Biowraith

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  1. So if I flag myself as Helpme will people start giving me free stuff?
  2. Crabs get that aura too in Fortification. But yeah, probably Huge body type at work there.
  3. Quote:
    Originally Posted by Residentx_EU View Post
    I've been reading the MP guide above. I just have a few questions:

    1. How close do you have to be to your mercs to pass inspirations to them? Is it roughly the same as to pass inspirations to other characters? Can I give inspirations to other MM's pets during combat?

    2. When you do a summons, each time the a new soldier is called he's dumber, right? My first summoned merc will be Lx(whatever my level) -1, right? If he dies, the next summons will be Lx -2, right? Will this keep going like this or will it "bottom out" at a certain point(Lx + -5 maybe)?

    3. Merc speak. I see the /petsay_all<{(command)}>{message} to have the Merc's speak. Will this be a one time change or a permanent change until I change it again? Example, my Mercs now says "Rock and Roll!" Will this command change this?

    4. What are differences between these enhancements:

    Edict of the Master: Defence Bonus
    Call to Arms: Defence Bonus Aura

    Sovereign Right: Resistance Bonus
    Expedient Reinforcemetn: Resist Bonus Aura

    5. The Alpha slotting. I thought Musculature Cardiac Radial was the highest Damage but after reading the MP I discovered that the Musculature Core Boost is better for DPS.

    My questions about the Alpha:

    1. Will the Alpha slotting affect me and my henches or just me?
    2. I see Muscle Boost and Muscle Core Boost, I see the obvious differences( damage only vs. damage and immobilization). Are the percentage increases different between these? I've seen IOs that had multiple features but had reduced increases %-wise.

    6. Zoning. My Mercs go everywhere with me but I've seen necros and hell beasts die with other MMs. What causes this? Is this just software instancing? They die on one side and just reappear on the other side?

    7. I hear everyone blast the Mercs but what do they do that the others can't?
    1. Not sure, never really paid attention, but pretty sure it's a longer range than handing to players. I *think* it may either be unlimited range, or within supremacy range, but I'm mostly just guessing. Easy enough to test though - use a goto command to get the pets far away from you, then pass an inspiration and see if they take it.

    2. The pet level will not get lower each time you summon them. It's based on how many pets the power can summon: When you first get Soldiers, it only summons one pet, so that pet is the same level as you. At a certain level (for the life of me I can't remember which - 6?) it starts summoning two pets, and at that point it changes to them being -1 level. At 18 it starts summoning three pets, and at that point it changes to them being -2 levels. It'll stay -2 levels for the rest of your career (save exemping back below 18). Similar story for Spec Ops. Commando is always your level.

    3. The things pets say like "Rock and Roll" is fixed (linked to the commands you give them) and won't ever change. The /petsay commands are one off speech - they'll immediately say whatever you've put in the command at the time you hit return, but won't say it again without another /petsay command.

    4. The difference is what powers they can be slotted in. Edict of the Master and Sovereign Right can go in any pet power (that is, the 3 tiers of Mastermind henchmen pets and powers treated like pets including those from other powersets such as Tornado or Dark Servant). Call to Arms and Expedient Reinforcements are a different set type, and not as many powers are flagged to accept them - the 3 tiers of Mastermind henchmen pets can't slot them, but powers like Tornado can.

    5. The alpha slotting will affect your henchmen as well as you. I don't have the % information handy on the different slot types right now though.

    6. Yes, I'm pretty sure it's what you describe - the pets die on exiting the zone to be automatically resummoned on the other.

    7. The main thing mercs have over other pets is the tier 2 pets, the Spec Ops, get some aoe controls that trump the more limited controls other sets' pets get. Or should trump them; the problem is they're on quite long timers and the player has little if any control over when their stupid pets use them, so they're just as likely to throw them at a single half dead minion as they are to hold an entire spawn (and if they hit the single half dead minion it's gonna be a while before they get another chance to use them intelligently). Other than that mercs don't do much that the other sets don't do equally or better (though I guess they get a bit more mileage from procs).
  4. The Scrapper, all else being equal, is just a bit better. The one area Stalkers have an advantage over Scrappers - burst damage - they a) aren't far enough ahead to compensate for the fact that b) that advantage is not as important to CoH combat as the advantages Scrappers have.

