec
Recharge time: 20 sec
Allowed slotting: Endredux, Recharge, Defense, Heal, Run, Jump
Allowed sets: Defense, Healing, Run, Jump, Universal Travel

Effects:
+35 foot Stealth
1.88% Defense (Melee, Ranged, AoE, all types but psi)
+125% Regeneration
+25% Runspeed
+60% Jumpspeed, Jumpheight

(Notes: This power is mechanically similar to some existing partial stealth powers, with a few extra effects. Visually it could use the hide animation and FX, with less complete transparency.)

Quote
[28] Seeker Drones
Summon Seekers: Ranged Disorient, -DMG, -ACC, -Perception, Low DMG(Energy)
You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be Disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Long

Cast time: 2.03 sec
Endurance cost: 15.6
Recharge time: 90 sec
Range: 60 ft (summon range)
Area: 15 ft sphere (detonation radius)
Allowed slotting: Endredux, Range, Stun, Recharge, Tohit Debuff, Damage, Accuracy
Allowed sets: Ranged Damage, Stun, Tohit Debuff, Accurate Tohit Debuff, Universal Damage (+ATO if/when they exist)

Effects (per seeker):
13.9 Energy damage
8.94 sec Stun (mag 2, 25% chance)
-5% Tohit debuff for 40 sec
-20% Damage debuff for 40 sec
-90% Perception for 40 sec

(Notes: This power is identical to the version from Traps.)

Quote
[35] Blinding Powder
Ranged (Cone), Foe -To Hit, Sleep, Confuse, -Perception
You throw a handful of Blinding powder in a wide arc at your foes. Most foes will be blinded, and unable to see. Some affected targets may be overcome by the powder that they may start attacking their own allies. If you attack the blinded foes, they will be alerted to your presence, but will continue to suffer a penalty to their chance to hit. Recharge: Very Long

Cast time: 1.07 sec
Endurance cost: 7.8
Recharge time: 120 sec
Range: 30 ft
Area: 50 degree cone
Allowed slotting: Endredux, Recharge, Tohit Debuff, Confuse, Accuracy
Allowed sets: Confuse, Tohit Debuff, Accurate Tohit Debuff

Effects:
11.92 sec Sleep (mag 2)
-7.5% Tohit debuff for 15 sec
23.84 sec Confuse (mag 2, 50% chance)
-90% Perception for 20 sec

(Notes: This power is almost identical to the version from Ninjitsu, with a slightly increased area of effect to fit with the archetype's wider range of positioning options.)

Quote
[38] Shredder Mine
Place Mine: PBAoE, Superior DAM(Lethal/Fire), Foe Knockdown, -Res, -DEF
You can place a Shredder Mine on the ground which will explode if any foes pass near it. The blast of armor-piercing shrapnel inflicts moderate Lethal damage on nearby foes and briefly reduces their defense and resistance to damage; foes nearer to the center of the explosion will also take moderate fire damage and may be knocked down. The Shredder Mine is almost impossible to detect, but it is fragile and may be detonated early by an enemy's explosion. Setting a mine is delicate work and can be interrupted, but if you are unseen due to Intrusion's stealth you can plant the mine more quickly and without risk of failure. Damage: Superior, Recharge: Long

Cast time: 5.0 sec (4.0 sec interrupt, redirects to Poison Trap's 2.77s non-interruptable animation if stealthed with Intrusion)
Endurance cost: 19.0
Recharge time: 60 sec
Area: 15 ft sphere (explosion radius)
Allowed slotting: Endredux, Recharge, Knockback, Damage, Accuracy, Defense Debuff
Allowed sets: PBAoE Damage, Knockback, Defense Debuff, Accurate Defense Debuff, Universal Damage (+ATO if/when they exist)

Effects:
83.42 Lethal damage
83.42 Fire damage (10 foot radius)
-20% Defense Debuff (all) for 20 sec
-20% Resistance Debuff (all) for 20 sec
Knockback (mag 0.67, 50% chance, 10 foot radius)

(This power is a mutation of Trip Mine intended to turn it into a hybrid support+damage power. Relative to trip mine (corruptor/mastermind version as the closest comparison) it does 15% less damage overall, with a slightly wider outer radius but half the damage (and the knockdown) restricted to a smaller inner radius (roughly the innermost half of the area). It also has three times the recharge and a higher endurance cost, but in exchange gains its (somewhat smaller than usual) defense and resistance debuffs. The special animation redirect is intended to make it a quicker and more effective opening move, since this set likely will be tossing out at least two traps each spawn.)

