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Gauss - the Illuminator


BlackDiamondAce
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Blurb: "Careful tenno, I'm not sure what the Corpus has done to him."

 

hp: 75(225)
shields: 150(450)
armor: 30
energy: 150(225)

Passive: Reflector Shield: 5% of damage dealt is turned into shields, and are immune to status while shields are still up.

1: Arc Wave: Swipes a line of energy across in looking direction (similar to exalted blade's ranged arc), that goes for 10 meters and penetrates everything on the way dealing 150/350/650 radiation damage.  costs 25/40/55 energy to cast.

2: Flash-Point: Causes a blinding flash that blinds nearby enemies, marking them with Illumination, damage dealt by weapons also causes enemies to become illuminated, and where they are shot are causes a glow to emerge from it, while being flashed just causes the head to glow.  Enemies that are illuminated take additional effects from other abilities and periodically blind nearby enemies who aren't also illuminated.  Illumination fades over 10 seconds.  Arc Wave causes the target to take double damage, and Kinetic Amp spreads illumination stacks from one enemy to others around it.
-Costs: 40 energy

3: Kinetic Amp: Causes impact procs to occur 5/15/25% of the time when hitting an enemy, increasing impact damage for all applicable weapons by 25/50/75%, and 50/100/150% increased impact damage for melee weapons.  Striking enemies afflicted by illumination causes illumination to spread to other nearby enemies in a flash of light.  Melee weapons have increased chance to rag-doll foes.  Costs 60/70/80 energy

4: Holo-Decoy: Throws out a holographic distraction that mimics the action preformed during the cast.  when damaged, sends out tracking shards of holographic glass that deal a fair bit of damage and illuminates those it hits.  Draws aggro from nearby enemies unless a higher threat is nearby, when the ability times out or enough damage has been pumped into the decoy, it'll explode dealing a % amount based on damage absorbed and blind nearby enemies for a few seconds.  Costs: 60 energy

Weapons below in spoilers:

Spoiler

Gauss comes with two default weapons, the Carbonilux hybrid combat rifle, and the Analux D.  He brings the Lux series of corpus weaponry that use hard light as it's damage dealing power.

Combat rifle A9-22-07 prototype schematics
Designation: Carbonilux
Power source: 5 fieldron power cell array
Components: ~6,000 units polymer based material bundles, ~2,000 units of electrical parts, ~7.89 kg of Ferrite (~3,000 units)
Manufacturing cost: 25,000-30,000 credits
Polarities: 2 V polarities
Modes of Operation: Carbine, Sniper


Carbine traits: Semi-auto combat rifle, reliable spread pattern of ~8(degrees), reflex sight giving reliable close range optics of about 1.8x magnification.
Carbine damage power: 60 Puncture, 20 impact, 20 slash, 60 radiation
Power cell charge: 40 shots
Power cell reserves: 360 additional shots
RoF: 180-240 rounds per minutes on average, 4 rounds per second, ~5 magazine depletions
Reload speed: 1.7 seconds on average, falls generally between 1.5-1.9 seconds depending on user handling training
Reload action: operator opens lower housing compartment and pulls out the depleted power-cell, then replaces the cell and closes the housing.  Power cell must be depleted to be ejected, or it might discharge violently upon the operator.  Installed a visual bar at the base of the holographic scope, and a holgoraphic display inside the modular sniper scope, and audible beeping has been considered for the heat of the moments encounter once mass production has begun.
Special notes: Status chancing occurrence is around one in five shots (20%), with the chance of a critical hit ranging at about 15% with an impressive 2.5 times power input.
(Layman's)

Spoiler

60 puncture
20 impact
20 slash
60 radiation
4 rps
Magazine of 40
Reserve ammo: 360
Reload: 1.7 seconds
Scope in zoom: 1.8x
Status: 20%
Crit: 15%
CritX: 2.5X

