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Kommon

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Posts posted by Kommon

  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 enhancement display bug has been fixed as far as I can remember; it looks like Beast Summoning was overlooked.

  2. On 8/13/2020 at 2:08 AM, TheSpiritFox said:

    ...

    Honestly, the biggest issue I have with pets is not them dying during speed TFs, its them getting stuck on other floors such that if I dismiss them, suddenly the pets don't come back and I have no idea why, often have to relog or exit a mission in order to get them to come back.

    ....

    Try /releasepets if this happens.  I have had good success with using that command to kill them if dismiss doesn't work.

  3. 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 curious as to what happened as well.

  4. 20 minutes ago, ScarySai said:

    Apparently, it's totally unresisted, making it incredibly strong on things it didn't used to be as strong with.

     

    It's going to get fixed, when things 'work as intended' the tar patch nerf really sets back dark a lot.

    Ah, I see what you mean now.

  5. 1 hour ago, ScarySai said:

    Traps, cold and storm would be t1 on my list. Time would be t1, it has defenses and decent control, but the debuffs are very weak.

     

    If tar patch wasn't bugged it'd be a high-T2 for me. Dark miasma is great, but the big three operate on a different level entirely.

    What is bugged with tar patch?

  6. 2 hours ago, Scientist said:

    I have a friend whose pets all die when he levels in a mission.  We've been trying to pin down whether it is just in a TF, or regular missions as well, but in any case I've never seen this on my MM.  Is there a system for when this happens?  

    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.

  7. 16 hours ago, Zer0 Hour said:

    Wanted to run the Barracuda Strike Force last night but there were only 3 of us. I was told we couldn’t pull it off without a defender or a mastermind. That got me thinking...

     

    if you were going to bring a mastermind with you on a second account,  how would you build it?

     

    I would think you’d want it to a) not require a lot of attention, b) debuff well, c) have some decent buffs and d) be tough enough to not die immediately when left unattended.

     

    In the defender forums they recommended time or sonic. I assume bots would be the best primary with the built in bubbles. 
     

    Thoughts?

    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.

     

    14 hours ago, Dixa said:

    what specifically did you need from a defender or mm to finish the sf?

    Masterminds and defenders receiver this click temporary power on the last mission:


    [Power of Black Scorpion]

    "Using the power absorbed from Black Scorpion, you can strip Reichsman's dimensional phasing, eliminating his ability to become immune to your teams effects."

     

    It is supposed to remove Reichsman's untouchable ability.   I'm not sure if it really matters anymore, though.

  8. 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.

  9. I noticed something odd about the damage being dealt by Hail of Bullets on my Blaster yesterday.  Here is the detailed power info:

    image.thumb.png.abf0d7244a2840fb321d2ce26918a6e2.png

     

    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 ammunition is toggled on:  the scientist takes 10 ticks of toxic damage, but zero no lethal.  I try again with another target but this time with fire ammunition toggled on:  The Possessed Scientist takes 8 ticks of Fire damage of equal strength to the toxic damage from the last test plus 3 additional ticks of -extra- fire damage due to the ammunition type chosen.  I did one more test using standard ammunition with the same results as the previous two tests except in lethal damage.  As far as I can tell, the combat logs seem to be telling the truth, as the HP loss from my targets are very minimal for the amount of damage that is supposed to be delivered from HoB, and the numbers above each target's head matches what I see in the combat log during HoB's animation.

     

    To run further tests, 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 could be logged instead of only the first two ticks before the targets were defeated if I had used low level mobs.  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.

     

    For these tests, Hail of Bullets was slotted with 1 Accuracy and 3 Recharge SOs for all tests.  Afterwards, I slotted 2 Damage SOs in the power as well to see if that would make any difference; the only change was how much each tick of damage was being dealt, which was 66% more... I didn't bother with logging this part.

     

    I only have a DP Blaster, so I am not sure if this issue is present with other ATs.

    HoB-Cryo.txt HoB-Incendiary.txt HoB-Standard.txt HoB-Toxic.txt

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  10. 4 hours ago, Redlynne said:

    For easy testing you could take a high level character into The Hollows or Perez Park so as to find large clusters of Greys which you can then unload Hail of Bullets into as "test dummies" that won't attack before you're ready and likely won't be able to respond before they're defeated by Hail of Bullets.  You'll overcap on Accuracy (so as to remove that variable) thanks to level shifting so your combat log will only show the relevant portion you're wanting to test ... Hail of Bullets used against piles of $Targets in a cluster.

    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.

     

    9 hours ago, Bopper said:

    Sounds like a bug. Post this in the Bug Reports forum. A little while back I round that the smaller ticks of damage (based on ammo type) were doing weird things. Standard did the 60% chance to tick, while Chemical and Fire ammo would do 100% chance to tick (instead of 60%), and Cold ammo would do 0% chance to tick (instead of 60%). So it's possible around the time of correcting that bug, they made a new bug. Can you do screenshots of your combat log (I know it'll be a mess with all the ticks, but it's worth seeing.

    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 for all tests.  After posting this, I slotted 2 Damage SOs in the power as well to see if that would make any difference; the only change was how much each tick of damage was being dealt, which was 66% more...

     

    If this is a bug, I'm surprised no one else has mentioned it.  I'll make a post in the bug report forums later on today.