« Last Edit: March 18, 2021, 10:58:34 pm by MuonNeutrino »
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MuonNeutrino

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Re: Muon's new powerset proposals
« Reply #1 on: March 18, 2021, 10:16:35 pm »
Military Assault is another proposal for giving guardians more 'natural' themed powersets, a primary this time. Unlike secondaries there are a few primaries for this already (Gun Fu, Martial Assault, and Mace Assault), but more thematic variety is desirable, especially given the fairly specific theming of those sets. This set draws from a mix of the Arachnos Soldier primary set, Street Justice, and Assault Rifle, for a brutal mercenary or military style combat theme. This set is slightly tilted towards ranged attacks but still contains a good mix. Like Gun Fu, the melee attacks in this set are intended to animate with the rifle still held in hand, so as to avoid redraw.

The power listing for Military Assault is as follows:

Code: [Select]
Military Assault
1 Single Shot T1 ranged attack
1 Pummel T1 melee attack
2 Burst T2 ranged attack
6 Heavy Burst Ranged Cone
8 Build Up
12 Shin Breaker T2 melee attack
18 Spinning Strike Melee AoE
26 Sniper Round Snipe
32 Incendiary Round T3 ranged attack

Powerset description:
Military Assault
Your mastery of Military Assault allows you to destroy your enemies with brutal precision. Blast your foes with powerful attacks from your military grade Assault Rifle and pummel them with brutal close quarters combat techniques. Your attacks can also inflict a variety of debilitating effects on your foes, including stunning them, reducing their defense, knocking them down, or slowing their movement.

Quote
[1] Single Shot
Ranged, Minor DMG(Lethal), Foe -DEF
A quick single shot from your Assault Rifle. Quite accurate and can also reduce the target's defense. Damage: Minor, Recharge: Fast

Cast time: 0.9 sec
Endurance Cost: 5.2
Recharge Time: 4 sec
Range: 80 ft
Allowed slotting: Endredux, Range, Recharge, Def Debuff, Damage, Accuracy
Allowed sets: Ranged Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
52.83 Lethal damage (scale 1)
-7.5% Base Defense for 5s (scale 1)

(Notes: This is a carbon copy of the Single Shot power from the Arachnos Soldier primary set)


Quote
[1] Pummel
Melee, Moderate DMG(Smash), Foe Stun
You can smash your opponents in close combat with the butt of your Assault Rifle to deal moderate smashing damage. Pummel has a high chance to disorient your foe for a brief time. Damage: Moderate, Recharge: Fast

Cast time: 1.67 sec
Endurance Cost: 6.86
Recharge Time: 6 sec
Range: 7 ft
Allowed slotting: Endredux, Stun, Recharge, Damage, Accuracy
Allowed sets: Melee Damage, Stun, Universal Damage, Archetype Origin

Effects:
77.08 Smashing damage (scale 1.32)
7.152 sec Stunned (mag 3, scale 6, 66% chance)

(Notes: This is a modified version of the Pummel power from the Arachnos Soldier primary set)

Quote
[2] Burst
Ranged, Moderate DMG(Lethal), Foe -DEF
Quickly fires a Burst of rounds at a single target at long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Damage: Moderate(DoT), Recharge: Fast

Cast time: 1 sec
Endurance Cost: 8.528
Recharge Time: 8 sec
Range: 80 ft
Allowed slotting: Endredux, Range, Recharge, Defense Debuff, Damage, Accuracy
Allowed sets: Ranged Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
3 * 28.90 Lethal damage every 0.3s over 0.7s (3x scale 0.547, scale 1.641 total)
-7.5% Base Defense for 8s (scale 1)

(Notes: This is a carbon copy of the Burst power from the Arachnos Soldier primary set)

Quote
[6] Heavy Burst
Ranged Cone, Moderate DMG(Lethal), Foe -DEF
Fires a Heavy Burst of rounds at foes in a long cone in front of the user. Can also reduce the targets' defense. Damage: Moderate(DoT) Recharge: Medium

Cast time: 2.67 sec
Endurance Cost: 11.858
Recharge Time: 12 sec
Area: 50 ft / 30 deg cone
Allowed slotting: Endredux, Range, Recharge, Defense Debuff, Damage, Accuracy
Allowed sets: Targeted AoE Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
7 * 8.24 Lethal damage every 0.3s over 2s (7x scale 0.156, scale 1.092 total)
-7.5% Base Defense for 12s (scale 1)

