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Posted

Basically, come up with some invention sets you think could be cool to have added in. Though for this thread, these aren't even real suggestions per-say so much as just some thoughts on what we could hope for. And both for a bit of self-gratification and for lack of better idea, the examples I plan to give tend to be named after my own characters.

 

Ranged Damage - Joe's Snipe (yes, it is ironic it does not go into a sniper set)

  • Accuracy/Damage
  • Damage/Endurance
  • Damage/Recharge
  • Accuracy/Damage/Recharge
  • Accuracy/Damage/Endurance/Recharge
  • +15% Global Range increase (unique)

Set bonuses would be:

2: Increases Recovery by +2%

3: Improves accuracy of all powers by 5%

4: Increases Damage by 3%

5: Increases Recharge by 5%

6: Increases Range by 10%

 

these numbers are not necessarily exact, but I feel like it's weird and a little sad that range boosts are so rare for ranged sets, even as part of the enhancements. So this sort of takes things in the other direction by having a set primarily focused on increasing the range of all your characters' attacks rather substantially. Despite 'snipe' being in the name, I opted to make it a regular ranged attack set because not all ranged sets have snipes.

  • Like 1
Posted

convert-able HOs

  • Thanks 1

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

Fury of the Flying Rodent (universal damage IO)

Accuracy/Damage/Knockback

Damage/Endurance/Knockback

Damage/Knockback

Damage/Recharge/Knockback

Damage/Endurance/Recharge/Knockback

Knockdown/up -> Knockback (KB Magnitude increase)

 

Rather than sacrificing enhancement values to fuel the increased KB, the IOs are scaled as if they have one fewer attribute. So instead of 1/3, 1/3, 1/3, you get 1/2, 1/2, 1/3

 

Set Bonuses

2: accuracy +2%

3: regen +4%

4: knockback resist +8 mag

5: hold, sleep, stun resist +10%

6: recharge +4%

 

Why yes, I LOVE Knockback. Why do you ask?

 

(KB haters fite me!)

  • Like 1
Posted (edited)

No idea how balanced these are but what the hey just for fun:

 

Revenge 10-50

Univeral Debuff Set (ToHit Debuff, Slow, Defense Debuff)

 

ToHit Debuff/Slow/Defense Debuff

ToHit Debuff/Slow/Defense Debuff/Accuracy

ToHit Debuff/Slow/Defense Debuff/Endurance

Recharge/Accuracy

Endurance/Recharge

ToHit Debuff/Slow/Defense Debuff/Chance for Cold Damage

 

(2) Max Endurance 1.8%

(3) Smash/Lethal Resist 2.25%

(4) Ranged Defense 2.5%

(5) Recharge 7.5%

(6) Hold/Stun/Sleep Protection (Mag 2)

 

Redemption 10-50

Universal Buff Set (ToHit / Defense / Resistance)

 

ToHit / Defense / Resistance

ToHit / Defense / Resistance / Endurance Reduction

ToHit / Defense / Resistance / Recharge

ToHit / Defense / Resistance / Endurance Reduction / Recharge

Endurance/Recharge

Recharge / Unresisted Damage Bonus (Unique / Global) (Adds a 10% Damage bonus to all attacks, this bonus damage ignores enemy resistance)

 

(2) Endurance Discount 2.5%

(3) Range 5%

(4) Recharge 5%

(5) 3% HP

(6) All Positional Defense 3%

 

 

Edited by KingofMonkeys
  • Like 3
Posted

I'm working on some Placate and -Res IOs, give me a sec.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted

I suggested this awhile back, still think it would be a fun implementation of a Slow set with a Damage emphasis. The idea was to also incorporate a Cold Damage proc, while making that proc thematic with the set.

 

Ice Mistral’s Torment (Slow Movement Set)

•    Slow
•    DMG/RCH
•    DMG/Slow
•    DMG/Acc/End
•    DMG/Acc/RCH/End
•    Chance of Damage (Cold) - 3.5 PPM

 

Level 50 Post-ED values

•    Damage: 89.93%
•    Slow: 69.9%
•    Acc: 39.75%
•    End Rdx: 39.75%
•    Recharge: 45.05%

 

Set Bonuses

•    2) 1.125% HP (x1.5 multiplier)
•    3) 2.0% Slow (x2 multiplier)
•    4) 10% Slow Resistance (x2 multiplier)
•    5) 6.25% Recharge (x2.5 multiplier)
•    6) 3.75% AoE Defense, 1.875% Fire/Cold Defense (x3 multiplier)

 

 

  • Like 2

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Posted (edited)
On 3/29/2020 at 10:12 PM, Zepp said:

With a nod to @Bopper's recent proposal, I would like to propose a set that combines damage and immobilize. This set would definitely be a good fit for Blasters, but would also be useful for Trollers to get easy containment.


