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[Warframe Concept] Pavise Unique Armour and Efficiency Mechanic


Arcsyrine
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Armour Based Warframe Pavise

Health: 125 (Rank 0), 375 (Rank 30)

Shields: 100 (Rank 0), 300 (Rank 30)

Armour: 600 (Alloy Armour Type)

Energy: 50 (Rank 0), 75 (Rank 30) (213 with maxed Primed Flow)

Sprint Speed: 1.2

 

Intro Notes

Spoiler

-        Uses armour as a unique resource

o   The more Armour gained the slower Pavise gets

§  Losses 0.3% Base Sprint Speed per 1% armour increase

§  Caps when Base Sprint Speed is at 60-70% (or 0.72 and 0.84 Sprint Speed Think Hobbled Dragon Key)

·        When at a 100% increase in armour (1200 Armour) or a 200% Ablative Armour Buff, Pavise has lost 30% of Base Sprint Speed and is therefor running at 0.84 Sprint Speed

§  This is applied Before Sprint Speed Mods

§  The higher the Base Armour the longer it will take to reduce his speed.

o   Parkour distances are also shortened by 25% when movement slow caps out

§  Also applied Before Mods

-        As armour multiplier builds Pavise visually bulks out.

o   With no armour Pavise is skinny like Nekros or Inaros

o   With a 300% Ablative Armour Buff Pavise is bulky like Rhino or Hildryn

o   Since he is Puncture based I think he would have a lot of spikes on his armour that would start as long needles when he is skinny, but change and get shorter and fatter as he bulks out.

-        Armour tracking buff icon in top right-hand corner like Rhino Iron Skin but also tracks percentage of armour increase.

o   When at 200% Pavise has 1200 armour

o   When at 300% Pavise has 1800 armour

-        Pavise will lose his entire Armour Buff if hit by a Nullifier

-        Like Rhino’s Iron Skin armour is ablative.

o   It gets decreased based on damage received.

o   1 point of damage = 1 armour lost

-        Unlike Rhino’s Iron Skin Armour does NOT protect against damage, merely applies standard Enemy armour damage calculations to health. See Armour on Wiki Link https://warframe.fandom.com/wiki/Armor

o   This means that there isn’t a 90% damage reduction cap.

-        Armour cost of abilities is based on a percentage of the total accumulative added armour stack

o   At 200% additional armour (1200) a 5% cost will be 60 armour which will then reduce the total amount to 1140 of which a 5% cost would then be 57 armour and so on.

o   Armour cost is affected by Efficiency mods

Abilities

Passive: Hardened Armour

-        Armour protects against Physical Status effects

o   Slash, Impact, Puncture

Ability 1: Ablative Shell

Energy Cost: 5

Pavise deals [PH]100/200/300/400 damage to an enemy within 1/1.5/2/2.5m and converts it to add 5/7.5/10/12.5% of his Base Armour to his Ablative Armour Buff. Enemies are also further weakened to incoming damage from his other abilities for a 0.5/0.75/1/1.25 second window.

Spoiler

-        Damage done is affected by Strength Mods

-        Distance is affected by Range Mods

-        Energy Drain is affected by Efficiency Mods

-        Base Armour Percentage added to his Buff is affected by Efficiency Mods

o   Rank 4 with 175% Efficiency grants 21.875% increase of his Base Armor to his Buff

-        Weakness duration is affected by Duration Mods.

-        Note: Weakness does not work against bosses

Ability Synergies

Shattering his 2 with his 3 will deal an additional 5/10/15/20% damage from his 2

Weakened enemies hit by his 3 will lose 5/8/11/14% of their current armour

 

Enemies are damaged by an additional 2.5/5/7.5/10% by his 4

 

Augment Mirror Shell

Armour has a 15/20/25% chance to reflect 10% of incoming damage (Before resistances) back to attackers

Spoiler

-        Chance to reflect damage is NOT affected by mods and is a set value

-        Percent of damage reflected is affected by Strength Mods

Ability 2: Knights’ Defence

Armour cost: 5%

Pavise uses 5% of his current Armour Buff to create a shield 1/1.25/1.5/1.75m across directly in front of him with a 10/20/30/40 times health multiplier.

Spoiler

-        Can cast a maximum of 3 at a time with the number currently active on the ability icon

o   Casting more than 3 will replace the oldest instance.