(Notes: This is a carbon copy of the Heavy Burst power from the Arachnos Soldier primary set)

Quote
[8] Build up
Self +DMG, +To Hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long

Cast time: 0.73 sec
Endurance Cost: 5.2
Recharge Time: 90 sec
Allowed slotting: Endredux, Recharge, Tohit Buff
Allowed sets: Tohit Buff

Effects:
+17% ToHit for 20s
+68% Dmg (All Types) for 10s

(Notes: Standard buildup)

Quote
[12] Shin Breaker
Melee, Superior DMG (Smash), Foe -Speed, -Defense
You execute a quick but powerful kick targeting your foe's leg in an attempt to cripple their movement. Shin Breaker deals Superior Smashing damage and moderately reduces your target's movement speed and defense for a short time. Damage: Superior, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 8.528
Recharge Time: 8 sec
Range: 7 ft
Allowed slotting: Slow, Endredux, Recharge, Defense Debuff, Damage, Accuracy
Allowed sets: Melee Damage, Slow, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
95.76 Smashing damage (scale 1.64)
-40% SpeedRunning, SpeedJumping, Jumpheight for 8s (scale 0.5)
-1.6 Fly for 8s
-7.5% Base Defense for 10s (scale 1)

(Notes: This is very similar to the Shin Breaker power from the Street Justice set, with stacks effects removed.)

Quote
[18] Spinning Strike
Melee (Targeted AoE), Heavy DMG (Smash), Foe Knockdown
You execute a spinning attack that first strikes with your fist and finally your heel hitting your foe and all enemies immediately nearby. Spinning Strike deals Heavy Smashing damage and has a high chance to knockdown foes. Damage: High, Recharge: Slow

Cast time: 1.8 sec
Endurance Cost: 20.176
Recharge Time: 22 sec
Area: 7 ft range / 10 ft radius TAoE
Allowed slotting: Endredux, Recharge, Knockback, Damage, Accuracy
Allowed sets: Targeted AoE Damage, Knockback, Universal Damage, Archetype Origin

Effects:
90.62 Smashing damage (scale 1.54)
0.67 Knockback (65% Chance)

(Notes: This is very similar to the Spinning Strike power from the Street Justice set. It has had the stacks effects removed, and the radius, endurance cost, and recharge increased as is common for melee AoEs in assault sets.)

Quote
[26] Sniper Round
Sniper, Extreme DMG(Lethal), Foe Knockback
You load and fire a high-velocity Sniper Round from your Assault rifle. This round is very accurate and has a very long range, and deals Extreme Lethal damage and can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you have more than 97% To-Hit, this attack becomes instant-cast. Damage: Extreme, Recharge: Slow

Cast time: 6.37 sec
Endurance Cost: 18.51
Recharge Time: 20 sec
Range: 150 ft
Allowed slotting: Interrupt, Endredux, Range, Recharge, Knockback, Damage, Accuracy
Allowed sets: Sniper, Ranged Damage, Knockback, Universal Damage, Archetype Origin

Effects:
188.07 Lethal damage (scale 3.56)
1.163 Knockback (scale 0.7, 50% chance)

(Notes: This is a standard assault set snipe power, based on Sniper Rifle from the Assault Rifle set.)

Quote
[32] Incendiary Round
Ranged, High DMG (Lethal/Fire), Minor Splash DMG (Fire DoT)
You load and fire a blazing Incendiary Round from your Assault Rifle, dealing High Lethal and Fire damage to your target. The burst of white-hot shrapnel can also set ablaze all foes in a small area around the target, causing them to take Minor Fire damage over time. Damage: High, Recharge: Slow

Cast time: 1.67 sec
Endurance Cost:  11.856
Recharge Time: 12 sec
Area: 80 ft / 6 ft TAoE
Allowed slotting: Endredux, Range, Recharge, Damage, Accuracy
Allowed sets: Ranged Damage (NOT TAoE, precedent Martial Assault's Exploding Shuriken), Universal Damage, Archetype Origin

Effects:
69.74 Lethal damage (single target only) (scale 1.32)
33.81 Fire damage (single target only) (scale 0.64)
5 * 5.28 Fire damage every 1s over 4.125s (after 0.5s delay) (5x scale 0.1)

(Notes: This power should use the animation from Assault Rifle's Slug power, and the 'yellowy tracer streak + fire hit' FX from the fire DoT attack that some council rifle minions have. Secondary effect DoT is balanced based on the DoT from blazing arrow and standard aoe factors.)
« Last Edit: March 19, 2021, 01:15:37 am by MuonNeutrino »
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Re: Muon's new powerset proposals
« Reply #2 on: March 18, 2021, 10:21:22 pm »
Ninja Assault (alternatively, Shinobi Assault) is another proposal for a 'natural' themed primary. This set is based on the Katana/Ninja Blade set with additional ranged attacks, and is specifically intended as a counterpart to the existing Martial Assault set.