 

The Name of Love (Uncommon 10-50)

 

Spoiler

 

Accuracy/Recharge

Immobilize/Endurance

Immobilize/Recharge

Immobilize/Endurance/Range

Immobilize/Accuracy/Recharge

Immobilize/Accuracy/Endurance/Recharge

 

Set Bonuses

  • (2) 1.5% Max Health
  • (3) 2.5% Enhancement (Immobilize)
  • (4) 8% Regeneration
  • (5) 3.75% Defense (AoE), 1.88% Defense (Fire/Cold)
  • (6) 3.75% Resistance (Toxic/Psionic), 6.25% MezResist

 


 

Wrath of Romulus (Rare 10-50)

 

Spoiler

 

Immobilize

Damage/Recharge

Damage/Accuracy/Recharge

Damage/Accuracy/Immobilize

Damage/Recharge/Accuracy/Immobilize

Recharge/Chance for Fire DoT (3 PpM)

 

Set Bonuses:

  • (2) 7.5% Movement Speed
  • (3) 3% Damage
  • (4) 5% Range
  • (5) 9% Accuracy
  • (6) 7.5% Enhancement (Recharge Time)

 


 

Cunning of Remus (Rare 10-50)

 

Spoiler

 

Immobilize

Damage/Recharge

Accuracy/Immobilize/Recharge

Damage/Recharge/Accuracy

Damage/Accuracy/Immobilize/Range

Immobilize/Chance for Tar Bomb (AoE Immobilize, 3 PpM)

 

Set Bonuses:

  • (2) 2.25% Max End
  • (3) 4.5% Resist (Energy/Negative), 7.5% MezResist
  • (4) 3% Enhancement (Endurance Discount)
  • (5) 6.25% Enhancement (Recharge Time)
  • (6) 3.75% Defense (Ranged), 1.88% Defense (Energy/Negative)

 

 

Edited by Zepp
  • Like 1

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted
1 hour ago, KingofMonkeys said:
Spoiler

 

No idea how balanced these are but what the hey just for fun:

 

Revenge 10-50

Univeral Debuff Set (ToHit Debuff, Slow, Defense Debuff)

 

ToHit Debuff/Slow/Defense Debuff

ToHit Debuff/Slow/Defense Debuff/Accuracy

ToHit Debuff/Slow/Defense Debuff/Endurance

Recharge/Accuracy

Endurance/Recharge

ToHit Debuff/Slow/Defense Debuff/Chance for Cold Damage

 

(2) Max Endurance 1.8%

(3) Smash/Lethal Resist 2.25%

(4) Ranged Defense 2.5%

(5) Recharge 7.5%

(6) Hold/Stun/Sleep Protection (Mag 2)

 

Redemption 10-50

Universal Buff Set (ToHit / Defense / Resistance)

 

ToHit / Defense / Resistance

ToHit / Defense / Resistance / Endurance Reduction

ToHit / Defense / Resistance / Recharge

ToHit / Defense / Resistance / Endurance Reduction / Recharge

Endurance/Recharge

Recharge / Unresisted Damage Bonus (Unique / Global) (Adds a 10% Damage bonus to all attacks, this bonus damage ignores enemy resistance)

 

(2) Endurance Discount 2.5%

(3) Range 5%

(4) Recharge 5%

(5) 3% HP

(6) All Positional Defense 3%

 


 

 

Um, yah, that Redemption Unique seems insanely powerful. And thinking about being able to six slot spooky for 3% positional... I like it, but it may need to be toned down.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted (edited)

Placate sets. (Requires a new modifier -- +Placate Duration)


 

Pha Xiong's Sleight of Hand (Uncommon 10-50)

 

Spoiler

 

Range/Recharge

Range/Endurance

Recharge/Chance for AoE Placate

 

Set Bonuses

  • (2) 6% Movement Speed
  • (3) 10% Res (Slow), 10% Res (Recharge)

 


 

Penelope's Calm (Rare 10-50)

 

Spoiler

 

Placate Duration/Recharge

Range/Placate Duration/Recharge

Recharge/Global -100% Threat Level

 

Set Bonuses:

  • (2) 3% Res (All)
  • (3) 1.5% Def (All)

 


 

Subtlety of Viridian (Rare 10-50)

 

Spoiler

 

Recharge

Placate Duration/Recharge

Recharge/Chance for Sleep(AoE, 3 PpM)

 

Set Bonuses:

  • (2) 3.75% Recharge
  • (3) 4% Damage

 

Edited by Zepp
  • Like 2

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted

I still hold out hope that we could get a Very Rare set for Fear powers. I imagine a set similar to Coercive Persuasion (for Confuse) that can amplify the effectiveness and utility of single-target fear powers.