-        Similar to Volt’s Shield but cannot be seen through or shot through (by allies or enemies).

-        Like Atlas’ Bulwarks enemies cannot pass though it.

o   Allies can walk through it.

-        Like Rhino’s Iron Skin and Frost’s Snow Globe it has a 3 second invulnerability period during which it absorbs incoming damage and adds it to its health pool.

-        Shield width is affected by Range Mods, distance from caster is not.

-        Health multiplier is affected by Strength Mods.

-        Example: If Pavise has a 200% Armour Buff or 1200 Armour the ability costs 5% or 60 Armour. The amount of armour consumed is then multiplied by the health multiplier. So, a Rank 3 Ability with a cost of 5% would have 2400 health before absorbing damage.

-        Armour cost is affected by Efficiency mods in an odd way

o   At 50% Efficiency the cost of the ability is 7.5% of his current Armour Buff but it also means more armour is used to convert.

o   Example: 7.5% cost with a Rank 3 Ability at 200% Armour Buff means 90 Armour (or 7.5% of 1200) is consumed and the shield now has 3600 health instead of the 2400 it would regularly have.

Ability Synergies

Casting his 1 on a shield will allow the remaining armour value of the shield to be reabsorbed by Pavise

-        If it took 60 Armour to make a shield and it has lost 10% of it’s health, he will only reabsorb 54 Armour

 

Casting his 3 within range of a shield will shatter the shield and cause additional damage within 0.5/0.75/1/1.25m at 0.1/0.15/0.2/0.25 times it’s remaining health.

-        Range is affected by Range Mods

-        Damage Multiplier is affected by Strength Mods

Augment Knights’ Embrace

Shields can be picked up by allies and turned into additional armour for them with a 0.05/0.10/0.15 times Health to Armour Multiplier and lasts for 10/20/30 seconds.

Spoiler

-        Cannot be picked up by Pavise (or any other Pavise).

-        Buffs on allies will not disappear if Pavise casts more shields.

-        Health to Armour Multiplier is affected by Power Strength Mods.

-        Duration off buff on allies is affected by Duration Mods.

-        Picking up more than one will simply replace the last instance.

-        If a shield has 2400 health than at Rank 3 it will grant an additional 360 Armour to that ally.

-        Augment Synergies

§  If his Augment for 1 “Mirror Shell” is also equipped, allies that pick-up shields also gain its properties for the duration of the buff.

Ability 3: Sunder  

Armour cost 15%

Pavise blasts his Spikes off his armour to deal 50% Puncture and 50% Impact Damage with a 1/2.5/5/7.5 times armour to damage multiplier in a 2.5/5/7.5/10m radius with a 10/15/20/25% Status Chance.

Spoiler

-        Fairly straight forward AOE attack

-        Damage Multiplier is affected by Strength Mods

-        Damage dealt is based on how much armour was consumed on casting.

o   A 200% Armour Buff (1200 Armour) means 180 Armour will be consumed, and at Rank 3 will deal 1350 Damage

-        Radius is affected by Range Mods

-        Damage reduces with range.

o   100% damage for everything within the closest 50% of the range. (Inner 5m of 10m)

o   Reduces from 100% to 50% from halfway to edge of range. (Outer 5m of 10m)

-        Status Chance is Unaffected by Mods

-        Armour cost and damage output is affected by Efficiency Mods in an odd way

o   At 50% Efficiency the Ability costs 22.5% of his current Armour Buff

o   At 200% Armour Buff and 1200 Armour that means 270 Armour (or 22.5% of 1200) is consumed and therefore deals 2025 Damage at Rank 3

Augment Lashing Whirlwind

Sunder creates a storm of whirling blades around Pavise for 1/2/3 seconds, that now deals a third the Slash Damage per second and has a 10/20/30% flat increase to Status Chance.

Spoiler

-        It is one third of the damage from the un-augmented ability but now has a duration

-     Rank 3 Sunder with a Rank 3 Lashing Whirlwind at 180 Armour consumed, would have a 55% Status Chance, and deal 450 Slash damage per second.

-        Duration is affected by Duration Mods

Ability 4: [PH] Power Within

Armour cost: Initial Cast 12%, Per Hit 1.5%

Energy Cost: 10/second (might need to be more for balance, or may need to increase with time)

Life Steal of damage per hit: 5%

Pavise forms his signature Exalted Spear and Shield from his armour and draws upon his inner strength (energy) to allow him to shed the burden of his Armour (no more movement penalty). He also restores some of his health and the health of any allies within 5/15/25/35m.

