Jibikao

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  1. Quote:
    Originally Posted by theduke24 View Post
    Yeah, i wonder why they picked controllers and MM's?
    I can see why MMs because MM is a lot different from all the other ATs. The choice of Controller is interesting.

    I can't remember the exact stats but I thought more controllers and mms were made in recent months than other ATs? If so, these two choices make sense. You want to restrict something that more people want. :P

    New players can still make their Warrior "Scrapper" and Mage "Blaster" as their first toon though. Ugh..such simplification.
  2. Quote:
    Originally Posted by Entropic_Shift View Post
    With the fuzzy bits added on, you're looking at around 2,115-ish damage for melee-only, and about 1,940-ish damage for start-from-range Jounin.

    I've not tried to factor in Smoke Flash, either. That's probably good for another couple-to-few-hundred damage, depending on how things worked out.

    This is, of course, single-target, but this is what you get for Ninja fragility: A Can of Whoop-***.

    (Enforcers averaged around ~1290 from Jibikao's results, and Spec-Ops were turning in around ~820. Just for comparison's sake.)

    One thing about Jounins is that while they deal great ST Melee damage when the target is not moving, their damage potential can be greatly reduced if the target is moving/flying or if the target gets knocked back and they have to chase which happens all the time with Genins.

    If the target is moving, Jounin would chase and delay in attacks. I've seen numerous times when the ninjas would chase, pause, hit once and then chase again. All that potential DPS is lost!!! The worst is against flyer like Longbow Eagle. They would chase and if Eagle is in the sky, the Ninjas would just ruin in circles for a while (this is the exact reason why I want my Oni to only cycle Ring of Fire, Char and Fire Blast! I don't need 6 pets chasing). Ugh. It's like once the pet's mode change to "melee", it takes time for them to realize that they need to switch to "range" mode. Stupid.

    Grave Knights, in this regard, is a bit better because they have two range attacks in Dark Blast and Gloom which do good damage. Poison Dart isn't exactly a great range attack in most cases. It is useful for -regen however.


    If I can remember, I'll post Genin and Zombie's numbers tonight. I can tell you that Genin's damage potential is very high for minions. The level shift in trials will make Genins deal the most damage of all 3 tiers (if they don't die of course. hehe).
  3. So it begins...

    You know what, I used to be against F2P because I always wanted to feel special and I wanted my voice to be heard. Paying customers tend to have more rights than non-paying ones. If I feel something is wrong, I'll voice my opinion and I hope my voice/concern is heard.


    During the time I took a break from this game, I've tried two F2P games and in both of them, I ended up paying MORE per month because I had to buy extra slots, bag space and whatnot. Allods is one of the games I've tried. The bag space is so freaking small that I had to spend like $19.99 to buy extra bag. $19.99 is more than one month subscription!!!


    I am also impatient. If I know there is a new powerset that can be unlocked by doing numerous grinding or can be locked by purchasing, I always choose purchasing. My business is growing and TIME is more valuable to me. I rather spend the money now to try new things than waiting to be unlocked.


    It seems like most major games are switching to F2P. I won't trash it for now because if it happens, it happens. I am not so old that I want to resist any new changes. I am going to be open minded for now and see what happens. As long as the VIP portion of it is handled well, and it gives the company more money to develop the game, then I am fine with it.


    The article mentions that new "powers" can be purchased? If that means I can buy a new power for an existing powerset, then I'll definitely do it. :P
  4. Most of my MMs take at least one primary attack and it really depends on which set I am using.

    For Merc, I took M3 Grenade because soldier's aoe is really lacking due to narrow cones and M3 Grenade has pretty large radius and it offers 50% knockback which adds more soft controls and I get to put two damage procs in (smashing and energy).

    For Necro, I took Gloom and Gloom is an awesome attack even on MM. I prefer Gloom over Dark Blast because during the heat of battle, I may not have time to keep blasting so I rather use Gloom than fast recharging Dark Blast. I used to run a Necro/Storm that focus on blasting but that's before they nerf's Pet's Recharge. I used to put -recharge in Lich and Grave Knight and all 4 of us were shooting many dark blasts. It was fun while it lasts.

    The only set that doesn't make sense (at least in my opinion) is Ninja. The two archery attacks deal way too little damage. The cone attack is ok I guess. You can slot for energy proc and eventually purple proc for knock down. However, I prefer throwing Smoke Flash on Oni as Oni's damage is better than me and I get to save more power slots and choice.