In my view, sets can be divided into (among other categories) standard and non-standard types, where 'non-standard' in this case means either a) sets that have a specific set-wide gimmick like a stacks/combo system, or b) that simply have a larger fraction of powers that operate in mechanically unusual ways or are otherwise not 'regular' attacks/controls/support powers/etc for their set type. (Note that many sets have a couple of 'non-standard' powers, what would make a *set* non-standard is if it has significantly more of those than usual.) Martial Assault is an example of a non-standard set, in that 6 out of the 9 powers are non-standard in some way (chain, facing cone, snipe, ranged attack with splash, non-standard buildup, caltrops). The existence of sets like these is not a problem, and in fact many (though by no means all) of the sets released later in the game's lifespan fall into this category. However, it is IMO important to have a variety of both types of sets so as to fit different playstyle preferences; standard sets fill an important playstyle niche, and the game should not only contain non-standard sets any more than it should only contain standard ones.

As such, I think that there should exist a 'standard' natural/ninja themed counterpart to the non-standard Martial Assault, and this is what Ninja Assault is intended to be. This set includes only two non-standard powers, and mostly contains relatively straightforward attacks. This set also fills somewhat of a thematic counterpart niche; where Martial Assault is martial arts plus shurikens, Ninja Assault is katana/ninja blade plus throwing knives, covering the 'other' stereotypical ninja weapon and giving more thematic variety in the available sets. Like Gun Fu, the non-katana attacks in this set are intended to animate with the katana still held in the off-hand, so as to avoid redraw.

The power listing for Ninja Assault is as follows:

Code: [Select]
Ninja Assault (or Shinobi Assault)
1 Flashing Blade T1 ranged attack
1 Gambler's Cut T1 melee attack
2 Steel Wind Ranged cone
6 Soaring Dragon T2 melee attack
8 Scorpion's Sting T2 ranged attack
12 Chi Strike Buildup variant
18 The Lotus Drops PBAoE
26 Caltrops
32 Golden Dragonfly T3 melee attack

Powerset Description:
Ninja Assault
Your mastery of the ways of Ninja Assault allows you to dispatch opponents with lethal grace, cutting down foes with the razor edge of your Ninja Blade and delivering death from afar with throwing knives. Your attacks often carry additional poison damage over time, and can also knock opponents down or reduce their defense.

Quote
[1] Flashing Blade
Ranged, Minor DMG (Lethal), DoT(Toxic)
You quickly strike a distant foe with a throwing knife, inflicting minor Lethal damage with a chance of dealing additional Toxic damage over time. Damage: Minor, Recharge: Fast

Cast time: 1.0 sec
Endurance Cost: 5.2
Recharge Time: 4 sec
Range: 80 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy
Allowed sets: Ranged Damage, Universal Damage, Archetype Origin

Effects:
52.83 Lethal damage (scale 1.0)
4 * 5.28 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.1)

(Notes: Basic ranged attack, similar to martial assault's shuriken throw. The DoT secondary effect scale from shuriken throw is used as a template for DoT secondary effects elsewhere in the set. Uses the 'Throwing Knife' origin power FX and the right-handed-throw-with-katana-in-left-hand animation that power uses when you have a katana drawn.)

Quote
[1] Gambler's Cut
Melee, Moderate DMG (Lethal), DoT(Toxic), Foe -Defense
You perform a quick slash with your katana. This attack is very fast and deals moderate damage, with a chance of dealing additional Toxic damage over time. This attack can reduce a target's Defense, making them easier to hit. Damage: Moderate, Recharge: Moderate

Cast time: 0.67 sec
Endurance Cost: 6.84
Recharge Time: 6 sec
Range: 7 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: Melee Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
77.07 Lethal damage (scale 1.32)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
-4.5% Base Defense for 6s (scale 0.6)

(Notes: Standard 6s melee attack based on Katana's Gambler's Cut. Effectively has two 'half strength' secondary effects.)

