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Posted (edited)

I was thinking of a Universal Damage set that took advantage of the Origin. I was originally going to go with the Origin damage type based on Origin Powers, but changed it as to me Tech is Lethal (metallurgy: guns, knives, that fork your (partner/spouse/parent/kid/friend/crazy aunt) spears you with at the dinner table for chewing with your mouth open), Natural is Smashing (Fist, sticks and stones, your weighted blanket), and Magic and Science as opposites. But the Bonus Proc is added to the Set Bonuses and difference in Superior is bold underlined.

 

Universal Damage Set

Origin Booster is a Universal Damage, attuned enhancement set obtained from Reward Merit Vendors. It is available in the 10-50 level range.

Accuracy/Damage (limited to one per build. unique)
Endurance/Recharge (limited to one per build. unique)
Accuracy/Damage/Endurance (limited to one per build. unique)
Damage/Endurance/Recharge (limited to one per build. unique)
Accuracy/Damage/Endurance/Recharge (limited to one per build. unique)
Damage/+4 Knockback Protection (limited to one per build. unique)

  •     Two enhancements improves your Regeneration by 12%.
  •     Three enhancements improves the Damage of all your powers by 3%.
  •     Four enhancements increases maximum Health by 1.5%.
  •     Five enhancements increases Energy and Negative Energy Defense by 2.5%.
  •     Five enhancements increases Ranged Defense by 1.25%.
  •     Six  enhancements Origin Boost adds a chance of causing secondary DoT(Based on Origin) damage. This effect will trigger approximately 4.5 times per minute. Its minimum proc chance ranges from 11.75% to 90% of Slotted Power's Base Damage.

Magic Origin: Negative Energy Damage
Mutation Origin: Toxic
Technology Origin: Lethal
Natural Origin: Smashing
Science Origin: Energy

 

Superior Origin Booster is an attuned enhancement set obtained by catalyzing the standard Origin Booster Enhancement set. It is available only at level 50

  •     Two enhancements improves your Regeneration by 12%.
  •     Three enhancements improves the Damage of all your powers by 3%.
  •     Four enhancements increases maximum Health by 1.5%.
  •     Five enhancements increases Energy and Negative Energy Defense by 2.5%.
  •     Five enhancements increases Ranged Defense by 2.50%.
  •     Six  enhancements Origin Boost adds a chance of causing secondary DoT(Based on Origin) damage. This effect will trigger approximately 4.5 times per minute. Its minimum proc chance ranges from 23.50% to 100% of Slotted Power's Base Damage.

Magic Origin: Negative Energy Damage
Mutation Origin: Toxic
Technology Origin: Lethal
Natural Origin: Smashing
Science Origin: Energy

 

Long Term Strategy/Benefits

If this proves to be popular, or implemented, then I would suggest manipulating existing sets by adding a new enhancement and making each set unique and one per build. For sets that are three to five enhancements, it would increase one without adding too much complexity for the player; however for fulls sets, the player has the option of slotting six of seven enhancements without losing Set Bonus, for example:

  1. Volley of Velocity to Natural Smashing Volley where the first three would be the same, but add a fourth enhancement Natural Smashing Volley: Change for Natural Smashing Damage (limited to one per build. unique) where if Origin is Natural, then add a chance to inflict minor smashing damage upon your target(s). This effect will trigger approximately 3.5 times per minute. Its minimum proc chance is 10.25%, and its maximum is 90%.
  2.  Jaunt to Mystical Jaunt and Quantum Leaper:
    1. Mystical Jaunt adds a fourth enhancement Mystical Jaunt: Chance for Negative Energy Damage (limited to one per build. unique) where if Origin is Magic, then add a chance to inflict a PBAoE Negative Energy Damage proc. This effect has a 33.33% chance of triggering. Its minimum proc chance is 10.25%, and its maximum is 90%. (The idea is to make a TP power into a shield charge (wipes drool from mouth think of a magical melee toon with Shield Charge, Spring Attack and Combat Teleport - or Team Teleport and drop the whole team on Clockwork King's head!))
    2. Quantum Leaper adds a fourth enhancement Quantum Leaper: Scientific Adeptness (limited to one per build. unique) where if Origin is Science, then add an additional 50 feet to base teleport range.
  3. Blood Mandate to Mutagen Blood Oath where the first six would be the same, but add a seventh enhancement Mutagen Blood Oath: Chance for +ToHit (limited to one per build. unique) where if Origin is Mutant then add a chance for a 6% bonus to ToHit chance for 90 second. This effect will trigger approximately 1.5 times per minute.