    You are right about Active Participation though. Sometimes if I don't attack at all, I may feel bored.

    I think part of the reason why some don't take any primary attack is that the master has useful/active secondary set that keeps them busy already. Between babysitting the pets and using secondary powers, they may not have time to attack themselves. I know whenever I am on a large team, I am so busy supporting my teammates and my pets that I barely have time to attack myself,. When I solo, I have a lot more time to blast.


    If you take both ST attacks and slot them, you may be dealing just as much damage as 3 minions (minus the babysitting part!). If you find your minions die too quick for your liking, then don't slot them much and only use them for bodyguard mode and use attack powers yourself.
  5. My main problem with knock back is pbaoe knock back like Solar Flare in Human Peacebringer. It scatters way too much.


    I wish there were more Knock up than knock back.


    In Champions, knockback and down can actually improve your damage because there is strong "fall" damage. That makes knock back/up way cooler as the target who gets knock backed to a wall so hard should be "hurt" more. :P I know it won't happen in this game but some knockbacks are just too annoying to deal with. Trying to reposition all the time can be very annoying.
  6. Quote:
    Originally Posted by Redlynne View Post
    Remember, the Ninja Primary powerset was designed by Geko and signed off on by Statesman back in the Issue 4-6 days ... not by Castle, and most definitely not by Black Scorpion. I'm thinking it's a far safer bet to say that Ninjas ... and Mercenaries(!) ... were just horribly, horribly designed to begin with, and they've had the fundamentals of the game they operate in changed out from under them (Global Defense Nerf, Enhancement Dysfunction, Inventions, Incarnates, Pets Ignore Recharge, Mothership Raids, Modern Hamidon Raids, etc. etc. etc.) and they've just never been brought back into alignment with how things ACTUALLY work in the game we've got today. Ninjas and Mercenaries are essentially "legacy" powersets that not only never kept up with the times, but which have been pretty much "left behind" as the game has continued to advance into the future.
    I don't know who design what but I can tell you the two newer sets Thug and Demon are better designed. The powers have much better synergies.


    In fact, the dev should have re-evaluate recharge time in some of pet attacks when they decided to get rid of them. The pet AI change benefits some pets (like Fly Trap and Genin) that have a mix of range/melee but for pets like Soldiers, they are 95% range so the AI change only makes them worse by forcing one or two pets go melee.

    Set bonuses can make other ATs so much better because of +recharge and +defense. MM's pets don't benefit much from it so in the end, some pets are lagging behind in terms of performance and damage.
  7. Quote:
    Originally Posted by SpacePope View Post
    Oh, I'm not complaining about the stats, sorry if I presented it that way. It was mostly a question of curiousity.

    I'm at level 35, so I've got plenty of defense going around. It's not that the minions are dying too fast. Well, except the arsonist, as noted. I can't really explain what it is. I'm just not liking the feel. Which is terribly vauge, I know.
    Well, I parked my lvl 37 Thug/Trap on Triumph for over 3 years now. :P That set put me to sleep 'cause it was too good at that time. So yeah, I can sort of understand the feeling of not liking a set even when it's powerful.

    I am weird in a way that I like Ninja, Merc and Necro. I've never leveled a Robot past 18.
  8. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Go post numbers in the Mercs thread so I can have more stuff to compile. I'm gonna have time this week to PM Black Scorpion with every decent idea in the Mercs thread, and numbers will definitely help out with getting a good idea as to what would be acceptable. I'm still all for snipe doing way more damage.

    As for riflebutt, make it a mag 4 stun and increase the damage by a moderate amount, but by no means should it deal more or even even damage with snipe. Snipe should deal at least 1.5x more damage than it currently does.
    Yeah, I didn't realize Snipe's damage is that low. I don't think they would increase stun to mag 4 as even controllers don't get that.

    If they want spec-ops to focus more on controls, the best thing they can do is change Riflebutt to Bean Bag Round so we know Spec-Ops will use at long distance rather than waiting for the enemies to get close.
  9. Quote:
    Originally Posted by SpacePope View Post
    Just as a note, I've been trying a Thugs/FF out of curiousity, and despite Thugs' general better damage numbers and ability to take every pet unique, I'm not liking it as much. Does Enforcer leadership have a small radius? It feels like it does.
    Well, Enforcers' maneuver from pet detail is 30' radius. Did you slot some +defense in Enforcers? Do you have two of them out?

