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Domar, the Imposing, Warframe Concept


General_Durandal
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Name: Domar

  • Codex: This is Domar, the respected, the feared.
  • Inspire greatness in your allies, and bring dread to your enemies.
  •  
  • Gender: Male
  • Appearance: Strapped jumpsuit with military style long coat.
  • Size: Average
  • Speed 1 (Average)
  • Jump Height: 1 (Average)
  • Agility: Average
     
  • Unranked
  • Shield: 50
  • Power: 80
  • Health: 100
  • Armor: 200
     
  • Rank 30
  • Shield: 150
  • Power: 120
  • Health: 300
  • Armor: 200
     
  • Passive: Intimidating
  • Every time Domar kills something there is a chance,
  • allies gain a buff, and enemies become fearful.
  • Chance, effects and duration are octupled (x8) if Domar kills an AFK ally.
  • (AoE does not increase though)
  •  
  • AoE: 25 meters
  • Ally Buff Chance: 10%
  • Ally Damage and Armor Buff: +5% armor and damage (stacks)
  • Ally Buff Duration: 10 seconds (stacks)
  • Enemy Fear chance: 10%
  • Enemy Fear Duration: 5 seconds (stacks)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 1: Tactics

  • Tap to switch selected Tactic.
  • Hold to activate selected Tactic.
  • Only one Tactic can be active at a time.
  • Allies like hostages, specters, Syndicate followers,
  • and invasion allies are counted and affected.
  •  
  • Drain: 8/6/4/2 Energy per second (power duration and efficiency)
  •  
  • Tactic 1: Phalanx
  • Allies within 8/16/24/32 meters (power range)
  • gain +10/20/30/40% more shields, (power strength)
  • for each ally within 3/6/9/12 meters, (power range)
  •  
  • Tactic 2: Cover
  • Allies within 8/16/24/32 meters (power range)
  • deal 8/16/24/32% more damage (power strength)
  • to enemies that are targeting an ally.
  •  
  • Tactic 3: Reconnaissance
  • Allies within 8/16/24/32 meters, (power range)
  • become 20/40/60/80% harder to detect, (power strength)
  • while crouching. (100%+=invisibility)
  • The effect is disabled when not crouching,
  • sprinting, being seen, or using a loud weapon.
  •  
  • Tactic 4: Guerrilla
  • Allies within 10/20/30/40 meters, (power range)
  • deal 50/100/150/200% more damage, (power strength)
  • to unalerted enemies.
     
  • Augment: Stratagem
  • Strategy becomes extra effective.
  •  
  • Phalanx, while blocking,
  • 10/20/30/40% damage is reflected back at your attacker.
  •  
  • Cover, enemies deal 3/6/9/12% less damage, (max 75%)
  • for each ally attacking them. 
  •  
  • Reconnaissance, While crouching, allies mark enemies they aim at,
  • marked enemies can be seen through walls up to 10/20/30/40 meters away,
  • marked enemies receive 10/20/30/40% more damage.
  •  
  • Guerrilla, Allies can perform back attack finishers on alert enemies,
  • that are targeting an ally, for 50/100/150/200% more damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 2: Overawe

  • His presence inspires his allies to do better,
  • and his enemies to do worse.
  •  
  • Ally damage and armor: +10/20/30/40% (power strength)
  • Enemy damage and armor: -5/10/15/20% (power strength)
  • AoE: 6/12/18/24 meters (power range)
  • Duration: 5/10/15/20 seconds (power duration)
     
  • Augment: Demoralize
  • His enemies fear his approach, and often cowered in the dirt where they stood.
  • Demoralized enemies take more damage.
  • Enemies that see him have a one-time chance to become Demoralized.
  •  
  • Demoralize Chance: 6/12/18/24%
  • Demoralize Duration: 5/10/15/20 seconds
  • Demoralized Enemies Take: 20/40/60/80% more damage

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Power 3: Elimination

  • While active, all damage dealt by Domar is converted into Finisher damage,
  • all Domar's projectiles have innate punch-through for the duration,
  • and "locked out"/AFK allies can be harmed.
  • (If you will not serve in combat, then you will serve on the firing line!)
  •  
  • Cast Cost: 20 Energy (power efficiency)
  • Drain: 14/11/8/5 (power efficiency and duration)
  • Finisher Damage Conversion: 20/40/60/80% (power strength)
  • Projectile Punch-Through: 0.3/0.6/0.9/1.2 meters (power strength)
     