 

Six benefits of this strategy

  1. can be rolled out over time
  2. adds much needed new material to the economy for those with an abundance of Merits and Infulence
  3. adds a new complexity and enjoyment to builds and Role Players
  4. can use existing Icons would need minimal rework (add a small circle with the Origin symbol to one of the points of the enhancement icon, for example, Mystical Jaunt would be the Jaunt Icon with a small Magic Origin symbol on the top point, and Quantum Leaper would be the Jaunt Icon with a Science Origin symbol on the bottom point.)
  5. adds a new layer to distinguish Homecoming CoH
  6. adds a new layer for players who use the Multiple Builds systems

 

Incarnate Boost

Incarnate is considered an Origin, and could consider adding as a sixth boost option that would only activate at vets levels (like incarnate powers which stop being available when playing at lower levels), and a very minor boost after certain vet levels, for example, a proc chances of 10.25 would increase by .01% at each level 50 increment (Vet level 500 would increase the proc chance from 10.35)). Yeah, I see you farmers wiping the drool from your mouth this time.

th.webp

Edited by Canadian Anvil
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Posted

The main issue with this is that origin is decided at character creation and, along with AT, primary and secondary, cannot be changed - and we now have literal millions of characters out there. And there are people who are very invested in both min/maxing and concept. Sometimes simultaneously. 🙂

 

While an interesting idea, and I get the urge to do *something* with origin, I'd think something like this would be problematic. At the *very* least, it would make people ignore the set because they don't want to "mess up" their character. (This aside from mechanical things like "How does an enhancement turn a travel power into an attack?" and whether that would be desirable or not. Which would be two *other* conversations  and probably interesting to explore regardless.)

 

This aside from your ideas of what each origin is not meshing with others ideas and concepts. For instance, Peacebringers were Natural origin - and they don't do Smashing, they do Energy damage. Why? Because that's natural to them. A creature made of fire would probably do Fire damage, because that would be natural to them. A wolf would likely do Lethal using teeth and claws. "Natural" doesn't mean "Natural human." Same with Tech - why that concept and not a taser, which is tech, doing energy, or something that sets things on fire, or creates a portal....  That said, I've wanted some damage-typed enhancements that (for instance) added a bit of Energy, Fire or Cold (for instance) to attacks - though I tended to think of them as a generic piece, versus part of a set. That leaves the "My character does X" in the hands of the player, rather than having a decision about something they can't change that they made potentially years ago have this sort of effect. If something like this were added, I'd probably just have it do "additional whatever-you're-doing-now damage." (I'll leave discussion on if that would be balanced or not to others.)

 

Last thing, I don't know if sets can have a seventh (or higher) piece, but that in and of itself might start opening up the "build diversity" a bit and have people looking at sets that are currently less desirable if they can boost other stats in them. Especially older sets.

  • Pizza (Pepperoni) 1
Posted

I'm back and forth on this.

Greycat brings up some good points, but also, some of those points could be used as arguments against existing ATOs, or even sets. For example, one of the Controller ATOs summons a little pet that hassles enemies. No one else gets that. If I want it, I have to roll a Controller. Want chance for Toxic damage in all your attacks? Roll an Arachnos Soldier. Hold sets have lots of damage procs, but, not everyone gets access to a Hold power.

I like the idea of origin mattering more, but, I also know from experience why that might bite some people in the rear. When I first rolled my main on Live, I had put her as a Mutant... after doing the Crey arcs, I retconned her to Science, but I didn't want the scrap my 40 levels of progress. So she stayed "Mutant" until the Sundown. When I re-rolled her on HC, I made the retcon "official". Point is, I probably would have been a a bit annoyed if somehow there was some mechanical benefit or downside to re-rolling her for origin purposes.

Though on HC, getting a re-rolled character back to 50 wouldn't be a huge problem, so maybe this isn't too huge of an issue?

Anyway, this game is one where RP choices generally don't affect the mechanical parts of the game, or vice-versa. Having a character that wears armor doesn't make them tougher, you have to get a power for that. The rocket jump boots don't actually let you jump higher. Wings don't automatically let you fly. Origin, while providing players with a unique power -which isn't so unique anymore thanks to START vendors-, is generally more of a flavor thing, especially since the entire idea of it affecting which contacts you get and which enemies you fight was quickly depreciated early on. And the Origin power pools... I forget if they were originally origin locked, and if/when that was changed. But anyway, now, any origin can pick any origin pool, but still only one.

