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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
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
17 hours ago, 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.

 

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).

 

13 hours ago, 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.

 

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
19 hours ago, 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.

 

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
22 hours ago, 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

 

 

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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