Jump to content

Weylin

Members
  • Posts

    104
  • Joined

  • Last visited

Everything posted by Weylin

  1. I thought it would be nifty if same-level IOs could be combined in the management screen. You could combine a damage and accuracy, for example, and you'd get one dual-IO with 60% of each (or however that multi stat upscaling thing works)
  2. A sentinel is someone who keeps watch, so how do we make that descriptor into a valid and useful game mechanic? Maybe some kind of toggle that immobilizes the sentinel and buffs themselves and adjacent allies? +range +acc +damage +absorb +heal on hit? Some combo of those? Would be kind of like a "siege mode" for those games which have a class that can switch between a versatile mobile and tough/powerful stationary mode. Mobility isn't hugely important in this game, so you're not really a sitting duck by sitting still, so I'm not sure what would suffice.
  3. Here's my take on it... Two mutually exclusive toggles - Offensive Stance & Defensive Stance Only one can be active at a time. Shooting at an enemy with any weapon procs a stacking debuff that either makes the target increasingly vulnerable, or whatever defensive actually does, +lifesteal? -tohit? -damage? The effect reaches full strength at 10 procs or something, so having two Sentinels will get it there a lot faster, or they can apply both at once if they split. Each stack of the effect decays over time, so a sentinel can't cap both at once. I'm not sure how to make it clearly visible in-game how much it has built up on a given enemy, but overall it should be far more consistent, and it should be designed to easily reach maximum strength against EBs and AVs well before they go down in a team fight.
  4. Day 9, food is running low, I still find myself trudging through the tangled strands of the ancient source code. They warned me, they told me I shouldn't go, I thought I knew better. Never mind, I have to keep going, I've come too far to turn around now, I know I'll find the root of all this evil eventually. I may die, but I will leave a note for anyone who stumbles across my bones - "just play petless MM lol"
  5. I've recently tried using Thugs, and they seem to have no problem at all attacking from range. They have a 16 second melee, and a 2 second pistol shot, and no other attacks unupgraded, but they seem to have no problem holding back from my current observations. Robots though? the T1s and T3 both make a mad dash to smash the very moment they can. Against tough melee enemies this is instantly fatal, or else I wouldn't have brought this issue up in the first place. They simply shouldn't be attacking at melee range unless they are well-equipped to do so.
  6. I still want to know what directories the relevant files are in. I have dozens of tabs open in Notepad++ and none of them seem to be relevant to specific configurations.
  7. It really burns me up for a restoration project to be under this kind of oppressive bullshit I'm very much pro information freedom, and seeing things that are not personal information get suppressed so heavily makes me want to scream. Hell, our personal information gets thrown around legally and in higher quantities than some abandoned game source. Disgusting, really. I'd appreciate it if someone could point in the hypothetical direction of the hypothetical pet configurations. This code is so hypothetically scattered all over the place that even spaghetti is more structured
  8. There's like 20 different included files related to pets, and all of them are full of comments about "touch this and everything will @#$^ing break" 🤣 edit: hypothetically speaking of course
  9. Where can I find the source code related to henchmen? I'm combing through it right now but keep getting pestered, so I'll dig in later.
  10. Protector bot seems to do just fine staying at range, so y'all will really have to excuse me for thinking it's nonsense that the same behavior can't be conveyed to other ranged pets.
  11. Your primary powers will be devoted entirely to your pets, the 3 vacant abilities can then be used for something like special pet commands and abilities, if not removed entirely. With the removal of personal weapons from the pet pools, Masterminds will then be given exclusive access to a new pool category, and like with epic pools, can only choose one of them. Each pool would have 3 attacks, essentially the MM weapons but disconnected from the pet pools. You can have 4 standard pools, 1 epic pool, and one Mastermind weapon pool. Now you can be a cowboy with revolvers and wolves under your command, and not forced to throw birds and insects at bad guys. Now you can be a soldier with a kinetic assault rifle, with new fancy-tech robots following your lead. Now you can be a shady lady with a whip who keeps her thuggy boys in line. Whatever combination you want, the choice is yours, and now you can make it. This shouldn't affect balance much, the mastermind weapon pools will be just as powerful as they are now. EDIT: Related
