Rudra
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Everything posted by Rudra
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RWZ Base rework has done more harm than good...
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
I'm more or less fine with the additions. After I ran around exploring it, navigating it became easy. However, I do have two complaints about it as demonstrated by my previous post. The 2 hallways that lead past the infirmary blend in extremely well. It took me multiple passes to finally realize they were there. So making those hallways more easily identifiable would be nice. Also, the junction at the lounge is mismarked. There is a sign that says RWZ and points left, but if you follow it, you will never enter the RWZ itself because it takes you to a door that gives you access to the 2 portal rooms; one of which takes you into other zones and the other of which is a mission door. Edit: Also, just for awareness, there are now 4 entrances to the RWZ. 2 of them require you to go up directly under your own power. -
RWZ Base rework has done more harm than good...
Rudra replied to Shin Magmus's topic in Suggestions & Feedback
Adjust hall contrast so the 2 halls that run past the infirmary are much more noticeable and correct the arrow that says it shows the way to the war zone but actually leads to the Portal Corps portal. -
The Tsoo Ancestor Spirits were being absorbed by Mot. Just like the Circle of Thorns was. What helped the Ancestor Spirits were "anchors", places that had been reinforced against Mot's influence. And I'm not talking about the runic safe areas you can find in Dark Astoria. There was another place, that has an explore badge, that was resilient to Mot's influence and some of the Ancestor Spirits took refuge there. The Ancestor Spirits also had the benefit of their living Tsoo descendants like you said, who were also working to shield the Ancestor Spirits as desperately as they were shielding themselves from being devoured by Mot. (Edit again: Most of which was predicated by the Tsoo incarnate ink and the horrific practices that went into its creation. Hua Tov gives clues as does the explore badge. Basically, the Ancestor Spirits with the Tsoo survived by being shielded by the deaths of innocents while the Ancestor Spirits that found refuge were shielded by ancient protections predating the runic safe areas.) Like @ThatGuyCDude said, everyone that was devoured by Mot but not fully absorbed was released upon Mot's defeat. The weakest spirits Mot devoured would be absorbed, and thus destroyed, before Mot was defeated, so they would not have returned. The CoT on the otherhand had a hand in containing Mot since Cimerora even as disembodied spirits and so most likely were resilient to being absorbed after all that time. This would mean that the CoT would have been released with the other souls upon Mot's defeat. However, they would still be lacking bodies unless they were able to re-possess their possessed bodies. An unlikely scenario since those bodies would have been left soulless for the duration and so perished; unless those bodies were devoured as well as part of devouring the CoT spirits within them and so would have been kept as shells for their spirits even while they were contained within Mot. In which case the released CoT would have retained their stolen bodies. (Edit: You should keep in mind that before Mot's defeat, his power was no longer constrained to Dark Astoria and he was devouring most of the world in the last few missions. And those people all come back with his defeat.)
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Sure thing! Hmm.... ... ... ... ... .... Okay, I gotta say, you really need to pack more imps into your imp only build. 🤪
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ToHit debuffs are not worthless. They just shouldn't be a player's priority for buffing in their attacks. A ToHit debuff reduces the target's chance to hit by a flat amount. So using Dark Melee's -7.5% (since all but one debuffing attack has that value), you start with an equal level mob and its 50% base hit chance. We'll use a boss for its 1.3 rank accuracy. So that equal level boss unless it gets a ToHit buff from somewhere has 65% chance (50% + [30% of 50% =]15% = 65%) to hit your character. If you hit that boss with your Dark Melee attack which inflicts a ToHit debuff and not an Accuracy debuff, that 65% becomes 57.5% chance to hit you. (If it had been an Accuracy debuff instead somehow, then the boss' chance to hit you would instead be 61.25%.) The thing to keep in mind is that no one's chance to hit can ever be higher than 95% or lower than 5%. So if you manage to debuff that boss with -150% ToHit, his 65% becomes -85%, then clamped at 5% chance to hit. The clamp is not the mob's base accuracy plus minimum 5%, it is 5%. https://homecoming.wiki/wiki/Attack_Mechanics Edit again: Now enhancing the -ToHit of a support power like Darkest Night? That would be of much better use for -ToHit. With its -15 ToHit as a maintained toggle on the targeted enemy, you can get it up to almost -20% without even trying. For the example boss, that reduces his chance to hit you to 45%. Edit yet again: I think I have when accuracy is applied reversed. In which case the boss hit with Dark Melee would have a 55.25% chance to hit ([50%-7.5%]x1.3) and with Darkest Night (at 20% enhanced debuff) would be at 39% ([50%-20%]x1.3) chance to hit. Or unenhanced would be 45.5% ([50-15]x1.3) chance to hit. Regardless, ToHit debuffs are your friend. Especially since the enemy's chance to hit is further reduced by your defense before their accuracy is applied. Always with the 5% floor and 95% cap chance to hit you.