    That said, the gap's not big enough that I'd begrudge taking the Stalker, and really *everything* else would need to be equal (right down to character name) for Scrapper vs Stalker to be the issue that determined who I chose.
  5. I've been focusing on my Crab Spider and my Dark/Dark(/Dark) Defender.

    The Crab because he's probably my most powerful character (and most fun to play, even back in his pre-IO'd levelling days) and it's amusing to make him even more powerful.

    The Defender because he was my first character, and until altisis really took hold, my main. So he is always one of the first I break out for new content or progression. Plus, not-a-healer disclaimer aside, I was kinda amused at the idea of getting the AoE heal to break 500 on the green numbers.

    I did notice a disproportionate amount of melee types out there; I'm guessing it's because they're some of the easier/simpler ATs to build to be strong soloers or powerful in general, so a lot of people will be kitting those out first (similar to me and my Crab). I was a little surprised at the lack of MMs and Stalkers last night though - expected to see more of them given that this is one of the few times either AT will be actively sought after for an SF.
  6. The ability to set up a direct debit for base rent.
  7. Fwiw, I ran an LRSF with 2 team members who already had the tier 3 slot, nobody mapserved or crashed for the duration. A couple hours later ran an LGTF with 1 team member who a tier 3, and I crafted and slotted my own tier 3 between missions 1&2, and again no mapserves or crashes. Then ran a solo mission with the same char, no problems. This was on Freedom.

    Also ran an STF after that on Victory with nobody having issues, but I'm unsure whether anyone had already got their tier 3 in that one. And probably unrelated, but my /netgraph is currently showing massive amounts of packet loss etc (about 90% red or yellow blocks) in Cap au Diable in Freedom at the black market (improved a little inside the university, pretty much went away in Sharkhead).

    Edit: I can't remember the exact team makeup, but the LRSF it was a ???/Stone Brute and a ???/Kinetic Corruptor who were level shifted, while the LGTF it was a Night Widow and myself on a Crab (summoning Spiderlings and Disruptor Bots regularly).
  8. Biowraith

    Darkest Night

    -damage is resisted by damage resistance, but with the wrinkle that any given type of damage resistance only resists -damage for the equivalent type of damage.

    That is to say, if a target has smashing resistance, any smashing damage attacks they have will be less affected by -damage (but any e.g. energy attacks they have will be debuffed fully, unless they have energy resistance too).

    This also means -resistance actually boosts the effects of -damage.

    I'm not sure what the underlying formulas are (or if there's just a cap on -damage), but you can't reduce a target's damage to zero.
  9. Biowraith

    Demons

    I believe Enforcers does have a similar issue with its +defense, but it interacts with defense debuff rather than damage (so people notice / care about it less). If you slot defense in the Enforcer it'll also display the equivalent amount of defense debuff in the enhancement screen (and vice versa), but again just as a display bug as the separate enhancement type flags on their abilities don't allow it to cascade down (HOs might enhance both, not sure).
  10. Biowraith

    Demons

    It's to do with the game treating damage and damage resistance as the same thing internally (or something to that effect). That's the only power that can take both types, so that's why you don't see it elsewhere (though similar things happen in a few places with other enhancement types). It doesn't actually have the effect the enhancement screen shows because the pet abilities are flagged separately from the pet summon power with regards which enhancement types they can take i.e. the pet summon is flagged to take both so you get the screwy numbers shown, but the pet's attacks aren't flagged to accept damage resist, and the ember shield isn't flagged to accept damage, so neither actually cascade down to them and they get enhanced normally. Or something like that, I'm working from memory of other people's explanations in earlier threads.
  11. Biowraith

    Demons

    It's purely a display bug - underneath everything is enhancing the way you'd expect them to, with the usual caps.
  12. Quote:
    Originally Posted by Arilou View Post
    A) Does damage set bonus get inherited by your pets? I presume not.
    B) Best APP/PPP?
    C) Apart from Assault, any other good way to boost damage from your pets?
    D) End issues: How to fix them? I'd rather have a better alpha (rech or dmg) than the Cardiac one I'm using currently.
    A) No
    B) For damage, or in general? In general, not sure there's really a clear leader. For damage, I'd go with ones that have multiple AoE - low MM damage can be sorta compensated if you're hitting lots of targets - still crappy per target, but adds up across an entire spawn. Especially as AoEs can take the Positron damage proc, and many of them can take another on top of that.
    C) Procs - not much can be done for Zombies, but Grave Knights can benefit from Lady Grey damage proc, Achilles -res proc, Soulbound buildup proc, though I'd only pick 2 of those so's not to compromise acc/dam slotting. Also Lich can take Cloud Senses proc for a bit of a boost (since about 80% of its attacks and controls can trigger it).
    D) Slotting endurance reduction (frankenslotting/sets can help do this without sacrificing other areas), Numina and/or Miracle uniques in Health, Performance Shifter proc in Stamina (in addition to actual endmod enhancement).