Sniper traits: Charge fire compact rifle, accurate spread pattern of ~2(degrees), folding scope giving tactical long range optics with 3x and 6x magnification option.
Sniper Damage power: 180 puncture, 60 impact, 60 slash, 180 radiation
Power cell charge: 40 shots
Power cell reserves: 360 additional shots
RoF: //Error//
Shot charging: max charge requires .8 seconds, half charge required to fire, after max charge has been achieved, can overcharge using additional power from the cell to up damage at a 50% reduction in damage per extra drained shot (2 spare shots for another set of double damage), max overcharge consumes approximately 10 shots worth of power from the cell, going over the maximum charge can causes the Carbonilux to discharge violently and shock the operator, potentially with enough voltage to stop the heart through insulated suits.  A meter has been placed inside the scope to measure weapon temperature due to overcharging.  Weapon must not exceed safe temperature margins.
Reload: 1.7
Reload action: operator opens lower housing compartment and pulls out the depleted power-cell, then replaces the cell and closes the housing.  Power cell must be depleted to be ejected, or it might discharge violently upon the operator.  Installed a visual bar at the base of the holographic scope, and a holgoraphic display inside the modular sniper scope, and audible beeping has been considered for the heat of the moments encounter once mass production has begun.
Scope information: Specialized targeting system related to the Lanka and the obsolete Snipertron weapons, offers a below average zoom against the two sniper rifles, however a special on-board system allows for shot optimization in regards to allowing the shot to punch through objects.  A 2x and a 6x zoom on the scope allows for reliable mid to long range combat, with optimization of punch-through being 1 meter at 2x zoom, and 3 meters at 6x zoom.
Special notes: status occurs in 1 in 5 shots (20%), critical hits occur in 1 in 5, and has a generous 2x multiplier for damage.  Modular chassis allows for more precise shots while not using the scope however at the cost of the lack of punch through
(Layman's)

Spoiler

Carbonilux sniper has:
120 puncture
40 impact
40 slash
180 radiation
~ rpm
Magazine 40
Rounds take .8 seconds to charge, consumes up to 10 rounds, gains an extra half damage for each round consumed, 10th consumed round is full damage like first. Cannot fire until after half charging.
Reserve ammo 360
Reload: 1.7 seconds
Scope in zoom: 3x 6x
Scope boosts: 1 meter of punch through, 3 meter of punch through
Status: 20%
Crit: 20%
CritX: 2X

Carbonilux Roles:
Carbine: short range combat, crowd dispersal
Sniper: mid-long range specialist, poor crowd handling.

Appearance:
Shape: Boxy core similar to the Lanka and Snipertron rifles parts have been re-purposed from, rounded polymer coverings stand on the top
Colors: housed in a tan-greyish white polymer body that covers from the middle of the sniper barrel down to the stock, the dark mechanical and metal components sit underneath with limited metal sheen that functions as the main rifle body and barrel, scope frame and foregrip polymer, a paler red decal is applied to the polymer and has some corpus writing stamped into it, lastly the alternative metallic components have a copper hue, sitting as the exposed wiring, circuits, and other corpus writing, and finally the energy matrix color is by default blue
Primary: bone
Secondary: dark grey
Decal 1: Color#E56242p9MmLrn.png
Decal 2Color#B87333PK05ZYK.png (color representation)
Energy: cyan

 

Analux D :
Important notes: Analux type weapons come in a variety of applications, from being handled singularly, in a pair, a heavier variant of it, as a singular off hand dagger, and a pair of the off hand daggers.  Analux A: Sword, Analux B: great sword, Analux C : dual swords, Analux D : Sword and shield, Analux E: Singular dagger, Analux F: twin daggers.
Classification: A9-21-05 (DELTA)
Power source: 3 Fieldron Powercells
Components: 3,5000 Polymer bundle composites, 2,000 electrical components, 15kg of Cryotic (1,000 units)
Manufacturing costs: 15,000 credits
Stance polarity: NULL (no set polarity)
Weapon polarities: 1 V, and 1 Dash

 

 

 

(no exact numbers just yet, just rough idea i wanted to get out.)