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For the same reason why you can't just use /AH from inside your base. The AH cannot be accessed from inside instances. If you want to have access to the AH and a crafting table at the same time, use the crafting tables in the Vanguard base in the RWZ.
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Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Set them to Stay while in Aggressive. They will maintain range and just keep shooting. I do this on ITFs for instance so the crystals don't kill off my pets when they explode. You're entitled to play however you want, and I personally am also almost always in Bodyguard Mode. (Though I often break Bodyguard Mode to direct my pets to focus on key targets in several fights.) And I also lend my own attacks to my pets to expedite dropping targets. However, as a matter of opinion, I disagree that MM pets are useless. Just positing my opinion on the matter in contrast to your own. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
I have to disagree. MM pets do fine for damage. My MMs are doing most of the damage when I'm running around with my friends, and when they run an MM instead and the rest of us are not, it is typically just Blasters and Scrappers outdoing the MMs for damage. Pump up the pets' damage and the MMs will outkill everything on the map. The thing that mainly keeps MM pets from just obliterating everything is that when you have all 6 pets and are running at +0 difficulty, the enemies are +2 to your T1s and +1 to your T2s. And as enemy levels go up in relation to your MM, those differences ramp up. So your pets hit less often than your MM character or any other AT. Especially if you find yourself on a +4 non-incarnate team so your T1s are trying to hit +6 enemies and your T2s are trying to hit +5 enemies. That is what mostly slows MM pets down, not their damage. (And that is why calls for improving MMs most often revolve around keeping pets alive.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Sorry, I should have commented on this sooner. The devs have already said they will not do that. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
If your pets are dying because you leveled up and not from enemy inflicted damage, you need to report it as a bug. The only time your character changing levels causes them to go away is when you level down. If you level up, they just remain at their current level until you re-summon them or zone. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Jamie Madrox, eat your heart out. It's the new Infinity Engine. If you can't beat them, bury them under a sea of pets. 😄 -
What damage aura are you talking about? Need more information to try to help you or verify bug. (Edit: The only electric aura I see for Blasters is Dynamo, and it does not have an endurance cost. And if a power does not cost endurance to use, it can't slot enhancements to reduce its endurance cost.)
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Is there any reason that enhancement combining can fail?
Rudra replied to Monos King's topic in Suggestions & Feedback
Yes, in D&D and Pathfinder, no matter how high your crafting skill is, if you roll a 1, you botched whatever you were crafting. However, players can offset that by taking 10. I kind of have to agree with @Greycat on the matter. However, I am also of the opinion that something can be made available in the game to improve your chances of a successful combination. Even CO had catalysts that you could use as part of your creating (merging 3 into the next higher tier) to reduce the chance of failure. -
I can definitely see option 2. While Manticore has always been a bit ruthless, he is also a proven and valued member of the Freedom Phalanx. So they aren't likely to kick him out. Not just for being the vigilante he already is in game, alignment notwithstanding.
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Info for the Assault Bot says " Only a the most insidious Mastermind could construct such monstrosity. Cold and relentless, these Bots obey only one voice, and will execute any order without hesitation." That first "a" should not be there.
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Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Yeah, you're trolling. Yes, MM pets have lots of open areas in their defenses. That is intentional. However, we can improve the resists and defenses they get. That is an improvement. That is a buff. (Edit: Also, I don't use boosted IOs. I use attuned ones. And my numbers are pulled from City of Data. If you want, I'll log on my MMs and pull the data from in game.) Edit again: Well, you are correct. My math is off. I checked my main bots MM, and dropping the +30% from the procs, they get +40.29% rather than 40.26%. (Except for the Assault Bot. The Assault Bot is at 50.36% before the +30% from the procs.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
All MM bots get +25% damage resistance from Equip Robot. That damage resist becomes 40.24% with that +60.96% boost from slotting Equip Robot. That is an improvement. Their damage resist is more powerful. The fact you refuse to acknowledge what the moved defenses and damage resists let you do with your MM pets tells me you are trolling. I agree that MM pets still need help. However, they have been buffed with that defense/damage resist move to their T1 upgrade no matter how much you scream otherwise. Edit: And ninjas go from 18% AoE defense and 13.5% ranged and melee defense to 30.933% AoE defense and 23.2% ranged/melee defense. -
BASE LOVE PLEASE: Tailor are under-capable. Can we please fix it?