Spoiler

Exalted Weapon Stats

Attack Speed: 1.4

Channelling Damage: 1.5

Block Resist: 85%

Normal Attacks:

               30% Impact

               60% Puncture

               10% Slash

Crit Chance: 5%

Crit Multiplier: 1.2

Status Chance: 15%

 

-        Amount of damage dealt directly relates to how much armour is consumed on the initial cast

o   If 120 Armour is consumed the weapon does 36 Impact, 72 Puncture and 12 Slash damage

o   This is essentially a 1 times damage multiplier and stay constant throughout all Ranks.

o   Damage multiplier is affected by Strength Mods.

-        The Spear will be about the same length as a fishing spear.

-        The Spear and Shield will have lots of forward focused jabs and shield bashes that have him sliding forwards to close gaps

-        A Charge Attack will throw the Spear for a 5% Armour cost at the aiming reticle.

o   The Spear will be attached to him in the same manner as a fishing spear and will be pulled back to him.

§  Any enemy attached to the end will be pulled back with it, kind of like Valkyr’s Rip Line, but with less ragdoll.

o   This attack will have additional damage added to it the same way regular attacks add damage from armour consumed.

o   The Spear will deal damage within a 2m radius of the impact point, starting with 100% damage at the centre and decreasing to 30% damage at the edge.

o   The amount of damage dealt would be based off of the 5% armour consumed instead of the usual 1% per hit

-        Additional damage is dealt with each hit based off mow much Armour is consumed per hit.

o   This is added as a Flat bonus after Mods

o   2.5/5/7.5/10 times damage multiplier.

o   At an Armour Buff of 200% it would consume 12 Armour for the first hit which would deal an additional 120 damage to the hit after all mods are applied.

o   Damage Multiplier is affected by Strength Mods.

-        Armour, Energy Cost and Life Steal is affected by Efficiency Mods

o   Similar to other abilities 50% Efficiency means that initial cast costs 15% Armour and each hit costs 1.5% Armour, while Energy Cost goes up to 15/second

o   It essentially adds 50% more damage to the ability.

o   So, you have to choose between high damage for shorter bursts of having full movement for a longer time.

o   With Life Steal the higher the Efficiency the higher the amount of life stolen.

§  50% Efficiency equals 2.5% Life stolen per hit.

§  175% Efficiency equals 8.75% Life Stolen per hit.

-        Health Restore distance is affected by Range Mods.

-        Life Steal is from each hit by his weapons, Not any procs they may generate.

-        If he deals 100 damage to an enemy he and any allies within range will gain 5 Health

-        Unable to gain energy by any means other than energy orbs and maybe arcane’s and other Warframe powers.

-        Intense energy drain should be what keeps this ability in check balance wise

-        Ability will end when Pavise runs out of armour, energy or switches weapons.

Ability Synergies

Casting his 1 works as normal

Casting his 2 will cause all shields cast during this period to reflect 5% damage back to attackers. (This bonus remains for the lifetime of the shield)

Casting his 3 changes to have an additional guaranteed Blast Proc (knockdown) within its radius

Augment Sweeping Blades

Changes his Spear and Shield for twin blades of destruction.

Spoiler

Dual Swords Stats

Attack Speed: 0.85

Channelling Damage: 1.5

Block Resist: 40%

Normal Attacks:

               10% Impact

               30% Puncture

               60% Slash

Crit Chance: 5%

Crit Multiplier: 1.2

Status Chance: 25%

-        Armour to Damage Multiplier is dropped to 0.8 to make up for an increased Status Chance

o   At 120 armour consumed it will have 9.6 Impact, 28.8 Puncture and 57.6 Slash Damage.

o   Damage Multiplier is still affected by Strength Mods.

-        Move set for the Twin Swords will have lots of sweeping slashes and spins.

o   Not focused on movement or gap closing

-        Charge Attack for the Twin Swords will have him summon two floating swords from his Armour and launch them in the direction of the aiming reticle.

o   Summoned swords are not attached by any ropes/chains and are not recalled

o   They fly straight for 2/4/6/8m with infinite enemy punch through

§  They will stop if they hit terrain.

o   Cost 10% Armour instead of 5% but does the equivilant amount of increased damage

o   Has a 25% increased Status Chance

o   Does not deal any area damage.