    The benefit of Thug is that you can slot two more pet unique in Gang War to get up to 10% Defense and 20% resistance. 10% defense is actually higher than what Genin and Oni have.

    I've done tests on Enforcers and even if the minions die (mainly Arsonist), your enforcers are still doing very good damage.
  10. Just want to let you know that of all the Ninja combos I've tried, Ninja/FF is the best one especially once you have Power Boost. Jounin's defense will be well over the soft-cap and Genins will be over the soft-cap too as long as they stay within your Dispersion bubble. You just need to follow them closer.

    Part of the reason /FF works much better on Ninja is that two bubble shields stay on them! I've tried Ninja/Trap before and it's hard to keep the ninja within FFG range because they just run so darn fast and if any of Genin knocks back with Crane kick, you'll need to chase as well.

    Ninja does not fit well with resistance sets like Thermal or Pain because the Ninjas themselves have almost no resistance (only Oni has some) to stack with. A fire shield that provides 20% resistance is not going to save Genin when it matters.

    Trick Arrow's debuff values won't help much. Basically to ensure Ninjas survive longer, you are pretty much limited to bodyguard mode or /ff and /trap with team teleport so you teleport with FFG and ninjas together.


    But after testing most of the pets on the weekend, I can tell you that Ninja set's damage potential is really quite high. Remember, it's the "potential", not the real numbers because Ninjas die the fastest.

    Hey, at least this is a good news for Ninja because Stalker has the least survival in terms of HP cap and yet Stalker deals the least amount of damage of all "DPS" ATs. Stalker ranks behind Blaster, Scrapper, SoA, some Dominators and some Brutes.


    One change I really want to see if giving Ninjas higher AoE defense. It's fine if they die by taking one single hit because at least they suffer for the team but it truly sucks that one aoe from a boss wipes out most of Genins.

    I've been testing Ninjas a lot and their design is better when they "spread out". The benefit of spreading out is that Caltrops and Rain of Fire last longer. If you focus fire on the first target, your caltrops/roa may end too quick. Genin's Crane Kick also works better when they find their own target. The knockback helps their survival a bit. However, spreading out is also extremely dangerous because Ninja chases too fast! I almost never let my pets choose their targets on a large team (hence why I hate bodyguard mode) because I am so afraid Ninja is going to chase. When I am soloing, I don't really care if they spread out. Spreading out helps Oni's AI too as he tends to cycle other attacks on different targets.



    Now the key question is, is Ninja's damage Horribly Strong to match their Horribly Weak Survival?:P
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It either doesn't increase it at all or only increases it for the duration of the power boost. I can't recall which be either way it isn't really useful.
    Mmmm, FFG is a pet. Not sure if power boost can improve a pet's buff defense. Oh well.
  12. This is a re-post:

    Man, I am bored at work and I keep posting! lol Anyway, I've been looking at Spec-Ops numbers and something doesn't seem right to me:

    Burst (21.77) x 7 = 152.39
    Heavy Burst (34.53) x 3 = 103.59
    Brawl (25.70) x 3 = 77.1
    Riflebutt (7.62, a stun) x 3 = 22.86
    Snipe (49.05) x 2 = 98.10

    Yes, it's that SNIPE!!!! Spec-Ops' Snipe has 16s recharge and I believe it has no interruption.

    For a 16s long range attack, its base damage is pathetic at 49.05. This ratio just doesn't seem right to me. Clockwork boss pet has a Chest Beam that is going to have reduced recharge from 30s to 16s. Now that Chest Beam hits HARD and it's a small cone attack.

    I don't want Spec-Ops to shoot faster or anything. I think Snipe just needs to be better. Snipe has terrible activation time at about 3.90s so making it recharge faster doesn't make it a good attack chain.

    The dev refuse to give Spec-Ops Stealth Strike and that's fine. They just need to increase Snipe's base damage to match a REAL snipe brawl index. A real snipe on Corruptor like Moonbeam has base damage of 115.1 and Dark Blast has 41.7. Looking at this number, a real snipe's base damage is almost 3x higher than a basic 4s attack.


