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Posted (edited)

Of course with correction on different Tanker modifiers, mostly those grant +RES, +DEF and +HP, but that's common amongst armors.

 

This suggestion had been in my Signature for several years a while ago! As much as l can think about it this will be EXTREMELY easy to done. And lMO this would just COSMETIC option for Tankers those want to have Force Field related theme, but also these tanks, though, might not be entirely useless and still tank various kinds of content without much issues.

 

l can remember this was said by someone that Energy Aura could be OP for the Tankers, but l calculated and it becomes not EVEN nearly OP. Moreover if you ask me it could be one of rather weak powersets, because it's prone to Cascading Defense Failure and high ToHit of enemies, and having not 90% resistance to most damage types - for certain content it might be even dependent on External +RES buffs (those are less common than external +DEF buffs, like Maneuvers, Support Hybrid, Vengeance).

 

Judge yourself:

Defense Debuff reduction could be left the same as Brute version - i.e. 17.30%*3=51.90%, which is NOT OP. Or even scaled like in other sets to become 21.625%*3=64.875%, but even this won't by OP by me lMO.

Brute's Energy Aura has the stealth, but hey, Dark Armor has the same, and it doesn't prevent it from having Tanker version with a stealth.

Brute's Energy Aura has click +DEF boost (Energy Drain), but hey, Ice Armor has the same, and it doesn't prevent it from having Tanker version with a +DEF boost.

Brute's Energy Aura has click Heal (Energize), but hey, Electric Armor has the same, and it doesn't prevent it from having Tanker version with a click heal.

Energy Aura's T9 is highly situational and not OP.

 

Energy Aura would have holes related to -END and -RES (only 25% resistance to these effects), and a PSI hole of medium size.

 

Energy Aura's offensive capability could be limited, as it has no click nukes, nor damaging aura.

 

It's not entire letdown though, as it has solid TYPED +DEF for all damage types except TOX and PSI, as well as Defense Debuff Resistance, and may even score by them with the help of Energy Drain close to or surpass (depending on build) incarnate-level defense cap (59% or something).

 

Is one of uniques by having innate TELEPORT resistance/protection.

 

Edited by Purrfekshawn
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Posted (edited)

A quick reminding on what happened at the very start:

  

On 10/15/2019 at 4:59 PM, Captain Powerhouse said:

Short answer: the set wont be ported as is. It's defenses are too high, Energy Drain's +Def is too much, so that power likely has to be replaced with something else for the tanker version, at minimum.

 

 

A little? Energy Drain should had never been changed from a heal to +defense.

 

But WHY Ice Armor has the same +DEF levels for S/L/E/N, with its Defensive Toggles AND Heat Absorption? And it's not too good. Conversely, it's somewhat weakish because it's highly RNG depending by having not 90% resistance.

 

Defense level over +45% won't do absolutely aything for 75% of content. When enemies have -DEF or +ToHit, hovewer, it's still RNG-depending as Defense Debuff resistance is not on 100%. And with TOX and PSI holes? And with Endurance/Recovery drain holes? And with crashing T9?

 

Sutiational - yes, but not "too good". That had been the miscalculation from times back then lMO. A fortiori these calculations were made BEFORE introducing Hard Mode content. Hard content for EnA would still be hard because bosses have incarnate +18.75% ToHit as well as up to +30% ToHit from stars, which may completely pierce through Energy Aura defenses.

 

Last but not least - that math had been made BEFORE introducing Toxic Defense, and now that Toxic Defense is introduced and Energy Aura has none of it (unlike e.g. Super Reflexes or Shield, those have Positional defenses and may defend off Toxic attacks), Toxic hole as well as Psionic hole would be one weaknesses of the set (although not as big as Electric Armor's TOX hole), which bring down its theory from "OP" grade to "Okay" grade!

 

Edited by Purrfekshawn

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Posted
22 hours ago, Purrfekshawn said:

Last but not least - that math had been made BEFORE introducing Toxic Defense, and now that Toxic Defense is introduced and Energy Aura has none of it (unlike e.g. Super Reflexes or Shield, those have Positional defenses and may defend off Toxic attacks), Toxic hole as well as Psionic hole would be one weaknesses of the set (although not as big as Electric Armor's TOX hole), which bring down its theory from "OP" grade to "Okay" grade!

EA gets a ton of toxic and psi defense in Overload. I'm not a fan of this setup, but technically it's not a hole.

Posted
1 hour ago, Uun said:

EA gets a ton of toxic and psi defense in Overload. I'm not a fan of this setup, but technically it's not a hole.

 

It also gets toxic and psi defense in energy drain and energy cloak.

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Posted

I'm on board just to offer Tanks more options! Yeah they get quite a few options already but more is always better!

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SCRAPPER: Sir Kit Breaker-Elec/Shield *DumDum Pounder-WM/Shield *Snoglobe-Claws/Ice *Ice Flow Joe-Axe/Ice *TANK: Gamma Goon-Rad/Rad *Bernjamin Tanklin-fire/claws *Skullgrin Von Killjoy-Invul/SS *Frozen Snowshoo-Ice/Ice Quarry Goon-Stone/SS *BRUTE: Megahertz Donut-EM/Shield *Ohm Ahgerd Stone/Elec *Shadow Goon-Dark/Dark *Devilaint Le'Z-Rad/Fire *STALKER: Double OHM 7-EM/EA *Sir Kit Interupt-Elec/Shield *TROLLER: Chilly Lilly-Ice/Rad *Chlorophyllis Vance-Plant/Storm *Mechamoo-Elec/Cold *Johnny Burnsalot-Fire/Kin *Countess Gone-Ill/Dark *Lady Gone-Dark/Dark *Calpernia Tomik-Ill/Rad *Porkchop Scallywag-Fire/Nat *Gone Daddy-Plant/Dark *Merrie Melody-Symp/Dark *Toot Sweet-Fire/Dark *Lord Gone-Grav/Dark *Misty Burnsalot-Fire/Storm *Maddie Burnsalot-Fire/Rad *DOM: Scorched Eartha-Earth/Fire *Gazebo Malarkey-Dark/Psi *Clawsin Bloom-Plant/Savage *Diatomaceous Earl-Plant/Thorn *Permafrostasha-Plant/Ice *Corn Cob Earth/Earth *MM: Stupid Robot-Bot/Elec *Dark Leader-Demons/Dark *Silas Greenback-Thugs/Time *FENDER: *Dr. Gone-Dark/Dark *BAG3L-FF/Sonic *BLASTER: PinPointress-Arch/TA *Shimmy Burnsalot-Fire/TA *Lil Beefy-Ice/Fire *H0TT-fire/fire *CORRUPTOR: Shady Burnsalot-Fire/Dark *Kinetic Koala-Ice/Kin *Atmospheric Hazel-Water/Storm *Hami Dum-Seismic/Nature *MiHami Heat-Fire/Nature *SOA *Big Gravy-Crabbermind *Sentinel: NP Seymour-Elec/Regen

Posted
On 6/25/2024 at 6:29 AM, Purrfekshawn said:

A fortiori these calculations were made BEFORE introducing Hard Mode content. 

You can't really use Hard Mode as a reason for making a set powerful or for proliferating it. Hard Mode was made because players were complaining the game was too easy and they wanted a real challenge.

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Posted
1 hour ago, Rudra said:

You can't really use Hard Mode as a reason for making a set powerful or for proliferating it. Hard Mode was made because players were complaining the game was too easy and they wanted a real challenge.

Hard Mode also isn’t a very good measure of an armor set, considering the meta taunter is a Scrapper with minimal defense and resistance investment…

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