So, yeah, I'm kinda mixed. More options is always good, and it's not like people who don't partake will be seriously punished or nerfed in comparison. There's a tiny handful of people who might be miffed that they get a few less DPS than another character built exactly the same because of their different origins, but I don' think that's enough to make this a no-go. That said, it does go against the general direction/philosophy that the current devs have been operating under, so, I'm not sure of the viability.

Posted
  On 12/22/2024 at 7:40 PM, Greycat said:

The main issue with this is that origin is decided at character creation and, along with AT, primary and secondary, cannot be changed - and we now have literal millions of characters out there. And there are people who are very invested in both min/maxing and concept. Sometimes simultaneously. 🙂

 

While an interesting idea, and I get the urge to do *something* with origin, I'd think something like this would be problematic. At the *very* least, it would make people ignore the set because they don't want to "mess up" their character. (This aside from mechanical things like "How does an enhancement turn a travel power into an attack?" and whether that would be desirable or not. Which would be two *other* conversations  and probably interesting to explore regardless.)

 

This aside from your ideas of what each origin is not meshing with others ideas and concepts. For instance, Peacebringers were Natural origin - and they don't do Smashing, they do Energy damage. Why? Because that's natural to them. A creature made of fire would probably do Fire damage, because that would be natural to them. A wolf would likely do Lethal using teeth and claws. "Natural" doesn't mean "Natural human." Same with Tech - why that concept and not a taser, which is tech, doing energy, or something that sets things on fire, or creates a portal....  That said, I've wanted some damage-typed enhancements that (for instance) added a bit of Energy, Fire or Cold (for instance) to attacks - though I tended to think of them as a generic piece, versus part of a set. That leaves the "My character does X" in the hands of the player, rather than having a decision about something they can't change that they made potentially years ago have this sort of effect. If something like this were added, I'd probably just have it do "additional whatever-you're-doing-now damage." (I'll leave discussion on if that would be balanced or not to others.)

 

Last thing, I don't know if sets can have a seventh (or higher) piece, but that in and of itself might start opening up the "build diversity" a bit and have people looking at sets that are currently less desirable if they can boost other stats in them. Especially older sets.

Expand  

 

You do have some valid points. I do say it's to add another layer of complexity. The concept of Origin Boost (Origin Power) already exist in game with starting Prestige Attack, and Nemisis Staff and Black Wand, and I just used a defining system where the type of damage/proc can change per set. (To some, Magic and Science are not opposite, as they hold the opinion yesterday's magic is today's science.) Shield Charge, Spring Attack are technically a TP, and Combat Teleport adds a ToHit Chance. We cannot slot seven, hence, the player has the option of slotting six of seven enhancements without losing Set Bonus, the question is do you want to slot the Origin Boost or power boost be it accuracy, MEZ, recharge, whatnot.

 

The "change sucks" argument is usually a non starter for me as we all grow up with change but decide - like a Mennonites - progress is bad (as some type on their new smartphone); for example, there are features that exist on my 2001 sports bike that I wish I had on my 1978 cruiser - and I wish they were both electric as electricity is much cheaper to run and maintain; and it happens all the time in Games. I recall returning to STO and KIT changes, and adding new levels (ultra rate) to what was the top tier equipment (and that's when I paid real money); DCUO use to do it all the time. I think there were time, when paying a sub for this game, I was given a respec due to power/AT changes (granted, I may be thinking of DCUO as they made plenty of changes in the beginning when paying real money).

 

  On 12/23/2024 at 12:46 AM, EmperorSteele said:

I'm back and forth on this.

Greycat brings up some good points, but also, some of those points could be used as arguments against existing ATOs, or even sets. For example, one of the Controller ATOs summons a little pet that hassles enemies. No one else gets that. If I want it, I have to roll a Controller. Want chance for Toxic damage in all your attacks? Roll an Arachnos Soldier. Hold sets have lots of damage procs, but, not everyone gets access to a Hold power.

