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Kommon

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  1. It's a display bug that is exactly the same as the issue with slotting Demons from Demon Summoning with damage enhancements. Slotting the summoning power with damage enhancements will only enhance the henchmen powers that actually accept damage enhancements. This means that the ED threshold is still intact for powers that benefit from damage enhancements, but resistance powers (which can be slotted for resistance enhancement) aren't actually benefiting from the damage enhancements at all and would require a resistance enhancement to boot their values. The Demon's damage enhanceme
  2. Try /releasepets if this happens. I have had good success with using that command to kill them if dismiss doesn't work.
  3. Kommon

    Extra Pet

    I've been insta-rezzed a few times when the someone fired off a heal right as a damage tick hit me sending me hit points below zero, and once the heal tick hit me, I was alive again without using a wakie or any other type of resurrection power. I wonder if the same thing happened here with the extra Solider in the screenshot. Maybe the Medic attempted to heal the Solider as it was being defeated, it died, and then resurrected as the heal it, but the game still allowed the summoning power to summon another Solider anyway thinking the original one was still defeated... Extra wild guess. I'm
  4. I'm happy knowing it's been acknowledged. Take your time; we all know you all are very busy, both with the game and with real life. Thank you!
  5. Ah, I see what you mean now.
  6. What is bugged with tar patch?
  7. I have noticed this happening when I'm lower than experience level 50, the team lead is lower combat level than I am, and I am being exemplar-ed.
  8. Kommon

    Pocket MM

    If using the specifically as a hands-off buff bot for this SF only and maybe as a pocket buff bot later on, a Demon/EA should fill that role nicely. Drop Faraday Cage in a good spot, target your main toon, and place Insulating Circuit on auto fire. If you're not concerned with damage output of mastermind pets, use the Goto command to place them inside Faraday Cage and order the the Hellfire Demonling and Demon and the Demon Prince to attack the AV, but keep the rest in Defensive/Goto. Masterminds and defenders receiver this click temporary power on the last mission: [P
  9. I have seen most knockback powers increase in magnitude as combat level changes, such as force bolt, power thrust, gale, etc. Seeing as how this power can be slotted with knockback enhancements, this may be more of a typo in the power description than a bug. However, with this being a snipe power, changing the modifier table for the knockback component to make this a permanent knockdown unless enhanced would be cool and gives players more options.
  10. I noticed something odd about the damage being dealt by Hail of Bullets on my Blaster yesterday. Here is the detailed power info: According to the power details, HoB will have a 60% chance for each tick of damage, and deal 70% of the damage in lethal and 30% of the remaining damage in lethal/fire/cold/toxic, depending on what ammunition type is being used. While running around testing powers and looking at my combat log, I noticed that HoB was only dealing the 30% portion of damage to targets. For example, I run up to a Possessed Scientist and use HoB while toxic ammunitio
  11. I took your advice and went a step further. I made an AE map with nothing but level 50 AVs with no attack nor defensive powers as DPS dummies. With this method, the full HoB salvo can be logged instead of only the first two ticks before the targets are defeated. I enabled chat logging, ran four tests of three casts using each ammunition type against a group of five targets, and copied/pasted each test into their own text file without any special formatting. They are attached below. Edit for more info: Hail of Bullets was slotted with 1 Accuracy and 3 Recharge SOs
  12. I am finally getting around to playing and planning a build for my DP/Time blaster, and I noticed something odd about the damage being dealt by Hail of Bullets. Here is the detailed power info: According to the details, HoB will have a 60% chance for each tick of damage, and deal 70% of the damage in lethal and 30% of the remaining damage in lethal/fire/cold/toxic, depending on what ammunition type is being used. While running around testing powers looking at my combat log, I noticed that HoB was only dealing the 30% portion of damage to targets. For example, I run up to a
  13. Is there is Wiki page or forum post that goes over the absorb mechanics in detail?
  14. Expedient Reinforcement seems to work just fine in my level 29 Bots/Dark MM. I even tested the range, they it works at 40 feet, like all the other pet IOs.
  15. Nice build! A few things I can offer: Even though you don't want procs in your your two big debuffs, I recommend frankenslotting at least Weaken with to-hit debuff IOs to maximize that debuff; that may help pet suitability a bit against hard targets. Mids doesn't calculate procs chances correctly in powers that utilize pseudo pets such as Posion's poison trap. The procs won't have a 90% chance to go off in that power, however, with that many procs slotted in the power, it should still be decent source of AoE damage. The recharge intensive pet IO description sa
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