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Rudra

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Everything posted by Rudra

  1. That's a new one on me. Thanks. Does only rad armor have this?
  2. Closest thing to it would be having unresistable regeneration. There is no -regen resistance in the game.
  3. Motorcycles would require more than just that given how characters move and how motorcycles don't. I would love to have vehicle type options in the game including motorcycles, but cars and motorcycles don't have lateral movement capability. How about speederbikes like from Star Wars or grav bikes like from CO?
  4. How about stone walls, ceilings, and floors that match the stone blocks available under arcane? So added walls and floors can actually match the base style. Arcane and ancient base styles aren't even close in appearance. Barring that? Some actual office options would be nice.
  5. Two things mentioned in this thread I would like? 1) Make MM pets less fragile. Ninjas somewhat address that by being able to have their defense enhanced in the first upgrade power and robots do too by being able to enhance their resists in the first upgrade power. A general improvement to MM pet survivability would be welcome though. (Maybe so that the pets stop being one-shot by the more powerful enemies? I don't know.) 2) Make MM pets invulnerable to harm when first summoned for a second or two. This way they don't spawn in already dead because a mob threw a massive damage AoE that killed the pet before it could even be rendered arriving on the screen. I don't know what to do about their accuracy though, since it only really comes into play on like +4 runs.
  6. Talk to Agent Hassell in Steel Canyon. He is an unlockable contact. The requirements are be at least level 10 and have the Villain Disruptor badge. Zone Steel Canyon Coordinates (-2495.0, -83.9, -1355.0)[Copy] Level Range 10-50
  7. Wow you are trying. Because no one factors rate of fire/recharge into DPS. I have no idea what I was thinking about trying to figure out their respective DPS instead of assuming they would make a single solitary attack and then stand there with their thumbs shoved somewhere inappropriate. Look, I'm not saying MM's out-damage Blasters. For crying out loud, Blasters have an entire primary pool to draw from for their attacks at level 32, let alone level 50. MM pets have 1 attack each out the gate (edit: not counting Brawl) and up to 2 more after upgrades (edit: plus any auxiliary non-damage powers like the Jounin's confuse powder). Blasters are also a high damage AT meant to mow down their opposition (even while mezzed) whereas a MM is a walking team that has to manage their wayward and individually very squishy members. As MMs lose their pets, they have to re-summon and re-upgrade to maintain. If they can't take the time to upgrade such as on a fast moving team? Their pets are definitely lackluster compared to the other team members, If they can't re-summon such as on most speed runs or other very fast moving teams? They are relegated to the role of bad Defender. No one is arguing that. And yes, pets can be very difficult to keep alive depending on the opposition. (They can also be very easy to keep alive depending on the opposition.) You asked for a numbers comparison between Blaster's T1 attack and MM's T1 pets. I got those numbers for you. No magic math to spin anything. I adjusted my numbers based on the added info you provided. (Thank you for pointing out that error.) Everything is right there for everyone to see. Including the link to check the reference pets' attack values. I gave you the DPS numbers for the Burst power from Assault Rifle as used by a level 50 Blaster. I gave you the DPS numbers from the Quick Burst power the Mercenaries' MM's T1 pets get out the gate when summoned. Even adjusted down to the lower value. No enhancements. No MM upgrades. No anything. (Edit: And if you prefer damage per activation? Then just change the divisors to 5 and 4 respectively.) The T1 pets will suffer accuracy penalties because they are level 48 as opposed to 50. Their accuracy can be improved just like any other power, but on a +4 anything other than incarnate content (and maybe Hard Mode content, I don't know), that is a 6 level disadvantage for them to overcome. That is no small disadvantage. Mostly relegating the pets to damage mitigation for the MM. However, ATs are not balanced around +4/x8 play.
  8. As I said in the post you cited where I gave the corrected numbers, the 12 seconds is to account for the difference in recharge rates. The Blaster's Burst has a recharge of 4 seconds. The MM's T1 pets' Quick Burst has a recharge of 3 seconds. So they use their attack more frequently than the Blaster. If you prefer it by the second instead? Here you go: Blaster Burst: 16.8916 * 3 (attacks per cycle) / 4 second recharge = 12.6687 Pet Quick Burst: 5.613 * 2.333 (attacks per cycle) / 3 second recharge * 3 pets = 13.0951 Edit: Note also that I am using the level 48 number as you requested. And again: There are no upgrades, not even the MM's 2 pet upgrades, involved in any of this math. Would you like to add in the additonal attacks the T1 pets get when upgraded for the comparison to the Blaster's T1 power?
  9. I even provided the link to where I am getting my numbers from. How are they wrong? (Edit: And those are still not upgraded T1 pets using the only non-Brawl attack they have.)