    And as maligned as they are, you could also take the other personal attacks - they're low damage, but Dark Blast and Gloom can both take the Cloud Senses proc for a bit of a boost (and if you really want to throw money at the problem, one can take the Apocalypse proc too). If nothing else, they give you something to do besides reapply debuffs.
  13. Biowraith

    MM IO Procs

    In addition to the unique IOs mentioned so far, for specific pets I find the following procs useful for adding a bit more damage:

    Necromancy
    Grave Knights
    : Touch of Lady Grey: Chance for Negative Damage; Achilles Heel: Chance for Res Debuff
    Lich: Cloud Senses: Chance for Negative Damage; maybe Dark Watcher's Despair: Chance for Recharge Slow (I'm not sure how useful that one is without other -recharge to stack with).

    Mercenaries
    Soldiers: Touch of Lady Grey: Chance for Negative Damage; Achilles Heel: Chance for Res Debuff
    Spec Ops: Touch of Lady Grey: Chance for Negative Damage; Achilles Heel: Chance for Res Debuff (maybe less so than Soldiers due to lack of AoE, but the level difference means better effects on their single target attacks)
    Commando: Explosive Strike: Chance for Smashing Damage

    Ninjas
    Call Jounin: Touch of Lady Grey: Chance for Negative Damage; Achilles Heel: Chance for Res Debuff

    Robotics
    Assault Bot: Explosive Strike: Chance for Smashing Damage

    Thugs
    Call Enforcer: Touch of Lady Grey: Chance for Negative Damage; Achilles Heel: Chance for Res Debuff (though they're a bit tight for slots as you'll probably also want to enhance their Maneuvers' defense, and still find room for basic accuracy and damage slotting)
    Call Bruiser: Explosive Strike: Chance for Smashing Damage

    Demons
    I've not really tested damage procs on them yet, but I'm thinking Impeded Swiftness: Chance for Smashing Damage could work well in Demon Prince, depending how its attacks are flagged. I don't see any other obvious openings.


    In each of these cases I've picked the pet/proc combo(s) because the pet in question has a chance to fire those procs on most or all of their attacks (e.g. Jounin have -def on all their sword attacks, so procs from -defense sets get good mileage on them), and/or those attacks are AoE.

    If I haven't mentioned a pet or proc it's because there are few if any attacks that would benefit (e.g. Battle Drones can take Explosive Strike: Chance for Smashing Damage, but it'll only proc on one of their (single target) attacks), and there's frequently better uses for the slot (if nothing else you'll want somewhere to slot the res/def aura IOs mentioned in previous posts).
  14. Low +def values like MM Maneuvers aren't useful on their own, but stacked on top of lots of others and it becomes more valuable. But it's worth noting that it stacks just as happily with -tohit, which /Dark has lots of.

    That said, /Dark has so much -tohit that e.g. Maneuvers is arguably overkill and not worth the extra endurance (/Dark can already be a bit of an endurance hog at times). On the other hand it can help pick up the slack when the purple patch reduces the effectiveness of the -tohit. It's not always a simple choice.

    I'd agree with the hold usually being a better choice though - it's always worth having the ability to immediately take problematic enemies out of the picture.
  15. Quote:
    Originally Posted by Nicro View Post
    I don't believe the -Damage component of Darkest Night is resistible so its like a ~20% boost to your resistance across the board.
    -Damage is a little different in that it is resisted by the corresponding type of damage resistance. That is to say, smashing damage resistance on the target will make -damage debuffs less effective when applied to the target's smashing damage (and only smashing damage) attacks.