    I am not asking much but can we at least increase Snipe's base damage from 49.05 to 69.06? Heavy burst has 6s recharge and double that is 69.06. Remember, Snipe has 16s recharge so double the damage from a 6s attack is still not that much.


    Another idea I have is to add more damage in Riflebutt. Yes, your spec-ops probably rarely uses it but this attack has 16s recharge as well and it already does damage. I think Spec-Ops can use any damage increase they can get and I really hope the dev can increase Riflebutt's damage to 34.53. 34.53 is like a 6s attack.

    I mean Riflebutt is situational attack at best. If the mobs dare to come close, spec-ops need to at least make them pay!
  13. Man, I am bored at work and I keep posting! lol Anyway, I've been looking at Spec-Ops numbers and something doesn't seem right to me:

    Burst (21.77) x 7 = 152.39
    Heavy Burst (34.53) x 3 = 103.59
    Brawl (25.70) x 3 = 77.1
    Riflebutt (7.62, a stun) x 3 = 22.86
    Snipe (49.05) x 2 = 98.10

    Yes, it's that SNIPE!!!! Spec-Ops' Snipe has 16s recharge and I believe it has no interruption.

    For a 16s long range attack, its base damage is pathetic at 49.05. This ratio just doesn't seem right to me. Clockwork boss pet has a Chest Beam that is going to have reduced recharge from 30s to 16s. Now that Chest Beam hits HARD and it's a small cone attack.

    I don't want Spec-Ops to shoot faster or anything. I think Snipe just needs to be better. Snipe has terrible activation time at about 3.90s so making it recharge faster doesn't make it a good attack chain.

    The dev refuse to give Spec-Ops Stealth Strike and that's fine. They just need to increase Snipe's base damage to match a REAL snipe brawl index. A real snipe on Corruptor like Moonbeam has base damage of 115.1 and Dark Blast has 41.7. Looking at this number, a real snipe's base damage is almost 3x higher than a basic 4s attack.


    I am not asking much but can we at least increase Snipe's base damage from 49.05 to 69.06? Heavy burst has 6s recharge and double that is 69.06.


    Another idea I have is to add more damage in Riflebutt. Yes, your spec-ops probably rarely uses it but this attack has 16s recharge as well and it already does damage. I think Spec-Ops can use any damage increase they can get and I really hope the dev can increase Riflebutt's damage to match Snipe's damage. That way Spec-Ops has two decent burst damage which will be different from Robot's and Enforcers. Since riflebutt is melee, the damage should be a bit higher than snipe. Maybe 74 or something?

    I mean Riflebutt is situational attack at best. If the mobs dare to come close, spec-ops need to at least make them pay!

    What do you think?
  14. Quote:
    Originally Posted by Zamuel View Post
    I've been sitting and thinking about this since I'm not sure if it can be disabled that way. However, I think I may know of an easier fix that would retain the same goal:

    Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) set to not break their Hidden status.

    Poison Dart's crit is pretty negligible and Caltrops can't crit so I can't see where a balance issue could arise.

    One thing they can do for Poison Dart is making its DoT a fixed value rather than a "chance". If it's just a long DoT attack, then each tic should critical just like when Corruptor scores scourge with TT in Dark Blast.

    This will be a good way to make sure Jounin doesn't have high front load damage with poison dart but in the mean time the critical damage isn't wasted with the initial lethal damage. An easy way is to make Poison Dart do dual damage lethal/toxic rather than lethal first and then toxic. TT in Dark Blast does smashing and negative.
  15. Something I've noticed when I was testing pets this week.

    Under Pet Details, melee attacks still show range of 5'. It should be 7'. It's very hard for me to tell if it's just a typo or not. At any rate, a typo should be fixed.

    Having 7' reach is important as it improves cone attacks like Golden Dragonfly and Zombie's Vomits.
  16. My Ninja/FF hits 50 today. Power Boost + force field shields work wonderful for the Ninjas.

    I know power boost can't increase buff powers that have +resistance or +damage component (hence can't improve sonic shields and world of pain).

    But Force Field Generator is a pet and it only has +defense. Does anyone know if Power Boost can increase FFG's defense? That will be awesome!
  17. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    This was discussed in the Mercenaries thread, but it still stands that Spec Ops need buffs.
    Yup. I've posted a lot of feedback and ideas on spec-ops but I've never really calculated their actual damage until yesterday. I know their damage isn't high but I didn't expect to be THIS LOW.