  • Augment: Execution
  • Head-shots with non-automatic/shotgun, guns have a chance to Ignore stats of invincibility.
  • (like Krill and Ruk's armor, Wukong's defy, Nezha's Halo, Rhino's Skin ect)
  • (can't hit things in the rift unless also in the rift)
  • Invincibility ignore chance: 10/20/30/40%
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Power 4: Commander's Stance

  • Domar casts aside his coat,
  • equips his saber in his right hand,
  • and his revolver in his left.
  • Alt-Fire switches between Gun-first and Sword-first stance.
  •  
  • Right hand Melee Weapon: Judgment
  • Weapon Type: Rapier
  • Appearance: Saber
  • Damage: 100/150/200/250 (power strength)(affected by melee weapon mods)
  • Slash: 50/75/100/125
  • Puncture: 35/52.5/70/87.5
  • Impact: 15/22.5/30/37.5
  • Range: 2 meters (affected by melee weapon mods)
  • Crit Chance: 15% (affected by melee weapon mods)
  • Crit Multiplier: 2.5x (affected by melee weapon mods)
  • Status Chance: 20% (affected by melee weapon mods)
  •  
  • Left hand Ranged Weapon: Redemption
  • Weapon Type: Pistol
  • Appearance: Revolver
  • Damage: 100/150/200/250 (power strength)(affected by secondary weapon mods)
  • Slash: 0/0/0/0
  • Puncture: 50/75/100/125
  • Impact: 50/75/100/125
  • Range: FOV
  • MIN Range: 1.5 meters (unaffected by anything)
  • MAX Range: 30 meters (power range)
  • Crit Chance: 20% (affected by secondary weapon mods)
  • Crit Multiplier: 2.0x (affected by secondary weapon mods)
  • Status Chance: 15% (affected by secondary weapon mods)
  • Accuracy: 80% (affected by secondary weapon mods)
  •  
  • While melee attacking, Domar will randomly shoot the closest enemies in range.
  • MIN Range: 2 meters (unaffected by anything)
  • MAX Range: 15 meters (power range)
  •  
  • Gun-first stance,
  • Left foot forward, left arm in front, gun in left hand pointing up.
  • right arm down to the side with weapon tip pointing forward.
  • Attack, channels energy into your gun increasing it's damage for 5 seconds at the cost of 10 energy.
  • Hold Block/aim, aims your gun. while aiming you can shoot your gun with attack.
  • Tap Block/aim, to parry a melee attack. (parried enemies are staggered)
  • Melee attack, performs slashing focused melee combos.
  •  
  • Sword-first stance,
  • right foot forward, right arm in front, melee weapon held horizontal with tip forward.
  • left foot back and pointed to the side, left arm down with pistol pointed forward.
  • Attack, channels energy into your melee weapon like normal.
  • Hold Block/aim, aims your gun. while aiming you can shoot your gun with attack.
  • Tap Block/aim, to parry a melee attack. (parried enemies are staggered)
  • Melee attack, performs thrusting focused melee combos.

  •  
  • Augment: Commander's Dance
  • Move and sway to the beat of war.
  • These movements allow lightning fast responses to incoming threats.
  •  
  • Projectile Dodge Chance: 18/36/54/72%
  • Auto Parry Chance: 23/46/69/92%
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Quest: Honor and Duty

  • The Arbiters of Hexis contact the Tenno, they found something interesting during a trip to Lua.
  • Scriptures depicting a tale of an Orokin General that fought against the Sentients.
  •  
  • Mission 1: Investigation.
  • Wander through a ruined Orokin Library on Lua,.
  • talk with the members of the Arbiters that are there.
  • read several ancient books about Domar and the war against the sentients.
  • Solve puzzles by answering riddles found in the books.
  • In the final room behind all the puzzles, you find a secret archive full of forbidden knowledge.
  • In there, is a map that shows that battle plan to defend Lua against the sentients.
  •  
  • Reward: Domar Blueprint
  •  
  • Mission 2: Investigation+Excivation
  • Use the map from the forbidden archives to find the first location where a battle took place.
  •  
  • Strewn about the Moon's surface, the giant bones of a great Sentient lay.
  • Place excavators on some of the bones to obtain Sentient Bone Fragments.
  • However, Sentients will attempt to destroy the excavators, you must defend them.
  •  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  • ~~~~~~~~~~
  • (PS4)EmilsTekcor suggested the finisher damage conversion.
  • ~~~~~~~~~~
  • ssj782 suggested less trolling with not taking other player's weapons or the ability to kill them.
  • ~~~~~~~~~~
  • Dwolfknight Suggested the changes made in Domar build 2.5
  • ~~~~~~~~~~
Edited by General_Durandal
Tweeking
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Passive: good