I like the idea of origin mattering more, but, I also know from experience why that might bite some people in the rear. When I first rolled my main on Live, I had put her as a Mutant... after doing the Crey arcs, I retconned her to Science, but I didn't want the scrap my 40 levels of progress. So she stayed "Mutant" until the Sundown. When I re-rolled her on HC, I made the retcon "official". Point is, I probably would have been a a bit annoyed if somehow there was some mechanical benefit or downside to re-rolling her for origin purposes.

Though on HC, getting a re-rolled character back to 50 wouldn't be a huge problem, so maybe this isn't too huge of an issue?

Anyway, this game is one where RP choices generally don't affect the mechanical parts of the game, or vice-versa. Having a character that wears armor doesn't make them tougher, you have to get a power for that. The rocket jump boots don't actually let you jump higher. Wings don't automatically let you fly. Origin, while providing players with a unique power -which isn't so unique anymore thanks to START vendors-, is generally more of a flavor thing, especially since the entire idea of it affecting which contacts you get and which enemies you fight was quickly depreciated early on. And the Origin power pools... I forget if they were originally origin locked, and if/when that was changed. But anyway, now, any origin can pick any origin pool, but still only one.

So, yeah, I'm kinda mixed. More options is always good, and it's not like people who don't partake will be seriously punished or nerfed in comparison. There's a tiny handful of people who might be miffed that they get a few less DPS than another character built exactly the same because of their different origins, but I don' think that's enough to make this a no-go. That said, it does go against the general direction/philosophy that the current devs have been operating under, so, I'm not sure of the viability.

Expand  

 

You have some valid points. I too go back and forth. Indecisiveness and second guessing SUUUUUCKS! Concept is not restricted to RP as I've built toons based upon desire, concept; for example, I have a Tank who's whole design concept of holding aggro via KB/KD which is why I use Shield, SS, SJ as base. I prefer FLY, and not having to slot a KB to KD taking a slot away from taunt, recharge, accuracy whatnot.

Posted
  On 12/22/2024 at 7:40 PM, Greycat said:

The main issue with this is that origin is decided at character creation and, along with AT, primary and secondary, cannot be changed - and we now have literal millions of characters out there. And there are people who are very invested in both min/maxing and concept. Sometimes simultaneously. 🙂

 

While an interesting idea, and I get the urge to do *something* with origin, I'd think something like this would be problematic. At the *very* least, it would make people ignore the set because they don't want to "mess up" their character. (This aside from mechanical things like "How does an enhancement turn a travel power into an attack?" and whether that would be desirable or not. Which would be two *other* conversations  and probably interesting to explore regardless.)

 

This aside from your ideas of what each origin is not meshing with others ideas and concepts. For instance, Peacebringers were Natural origin - and they don't do Smashing, they do Energy damage. Why? Because that's natural to them. A creature made of fire would probably do Fire damage, because that would be natural to them. A wolf would likely do Lethal using teeth and claws. "Natural" doesn't mean "Natural human." Same with Tech - why that concept and not a taser, which is tech, doing energy, or something that sets things on fire, or creates a portal....  That said, I've wanted some damage-typed enhancements that (for instance) added a bit of Energy, Fire or Cold (for instance) to attacks - though I tended to think of them as a generic piece, versus part of a set. That leaves the "My character does X" in the hands of the player, rather than having a decision about something they can't change that they made potentially years ago have this sort of effect. If something like this were added, I'd probably just have it do "additional whatever-you're-doing-now damage." (I'll leave discussion on if that would be balanced or not to others.)

 

Last thing, I don't know if sets can have a seventh (or higher) piece, but that in and of itself might start opening up the "build diversity" a bit and have people looking at sets that are currently less desirable if they can boost other stats in them. Especially older sets.

Expand  

 

I'm going to have to disagree on these being bad because of the min/max.   This isn't live.  This is Homecoming.  People can easily reroll if it's that big of an issue.

 

As for the damage type, I don't think it's that big of a deal really.  I'd stick with the types the OP stated for the origin.  It's flavor and nothing more, and it's not like people are going "Let me avoid this damage proc due to my concept"

Posted
  On 12/22/2024 at 5:27 PM, Canadian Anvil said:

I was thinking of a Universal Damage set that took advantage of the Origin. I was originally going to go with the Origin damage type based on Origin Powers, but changed it as to me Tech is Lethal (metallurgy: guns, knives, that fork your (partner/spouse/parent/kid/friend/crazy aunt) spears you with at the dinner table for chewing with your mouth open), Natural is Smashing (Fist, sticks and stones, your weighted blanket), and Magic and Science as opposites. But the Bonus Proc is added to the Set Bonuses and difference in Superior is bold underlined.