Quote
[2] Steel Wind
Ranged Cone, Moderate DMG (Lethal), DoT(Toxic)
You fling a volley of throwing knives in a single motion, striking all enemies in a cone in front of you. This attack deals moderate Lethal damage, with a chance of dealing additional Toxic damage over time. Damage: Moderate, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 15.18
Recharge Time: 16 sec
Area: 40 ft / 30 deg cone
Allowed slotting: Endredux, Recharge, Damage, Accuracy
Allowed sets: Targeted AoE Damage, Universal Damage, Archetype Origin

Effects:
64.45 Lethal damage (scale 1.22)
4 * 5.28 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.1)

(Notes: Ranged cone with dot secondary effect. Uses the 'multiple throwing knife' FX from the cone attack that some snake minions have, and uses one of several right handed wave animations such as psi melee's psi blade or broadsword's hack or slash.)

Quote
[6] Soaring Dragon
Melee, High DMG (Lethal), DoT(Toxic), Foe -Defense, Knockup
You perform a powerful Soaring Dragon maneuver that deals a great amount of damage, with a chance of dealing additional Toxic damage over time, and can also knock a target up into the air. This attack can reduce a target's Defense, making them easier to hit. Damage: High, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 10.192
Recharge Time: 10 sec
Range: 7 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: Melee Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
114.44 Lethal damage (scale 1.96)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
Knockup (mag 4.15, 75% chance)
-4.5% Base Defense for 10s (scale 0.6)

(Notes: Standard 10s melee attack based on Katana's Soaring Dragon. Effectively has two 'half strength' secondary effects.)

Quote
[8] Scorpion's Sting
Ranged, Minor DMG (Lethal), Moderate DoT(Toxic), Foe Slow, -Damage(all), Hold
You take aim and strike a target with a throwing knife coated in a larger amount of debilitating poison. This attack inflicts minor Lethal damage on impact before inflicting moderate Toxic damage over time. The poison additionaly will weaken the target, Slowing their movement and reducing the amount of damage they deal, and may even briefly Hold the target paralyzed and helpless. Damage: High, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 10.192
Recharge Time: 10 sec
Range: 80 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Hold, Slow
Allowed sets: Ranged Damage, Hold, Slow, Universal Damage, Archetype Origin

Effects:
52.83 Lethal damage (scale 1.0)
5 * 11.62 Toxic damage every 1s over 4.1s (after 0.5s delay) (5x scale 0.22)
-24% slow (run/jump/fly) for 15s (scale 0.3)
-11.25% damage for 15s (scale 1.5)
7.45s Hold (mag 3, scale 5, 50% chance)

(Notes: Ranged attack based somewhat on spines' impale. Uses the 'Throwing Knife' origin power FX and probably the broad sword hack animation.)

Quote
[12] Chi Strike
Self +DMG, +To Hit, Special
You concentrate your Chi to allow you to channel your soul into your strikes. For a short time you will gain a moderate increase to your damage and chance to hit. Additionally, for this period your sword and knife attacks will have a portion of their Lethal damage changed into Energy damage, with a small amount of additional bonus Energy damage added. Recharge: Long

Cast time: 0.73 sec
Endurance Cost: 5.2
Recharge Time: 90 sec
Allowed slotting: Endredux, Recharge, Tohit Buff
Allowed sets: Tohit Buff

Effects:
+8.5% ToHit for 20s
+34% Dmg (All Types) for 20s
Special: For 20s, converts 50% of lethal damage on the set's other attacks to energy, with a 5% bonus (i.e. 50% lethal, 55% energy, 105% damage total). Uses the same mechanics as fiery embrace.

(Notes: Modified buildup. Half strength, double duration, with special effect.)

Quote
[18] The Lotus Drops
Melee (PBAoE), Moderate DMG (Lethal), DoT(Toxic), Foe -Defense
You perform The Lotus Drops maneuver, attacking all foes in melee range. This attack has a chance of dealing additional Toxic damage over time and reduces their Defense. Damage: Moderate, Recharge: Slow

Cast time: 1.83 sec
Endurance Cost: 18.152
Recharge Time: 20 sec
Area: 15 ft radius
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: PBAoE Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
64.229 Lethal damage (scale 1.1)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
-4.5% Base Defense for 10s (scale 0.6)

(Notes: Standard assault set PBAoE, based on katana's The Lotus Drops. Effectively has two 'half strength' secondary effects.)