1st: inevitable trolling
2nd: not bad
3rd: maybe not have them incapacitated? otherwise, it's a good ability
4th: WAAAAY TOO OP!!!

The concept has changed and evolved a lot since my original reply, here is what I think of it currently

His basic stats could still use some armor, in the 200 to 250 would be a good amount for him, his passive should have a maximun amount of stacks, I would say around 50 giving him 250% total (just to make sure its not exploited)

His first abillity is a pretty good, but I would recommend, since reconnaissance is only active while crouching, that it becomes a invisibility or 100% "harder to detect"

His second is also pretty good. Nothing to talk about this one

His third I don't think the afk extra damage is needed since we already do so much damage but ok, also remember that finisher damage is a 2.5x multiplier against all faction, I would recommend that you raise the drain cost to something people would not want active at all times like most togles are, of course lowering the activation cost if there is any.

About the augment, I don't think anything should be able to go through invulnerability states, maybe in pvp but not pve, I suggest something like innate punch through on everything (around 2 to 5 meters) or the ability to always do the highest multiplier the creature has as a hitbox for example moas have a 2.5 on her head hitbox.

His 4 all I can say is  this would be a good intruduction to dual wield, not the glaive+single but the 1h sword+single which I assume rapiers count as a single 1h sword, that would also mean you would not need to hold block to aim as you would be always aiming, tap block/aim to parry could still work, the secondary fire could still switch stance and/or be a toggle channeling for both saber and revolver, since we don't get channeling for dual wield.

All in all it's a really good concept and it came a long way,not many concepts get this far and I hope this makes into the game he would fit right into my mesa+excalibur loadout, not joking, I do have one, can't remember the name and I am nowhere near a pc.

Edited by Dwolfknight
Updated
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yeah how about giving headshot a chance to do 10000 finisher damage so low level bosses and enemies would die in one hit, but I was thinking how about having first let him be harmed by allies and give the same buff, also you could do a lot with the whole military theme like personally when I think military ninja I think of the werewolf from hellsing ultimate. 

cause you know he is amazing...

and a werewolf 

e1bbf1bda4103abfe9c1aa3cc1fc27e4.gif4312654-the_captain___werewolf_forest_at

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22 hours ago, (PS4)EmilsTekcor said:

yeah how about giving headshot a chance to do 10000 finisher damage so low level bosses and enemies would die in one hit, but I was thinking how about having first let him be harmed by allies and give the same buff, also you could do a lot with the whole military theme like personally when I think military ninja I think of the werewolf from hellsing ultimate. 

cause you know he is amazing...

and a werewolf 

e1bbf1bda4103abfe9c1aa3cc1fc27e4.gif4312654-the_captain___werewolf_forest_at

That is the kind of coat I was thinking about lol.

I like the idea of turning his damage into Finisher damage.

And, maybe his passive could be friendly fire, but every time an ally hits him he gets a buff,

but maybe that should be with a different warframe.

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30 minutes ago, General_Durandal said:

I've still got quite a few cooking up.

I'm thinking that one's passive would be taking damage gives him temporary damage boosts.

But only in melee.

How about a 4th that can store damage indefinitely and then deals that as finisher damage in one shot and have it scale with power strength.

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5 hours ago, (PS4)EmilsTekcor said:

How about a 4th that can store damage indefinitely and then deals that as finisher damage in one shot and have it scale with power strength.

I was actually just working on one that had a similar power, but was having trouble thinking up other powers for it.

So I started working on another, which I just uploaded.

You should also look over Domar's info a gain, I changed quite a bit, and added augments too.