    By the way, I've also tested Lich and he produced 410.06 - 471.24 damage in 60s which is similar to Spec-Ops. Sad isn't it? I thought for sure Lich would have produced the least amount of damage. (of course level difference isn't calculated but in the future Trials, all MM pets will be even level).

    Lich used 22-24 powers while Spec-Ops used 19 powers.
  18. So I went ahead and tested Jounins and Grave Knights since they are Lieut pets. During the tests, I've noticed something very interesting about Grave Knights.

    Same test. One minute.

    Grave Knights
    Start at melee range:
    Dark Blast (25.02) x 7 = 175.14
    Gloom (44.06) x 1 = 44.06
    Slash (30.59) x 3 = 91.77
    Hack (50.17) x 2 = 100.34
    Disem (59.96) x 1 = 59.96
    Head (91.46) x 1 = 91.46
    Life (30.59) x 2 = 61.18

    Total = 623.91 (this is pretty bad!!!)

    Then I start GK at long range
    Dark Blast
    Gloom x 6 = 220.3
    Slash x 6 = 183.54
    Hack x 4 = 200.68
    Disem x 4 = 239.84
    Head x 3 = 274.38

    Total = 1118.74 (this is the highest I've got for 60s)

    --------------------

    Conclusion: Grave Knight, just like Oni, seems to have different "modes". When I started GK at melee range, I was expecting a lot more melee attacks but it turns out starting at melee distance messes his AI even more (same as Oni!)! I did two tests starting at melee range because I couldn't believe how bad the performance is. First time only 16 attacks used and second time 17 attacks used. Not good.

    Then I started GK at long distance and all of sudden, GK came alive and used 22 attacks (mostly melee swords and Gloom) in 60s which result in 1118.74 base damage.


    I did another test with Oni this morning and when you have a good mix of range and melee attacks, you have High and Low performances.


    Now, Spec-ops' test run only produced 425ish damage which is 50% less than GK's damage. And mind you, GK has two range attacks just like Spec-ops. On a full team, GK doesn't always go melee. Yikes, spec-ops' damage is THAT pathetic.

    I'll post Jounin when I get home.
  19. Quote:
    Originally Posted by Redlynne View Post
    Jounin can too.


    Which means that 2 Enforcers give EVERY THUG (including Gang War!) AND THEIR MASTERMIND more +Def vs All than the entire Ninja Primary gives any of its summons, or the Mastermind. Truly, Ninjas totally underperform at (self-)protection with 7.5% (Genin) and 12.5% (Jounin and Oni) as their MAXIMUM and totally UNENHANCEABLE values!
    Which MM set should be treated as the "base-line" performance? Definitely not Robot or Thug.

    I didn't know Enforcer's maneuver buff the master. I am pretty sure it only buffs Thugs and other MM's thugs?


    Ninja's problem, besides survival, is their synergies. They have too much knockback and Oni is not consistent. Ninja's RAW DAMAGE is high though. If you force Oni to always use Ring of Fire, Char and Fireblast, you'll have a boss pet that is very useful. I hate fire swords with a passion. It really messes Oni up.
  20. Quote:
    Originally Posted by Rigel_Kent View Post

    There's also the matter of making pets affectable by recharge buffs and debuffs, but again, that's all pets. Spec Ops are just especially affected by the devs' attempted AI hack.
    I can't remember it now but I think Spec-Ops can only take tohit debuff set which means if -recharge had worked, it would only affect Flashbang and not Tear Gas and you only have 6 slots and the better way to slot spec-ops is still procs IMO.

    The problem with having two aoe controls is that they don't have the AI to use them "effectively". If it's human that controls Spec-Ops, I am sure we can spread out AoE and not to use them on a single target, one after another or on a running minion. There are so many times when Spec-Ops shoot gas/flashbang on a runner. It would have been nice if they "save" them for the next group but there is no way we can predict that unless we direct them NOT TO ATTACK, which will only hurt dps.


    The problem with Spec-Ops is not only they are not providing that "safety" for the group, they are also dealing pathetic damage without proc damage. For a pet that has zero aoe damage, its single target damage needs to "excel". The only thing spec-ops beats is Protector.

    I haven't tested the two lieut Demon pets. I know one buffs/heals and one debuffs and has more melee attacks. They have much better synergies.