Quote
[26] Caltrops
Ranged (Location AoE), Minor DoT(Lethal), Foe -Speed
You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that passes over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: Slow

Cast time: 1.07 sec
Endurance cost: 7.8
Recharge time: 45 sec
Range: 25 ft (summon range)
Area: 15 ft (effect radius)
Allowed slotting: Slow, Endredux, Range, Recharge, Damage
Allowed sets: TAoE Damage, Slow, Universal Damage

Effects:
Summon Caltrops (2.78 lethal damage/sec, -80% runspeed, -3.5% max runspeed, -50000% jumpheight, mag 50 avoid)

(Notes: Carbon copy of standard caltrops power.)

Quote
[32] Golden Dragonfly
Melee, Extreme DMG (Lethal), Foe Knockdown, -Defense
You perform a devastating Golden Dragonfly attack that deals a massive amount of damage, has a chance of dealing additional Toxic damage over time, and can even knock a foe down to the ground and reduce it's Defense. The power of this attack can actually extend a short distance through multiple foes. Damage: Extreme, Recharge: Slow

Cast time: 1.83 sec
Endurance Cost: 13.52
Recharge Time: 14 sec
Area: 8 ft / 35deg melee cone
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: PBAoE Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
151.81 Lethal damage (scale 2.6)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
Knockback (mag 0.67, 60% chance)
-4.5% Base Defense for 10s (scale 0.6)

(Notes: Slightly modified version of katana's golden dragonfly. Effectively has two 'half strength' secondary effects.)
« Last Edit: March 22, 2021, 12:35:35 am by MuonNeutrino »
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MuonNeutrino

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Re: Muon's new powerset proposals
« Reply #3 on: March 18, 2021, 10:29:27 pm »
Illusion Composition is a speculative proposal for an illusion-based Guardian secondary set. There is no pressing thematic hole for this set to fill, but it would still broaden the thematic variety available to the archetype and I believe it would be a mechanically interesting set to play. This set is thematically inspired by Illusion Control but contains several new powers, plus a couple of illusion control powers and self-defense powers mechanically borrowed from ninjitsu. Part of this set's goal is to experiment with the idea of granting interface-style proc effects.

This is a much more speculative proposal than the ones above. Mechanically speaking I don't fully understand how interface procs function, and so some of the things I want to do in this set might not actually be possible. This proposal assumes that powers can grant interface-style procs, which seems reasonable given the existence of the interface powers themselves but isn't guaranteed. Additionally, unlike my proposals above, this set would require new FX work (or, at the least, imaginative enough reworkings of existing FX as to probably amount to the same thing). This would therefore require significantly more work, and may not be feasible with our current level of understanding/capability for working with FX in City of Heroes.

As such, I acknowledge that this set would be much more difficult to implement than the ones above. I am putting this proposal out there partly to get comments, but mostly just for fun.

The power listing for Illusion Composition is as follows:

Code: [Select]
Illusion Composition
1 Misdirection Melee defense toggle
2 Illusion Ward Ticking absorb aura
4 Displacement Ranged/AoE defense toggle
10 Slippery Mind Mez protection toggle
16 Glamour PBAoE ally buff, +res +fear/psi proc
20 Group Invisibility PBAoE click stealth
28 Phantasmagoria Self summon patch, foe -tohit %fear %confuse
35 Deceive Ranged confuse
38 Hall of Mirrors Self buff, grant proc chance to spawn duplicates

Powerset description:
Illusion Composition
You can manipulate light and sound to create bewildering illusions, concealing and protecting yourself and your allies while inflicting fearsome and debilitating confusion on your foes.

Quote
[1] Misdirection
Toggle: Self +DEF(Melee), Res(DeBuff DEF)
You create subtle illusions around yourself that mask your movements, causing enemies to mis-aim their attacks. Misdirection effectively grants you Defense versus melee attacks and also allows you to resist Defense DeBuffs as long as it is active. Recharge: Fast

Cast time: 1.53 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Melee defense
+17.3% Defense debuff resistance

(Notes: Mechanically identical to the 'Ninja Reflexes' power from Ninjitsu.)

Quote
[2] Illusion Ward
Toggle: PBAoE Team +Absorb over Time
Your illusory power flows over the area around you, subtly warping your enemies' perception of you and your allies' movements and causing incoming attacks to go awry. For as long as Illusion Ward is active, this effectively grants all nearby allies a minor amount of absorption every few seconds as your enemies' attacks do not strike with full force. Recharge: Slow

Cast time: ? sec
Endurance cost: 0.32 end/sec
Recharge time: 10 sec
Area: 20 ft PBAoE
Allowed slotting: Endredux, Recharge, Healing
Allowed sets: Healing

Effects:
+53.55 Absorb (every 6 seconds)

(Notes: intended as an aura counterpart to the AoE heals/absorbs in other Guardian sets. Applies as much HP as a guardian heal used on a 12 second cycle, accepting reduced output and a smaller radius in exchange for a lower endurance cost.)