Closing Notes

Spoiler

-        All Ablative Armour Buff calculations are based on his 600 base armour and do not account for Mods.

o   If a Rank 9 Steel Fibre were equipped his base armour would be 1200 and therefore would not reach a 200% Armour Buff until 2400 Armour

-        His Armour cannot drop below his base value.

o   If you had 600 base armour and an Armour Buff Value of 103% or 620 Armour and you cast your 3 it will cost 15% of 620 or 93 Armour. However, because you cannot drop below the 600 base Armour you only consume the 20 and the ability will only deal 150 damage at Rank 3.

-        Efficiency

o   I wanted to create a Warframe with some unique mechanics and I think his efficiency does that.

o   I structured the efficiency of his 1 to be the efficiency of converting enemy health to armour.

§  It is also like this to offset the essential power increase it gives to his other abilities at less than 100% efficiency.

·        You use more Armour and deal more damage, but it is a lot harder to build up that Armour so there is a trade off.

o   Efficiency is also the reason I made his 4 cost both Armour and Energy to try and offset the power potential by only allowing it for short bursts and at high cost.

o   Essentially the higher your efficiency the more survivability you get per cast, but you deal less damage. The lower your efficiency the less survivability you get per cast, but you deal more damage.

-        Due to the insane amount of Armour and Damage Reduction Black Knight can get I added a movement penalty to try and keep things balanced.

o   In a game like Warframe movement is life, so I made a Warframe with insane survivability but is less mobile the tankier he gets.

-        Due to the high amount of Armour you can gain, it is also why I made his armour Ablative (or sheds / falls off)

o   Because at higher levels you are constantly taking damage your Armour is going to constantly be dropping, so you have to keep adding to it.

-        I tried to give him some team role abilities with the augments that could make him very valuable to a squad

o   This is also why I added Augment Synergies between his 1 and 2 so that it would be valuable to a team

o   You could Mod entirely around an Augmented 1 and 2 and it would drastically add survivability to a squad and especially any “squishy” Warframes. (imagine what it would do to a Rhino casting Iron Skin)

Inspiration

Spoiler

Inspiration

A Pavise is a type of Shield used in the middle ages for crossbow men to hide behind while reloading. The name is inspired by his second ability which is kind of similar.

He was originally called Black Knight and was inspired by the fact that Knights were some of the best protected soldiers of their time and the belief that they could not run in full plate armour due to the weight.

The way his resource works was somewhat inspired by me wanting a Warframe with unique Efficiency mechanics. I have yet to see a Warframe that can benefit from a reduced Efficiency.

Lore With Quest Outline

Spoiler

Quest The Mad Cephalon

I would expect this to be quite far into the game with enemies at least level 30 to start the quest and ending at over level 40. You must have completed both the War Within and Ambulas to start this quest.

Outline

-        Captured by an unknown force and put into an ornate Orokin waiting cell with a portal entrance that is unopened. No companions would be allowed (except for Venari) and Gear does NOT work in the Arena.

-        Ordis does not know where you are and is searching for you

-        A hologram of a Cephalon appears in the room

o   “Greetings contestant! I am Cephalon Iudex. You have been given the honor of competing in the Harenarius for the glory of your Orokin Masters!”

o   “I have searched for eons for a true Tenno to test in the Harenarius. Congratulations on this distinctive honor Void Devil.”

o   “The rules are simple. Survive each round of opponents and you advance to the next round. Make it through all 8 rounds and you will face the reigning Champion. Should you succeed in beating the Champion, you will be given the honor of serving as Champion until you lose. Becoming incapacitated will result in a loss and immediate death. Good luck and may you bring glory to your Masters!”

 

-        Portal opens. (like the ones for the Lua Challenge Chambers)

-        You ask Ordis if he has any luck in locating you. But he can’t find any trace of you. You have no choice but to enter the Arena.

-        The arena would be a large colosseum like space that has an energy dome over it to prevent escape and a portal on opposite ends of the arena. It would be completely empty of spectators.

o   When a contestant dies they are outlined in yellow energy, lifted up in a ragdoll state and disintegrated. This includes the Tenno, no revives are allowed.