 

Universal Damage Set

Origin Booster is a Universal Damage, attuned enhancement set obtained from Reward Merit Vendors. It is available in the 10-50 level range.

Accuracy/Damage (limited to one per build. unique)
Endurance/Recharge (limited to one per build. unique)
Accuracy/Damage/Endurance (limited to one per build. unique)
Damage/Endurance/Recharge (limited to one per build. unique)
Accuracy/Damage/Endurance/Recharge (limited to one per build. unique)
Damage/+4 Knockback Protection (limited to one per build. unique)

  •     Two enhancements improves your Regeneration by 12%.
  •     Three enhancements improves the Damage of all your powers by 3%.
  •     Four enhancements increases maximum Health by 1.5%.
  •     Five enhancements increases Energy and Negative Energy Defense by 2.5%.
  •     Five enhancements increases Ranged Defense by 1.25%.
  •     Six  enhancements Origin Boost adds a chance of causing secondary DoT(Based on Origin) damage. This effect will trigger approximately 4.5 times per minute. Its minimum proc chance ranges from 11.75% to 90% of Slotted Power's Base Damage.

Magic Origin: Negative Energy Damage
Mutation Origin: Toxic
Technology Origin: Lethal
Natural Origin: Smashing
Science Origin: Energy

 

Superior Origin Booster is an attuned enhancement set obtained by catalyzing the standard Origin Booster Enhancement set. It is available only at level 50

  •     Two enhancements improves your Regeneration by 12%.
  •     Three enhancements improves the Damage of all your powers by 3%.
  •     Four enhancements increases maximum Health by 1.5%.
  •     Five enhancements increases Energy and Negative Energy Defense by 2.5%.
  •     Five enhancements increases Ranged Defense by 2.50%.
  •     Six  enhancements Origin Boost adds a chance of causing secondary DoT(Based on Origin) damage. This effect will trigger approximately 4.5 times per minute. Its minimum proc chance ranges from 23.50% to 100% of Slotted Power's Base Damage.

Magic Origin: Negative Energy Damage
Mutation Origin: Toxic
Technology Origin: Lethal
Natural Origin: Smashing
Science Origin: Energy

 

Long Term Strategy/Benefits

If this proves to be popular, or implemented, then I would suggest manipulating existing sets by adding a new enhancement and making each set unique and one per build. For sets that are three to five enhancements, it would increase one without adding too much complexity for the player; however for fulls sets, the player has the option of slotting six of seven enhancements without losing Set Bonus, for example:

  1. Volley of Velocity to Natural Smashing Volley where the first three would be the same, but add a fourth enhancement Natural Smashing Volley: Change for Natural Smashing Damage (limited to one per build. unique) where if Origin is Natural, then add a chance to inflict minor smashing damage upon your target(s). This effect will trigger approximately 3.5 times per minute. Its minimum proc chance is 10.25%, and its maximum is 90%.
  2.  Jaunt to Mystical Jaunt and Quantum Leaper:
    1. Mystical Jaunt adds a fourth enhancement Mystical Jaunt: Chance for Negative Energy Damage (limited to one per build. unique) where if Origin is Magic, then add a chance to inflict a PBAoE Negative Energy Damage proc. This effect has a 33.33% chance of triggering. Its minimum proc chance is 10.25%, and its maximum is 90%. (The idea is to make a TP power into a shield charge (wipes drool from mouth think of a magical melee toon with Shield Charge, Spring Attack and Combat Teleport - or Team Teleport and drop the whole team on Clockwork King's head!))
    2. Quantum Leaper adds a fourth enhancement Quantum Leaper: Scientific Adeptness (limited to one per build. unique) where if Origin is Science, then add an additional 50 feet to base teleport range.
  3. Blood Mandate to Mutagen Blood Oath where the first six would be the same, but add a seventh enhancement Mutagen Blood Oath: Chance for +ToHit (limited to one per build. unique) where if Origin is Mutant then add a chance for a 6% bonus to ToHit chance for 90 second. This effect will trigger approximately 1.5 times per minute.