Patch notes:
10/23/2018: changes to some abilities, minor tweaks while me and a few friends discuss what kind of damage he should be dealing, as i have no clear idea.
10/30/2018: changes to some abilities, giving real numbers.  Rewrote 3 to be more expressive of the ability's intentions.  I have two weapons just about ready for posting to go along with Gauss, and! i'm working on the quest.
11/1/2018: added first weapon, not finished, but first weapon is there
11/8/2018: fixed minor things in Carbonilux weapon, started adding Analux D weapon information, ran out of time, will finish later and update patch notes
1/14/2019: added apperance to Carbonilux, and reduced sniper charge time requirement.

Edited by BlackDiamondAce
check patch notes
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This is an original concept, and while I do think there's opportunities for refinement, there is a solid core here. Thoughts on the individual aspects:

20 hours ago, BlackDiamondAce said:

hp: 75(225)
shields: 150(450)
armor: 30
energy: 100(300)

These stats all make sense for a frame who recharges its own shields. One irregularity I find with the stats is the Energy, though: frames gain a +50% bonus to their Energy as they rank up, so 100 base Energy would mean 150 Energy at rank 30. You'd need 200 base Energy to reach 300 Energy at rank 30, which would be higher than the base Energy for any frame. If you want your frame to be a caster, 150 or 175 base Energy (which would give 225 or 237.5 Energy at rank 30, respectively) would normally be sufficient.

20 hours ago, BlackDiamondAce said:

Passive: Reflector Shield: 1% of damage dealt is turned into shields, and are immune to status while shields are still up.

This seems perfectly on point for a light-based frame. A lot of players complain about shields being weak (and they currently are), but the status immunity here would justify that.

20 hours ago, BlackDiamondAce said:

1: Arc Wave: Swipes a line of energy across in looking direction (similar to exalted blade's ranged arc), that goes for 10 meters and penetrates everything on the way dealing a fair amount of radiation damage.  costs 15 energy to cast

This looks like a pretty good basic ability, and there's synergy with other abilities, which is always good. 15 Energy is a bit low for a 1 ability, and I'm not sure what the justification is.

20 hours ago, BlackDiamondAce said:

2: Flash-Point: Damage dealt by weapons causes enemies to become illuminated, and where they are shot are causes a glow to emerge from it.  Enemies that are illuminated take additional effects from other abilities and periodically blind nearby enemies who arent also illuminated.  Illumination fades over 10 seconds.  Costs 4 energy per second.  Arc Wave causes the target to take double damage, and Kinetic Amp spreads illumination stacks from one enemy to others around it.

The effect is good, but considering how there's already a weapon steroid on Gauss's kit below, having this also be another steroid, also with an energy drain per second, looks a bit redundant. What would you say to have the illumination effect be applied on a single target, without any steroids, but then spread through Kinetic Amp normally?

20 hours ago, BlackDiamondAce said:

3: Kinetic Amp: increases impact damage and stagger chance, melee weapons are guaranteed impact procs.  costs: 5 energy per second

This looks like a pretty good CC/damage effect, and it's good to see it have synergy with Flash-Point. No major criticism here, except maybe that it may be more desirable to have the effect be on a timer, rather than on a continuous drain, purely because drain abilities prevent Energy regeneration.

20 hours ago, BlackDiamondAce said:

4: Holo-Decoy: Throws out a holographic distraction that mimics the action preformed during the cast.  when damaged, sends out tracking shards of holographic glass that deal a fair bit of damage and illuminates those it hits.  When the timer finishes, or the ability is re-casted, the last active decoy explodes dealing radiation damage around it, and illuminating them in the process.

I really like this ability. There's a ton of stuff that can be done with decoys, and having it copy one's casts on a caster frame I think could open completely unique avenues of gameplay. If there's one suggestion I'd add here, it'd be for the decoy to draw aggro, so that Gauss could use it as a panic button and replenish his shields once they're depleted.

All in all, this frame is original, has a solid core theme, and has some potentially very interesting abilities. Kudos on the concept!

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