 

-        1- Cephalon Iudex gives a speech to the empty room as if it was full of high ranking Orokin. He introduces the first opponent which would be a Jackal Proxy like the ones from the Orb Valis.

 

-        2- Upon your victory Iudex comments on how exited the crowd is over you and introduces the next Competitors, a Nox, a Bombard and Heavy Gunner.

-        You ask Ordis if he has any luck in tracking you down yet.

o   He replies that he knows you’re in the Void but has no idea where and without some sort of beacon he won’t be able to find you.

 

-        3- When you win Iudex is pleased at your progress, but says that the crowd thinks it’s too easy for you and introduces the next competitor, an Ambulas.

o   Ordis remarks that this is perfect, as an Ambulas will emit a signal on death even without the Animo Processor, and that he can trace it to you.

-        To your shock when you attempt to attack the Ambulas you find that your Primary Weapon is no longer functioning. (From this fight onwards)

o   Iudex comments on your surprise and remarks that with you winning so easily it didn’t make a good show, so he thought he’d give you a hand with entertaining the Orokin Elite.

-        When you kill the Ambulas Ordis says that he is tracing the signal and should be there shortly (after your next fight).

 

-        4- Iudex comments on a job well done and that the crowd really appreciated your performance. He then introduces the next opponents, a group of Hyena Proxies, one of each type from Neptune. 4 total.

o   When you kill the second Hyena Iudex remarks on your prowess in battle.

o   When you kill the last Hyena Iudex remarks on the speed with which you won and says that some of the spectators are getting board.

 

-        5- Iudex once more congratulates you on your victory and introduces the next opponent, saying how it will be the toughest fight yet. It would be against a large group of Infested, 10-15, with several heavy units.

-        You lose your Secondary weapon as well as your Primary weapon. (From this fight onwards)

o   Upon starting the fight Iudex remarks on your loss of Primary and Secondary weapons, wondering how you will do.

o   After Iudex’s remark Ordis says that he is at your location but that it has some incredibly advanced security under the direct control of Iudex.

§  He asks you to keep Iudex busy and focused on you so that he can hack and takeover the Orokin Towers network without Iudex noticing.

o   When you’ve killed about half the Infested Iudex remarks on how the crowd appreciates you grace and fluidity under pressure.

 

-        6- Iudex once more comments on your victory and spectacular entertainment with remarkably less enthusiasm. This fight is against a group of corrupted including at least 3 Nullifiers and 3 Heavy units.

o   After it begins Ordis tells you that he has passed the first layer of security and now has partial access to the Tower’s system

o   When you’ve killed about half the opponents Iudex tells you how you’re making him look bad in front of the Orokin Elite and making it seem like he can’t find any decent combatants.

 

-        7- Iudex sarcastically comments on your victory and wonders how you will win if you can’t hit your next opponents, and that you will be shown who is master of the arena. The fight will be against a Grineer Manic and 2 Manic Bombards.

-        You lose all your weapons for this fight and must use Warframe Powers and unarmed attacks only from this point onwards. (The Operator still works as normal though)

o   When you kill the first one Iudex is amazed at how you accomplished it and offers a backhanded complement you on your strength.

o   Once you kill the second one Ordis says that he has passed the second layer of security and now has control over the Towers navigation.

 

-        8- Iudex is seething at your victory but says that the Orokin Elite are getting anxious to see you lose. He introduces the next fight against a Scyto Raknoid.

-        During the fight Iudex makes a number of disparaging remarks about your progress.

o   When you begin the fight Ordis says he is continuing to work on the layers of security.

o   When the Scyto Raknoid shuts down at half health Iudex says, in a very not disappointed voice, that the disintegrator isn’t working at the moment and that the fight will simply have to continue.

o   He is ecstatic when the Raknoid gets back up but tries to play it cool.

o   If you die after this point Iudex cheerfully remarks that they got the disintegrator system up and running just in time to kill you. And then proceeds to kill you.

 

-        9- After winning the 8th fight Iudex congratulates you on getting this far and that you now have the honor of facing the Champion. He boasts on how the crowd is going to enjoy watching you die before disappearing.

-        When Pavise enters the arena all your Warframe abilities are disabled and shut off and your Warframe is unable to move.

o   Iudex speaks from the body of Pavise “Through a Gift of the Gods I have been given the ability to defend the honor of the Harenarius and by extension the Orokin Themselves! I will enjoy watching your true self die by my glorious hands!”