 

Six benefits of this strategy

  1. can be rolled out over time
  2. adds much needed new material to the economy for those with an abundance of Merits and Infulence
  3. adds a new complexity and enjoyment to builds and Role Players
  4. can use existing Icons would need minimal rework (add a small circle with the Origin symbol to one of the points of the enhancement icon, for example, Mystical Jaunt would be the Jaunt Icon with a small Magic Origin symbol on the top point, and Quantum Leaper would be the Jaunt Icon with a Science Origin symbol on the bottom point.)
  5. adds a new layer to distinguish Homecoming CoH
  6. adds a new layer for players who use the Multiple Builds systems

 

Incarnate Boost

Incarnate is considered an Origin, and could consider adding as a sixth boost option that would only activate at vets levels (like incarnate powers which stop being available when playing at lower levels), and a very minor boost after certain vet levels, for example, a proc chances of 10.25 would increase by .01% at each level 50 increment (Vet level 500 would increase the proc chance from 10.35)). Yeah, I see you farmers wiping the drool from your mouth this time.

th.webp

Expand  

 

 

I'd do the sets a bit different, but I like the idea.

 

ACC/DMG

DMG/END

ACC/DMG/END

ACC/DMG/RCH

ACC/DMG/RCH/END

DMG/PROC 

 

Set 2: Regeneration 8/12%

Set 3: Recovery 2/4%

Set 4: Damage 2/4%

Set 5:  Endurance Reduction 2/4%

Set 6: 4pt Knockback Resist - 3% Defense - 5% Resist All - +10% Recharge (Make it one of these)

 

Now, Set 6 isn't set to have all those, but if made, set it up with one of those.

 

These are set bonuses I feel that work for EVERYONE.  The other set bonuses listed for an Origin Set didn't feel to help all builds.  These bonuses would help all builds, even if it's just more KB Resist (those Council can be nasty).  And while some would make out better with the +Damage, it'd still be more damage.

 

I'd just make 6 different Sets, all with the same Enhancements, different names, different damage proc type, but also all same set bonuses.

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Posted
  On 12/23/2024 at 3:54 PM, BrandX said:

I'd just make 6 different Sets, all with the same Enhancements, different names, different damage proc type, but also all same set bonuses.

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I thought I conveyed that in the Jaunt example that in time their would be - technically - six different sets of Jaunt: one (three set vanilla), five (four set of origin). Sorry I didn't expand on that; but if all six sets convey the same proc, then what's the point of it being Origin and not just a new set? If you meant six sets of the Origin Booster, the reason for the PROC is in the Set Bonus is because of how catalyzing works - from what limited knowledge I have of the code. The idea is to increase the PROC's percentage damage chance when catalyzed and only rewarded with the full set.

Posted
  On 12/23/2024 at 7:11 PM, Canadian Anvil said:

 

I thought I conveyed that in the Jaunt example that in time their would be - technically - six different sets of Jaunt: one (three set vanilla), five (four set of origin). Sorry I didn't expand on that; but if all six sets convey the same proc, then what's the point of it being Origin and not just a new set? If you meant six sets of the Origin Booster, the reason for the PROC is in the Set Bonus is because of how catalyzing works - from what limited knowledge I have of the code. The idea is to increase the PROC's percentage damage chance when catalyzed and only rewarded with the full set.

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My example I had the Non-Superior and Superior example of set bonuses on them.  I just figured, since you'd only be able to use the set one per character, making 5 sets almost identical except for the Proc Damage Type is a way to go.

 

I only did it the way I did, because I'm not sure if they could make the set bonus tied to the origin.  Or it may just be easier to make 5 identical sets, with a difference in proc damage type.

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Posted
  On 12/22/2024 at 5:27 PM, Canadian Anvil said:

I was thinking of a ... set that took advantage of the Origin.

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I would go along with a set that was affected by Origin and be unique.

But, honestly, I don't think the set bonuses for an Origin set should be "spectacular".

 

I see Origin set enhances as a set that would only slot in inherent powers.

When you slot it in an inherent power, it not only affects that power, but also the Origin inherent attack power (including the accuracy and recharge from the enhancement)

Maybe have a proc that has a chance of triggering the Origin inherent attack power with 100% chance to hit whether or not it is recharged. Or Maybe a charging effect for the character's Origin in inherent attack so that it does more damage and/or magnitude/debuff in the way that Arcane bolt works. 

 

I would also mix it up with type of enhances so that some of them would be non-damage/acc/recharge and be heal/end mod/travel.