 

Despair of Mot:

Fear (Superior)

Fear/Recharge (Superior)

Fear/Recharge/Accuracy (Superior)

Fear/Accuracy (Superior)

Fear/Endurance (Superior)

Contagious Fear (Superior, 4.5 PPM AoE Fear)

 

Strawman set bonuses:

2: 7% Recovery

3: 5% Fear Duration

4: 15% Accuracy

5: 10% Recharge

6: 5% AoE Defense, 2.5% Psi Defense

 

  • Like 4
Posted (edited)
2 hours ago, tidge said:
Spoiler

I still hold out hope that we could get a Very Rare set for Fear powers. I imagine a set similar to Coercive Persuasion (for Confuse) that can amplify the effectiveness and utility of single-target fear powers.

 

Despair of Mot:

Fear (Superior)

Fear/Recharge (Superior)

Fear/Recharge/Accuracy (Superior)

Fear Accuracy/Accuracy (Superior)

Fear/Endurance (Superior)

Contagious Fear (Superior, 4.5 PPM AoE Fear)

 

Strawman set bonuses:

2: 7% 4% Recovery

3: 5% 4% Enhancement (Fear) Duration

4: 15% Accuracy

5: 10% Recharge

6: 5% AoE Defense, 2.5% Psi Fire/Cold Defense

 

Ooh... I like... might need some minor adjustments (written in jonquil), but it is a good start!

Edited by Zepp
  • Like 1

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted
2 minutes ago, Zepp said:

Ooh... I like... might need some minor adjustments, but it is a good start!

Thanks. I am annoyed that Fear and Taunt don't have a fifth 'awesome' set. I decided to focus on Fear because (for me) the single-target status powers lose a lot of utility in the endgame, so I want a set that (a) scales down with level and (2) offers a reason to slot at least one, preferably two, Fear powers.

 

I'm holding off on Taunt suggestions because (like Placate) I'm not sure what is viable to ask for in terms of mechanics. I feel like it is important to include Accuracy and Range as key pieces. I want some sort of proc, but it has to be balanced for Attacks and Auras as well as AutoHits and ToHit checks. %Damage procs are an obvious choice, but I'd like something a little different that synergizes better with Taunt... something like a +Def(all) 2% (4.5 PPM) maybe?

 

Posted (edited)
6 minutes ago, tidge said:

Thanks. I am annoyed that Fear and Taunt don't have a fifth 'awesome' set. I decided to focus on Fear because (for me) the single-target status powers lose a lot of utility in the endgame, so I want a set that (a) scales down with level and (2) offers a reason to slot at least one, preferably two, Fear powers.

 

I'm holding off on Taunt suggestions because (like Placate) I'm not sure what is viable to ask for in terms of mechanics. I feel like it is important to include Accuracy and Range as key pieces. I want some sort of proc, but it has to be balanced for Attacks and Auras as well as AutoHits and ToHit checks. %Damage procs are an obvious choice, but I'd like something a little different that synergizes better with Taunt... something like a +Def(all) 2% (4.5 PPM) maybe?

 

Did you see my jonquillian suggestions?

I look forward to seeing your Taunt set, I'm still working on the -Res set(s).

Edited by Zepp

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted

how about:

 

Flux Capacitor set

 

Acc/dmg

dmg/recharge

Acc/recharge

Damage/acc/recharge

reduces cast time of this power by 50% (non unique)

 

Its easy to criticize a suggestion but can you suggest an alternative?

Posted

I would also like the 

 

Megabuster Overload

 

acc/dmg/range

dmg/range/recharge

range/recharge/acc

dmg/acc/recharge/range

proc = If this enhancement is placed in a ranged power the power becomes a targeted aoe and has its damage reduced by 50%

           If this enhancement is placed in a melee power the power becomes a pbaoe and has its damage reduced by 50%

           If this enhancement is placed in an aoe the power becomes single target and has its damage increased by 100%

         

 

 

  • Like 1

Its easy to criticize a suggestion but can you suggest an alternative?