§  You are forced to fight as the Operator in this fight. When you die you are transported back into your disabled Warframe and can use Transference to re-emerge without consequence other than Transference Static.

§  Arcanes have no effect on Iudex/Pavise, however they still work on your Operator.

§  Pavise is able to be brought down to half health at which point he becomes invulnerable for a moment and is restored to full health through the Arena systems, as Iudex laughs at you.

o   Throughout the fight Iudex makes a number of comments about how enjoyable this is and how you have no chance against him.

-        After 30 seconds of fighting Ordis tells you that he has broken through all layers of security except those controlling the Harenarius. He asks you to hang on for a couple of minutes while he works on those.

o   At this point a 2 minute timer appears and begins to count down.

o   After the timer has counted down Ordis tells you he is in near total control of the facility but cannot turn off the automated arena systems and safeguards.

-        Iudex notices his lack of control at this point and attempts to transfer back into the Tower systems from the Warframe.

o   Ordis says that the automated systems prevent either of you form exiting the arena until a new champion is crowned. He says he is able to cut Iudex off from the Arena systems and remove the dampening field, restoring functionality to your Warframe.

-        The fight continues from this point with you having full access to your weapons and abilities while fighting a fully powered Pavise that cannot regenerate his health or become invulnerable with the arena systems.

-        Once you win Iudex remarks at how his name will live on forever through the glory of the Orokin Empire and it’s Elite who love him before being disintegrated very painfully.

 

-        After this Ordis remarks at how the disintegrator retains a memory of everything it is disintegrating but he can only access it while it is in function. He says he managed to get a small amount of data from it before it shut off.

o   You are rewarded with the Pavise Blueprint upon extraction or through mail upon your return to the orbiter.

 

Pavise’s component parts would have a chance to drop from Void Treasure Rooms.

 

Iudex is Latin for a Judge or Arbiter, while Harenarius is Latin for Gladiator. I wanted names that fit the Colosseum theme.

 

What is Iudex’s story?

               I imagine that he was a high ranking Orokin that loved the arena and would always dream of participating. He ran afoul of his political rivals during the war with the Sentients and was to be terminated. But Ballas intervened and offered him a means to survive and control the Arena. He was turned into a Cephalon with the sole job of entertaining those that used to be his peers, driven to serve as the master of the games he loved watching.

 

               Iudex has gone mad from eons all by himself, trying to fulfil his primary function of entertaining the Orokin Elite. With them all long gone he has begun to believe that he is back at the height of the Empire with adoring crowds and endless combatants. He believes he is still free to conscript anything in the system short of the Orokin themselves to fight in his arena.

 

               He was gifted with a Pavise that had a unique transference bolt attached to it by Ballas. He was purposely provided with an inferior copy (read; not prime/umbra) of the Warframe that would only function within the arena, just so he wouldn’t get any ideas. Ballas promised him true Tenno Void Devils to test in his arena, but before they could be delivered the war ended and the Moon and it’s Reservoir was hidden within the Void by Natah.

 

               He has spent the last few centuries looking for “True Tenno” to bring to his arena, but was unable to locate any until you were awakened. He has since been preparing for your arrival, gathering contenders from across the system.

 

With Ballas’ nature I can totally see him trying to put the “Void Devils” in an Arena or testing environment designed to kill them.

 

Given the lifespan of the Orokin I imagined that they would eventually get board of the usual entertainment and demand more extreme measures. And given how little seems to be forbidden to the Orokin Elite I imagined that a gladiator style combat arena is a likely scenario. Especially one with unfair rules as they would likely just change things up as it suited them.

 

I also expected that with how much gets done for the Orokin while they sit about I figured that they would have someone else running the arena under their direction. This way they don’t need to find competitors, or oversee anything, only sit back and enjoy the brutality. It seemed very much in character.

 

Edited by Arcsyrine
Added Lore / Quest Outline
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i wish de would rework enemy leveling to cap them at 200, and alter combat in the game to cope with the leveling of the game, damage, stats, powers, weapons.

a proper system, outside of the -enemies level to 9999- and we can barely do anything strategy in all endless modes.

if warframe powers all scaled in damage with enemies, that would be nice.