Quote
[4] Displacement
Toggle: Self +DEF(Ranged, AoE), Res(DeBuff DEF)
You project flickering false images that cause your enemies to perceive you as being somewhere other than your actual location. Displacement effectively grants you Defense versus Ranged and Area of Effect attacks and also allows you to resist Defense DeBuffs as long as it is active. Recharge: Fast

Cast time: 0.83 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Ranged, AOE defense
+17.3% Defense debuff resistance

(Notes: Mechanically similar to the 'Danger Sense' power from Ninjitsu, but missing the perception effects.)

Quote
[10] Slippery Mind
Toggle: Self +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear), +Perception
Long experience with deception and trickery has made your mind slippery and able to wriggle free of debilitating effects, and your perceptions cannot be fooled by concealment. You gain a resistance to Disorient, Hold, Sleep, Immobilization, Confusion, and Fear effects as long as this power is active, as well as a bonus to your perception and resistance to perception debuffs. Recharge: Fast

Cast time: 0.67 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge
Allowed sets: None

Effects:
10.38 mag protection (Stun, Hold, Sleep, Immob, Confuse, Fear)
+60% Perception
+60% Perception debuff resistance

(Notes: Mechanically, similar to a toggle version of Ninjitsu's Kuji-In Rin, but with the psi resistance replaced by the perception effects that were removed from the ranged/aoe defense toggle.)

Quote
[16] Glamour
PBAoE Team +Res(All), +Chance for Fear, +Chance for Minor Damage (Psionic)
You cloak yourself and all nearby allies in a terrifying Glamour, causing you to appear to your enemies as their worst fears. This causes your foes' attacks against any affected allies to be weakened, effectively granting you resistance to damage, and your attacks will have a chance to terrorize your enemies and can cause them to cower in fear briefly or even take minor psionic damage from the shock.

Cast time: ? sec
Endurance cost: 15.6
Recharge time: 180 sec
Area: 25 ft PBAoE
Allowed slotting: Endredux, Recharge, Resistance, Fear
Allowed sets: Resistance, Fear

Effects:
15% Resistance (All) for 60 seconds
Grant interface-style proc for 60 seconds:
- Mag 3 Terrorize (20% chance, 4 seconds)
- Scale 0.5 Psi damage (20% chance)

(Notes: This is the set's 'staple buff', with good uptime and a mix of defensive and offensive benefits. The values and percentage chances on the procs are highly tentative and should be tested and changed for proper balance.)

Quote
[20] Group Invisibility
PBAoE, Team Stealth, +Def(All)
Makes you and all teammates around you Invisible. While Invisible, you and your teammates are almost impossible to detect. Even if discovered, Group Invisibility grants a bonus to your defense to all attacks, though you will lose some of your defense bonus if you attack. Group Invisibility has no movement penalty. Recharge: Slow

Cast time: 2.03 sec
Endurance cost: 10.4
Recharge time: 240 sec
Area: 25 ft
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
+6000% Stealth for 120s
-1 Threatlevel for 120s
1.875% Defense (all) for 120s (suppresses in combat)

(Notes: This is mechanically identical to the same power in Illusion Control.)

Quote
[28] Phantasmagoria
PBAoE, Foe -ToHit, Fear, Confuse
You cloak the area around you in a bewildering array of shifting illusions, hampering your enemies as they struggle to distinguish between true and false. For as long as the illusions last, all enemies in the area will suffer a penalty to their chance to hit as they waste some of their attacks on false images. Additionally, some enemies may become confused by the mirages and accidentally attack their allies, or be temporarily overcome with fear at the horrifying images and briefly cower in terror. Recharge: Slow

Cast time: ? sec
Endurance cost: 14.5
Recharge time: 90 sec
Area: 25 ft
Allowed slotting: Endredux, Recharge, Tohit Debuff, Fear, Confuse
Allowed sets: Tohit Debuff, Fear, Confuse

Effects:
Location patch summon (self), 30 second duration, 2s activation period
-7.5% Tohit
Mag 3 confuse (15% chance, 4 seconds)
Mag 3 terrorize (15% chance, 4 seconds)

(Notes: This is the set's 'staple mitigation power', with a decent uptime and relatively quick recharge. It is mechanically significantly weaker than Illusion Control's Spectral Terror, with the inability to be summoned at range, a shorter duration and longer recharge, weaker -tohit, and only having a chance to mez instead of a guarantee. The upside is a slightly larger radius and having a chance to confuse as well as terrorize.)