Posted

  

On 3/28/2020 at 1:52 PM, Redlynne said:
On 3/28/2020 at 12:48 PM, Bopper said:

Should be legal. Knockback sets do up to 5 attributes, Endmod sets will now do 5, and Slow already does 6.

Yes, a Slow set like Tempered Readiness includes 6 different attributes on the enhancements (and is representative of practically all existing Slow sets), but just look at how uselessly diluted those values are!

  • Accuracy / Slow
  • Damage / Slow
  • Accuracy / Endurance
  • Range / Slow
  • Endurance / Recharge / Slow
  • Accuracy / Damage / Slow

What that adds up to for all 6 slots is ...

  • Accuracy: 1.75x SO
  • Damage: 1.125x SO
  • Endurance: 1.125x SO
  • Range: x0.625x SO
  • Recharge: x0.5x SO
  • Slow: 2.875x SO

= 8x SO equivalents from 6 slots with NO proc(!) and more than half of the enhancement is devoted to Slow and Accuracy, with everything else mopping up the scraps (using too many mops!).

And the less said about the set bonuses offered by Tempered Readiness the better.

 

I keep getting the feeling that the existing Slow sets would have been better if they had dropped Damage out of them entirely so they would function more like a Hold, Immobilize, Stun or Terrify set instead ... and then created an entire other line of Slow sets that oriented around combining Damage and Slow like I've tried to do with my Graviton Condenser (proposed) set.  I mean, just compare the 1.125x Damage and 2.875x Slow priorities in Tempered Readiness ... to the 2.5625x Damage and the 2.0625x Slow priorities in my Graviton Condenser.  Simply put, I'd NEVER put Tempered Readiness into a damaging power that slows $Targets ... while I WOULD put a Graviton Condenser into a damaging power that slows $Targets ... simply due to the balance of enhancement values on the enhancements themselves, never mind the set bonuses.

On 3/27/2020 at 11:29 PM, Redlynne said:

Graviton Condenser (Slow, Rare, 21-50)

  • Enhancements (1 single, 1 dual, 2 triple, 1 quad, 1 proc):
    • Damage
    • Damage / Slow
    • Accuracy / Endurance / Slow
    • Accuracy / Damage / Slow
    • Accuracy / Damage / Endurance / Slow
    • Chance for Grant Power: -50% Range for 10 sec (3.5 PPM)
  • Set Bonuses:
    • 2: +5% Range
    • 3: +3% Slow
    • 4: Mag 3 Knockback Protection
    • 5: +7% Accuracy
    • 6: +7.5% Recharge

SO equivalents:

  • Accuracy: 1.4375x SO
  • Damage: 2.5625x SO
  • Endurance: 0.9375x SO
  • Slow: 2.0625x SO

= 7x SO equivalents from 5 enhancements … plus additional proc

 

Note: Scrapper and Tanker Taunt powers apply a -75% Range debuff as part of their effects.

The key thing is that the Slow sets need to be designed for "Slow AND..." rather than being designed with a mentality of "Slow OR..." like the legacy Slow sets were.

 

To be honest, I sincerely think that when it came to making the Slow sets, the devs at Cryptic/Paragon Studios just "phoned it in" without really thinking about how the sets would need to be USED ... as completed sets ... for builds made by Players.  It's as if they weren't even trying (or ran out of schedule time and just threw something together and shipped it) rather than doing the kind of thoughtful analysis like we have the luxury of doing now, all these years later.

 

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
On 6/22/2020 at 12:55 PM, Saiyajinzoningen said:

I would also like the 

 

Megabuster Overload

 

acc/dmg/range

dmg/range/recharge

range/recharge/acc

dmg/acc/recharge/range

proc = If this enhancement is placed in a ranged power the power becomes a targeted aoe and has its damage reduced by 50%

           If this enhancement is placed in a melee power the power becomes a pbaoe and has its damage reduced by 50%

           If this enhancement is placed in an aoe the power becomes single target and has its damage increased by 100%

         

 

 

Certainly is interesting I would play with the Increase/decrease percentage but otherwise I like it

  • Like 1
Posted
On 6/22/2020 at 3:16 AM, Zepp said:

Um, yah, that Redemption Unique seems insanely powerful. And thinking about being able to six slot spooky for 3% positional... I like it, but it may need to be toned down.

It would work with a drawback (which I wish we would see more of!)

 

E.g. keep the irresistible +10% damage proc, but gain a universal damage -30% debuff.

 

Depending on the value of ignoring resist (or pushing the damage cap!), I could see the debuff going higher.

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