  10. https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier.asmg_burst&at=minion_henchman Also note when accessing the window, the pets are listed as level 48. Create Entity (level 48, priority 'Pet') (all affected targets) until caster defeated after 2.0s ● Entity MastermindPets_Soldier You are subtracting levels on top of their reduced levels. Edit: And if you use 2.3333 as the multiplier for the pets instead of 2? Their damage goes up to 158.0206. Higher than the Blaster's again. Edit again: And if you prefer the level 48 damage for comparison? 5.613 * 3 pets * 4 rotations in the listed 12 second window of comparison * 2.333 for cycles of damage per attack is 157.1415.
  11. You also need to add in that the MM still has 3 (maybe 4 depending on secondary) additional pets. And the MM still has his/her/its own attacks to add in to the mix if desired as well. (Edit: Especially now since the MM's attacks have been adjusted to bring added benefits into play.)
  12. The pets are already level 48 in the comparison. The MM is level 50. So that makes the T1 pets level 48. Also, here, I'll fix your math. (Edit: You neglected to account for the difference in recharge times which directly impacts DPS.) 50.6748 * 3 = 152.0244 67.7328 * 2 = 135.4656 Pets no longer do greater damage, but are still doing 89.1408% damage.
  13. You asked for numbers comparing the T1 pets base attack against a Blaster's T1 attack. So I grabbed those numbers for you from City of Data. You are moving the goal posts. The MM's T1 pets using their basic attack compared to a Blaster's T1 attack at level 50 do 1.337x more damage. As level 48 pets. Where do I say those T1 pets will outdamage a Blaster in normal play? A Blaster gets access to 9 different powers in their primary pool, 8 of which are guaranteed attacks. Pets get up to 3 if they are fully upgraded. A Blaster can fit in nukes and other burst damage attacks as part of their attack chain. The T1 pets cannot. All that is a given and had nothing to do with your request for numbers. If you want to compare a Blaster going full bore against a boss as compared to a MM going full bore against a boss, that brings up the question of how well the MM can support the pets against the boss' attacks and whether or not the boss has any subordinates left to pull pets away from smacking him down. It also brings up the question of how the Blaster is slotted as compared to the MM. If they are both slotted for damage as their focus and the boss is the only target? I'll bet on the MM taking his/her/its target down faster than the Blaster. If the boss has any support and the MM is in BodyGuard Mode for survival? I'll bet on the Blaster. If the boss has lots of AoEs or high damage AoEs? I'll bet on the Blaster. Then you get into what are the Blaster's powers. I'll bet on a damage focused Fire Blaster to drop anything not resistant to fire faster than any MM. However, your request was for a straight comparison between the T1 pets of a MM and the T1 power of a Blaster. And I chose the powers that were most alike for usable comparison. There is your post asking for the numbers. You said that the MM's T1 pets are underperforming compared to a Blaster's level 1 attack. And using comparable powers, they are not. The MM's T1 pets are keeping pace with the Blaster's T1 attack. Doing better damage even. That is mitigated by the lower levels, but you can boost your pets accuracy just like you can boost the Blaster's attacks' accuracy.
  14. Not true. Otherwise the female strapless top would be the same front and back. And it most definitely is not. Edit: Not unless the map is left or right side and then is mirrored. However, given the difference between front and back for several options, the map has to be more complete than just half the model's section unless the mapping is done side to side. Edit again: Also, I never said it wouldn't be a lot of work. Making a texture map, especially one that has to work across three very different character models, is a lot of work. I only said that the model does not need new definitons to make use of new texture maps and those maps could be asymmetrical. (I've never seen a texture map that was only for left or right sides and then mirrored, so my post is based on the front-back maps I am used to seeing. So are the CoX texture maps left or right side only?)
  15. The asymmetrical patterns accessible on the Face menu's option drop down are texture maps. Just like the Tops with Skin patterns. There is no need for new body part definitions to be coded to apply model parts for those. You simply need to make new texture maps of asymmetrical design for each part of the model without model addons that you want the asymmetrical patterns for. And those new maps would need to be made three different ways to fit the current base character models. Then it would simply be a matter of adding them to the game's character creator library. However, you will still find yourself limited to a single color for the new patterns on your "with skin" options, only getting access to two colors for standard options. If you want more colors than that, then the models would need to be reworked for how the colors and maps are applied to them.
  16. The red zone that has the sealed Dark Astoria gate? I don't know what to tell you. I see BP there during the day too. They aren't in such numbers that you can get multiple spawns to fight at once like you can in some other areas of Talos, but they are there. Or at least they were there each time I was in the area.
  17. Well... they were more "epic" in that they were a challenge AT that the player unlocked access to by getting a blue side AT to level 50.... Agreed though that "epic" isn't meant to mean power level.