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11 hours ago, Arcsyrine said:

Ability 1: Ablative Shell

 

Energy Cost: 5

 

Black Knight drains 1/1.5/2/2.5% of and enemy’s Health within 1/1.5/2/2.5m and converts a portion of it to Ablative Armor with a 0.25/0.5/0.75/1 times multiplier. Enemies are also further weakened to incoming damage from his other abilities for a 0.5/0.75/1/1.25 second window

It is impossible to balance this skill , if it good agaist low lvl enemies it is broken agaist high lvl enemies. If is just good against if it is just good enought agaist hight lol enemies it is completely useless agaist low lvl ones.

It comes down the enemy scaling in warframe , the lvl 101 version of enemy has something like 150 times the health of the lvl 1.

The issues with this skill will trickle down on the rest of the kit.

The idea of using armor as a resource is interesting but just don't try to scale warframe stats with enemy stats. Enemy stats scale exponentialy , so any attempt to scale out of them will either too strong or useless. There is no sweet spot.

Edited by keikogi
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11 hours ago, keikogi said:

It is impossible to balance this skill , if it good agaist low lvl enemies it is broken agaist high lvl enemies. If is just good against if it is just good enought agaist hight lol enemies it is completely useless agaist low lvl ones.

It comes down the enemy scaling in warframe , the lvl 101 version of enemy has something like 150 times the health of the lvl 1.

Thank you for the useful feedback.

It might work better if the ability dealt x amount of damage to an enemy instead of a percentage and then converted it to something like 5/7.5/10/12.5% of your Base Armor to add to the buff.

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3 hours ago, Arcsyrine said:

Thank you for the useful feedback.

It might work better if the ability dealt x amount of damage to an enemy instead of a percentage and then converted it to something like 5/7.5/10/12.5% of your Base Armor to add to the buff.

If you really want to go with the stealing theme you can ajust the skill so it steal a percent of the enemy nase health as armor but can't be used twice agaist the same enemy. I'm certain shatering impact removes base armor so it probably possible to remove nase health. Removing base health does not scale with enemy lvl so it is Balance ble and removing the ability to affect the enemy mutiple times prevent killing the enemy with just HP removal.

Also another tip exalted weapons are cool but we have like 10 exalted weapons in the game if you are going to add a new make do something thats isn't just damage. Give it something new like powerfully effects on the start or end of each combo chair or at their star a few examples.

Gap closer combo, intead of dash he slams the sword into the gound , a bunch of swords spaw behind the enemies in front of him. These swords drag the enemies towards him.

Firing your weapon - fires your secondary normally but the frontal damage reduction of the shield works even while you are using your secondary.

And so on.

If you want an examole of an exalted weapon that isn't just a damage stick have a look at my concept.

It has a exalted secondary but if look at the weapons passive you will known it was created to support melee ( gap closer and status for condition overload ) and suport her kit ( unique resourse generation , she uses unique resorse like mutation stacks)

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I am worried if I add any sort of damage or movement based effects to the Exaulted, it will increase the damage potential, seeing as how even with the last changes it could scale insanely high.

I like your idea of keeping the shield when using a secondary, but I am wary about allowing too much movement with a gun. The whole point of him is being a "super tank" but a sitting duck, or being a "super tank" with movement but is restricted to melee only.

I know it's not the most original idea for melee as we have a Life Strike mod I am toying with the idea of adding an aura around him for his 4 that regenerates 0.5% of a Warframes Health with each hit from his weapon. It would be modded with Efficiency, so you keep the trade off of extra survivability vs extra damage. 0.5% Regen Strength times 175% Efficiency would give you 0.875% Regen Strength per hit, but would only consume 0.25% Armor per hit and the weapon would only gain base damage equal to 2.5% of his Armor Buff instead of 10%.

This would also give him more value to a team, even if he's not specifically geared towards healing.

The other idea I am thinking about for his 4 is to make it a spear with a charge attack that would work like the fishing spears. Or to make this the augment instead of a damage type distribution switch with the current one.

 

Your idea of scaling his Armor Buff off of an enemies base health is an extremely good idea, and if maxed at something reasonable like 3% and given a 50 times multiplier, could work very well. The only working once on each enemy is an awesome way to keep from getting the "spam 1 till death" problem. The only issue I see is the synergies between his 1 and other abilities, specifically his 3 and 4. Not sure how or if I'd be able to rework that, unless the debuff applied to the enemies against his powers is permanent, and I'm once again worried that would make him OP (I see a theme here... lol)

 

As for your Persephone concept... I love it! I think it's a very well thought out and cohesive concept. It also has some rather unique mechanics that would be very interesting to play with in game. The mental image of a Grineer with his legs sticking out of a giant Venus fly trap made my day!