  12. Do we actually know what the AI script is like... at all? Or is everyone here just going off of conjecture? Is each pet AI scripted individually, or does it use a modular and scalable system? Something in between? Who knows! There still hasn't been any official reply to this besides telling me to shut up and stop bringing it up 3 times a week.
  13. I just type /ah then sort salvage by quantity, and start dragging those into the auction house in stacks of 10 and work my way smaller so that slider doesn't have to be set to max each time. Would love to be able to reject common salvage as a drop though, or let us compress 10 of them into the next level up or something.
  14. This is the build I'm working on, but I want to get it just right before I do a respec and work towards getting those enhancements. My primary goal is maximizing henchman survival Any feedback is appreciated. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Tammy Starforge: Level 50 Technology Mastermind Primary Power Set: Robotics Secondary Power Set: Force Field Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Flight Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Pulse Rifle Blast Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(34), Apc-Acc/Rchg(34), Apc-Dmg/EndRdx(34), Apc-Dam%(37) Level 1: Force Bolt OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(13), OvrFrc-Acc/Dmg/End(13), OvrFrc-Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End/Rech(33), SuddAcc--KB/+KD(33) Level 2: Battle Drones ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(3), ExpRnf-Acc/Dmg/Rchg(3), ExpRnf-EndRdx/Dmg/Rchg(11), ExpRnf-+Res(Pets)(5), CaltoArm-+Def(Pets)(5) Level 4: Deflection Shield LucoftheG-Def/Rchg+(A), LucoftheG-Def(23) Level 6: Pulse Rifle Burst SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Rchg/SlowProc(11) Level 8: Insulation Shield LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 10: Equip Robot EndRdx-I(A) Level 12: Protector Bots SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(42), SprCmmoft-Rchg/PetAoEDef(43), EdcoftheM-PetDef(43), SvrRgh-PetResDam(43) Level 14: Photon Grenade Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(15), Rgn-Acc/Rchg(15), Rgn-Dmg/EndRdx(17), Rgn-Knock%(17) Level 16: Kick FrcFdb-Rechg%(A) Level 18: Repair EffAdp-EndMod(A), EffAdp-EndMod/Rchg(45), EffAdp-EndMod/Acc/Rchg(46), EffAdp-Acc/Rchg(46), EffAdp-EndMod/Acc(46), EffAdp-EndMod/EndRdx(48) Level 20: Dispersion Bubble LucoftheG-Def/Rchg+(A), LucoftheG-Def(21) Level 22: Tough UnbGrd-Max HP%(A), ImpSki-Status(23), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(33) Level 24: Weave Rct-Def/EndRdx(A), Rct-Def(25), ShlWal-ResDam/Re TP(45) Level 26: Assault Bot SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(27), SprMarofS-EndRdx/+Resist/+Regen(27), SlbAll-Acc/Dmg/Rchg(29), SlbAll-Build%(31), OvrFrc-Dam/KB(31) Level 28: Combat Jumping LucoftheG-Def/Rchg+(A), Rct-ResDam%(29), Ksm-ToHit+(45) Level 30: Repulsion Field EndRdx-I(A), EndRdx-I(39), FrcFdb-Rechg%(39) Level 32: Upgrade Robot EndRdx-I(A) Level 35: Repulsion Bomb SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/Rchg(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), SprFrzBls-Rchg/ImmobProc(37) Level 38: Force Bubble EndRdx-I(A), EndRdx-I(39) Level 41: Maneuvers Rct-Def/EndRdx(A), Rct-Def(42) Level 44: Fly BlsoftheZ-ResKB(A) Level 47: Scorpion Shield LucoftheG-Def/Rchg+(A), DefBuff-I(48) Level 49: Power Boost RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 1: Brawl GldStr-%Dam(A) Level 1: Prestige Power Dash Empty(A) Level 1: Prestige Power Slide Empty(A) Level 1: Prestige Power Quick Empty(A) Level 1: Prestige Power Rush Empty(A) Level 1: Prestige Power Surge Empty(A) Level 1: Sprint UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest Heal-I(A) Level 4: Ninja Run Level 2: Swift Run-I(A) Level 2: Health Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(21), Mrc-Rcvry+(40), RgnTss-Regen+(40), Prv-Absorb%(48) Level 2: Hurdle Jump-I(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(40), EndMod-I(42), EndMod-I(50) Level 50: Agility Core Paragon Level 50: Ion Judgement Level 50: Degenerative Core Interface Level 50: Polar Lights Core