  18. Apologies. I used the wrong Burst. Updated numbers as follows: Blaster: Assault Rifle: Burst: 1.05 accuracy, 4.0 s recharge, 5.2 END, 90' range. 16.8916 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter) -7.0% Base Defense (all affected targets) for 8s 31.9883 points of Lethal damage (all affected targets) every 0.3s for 0.61s (100% chance) after 0.3s (target = player) [MagExpr]% Damage (All) Strength (self only) for [DurExpr] Duration Expression: power.base>activatetime + 7.5 Magnitude Expression: 0.066 * power.base>activatetime / power.base>areafactor MM: Merceneries: Tier 1 pet Quick Burst: 1.05 accuracy, 3.0 s recharge, 4.368 END, 80' range. -3.75% Base Defense (all affected targets) for 5s [MagExpr] points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance) Magnitude Expression: 5.644 * (0.033 * target.mode?(kFocusFire_Burst) + 0.033 * target.mode?(kFocusFire_M30) + 0.033 * target.mode?(kFocusFire_Slug) + 1) if target.mode?(kFocusFire_Burst) || target.mode?(kFocusFire_M30) || target.mode?(kFocusFire_Slug) -3.75% Base Defense (all affected targets) for 5s 5.6444 points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance) So for the pets to be doing equal damage as the Blaster using their Quick Burst, each one would need to do 4.2229 damage ([16.8916 * 3] / 4= 12.6687 damage / 3 pets = 4.2229 damage per pet)) with their 3 second recharge to the Blaster's 4 second recharge. So the 3 pets combined are doing 1.337x as much damage as the Blaster. (Edit: If you prefer simpler math: Blaster does 16.8916 every 4 seconds. So 50.6748 damage every 12 seconds. Mercenary tier 1 pets do 5.6444 damage every 3 seconds. So 22.5776 every 12 seconds each. For a total of 67.7328 damage every 12 seconds combined.) Both ATs still at level 50. Both powers still unenhanced. All data still pulled from City of Data, except this time I am referencing the pet power instead of the MM power. My apologies.
  19. Also note that MM pets are all equal in level to the MM on incarnate content. So if you are a level 50+3 MM doing incarnate content, your tier 1 pets are level 48+5, tier 2 pets are level 49+4, and tier 3 pet is 50+3. I don't know about Hard Mode content though as I haven't done any.
  20. Numbers: Blaster Assault Rifle Burst power: 16.8916 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter) -7.0% Base Defense (all affected targets) for 8s 31.9883 points of Lethal damage (all affected targets) every 0.3s for 0.61s (100% chance) after 0.3s (target = player) [MagExpr]% Damage (All) Strength (self only) for [DurExpr] Duration Expression: power.base>activatetime + 7.5 Magnitude Expression: 0.066 * power.base>activatetime / power.base>areafactor MM Thugs Mercenaries tier 1 pet Burst power: 8.2581 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter) -7.5% Base Defense (all affected targets) for 8s 14.5384 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = player) Both ATs at level 50. Both powers unenhanced. All data pulled from City of Data. Powers chosen because they are shared by both.
  21. Thugs have pets that have them, so should be possible already. Question would be incorporating jumping into it.
  22. I meant MM pets being able to attack them. MM pets can attack spawning mobs during raids like the Rikti invasion and they can attack Freakshow while they rez. I would be fine with losing that because the mobs shared the pets brief invulnerability as proposed. (Edit: Have the pets on aggressive, and watch them tear apart spawning units and rezzing Freakshow.)
  23. Couldn't the other SG members just give the member influence directly just like now? Or couldn't a SG "bank" put in where members can add and take influence directly if you are worried about having players with more influence on at the same time as the player that needs it?
  24. What @Wavicle said. The struggle of managing pets, including keeping them alive, is a core part of the MM AT. Otherwise, the AT would basically never be at risk of defeat. Especially with the new pet summon recharge rates. With the near instant recharge, already fully upgraded pets would be an infinite army to just swamp the opposition with. (Edit: Especially since you can just order the expensive T3 pet to Stay at or Go To a distance behind the fight so you always have an upgraded pet 'safe' from the mayhem unless an ambush hits it from behind.) Edit again: I definitely like the window of immunity for the pets when summoned though. Even if it also applied to rezzing Freakshow and spawning mobs during raids.
  25. Don't get me wrong. I love the hell out of Vorpal. Most entertaining judgement to see and it doesn't require a target to use. It also has some seriously long reach with a wide cone. That doesn't change the fact I've watched players on trials use it and hit nothing because they were facing the wrong way. Or see players that have a mob targeted, hit an attack followed by Vorpal only for the targeted mob to not be in line with the others and so turn the character to the side and have the follow-up Vorpal miss everything. People make mistakes. And with some practice, or at least remembering that Vorpal isn't targeted but aimed, players do well with it. (Doesn't stop the complaints I still hear on occasion though.)
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