 

Most sets seem to work best in my point of view if they are split up in groups of two or threes.

 

So maybe,

* Accuracy/Damage (most likely slotted in Brawl) [affects the power it is slotted in and the inherent attack power as well]

*Accuracy/recharge  (most likely slotted in Brawl) [affects the power it is slotted in and the inherent attack power as well]

*end mod/+ minor absorb (so it will grant some absorb where ever it is slotted)

*heal/+ minor end recovery (so it will grant some end recovery where ever it it is slotted)

*+ travel speed (adds a small rate to increase travel power speeds regardless of where it is slotted)

*Chance to trigger boosted/charges Origin inherent attack (auto-hit)/recharge x times per minute (most likely slotted in brawl, health or stamina)

 

for the set bonuses, yeah. I think some knockback resistance is a good idea.

2 minor + Perception

3 Minor knockback resistance

4 Minor defense debuff protection

5 Minor resistance debuff protection

6 Minor stealth 

 

Yeah, it means 3 would default to most likely to be used in brawl, but it's just another idea to kick around. 

 

I know that this set would require more programing.

I think the original suggestion set is overpowered and not really directed at "Origin". This would at least get the inherent origin power involved in an "origin" set.

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted

On one hand I have a little appreciation for the OP trying to put some spice in a thing that effectively doesn't matter (the character's 'origin'); on the other hand I think the OP has missed the memo that the game is more fun when it doesn't put up arbitrary gates for things that any player may want to use for any of their characters. MMV.

 

From a purely personal perspective: more damage enhancement sets is NOT a high priority. If I was given a wand (of whatever origin) to come up with a BRAND NEW enhancement set, I'd make a UNIVERSAL CONTROL 6-piece set that boost whatever control like a HO Endoplasm does. The game offers a LOT of powers that can accept more than one type of IO, but AFAIK only Hami-O and D-Sync are the only available options to boost each of them (in a single power) with a single enhancement.

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Posted (edited)
  On 12/24/2024 at 4:30 AM, tidge said:

On one hand I have a little appreciation for the OP trying to put some spice in a thing that effectively doesn't matter (the character's 'origin')

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It used to matter a lot.

I understand that origins never mattered at all to villians and praetorians, but heroes starting arcs were always from their Origin contact until things changed. 

The Origin contacts would send you to fight enemies based on your origin - so they would drop enhancements related to your origin.

I've kind of slacked off on my Origin Quest to make sure that all 5 origins can still be played to the end of the game, but you used to be able to play missions from contacts of your character's origin from level 1 to level 50.

Some if not all of the origin chains lead you to fight main AVs like the Clockwork King and Dr Vahzilok.

 

Later in the progression of CoH, funneling started happening to send all heroes to Origin-less contacts.

The origin contacts are still in City Hall. You used to only be able to talk to the contacts for your Origin, but now any character can talk to any origin contact in City Hall.

 

On the hero side, it will tell you what origin a contact is (if they have one) when you pick or gain a contact from another contact.

Halfway through an origin contact's arc they will offer you to pick one of two contacts. Those two contacts are the closest branches in the origins that are related to your characters origin.

At the end of an origin character's arcs or levels - sometimes one level past (which might mean you need to dig them out of your inactive contacts) - they will give you the option to talk to the next origin contact with the same origin.

 

 

One notable thing is that there are 3 Origin contacts in some level ranges (say level 20-24) for your character's origin at some points during leveling. They give you the same missions as far as I can tell from the wiki. I'm not sure what causes you to get sent to one of them over another. I'm thinking it might be archetype related, but I haven't done any testing on that.

 

Edited by UltraAlt

If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

Posted
  On 12/24/2024 at 11:07 AM, UltraAlt said:

 

It used to matter a lot.

 

Expand  

 

Too true. It made a difference to your start contact, low level arcs, your follow up contact and how'd you get dual and single IOs because origin stores didn't start till SC.

 

  On 12/24/2024 at 2:33 AM, UltraAlt said:

 

I would go along with a set that was affected by Origin and be unique.

But, honestly, I don't think the set bonuses for an Origin set should be "spectacular".