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13 hours ago, Arcsyrine said:

I am worried if I add any sort of damage or movement based effects to the Exaulted, it will increase the damage potential, seeing as how even with the last changes it could scale insanely high.

I like your idea of keeping the shield when using a secondary, but I am wary about allowing too much movement with a gun. The whole point of him is being a "super tank" but a sitting duck, or being a "super tank" with movement but is restricted to melee only.

I know it's not the most original idea for melee as we have a Life Strike mod I am toying with the idea of adding an aura around him for his 4 that regenerates 0.5% of a Warframes Health with each hit from his weapon. It would be modded with Efficiency, so you keep the trade off of extra survivability vs extra damage. 0.5% Regen Strength times 175% Efficiency would give you 0.875% Regen Strength per hit, but would only consume 0.25% Armor per hit and the weapon would only gain base damage equal to 2.5% of his Armor Buff instead of 10%.

This would also give him more value to a team, even if he's not specifically geared towards healing.

The other idea I am thinking about for his 4 is to make it a spear with a charge attack that would work like the fishing spears. Or to make this the augment instead of a damage type distribution switch with the current one.

 

Your idea of scaling his Armor Buff off of an enemies base health is an extremely good idea, and if maxed at something reasonable like 3% and given a 50 times multiplier, could work very well. The only working once on each enemy is an awesome way to keep from getting the "spam 1 till death" problem. The only issue I see is the synergies between his 1 and other abilities, specifically his 3 and 4. Not sure how or if I'd be able to rework that, unless the debuff applied to the enemies against his powers is permanent, and I'm once again worried that would make him OP (I see a theme here... lol)

Right now, you have an interesting idea for a resource and a basic theme.  Take your time figuring out how to use armor as resource them move to refine the skill design. It takes a while t get things just right. Like it took me 5 version to get too the current kit. The only skill that survived during the entire process was the 1(Sow the seeds).  The kit was an incoherent mess .But A few iterations later I got a cohesive kit and theme. As a piece of advice have a word doc on your computer where you write down your skill pith. Each pitch my be stupid but there might be something good behind it. Like the current exalted weapon is a evolution of an exalted pompom, a remarkably stupid idea but it evolved into something good.

14 hours ago, Arcsyrine said:

As for your Persephone concept... I love it! I think it's a very well thought out and cohesive concept. It also has some rather unique mechanics that would be very interesting to play with in game. The mental image of a Grineer with his legs sticking out of a giant Venus fly trap made my day!

Thx, but the venus fly trap idea is from @(PS4)IIFrost_GhostII

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I don’t know if it’s already been mentioned here but warframe armor scales differently than enemy armor. According to the wiki, the formula is Net Armor/(Net Armor+300)

And it’s effectiveness exponentially decreases as you near 90% DR. latest?cb=20141112174415

so having that huge mobility debuff for damage resistance that only goes to 90% is actually a huge drawback.

Admittedly, I haven’t read the whole post but I wanted to bring this up before I did

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I wasn't aware of this mechanic for Warframe armor, thanks for the heads up.

I could either lower or drop the speed debuff or perhaps switch the armor calculations from the normal ones for warframes to the ones used for enemies.

And Keikogi, Thank you for the encouragement, I'll keep working on it in my spare time and see what I can come up with.

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On 2019-09-17 at 11:45 AM, swiftasacoursing said:

I don’t know if it’s already been mentioned here but warframe armor scales differently than enemy armor. According to the wiki, the formula is Net Armor/(Net Armor+300)

And it’s effectiveness exponentially decreases as you near 90% DR. latest?cb=20141112174415

so having that huge mobility debuff for damage resistance that only goes to 90% is actually a huge drawback.

Admittedly, I haven’t read the whole post but I wanted to bring this up before I did

i see a graph

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Did some editing and made some Ability Synergy tweaks. Specifically his interaction between his 1 and 3 so that instead of a damage boost, his 3 will now stripe a portion of enemy armour when they are affected by his 1.

I also changed the name from Black Knight to Pavise, and added a Lore / Inspiration section that I hope to continue expanding on.

If you have any feedback or suggestions please fell free to comment.

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