    When I was doing a mayhem the other day, I was thinking... man, wouldn't it be nice if the two lieut pets are Ghost and Equailizer? One shoots flashbang/tear gas and one shoots aoe glue grenade and casts acid mortar? The stealth power also serves no purpose. It doesn't give critical damage and its +defense is meaningless.
  21. Yes, I know Jounin and Grave Knight can use -defense sets too. I don't want to compare Spec-Ops to melee-oriented pets but I am very confident that both Jounin and Grave Knight can out dps Spec-Ops by a LARGE margin.

    I mainly use Enforcer because Enforcer is primarily range.


    I know Commando should be the main source of AoE damage and maybe that's why Spec-Ops have zero aoe but even in the Single Target damage department, they are lagging way behind Enforcers and other Lieut pets (minus Protector).

    I rarely play Robots but I believe Protectors have photon grenades that can be used once every 16s and they have 50% to product mag 2 stun? And doesn't Seekers have stun and debuffs too?


    I just want to point out just how bad Spec-Ops is. The design is flawed with two long recharge aoe controls. I can understand the restriction on AoE control because even for Dominator the aoe control has 240s recharge, but Soldiers only have S/L resistance and they lose out on other +defense/resistance because their form of "defense" is through controls, and their controls suck. And no, Medic's healing is only mildly useful outside of battle and Medic is usually the first one to die anyway. lol
  22. For a simple 60s test against Dummy, the damage number difference is:

    Spec-Ops 885.50 VS Enforcer's 1298.80 (Enforcer's damage is about 46% more!)

    This is sad? Oh no, NOT YET!!!

    Of 1298.50 Enforcer damage, 639.15 is Cone + Target AoE damage!!!!!!

    Which means Enforcers can debuff with AH Proc way more efficient than Spec-Ops. For the same time spent, Enforcers (two of them) can probably debuff 3-5 targets and Spec-Ops can only debuff 1.

    -----------------

    Oh wait, Spec-Ops is not all about Damage. They are about controlling. You wanna talk about controlling?

    I did 4 tests on Spec-Op this morning and in those 4 times, both Tear Gas and Flash Bang are used within 5s of each other. Twice he used them in a sequence. If they are truly about controlling, they should spread about the AoE because what's the point of adding a mag 6 Hold to a mag 6 Stun? If the target is already stunned, there is no point in adding Tear Gas's -damage/hold. If a target is held, there is no point in adding Flashbang's tohit debuff. Do you see my logic here? I am using mag 6 because I am going to assume both of them hit the same target.

    Spec-Ops' design is simply bad. You never want to rely on your pets for controls because there is no way we can choose when to use those powers. As bad AI as Spec-Ops, it doesn't help that Flashbang recharge in 2 mins and Tear Gas recharge in 3 mins!!!


    But wait, Spec-Ops has awesome Mag 3 melee Stun. Well, being a melee stun, this means 75% of the time they won't even use it because mobs don't get that close enough and I am not sure if Pet Window is wrong but melee attack in pets still show 5 radius. They should be 7 radius just like the rest of "melee".
    -------------------------

    How awesome are Enforcers? To start, Enforcers have more time to deal damage because their form of "defense" is leadership Maneuvers. It doesn't require them to shoot Web or Tear Gas. At lvl 50, Maneuver gives 8.43 defense-to-all and two of them you'll have base 16.86. And if you use the theory that 1 defense equal to 2 resistance, then technically, the two Enforcers are buffing the gang with 33.72 Resistance.

    Of course I know there's drawback. The drawback is that leadership radius is only 30' and that's why minions may die very soon if they run out of it (by the way Bruiser has standard S/L resistance with some Fire, Cold and Toxic).

    With Enforcers being this awesome, who cares if one or two minions die? In fact, I would take at least one personal attack and say screw you minions.

    --------------------------


    I mainly want to compare Spec-Ops VS Enforcers because both of them can use -Defense set and both of them are primarily range. I want to point out that Spec-Ops being able to take -Defense isn't the reason why Merc is balanced. It is not. Even with -Defense set, it is still lagging way behind Thug in terms of damage.


    A more fair comparison would be Merc VS Robot, but we all know Robot is one of the best MM sets because the pets survive much better than Merc and Assault Robot has -regen so in an AV fight, he is going to contribute much greater than Commando.