Quote
[35] Deceive
Ranged, Foe Confuse
You can Deceive an enemy into believing their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy. Recharge: Slow

Cast time: 2 sec
Endurance cost: 8.528
Recharge time: 16 sec
Allowed slotting: Endredux, Recharge, Range, Confuse, Accuracy
Allowed sets: Confuse

Effects:
23.84s mag 3 confuse (scale 20)

(Notes: This power is mechanically similar to the same power in Illusion Control, with the Overpower effect removed and recharge increased.)

Quote
[38] Hall of Mirrors
Self +Chance to summon Decoys: Ranged Minor DMG(Energy/Special)
You imbue your attacks with your illusory power, causing distracting Phantoms to manifest as you smite your foes. While Hall of Mirrors is active your attacks are slightly more accurate and each attack has a chance to create a short-lived illusory Phantom near your targeted foe. These Phantom images are not real and cannot be damaged, but they will distract your enemies and draw their attention. The damage of the Phantoms' attacks is also illusory, and much of it will heal back if the victim survives long enough. Recharge: Very Long

Cast time: ? sec
Endurance cost: 26
Recharge time: 240 sec
Allowed slotting: Endredux, Recharge, Accuracy, Damage, Tohit Buff
Allowed sets: Pet Damage, Recharge Intensive Pets, Universal Damage, Tohit Buff

Effects:
+7.5% tohit for 60 seconds
Grant self interface-style proc for 60 seconds:
40% chance (non-stacking) to summon a phantom army clone at target per attack. These are identical to PA's clones, but have a lifespan of only 15 seconds.

(Notes: This is a Guardian twist on Illusion Control's signature Phantom Army power. This has the same uptime and recharge, but the key difference here is of course that the clones are summoned by attacking, which IMO fits very well with the archetype's theme of blended damage and support. The intended proc rate is to have an average of two to three clones out at a time, which requires summoning a new clone every 5-7.5 seconds - at a 40% chance per attack, that is a required attack rate of one attack every 2.0 to 3.0 seconds, which is IMO reasonable. The proc should be flagged not to stack so that AoEs do not multiply the proc chances.)

Relative to illusion control, this set intentionally sacrifices alpha strike mitigation. Where illusion can mitigate alphas by summoning phantom army or spectral terror into a spawn, illusion composition cannot, since phantasmagoria is summmoned at self and the clones from hall of mirrors can only be summoned by attacking (and hence aggroing the spawn). Between this lack, the weaker stats on phantasmagoria, and the less reliable summoning on Hall of Mirrors, the set is intended to overall have weaker control mitigation than illusion control, balancing out its other support capabilities.
« Last Edit: March 18, 2021, 11:37:37 pm by MuonNeutrino »
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Nekrovile

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Re: Muon's new powerset proposals
« Reply #4 on: March 21, 2021, 04:37:51 pm »
I like the sets. More powers are always nice because they allow more concepts. This is especially true for guardians who don't have a more "natural" themed secondary. My biggest complaint is that the illusion secondary may have too much control in it. I am no expert when it comes to balance, but that can be a bit strong. I would have to see it in action to say for sure.

As for the interface styled buff that you want in Glamour, there may be a buff that helps with that. Martial and Hellfire Assault have a power that gives +toxic damage to each attack. I assume a similar thing can be done for an interface style proc.

MuonNeutrino

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Re: Muon's new powerset proposals
« Reply #5 on: March 22, 2021, 05:36:40 pm »
My biggest complaint is that the illusion secondary may have too much control in it. I am no expert when it comes to balance, but that can be a bit strong. I would have to see it in action to say for sure.

As for the interface styled buff that you want in Glamour, there may be a buff that helps with that. Martial and Hellfire Assault have a power that gives +toxic damage to each attack. I assume a similar thing can be done for an interface style proc.

I did intentionally design the set to have a lot less control than illusion control, with phantasmagoria being much weaker than spectral terror, hall of mirrors summoning randomly and so not being as reliable as PA, and also the confuse having double recharge and of course not having the holds. So I am trying to avoid that, but for sure you would still definitely want to test it a bunch to make sure it worked out that way in practice.

The existence of martial's special buildup is definitely one of the reasons I'm hopeful this can be done, for sure. If or when I actually get the chance to try to build this set on a local dev environment or whatever that is one of the powers I'll be looking at as an example.
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