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I love playing support roles that feel like they are also a part of the game and not just spamming their best buff or heal.  Even within the lore I could see some tenno from the old wars coming out of cryo-sleep with their centuries of experience to lend a hand on the field of battle.  Of course, in my head Excals already were that lol.

I'm a bit rusty on the game at this point, been a while since I played regularly, but the #4 doesn't seem too OP to me.  If it IS though, maybe just raise the energy cost or something, because honestly I don't know what else to change, I really like it thematically.  I remember people thinking Excals #4 was way too OP.

Edited by mrbalthazr
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On 2/4/2017 at 8:20 PM, mrbalthazr said:

I love playing support roles that feel like they are also a part of the game and not just spamming their best buff or heal.  Even within the lore I could see some tenno from the old wars coming out of cryo-sleep with their centuries of experience to lend a hand on the field of battle.  Of course, in my head Excals already were that lol.

I'm a bit rusty on the game at this point, been a while since I played regularly, but the #4 doesn't seem too OP to me.  If it IS though, maybe just raise the energy cost or something, because honestly I don't know what else to change, I really like it thematically.  I remember people thinking Excals #4 was way too OP.

Sadly, all tenno are immortal tweenagers. I call them Teeno.

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Lowered power, health, and passive chance and fear chance.

Lowered  Requisition 's drain.

Lowered Overawe's range, increased it's duration.

Lowered  Elimination's damage conversion, and dealt damage to allies, and increased it's drain.

Added more stats to Commander's Stance, like revolver damage and rapier damage.

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  • 2 weeks later...
On 2/15/2017 at 7:41 AM, (PS4)EmilsTekcor said:

oh how about one of those long magnum pistols like in resident evil. Also I do like the ability to damage allies, but I know for a fact that people will hate it. So how about it changes to let domar be damaged by allies then give him a significant buff based on how much damage he has taken from allies. 

IRL those are meant to be used two-handed, wouldn't be very wieldy with Commander's Stance.

They kick like a rifle.

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2 hours ago, ssj782 said:

Too much troll. I can honestly say that if I ever got into a group with an 'ally' that can steal my weapon and also kill me, I would leave instantly. Not just no. H**l no. It would be so much worse than the old tonkor trolling.

Umm tonkor trolling? Yeah I think it'd make sense if allies could hurt or have the negatives placed on him in exchange for an extreme buff. 

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11 hours ago, ssj782 said:

Too much troll. I can honestly say that if I ever got into a group with an 'ally' that can steal my weapon and also kill me, I would leave instantly. Not just no. H**l no. It would be so much worse than the old tonkor trolling.

Good points.

Requisition now only gives him a copy of the weapon.

Elimination now allows the harm of AFK players instead of all allies.

Quote

If you will not serve in combat, then you will serve on the firing line.

 

Edited by General_Durandal
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On 2/25/2017 at 7:23 AM, (PS4)EmilsTekcor said:

Umm tonkor trolling? Yeah I think it'd make sense if allies could hurt or have the negatives placed on him in exchange for an extreme buff. 

You obviously weren't here when the tonkor originally came out. Douchey players would use it on allies to blast them sky high and into packs of enemies, off edges to remove buffs... worse than Vaub's bounce pad.

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2 hours ago, ssj782 said:

You obviously weren't here when the tonkor originally came out. Douchey players would use it on allies to blast them sky high and into packs of enemies, off edges to remove buffs... worse than Vaub's bounce pad.

I've been playing since way before the tonkor came out, granted I have like 20 hours in the first two years of this game on my pc. I have however been playing for 3 years now on ps4 so I was definitely around when it first came out and I don't remember that.

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1 hour ago, (PS4)EmilsTekcor said:

I've been playing since way before the tonkor came out, granted I have like 20 hours in the first two years of this game on my pc. I have however been playing for 3 years now on ps4 so I was definitely around when it first came out and I don't remember that.

Ah, I just noticed you're on console. That may be why. It's possible only pc had to go through the hell that was the original tonkor. I'll ask in region. Maybe they'll know.

I asked. Some remember the horrible bouncing of the tonkor, but no one seemed to know if consoles got to skip the hell. I would assume they did, since it got patched out in a week or three. It not only bounced you, it did 50 damage to you as well. I saw quite a few allies that went afk die that way, lol.

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