    Your thoughts?
  23. Test 1: 60s : Melee Range
    Burst (21.77) x 7 = 152.39
    Heavy Burst (34.53) x 3 = 103.59
    Brawl (25.70) x 3 = 77.1
    Riflebutt (7.62, a stun) x 3 = 22.86
    Snipe (49.05) x 2 = 98.10
    Web x 2
    Gas x 1
    Flashbang x 1

    Total base damage is 454.10 and with 95% enhancement = 885.50
    ----

    Test 2: 60s: Starting at long range
    Burst x 6 = 130.62
    Heavy Burst x 3 = 103.59
    Brawl x 1 = 25.70
    Riflebutt x 2 = 15.24
    Snipe x 3 = 147.15
    Web x 2
    Gas x 1
    Flash x 1

    Total base damage is 422.30 and with 95% enhancement = 823.48
    ----

    I've always felt Spec-Ops is THE REASON why Merc feels under-performed. The set's damage is really low without AH Proc and Negative Proc. I've always thought sets are not balanced with procs in mind. Is Spec-Ops the only MM pets that can take -Defense procs?


    Nope. Enforcers can take them too. Are you ready to see Enforcers' numbers?
    ------------

    Enforcers
    Starting at melee range (to get the most potential damage)

    Uzi Burst (24.77) x 6 = 148.62
    Uzi Heavy (40.99) x 4 = 163.96
    Uzi Cone (40.99) x 3 = 122.97
    Uzi Dual (68.92) x 2 = 137.84
    AoE Clips (22.32) x 3 = 66.96
    Brawl (25.70) x 1 = 25.70

    Total base damaged is 666.05 and with 95% enhancement = 1298.80
  24. Flashy? I would suggest:

    1. Fire/Trap Corruptor. Man, nothing is more "graphically intense" than big green clouds and colorful fiery rain.

    2. Sonic Resonance and Force Field. They are flashy alright.. more like annoying if you choose very bright color.


    3. Earth/Storm: Earth is not only flashy, it also produces a lot of noise! Storm? You have Hurrican that blocks people's view and cool Lightning Cloud. :P

    4. Plant's Creeper is also very flashy.
  25. I find Weaken and Envenom's activation time a bit too long. They are only ST target. Freezing Rain takes about 2s but it hits like 10 targets.

    For a ST debuff to work well and frequently, activation, recharge and endurance need to be reduced. And also, you don't need to put +accuracy in Tar Patch and Freezing Rain so I think these two ST debuffs need to have an innate accuracy bonus like Archery.

    Freezing Rain only costs 22.8 endurance. If you put Weaken and Envenom on the same target, you already spent 26 end. T_T

    I propose:

    Envenom
    9.75 end (like Gale's cost)
    8s Recharge
    Activation time 1.00s (currently 1.33s)
    Accuracy Bonus 1.20x
    Debuff S/L Resistance by 36%. I propose this because /Poison weakens the body the most. Your physical form is weaken so you take more Smashing/Lethal damage. Other resistance type remains at 30%.

    Weaken
    9.75 end
    10s recharge
    Activation time 1.33s (currently 2.07s)
    Accuracy Bonus 1.20x

    I agree that we should keep the Single Target oriented-theme but in order for Single Target attack/debuff to work well, activation time must be quick because of the same period of time, /Poison can only debuff one target while other debuffs are affecting several targets.
    ----------------

    Poison Trap - NEEDS TO BE RENAMED!!!!
    1. Get rid of 4s interruption

    2. The Sleep and -Endurance effect is too similar to Static Field. I was reading some of the suggestions and I, too, agree that /Poison should deal some damage. Whenever I think of poison, I think of DoT damage and debuffs. If we don't want to break the cottage rule, I propose this:

    When "Poison Bomb" gets set off, the Green Clouds deal initial AoE 40.4 Toxic Damage and then the affected targets are put to sleep, just like how Frozen Aura function. 40.4 damage is like a 6s attack like Dual Pistol. Repulsion Bomb does 30.6 damage but that has 30s recharge. Poison Trap has 60s and it requires 5s casting time.

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    Neurotoxic Breath

    1. Allow it to accept Hold Sets. That's it. If it can, then at least you can put Chance to hold and proc damage to make it more interesting.

    ----------------

    Noxious Gas

    1. Reduce recharge from 300s to 240s.