Superior Ally ------------ http://www.cohplanner.com/mids/download.php?uc=1528&c=713&a=1426&f=HEX&dc=78DA6593C94F136118C6BFE94C45DA6259BAB0B46C82A5423741BD2911C54469428410BD586B3B2D4DDA0E694B22470FDEDC2FFE0BEE271770431363F47FC0FDE48125A2074D4C7D99E78569E824CD6FBE7779BEE77BFB4DF4C251DBC3E3170F0BA97E241B2F1663D178B1A41672997CD232A926A6F35A564BCF097AEC93F15C6EAE73A2142FA4B4425AADA158AB511D9B98CDE5B47CF094765E2B6512C5B68AD491D9542A38AA15126A6C34A36693A26E5CD3B2C1D14C7ABA94C9A76DFA6A4C8DCFD0C2BEB948AA85E27466C68AD2EC46ADE7D84C2611AC108EC64912EBB966F2E3A7DF8259F0535644C0244444115D41668819067B22E05965ABC72C96643D66FBC8FC04367E063BBF30BF2B3A9FD17E12F74AABD033AD317F82967550F9C5FC46F42A224612327A25D929E93997037C4EBA66D635DFC65E3BEE30EF823BEF31EF839607E039420DEBD6B06E33EBBE20D15AE4446D97D063AF2866E5BDAC6FF9BCEF40FF7B70EF07E60F2AF3117FA3F725F5D6F1BCEB0671BE5D43CCFD60FD01E6419E0B99B34BF060BF84D822E934B08786CB880D5C01035799D798D7C1D00D3041E76D829ED4C4E775F07965DACB899CECFC23EBDE5D5E499F7FFB3EFE2FDD582B54EB46ADC9BD8A5CF30A3870127C4D3E5BD867CB14E6DD7A9A7906F40CC357FB08F32B7A5DA4DFC6FA6DECD3B3CEFAFF84EE2149125EAEF1F2FFB367933CAB37E4A183FFC30ECEA9D4D7CDBEBA1FC1C7EEC7CC27CCA760CF3C73014C117AF9BEF46EDBB3813CF7F16CFB78267E9E899572FDECA37F09DEE62915E4FA209F31D40EAD159B1061D49BC2FD8845B6D1637C8BB431DFB9CA58991E11AE8A44AA22835591A1AAC8D846846FA2907182A851551E57B6BE6E21F5C0616DFDD6575B5EB6509EFBA500F2AB464C91BA7002C71426E13B21E937D07708372EB48CFC4AA54E1F74D68C982CDD8237DF4DD0DFC95363FE7511505B6E7418EFC36EE33DE034DEFF03F88BEEC4 Robo FF Auras Weylin.mxd
  15. We do have a beta server to test all these different things on. Maybe some way to test several at once to see which ones cause problems or not?
  16. What about toggled holds on ranged pets? Does that break the AI at all? Do they continue to shoot while rooted in place but still able to activate powers?
  17. Remove brawl? Pet immobilization aura? Give them an instant-recharge ranged attack? Make Stay and GoTo override their urge to attack a target? Literally anything. I do not care. My patience for their unfathomable imbecility has reached its absolute limit. The cries of my team mates, as robots sprint and jump and push them around, desperately trying to get that one single slap in... rings in my ears. The sparks of defeated robots who ran up to an Arch Villain for 0.1 seconds... burned into my eyes. The massive hordes of pissed off Freakshow Stunners, aggroed by a robot who disengaged from Group Fly and spazzed off into the horizon... immobilizing me for 3 minutes straight. god im so done
  18. No, no I'm not, they're being idiots and running in to slap every 5 seconds and I'm constantly having to pull them back... but oh! There's command lag, so they run up and instantly die before the command to move back even registers. Infuriating. Furthermore, I space my minions out as much as possible, while still keeping them in Supremacy range, so AoE flung at range, and poison pools are at least minimized. But this is all for nothing, as they will always break position to slap, and thus, die instantly. Go To? Nope, they break ranks and run to slap. Stay? Slap. Passive? Yeah, but now they stop bodyguarding and do fuckall. They still slap if you order them to attack from passive.
  19. I'm not sure how it happened, but I was doing a rikti mothership raid and some random buff made my teleport power miraculously allow for a few seconds of normal flight, and it made it feel 1000 times better to use
  20. Just generally higher AoE resistance would be great as well. Sure you can slot some pet auras, but that gets you what... 30%? Wont mean shit when an AV is doing 2000-3000 damage in a single strike. And have fun wiping out a whole tray of inspirations to keep them from dying instantly for 1 whole minute.
  21. I suggested before that Group Fly should have a 2nd aura that only applies to pets but at a much much greater range Will anything ever be done about it? I doubt it, because nobody except MM's care about MM's, except for the person who replies and says I'm wrong.
  22. Yeah, I mentioned that in the OP, but again, you're using 6x as many inspirations to buff your overall stats as much as any other AT. Whereas a blaster, for example, only needs to pop 1 damage inspiration, you would need to pop one on yourself, your x3's, your x2's, and your x1.
  23. I still don't entirely understand what No Redraw functionally does
  24. It would help a lot with discerning the difference between selling uncrafted or crafted, see if paying 600,000 in rare materials + the crafting price is worth doing or not.
×
×
  • Create New...