    This gives the following scenarios:
    * Enemy has no damage resistances at all - damage debuffs are unresisted.
    * Enemy has damage resistances, but they are of different types than the attacks they deal (e.g. lethal/smashing resists, but energy attacks) - damage debuffs are still unresisted.
    * Enemy has damage resistances, and attack damage types to match (e.g. energy resists and energy attacks) - damage debuff is resisted by an equivalent amount.

    This also means you can boost -damage debuffs by applying -resistance debuffs to the target.

    Also, while it's unaffected by Purple Triangles, it does still scale by relative level like any other debuff (i.e. lower values vs +4s than +1s).
  16. My experience with the two sets is that Dark provides a fair bit more damage mitigation/prevention, while Thermal has easier to use heals (esp. vs MM Dark's reduced radius) and a bit more offense. So my /Thermal's pets take damage more often, but when they do I'm not fighting their AI so much to ensure they catch my heal. In any case, I don't think switching to Thermal would really improve your pets survivability, though you may find you prefer the playstyle.

    If you stick with Dark, early on I'd make sure and pick up Darkest Night, Tar Patch and Fearsome Stare as priorities, though everything save Black Hole is worth getting in the end.

    You can also opt for Provoke or Intimidate, to draw aggro away from your pets and onto you (while in Bodyguard mode of course).
  17. I lean towards survivability more, if only because it seems to me (as in, from playing, with no analysis of the numbers) that a build configured for survivability makes more of an impact on said survivability than a build configured for damage has on said damage. If I get my blaster to the s/l defense cap (or even just ranged cap), that has a pretty huge impact on their survivability. If I go for +dam and +rech instead, sure I'll pump out more dps, but I don't notice the increase nearly as much (and the basic ED enhanced damage is already sufficient to stomp on things, whereas the basic survivability tends to keep me fairly well acquainted with the hospital staff).

    Course, they're not mutually exclusive, you can enhance both; I'll just focus more on the survivability and take what I can get along the way for the big orange numbers (and won't make any crazy sacrifices in damage to get that last 2% defense). I do have some glass cannon types that've gone all out on damage output without worrying at all about survivability, and they're fun to play, but they also reinforce my beliefs from the first paragraph.
  18. Quote:
    Originally Posted by Spazboy View Post
    what im getting at is: do i keep shadow fall? is leadership worth it? do i get veng if im gonna be teaming alot? do i need both my upgrades? ancillary or patron!? WHICH ALPHA!?!?! oh god so many questions T.T
    Yes, yes though end usage may hurt a bit paired with dark, yes if you're taking leadership already, definitely YES, up to you really, depends on your build and its current performance.
  19. I knew there was a reason I hate teaming with Samuel Tow!


    (and I refuse to elaborate further on what that reason is!)
  20. Quote:
    Originally Posted by Aura_Familia View Post
    The only thing I'll say is that some saw the lack of more slots when stamina went inherent as a semi nerf.
    But we know those people were just plain wrong, right? I mean, that's one of the few cases where it's not just difference of opinion: they got to keep everything they had before it went inherent, and then got some extra stuff. Nerf, or even semi-nerf, requires some kind of reduction - that it wasn't as much extra stuff as they wanted doesn't change that "got to keep everything they had before it" is 100% contradictory to "nerf".
  21. Quote:
    Originally Posted by Bosstone View Post
    Everyone was taking Stamina because they needed that level of endurance recovery. Taking away a strong solution and giving a weak solution, even if it was free, would not have been satisfactory.

    In this case, you're taking away the risk of shields dropping every 4 minutes. A more stable but weaker buff is absolutely keeping in balance. Again, I suppose it's possible that they might conclude extending the duration won't hurt balance, but this isn't as "dire" a situation as Fitness. (I still don't really agree with the decision, but that's done and gone.)
    Fitness isn't not the only time that reasoning has been used to oppose a suggested change, just the most obvious and recent. In the case of inherent Fitness, it's actually made us more powerful rather than less.

    I'd also question exactly how much "risk" you're taking away - it's already pretty trivial to keep a team perma-bubbled (tedious at times which is why people sometimes request this change, but still pretty trivial). The shields aren't "unstable" - with a simple timer you can predict exactly when they'll fail, and even without you get a graphical warning early enough to ensure no actual downtime in buff. Increasing duration would increase quality of life but not really increase power levels (you're getting the same +def, and unattentive players aside it's usually going to be perma or close to it either way), whereas decreasing +def would definitely decrease power levels whatever the duration - on a powerset that many already consider to be somewhat struggling to compete with other buff/debuff sets. Sounds like weak solution vs strong solution to me.