Rudra replied to chuckv3's topic in Suggestions & Feedback
I was unaware of that change. Thanks. Then yes, the base tailors need to be updated to match. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Yes. I would call it a worthless buff, but it would still be a buff. MM pets became enhanceable for their defense or damage resist depending on set. That is something that could not be done previously. So yes, that is a buff. Except that MM pets did pick up more survivability. Bots for instance, can now have their damage resists enhanced. My bots MMs for instance, have their bots' damage resists improved by 60.96% from slotted enhancements. Something that could not be done before. My ninja MM has the ninjas' defense boosted by 71.85% from slotted enhancements, something that could not be done before. That is an improvement. And yet, my pets die just as fast in incarnate content as they do outside of incarnate content. So by your definition, that is not a buff. And we both agree it is a buff. Check the damage your bots take without damage resist enhancements slotted and with damage resist enhancements slotted. Your bots can take more damage if you slot their upgrade with damage resist enhancements. It's just like how if you run around with your MM not in Bodyguard Mode you won't notice any major change in the damage you take just because you took Tough. You're still going to get mauled by most enemies doing Smashing or Lethal damage regardless of whether you have Tough or not unless you use Bodyguard Mode. Except your pets don't have a Bodyguard Mode to protect them. More crippling for them is that if you are in Bodyguard Mode, your pets will take both their damage and a portion of your damage, and that double hit is going to hurt even through their improved damage resists even with enhancements even for bots. Agreed, just like how the pet upgrade powers becoming an apply to all pets instead of just one pet per use was a massive buff/improvement for MMs. Not arguing that either. Regardless of whether you think it is a buff or not, it is a buff. If you had instead argued that you thought it was an insufficient buff rather than it not being a buff at all, we wouldn't be having this debate. Because then you would be arguing your opinion and I can't impose my opinion on you. However, you instead chose to say that the obvious buff, regardless of whether you think it is sufficient or not, is not a buff, and the whole point of its implementation was to buff MM pet survivability. -
Player skin colors to match "tights" clothing colors
Rudra replied to Idiotfool's topic in Suggestions & Feedback
The problem with that is the skin palette does not differentiate between body locations. (Edit: Character costumes have 2 palettes: the costume palette and the skin palette. What palette is pulled up is dependent upon whether you have selected the Skin tab or not.) -
BASE LOVE PLEASE: Tailor are under-capable. Can we please fix it?
Rudra replied to chuckv3's topic in Suggestions & Feedback
We only have access to the tailor NPCs. What you want are the surgeons the tailors have. -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
You've lost me. First, there is an improvement. My bots for instance can take more hits before they die. (My ninjas on the other hand still like to block enemy attacks with their faces instead of make use of their improved defenses. However, they do still more or less survive better with their enhancement improved defenses.) There is a bug where the enhancements don't always apply to the pets, but that is a bug the devs need to fix and is something they were aware of when they made the change. Edit (for missed second half of thought): And second, how and where did I contradict myself? -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
Nah, I'd more argue that is a pointless buff or completely ignorable one. (Edit: Or a giant middle finger to the players buff.) -
Mastermind Pets need survivability buffs
Rudra replied to TheSpiritFox's topic in Suggestions & Feedback
A buff is an improvement. A manifest change can be a buff but can also be a redesign. Your definition is irrelevant because it does not match up with what a buff is generally understood to be or is defined as. MMs have gotten 2 buffs so far. The pets get combat level shifts up to the MM's incarnate level while within Supremacy's radius in incarnate content, and their defense and damage resist can be enhanced which previously they could not. Those are buffs. No matter how much you close your eyes and cover your ears screaming la la la you can't hear me. That MM pets need further buffing is not in contention. With me at least. Your declaration that MMs have not gotten any buffs however, is.