Expand  

 

I get that. The proc in my example Universal set is weaker than a Chance for [whatever] Damage (which is basically a 2x modifier) by restricting it to base damage. But I hope the bonuses would be a variety of bonuses and some unique to origin and set type, for example, Travel + Natural = KD: Spring Foot + Natural = Chance for Hard Landing which is type of Takeoff from the Force of Will, but the tech it's Defence + tech = KD: Karma + Tech = Chance for Auto Defense which is a basic Repulsion Field from Force Field. Maybe make the formula Set + Origin + Modifier whereas the modifier is a % of health, using the previous example: Spring Foot + Natural + OnLanding; Karma + Tech + HP>15.01%

 

  • Microphone 1
Posted (edited)

I played from day one, I don't think it mattered that much. I do remember well the days of unending debt, fixed contacts, etc. We are not going back to those days, and the choice of an origin pool did not affect how any given character could be built. Set bonuses and %procs are a far different thing than the difference (on Live) between a Blackwand/Nemesis Staff temp power.

 

AFAIK, the only really gated power choices for players right now are the alignment powers, and those can be changed by waiting a week and/or committing to a (flexible) alignment.

 

I know this is NOT the argument being made, but If someone was serious about limiting powers and slots based on origin, then things like the Sorcery pool would be only open to magic origin characters (even though we might never see 'all five' 'origin pools'.)

 

EDIT: I want to add this, re-emphasizing my early point about "Why Damage?" I think this request sort of betrays a limited perspective on the current game and how players build characters. As I noted above, Damage sets already have more options for enhancement sets that any other set. Secondarily, there are some ATs that have a LOT more liberty to slot damage sets than others, so adding another set option to those would be possibly given them more choices, but ultimately players are going to stick with the sets that work best for them given the likelihood of limited powers to put them in (ATO, Very Rares, Winters, PVPs, Overwhelming Force).

 

This sort of suggestion feels like a LOT of effort for something that will hurt the feels of some players ("Whatta ya mean, re-roll my badger?") and/or be of marginal use for (likely) many more.

 

Edited by tidge
Posted
  On 12/24/2024 at 11:07 AM, UltraAlt said:

They give you the same missions as far as I can tell from the wiki.

Expand  

They do give the same missions. Always have. That way you could be sent to any of them and not have to worry about missing anything.

 

  On 12/24/2024 at 11:07 AM, UltraAlt said:

I'm not sure what causes you to get sent to one of them over another. I'm thinking it might be archetype related, but I haven't done any testing on that.

Expand  

They were supposed to be randomly assigned from the pool of contacts with the same content so that players would have variety when leveling rather than always being sent to the exact same contacts for their origin over and over again.

  • Thumbs Up 1
Posted
  On 12/24/2024 at 2:07 PM, tidge said:

I played from day one, I don't think it mattered that much. I do remember well the days of unending debt, fixed contacts, etc. We are not going back to those days, and the choice of an origin pool did not affect how any given character could be built. Set bonuses and %procs are a far different thing than the difference (on Live) between a Blackwand/Nemesis Staff temp power.

 

AFAIK, the only really gated power choices for players right now are the alignment powers, and those can be changed by waiting a week and/or committing to a (flexible) alignment.

 

I know this is NOT the argument being made, but If someone was serious about limiting powers and slots based on origin, then things like the Sorcery pool would be only open to magic origin characters (even though we might never see 'all five' 'origin pools'.)

 

EDIT: I want to add this, re-emphasizing my early point about "Why Damage?" I think this request sort of betrays a limited perspective on the current game and how players build characters. As I noted above, Damage sets already have more options for enhancement sets that any other set. Secondarily, there are some ATs that have a LOT more liberty to slot damage sets than others, so adding another set option to those would be possibly given them more choices, but ultimately players are going to stick with the sets that work best for them given the likelihood of limited powers to put them in (ATO, Very Rares, Winters, PVPs, Overwhelming Force).

 

This sort of suggestion feels like a LOT of effort for something that will hurt the feels of some players ("Whatta ya mean, re-roll my badger?") and/or be of marginal use for (likely) many more.

 

Expand  

 

Not sure how anyone would do a "Reroll my badger?!" for a damage type applied to Damage Proc.

 

Damage type of the Proc doesn't matter.  Range Sets have been limited to a Toxin and Negative Energy damage proc for awhile.  Damage Proc is going to add damage regardless and some enemies will resist it more than others.

 

The only set that I may say to change up is Mutant could go with Psychic over Toxic, just due to mutants in Marvel tend to have lots of psychics 😛

 

 

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