    But I want to stress, I'm not saying that a buff duration increase *definitely would not* mean a reduction in buff strength - it might. I'm not even arguing that we really must get an increase - it'd be nice, but I can see some potential pitfalls and I can cope with the current setup.

    I'm just arguing against the assertion that it most definitely *would* result in a lower buff strength. It's a prediction that's been made often enough in similar scenarios and then failed to come true often enough that it's just not a given. Sometimes a buff comes without a nerf - and in this case, the buff is far more to quality of life than it is (if at all) to actual character power levels.



    (Someone with better memory than me - did they not already increase Force Field and Sonic buffs' durations? I have this vague but nagging memory of them starting out as 2 minute buffs)
  22. Quote:
    Originally Posted by Waylorn View Post
    Which do you think:

    1. Is the most survivable
    2. Offers highest DPS
    3. Has the smartest henchies

    Also, am taking advices about EPP/APP, which set offers the best synergies?
    1. I don't think there's much in it. Demons get a fairly good (well, within the context of stupid pets) healer pet, but then all Necro pets end up with a basic self heal option. Demons get a lot of -recharge from the tier 3, and better personal resists, but the Necro tier 3 pumps out quite a lot of mez and -tohit.

    2. Demons have a bit more AoE potential (though not to the extent of Bots/Thugs' burn patch abuse), a couple of pets do -res for further damage increases, and their tier 3 is more damage focused. Necro is better at single target (though if you're careful you can leverage zombie vomit to good effect) and more proc potential (pop an Achilles and Lady Grey proc in Grave Knights for example). Dependent on procs, spawn density, and what you're fighting, I'd probably give Demons the edge overall.

    3. I'm not sure I'd use "smartest" in the same sentence as "henchies" Current MM AI loves to send pets into melee, and both sets are quite happy in melee. That's about the best you can hope for from MM pets, really.
  23. For what it's worth you can boost his damage a little by including the Cloud Senses proc (though admittably it's not the cheapest IO out there). It'll obviously not put the Lich on par with offensive tier 3s, but with 3 cones to proc from it can still add up.
  24. Quote:
    Originally Posted by je_saist View Post
    Question: what previous game / power changes have been made that are similar to this situation?
    The most obvious and recent example would be making Fitness inherent. A number of people were opposed to it for the (apparently) sole reason that "if they make Fitness inherent I guarantee you they'll nerf it in some way to compensate". The prediction did not come true. There's been others.

    (Apologies if I didn't respond to your whole post but it was quite large, and I got the impression early on that you'd misunderstood exactly which aspect of Claws' argument I was unconvinced by).

    Quote:
    Originally Posted by ClawsandEffect View Post
    So you REALLY believe that we could get a massive increase in the duration of buff powers, without seeing an accompanying massive decrease in their effectiveness?

    The devs seem to have decided that the balance point of those shields being as good as they are is having to recast them every 4 minutes. If the shields were more powerful, the duration would likely be shorter. If the duration was longer, the shields would be less powerful.
    Sure. They're already perma, and if you pick your timing for rebuffs it doesn't even have to eat into your dps or other activities. It'd largely just be a quality of life change, it'd not actually make the characters any more powerful so there'd be no need to weaken them to compensate.

    I'm not sure I'd advocate "massive" increases (though I suppose that depends on your interpretation of massive), but I'd definitely like to see stuff like ID or SB increased a bit (and in anticipation: complaints from those who do not want those buffs is a whole other thread), and I'd not say no to a further increase in the shield buffs.


    edit: I'll expand on not advocating "massive" increases in that I agree that durations of e.g. 30 minutes would create the scenario of people logging on buffbot alts before a mission, buffing the team, then switching back to the char they really want to play. It was common practice in the MUDs I used to play. I'd probably favour the mastermind-pet-upgrade style aoe effect instead, though it'd need coding not to affect the caster and the unwanted speedboost issue would likely need addressed. Or just don't make the increase that massive, 1.5x to 2x would improve quality of life without being hugely abusable.
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    I can all but guarantee that, if durations were increased, the potency would take a sharp drop off.
    I am unconvinced by your certainty, especially given previous game/power changes where players had been making similar assertions prior to the change.