    HoB-Cryo.txt HoB-Incendiary.txt HoB-Standard.txt HoB-Toxic.txt

  11. 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:

    image.thumb.png.abf0d7244a2840fb321d2ce26918a6e2.png

     

    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 Possessed Scientist and use HoB while toxic ammunition is toggled on:  the scientist takes 10 ticks of toxic damage, but zero no lethal.  I try again with another target but this time with fire ammunition toggled on:  The Possessed Scientist takes 8 ticks of Fire damage of equal strength to the toxic damage from the last test plus 3 additional ticks of -extra- fire damage due to the ammunition type chosen.  I did one more test with standard ammunition, with the same results as the previous two tests except in lethal damage.  As far as I can tell, the combat logs seem to be telling the truth, as the HP loss from my targets are very minimal for the amount of damage that is supposed to be delivered from HoB, and the numbers above each target's head matches what I see in the combat log.

     

    So my questions are: What am I doing wrong or not seeing?  Is this a known bug?  Is this a recently introduced issue with HoB?

     

    I would greatly appreciate anyone else with a DP/ Blaster (maybe other ATs as well) to test HoB on single mobs and report their findings and combat logs afterwards.

     

    Thanks in advanced!

  12. 1 hour ago, Maxzero said:

    If you slot the Expediated Reinforcement unique in a regular MM pet (instead of a limited duration one like Hell on Earth) the proc does not work.

     

    I don't know if this a Hell on Earth only thing or applies to all primaries.

     

    Call to Arms unique does work although applies 5% base defence buff (which stacks with regular defence) instead of each defence type individually.

    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.

    image.png.5c0aec4030167ec9997f1a21012655f3.png

  13. 11 hours ago, SableShrike said:

    ....

     

    Wound up dropping the two Recharge Intensive Pet IOs.  My thinking is that they're only active within 20 feet, and so aren't as reliable as the others.

    ....

    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 says that it has a 20 foot radius for the aura buff, but the radius is the same as the other unique Pet IOs, which is 40 feet.  It's a typo that's been there a very long time.  I verified this in game by standing 40 feet from my pets and still having all aura bonuses.
  14. With that many support toons, you should be defense hard capped most of the time from incarnate powers and leadership alone. 

     

    Bots is a solid set; they're damage isn't high tier, but that doesn't matter for this event.  They can support themselves pretty well without much babysitting.

    Ninjas can work, but realize you will be busy herding cats the entire time, and they even may stop rendering once they run off into oblivion.  For this event, it's about fun first and foremost; pick a primary that seems fun to you and secondary that you can handle and is interesting to use.

     

    I'd avoid /FF unless you take a bunch of attacks to keep you busy during the event. 

    With /Rad needing to use toggles to debuff, you may run into trouble trying to target mobs with so many pets around.  You still have the heal and accelerate metabolism , along with personal attacks, so /Rad would still effective. 

    /Thermal is another solid pick.  I'm sure everyone will be resist capped, however, you also have two heals, two debuffs, forge, and personal attacks, if you pick any.

     

    Helpful note: To prepare for Friday, be sure to go ahead and reroute one of your AC ducts to blow directly into your PC case, or if you're on a laptop, clear out your deep freezer and set up a desk and chair inside.

    • Haha 1
  15. My first level 50 character on Homecoming was my Thugs/Time MM.  I did no research into it, I just thought that combo would be fun since I never got to play /Time on Live since I didn't want to pay for it at the time.  I went on my grand nostalgia journey going through a bunch of low and high level level content at high difficulty settings while leveling up with it without much trouble.  There were a few situations that gave me a challenge (autohit and high damage targeted ground patches, area CC with high damage built in, mobs with insane to-hit, etc.), but a little more planning and maybe some team inspirations were enough to overcome those obstacles. 

     

    I have other powerful characters as well, but my Thugs/Time feels like a fantastic balance of power, suitability, and almost hands-off fun that can steamroll most content at any level, and I'm glad it was my first character when I came back to the game.

  16. Late reply...

     

    Force Redux has it right.  They will have at least 50% resistance to everything after you get IOs, not to mention your other Nature powers and Necro's debuffs and CC.  You can't just look at one single aspect of a power set, like Necro's lack lethal resistance, and think that they will perform poorly.  It'd be like someone looking at an Invulnerability Tanker's powers and writing it off because of the huge psionic defense/resistance hole.  Weaknesses can be overcome using good logic, playing to your strengths, and, now that IOs are a thing, plugging the hole with enhancements.

     

    To answer your question regarding the absorb shield:  The base absorb value from Wild Bastion is 25% of the caster's HP, which is then given to friendly targets as an absorb shield.  Simply enhancing Wild Bastion to ED caps will take it to 50%.   I highly encourage you to get some HP bonuses and all the +HP accolades powers to further increase the absorb shield's strength. 

    • Like 1
  17. 5 hours ago, Maxzero said:

     

     

    Pets

    Power Boost + Shields means pets are Softcapped to all positionals plus S/L/E/NE

    ~80%+ S/L resistance

    Capped Fire and Cold resistance

    ~70% Energy/Toxic resistance

    ~55% resistance to everything else

     

    Combined with a 50% damage debuff on hard targets means my pets are super tanking and crazy tier resistance stacking (-200%+).

     

    Good party buffs too (End recovery +40% to all Pos Def and -res/def debuffs) and thematically consistant.

    Keep in mind, any power that is coded to not accept strength enhancement from external buffs, like most if not every power with an enhanceable resistance component, cannot be power boosted.  This includes /Cold shields.

     

    Speaking as someone who has an IO'ed out Demons/Cold, you are right on the money with everything else.  I can totally see my Demon/Cold doing something similar from that video if I wanted to, although I don't have burnout.  My build kills AVs so fast already that burnout will be more of a gimmick than anything.  I may drop one of my 'whatever' powers like Frostwork or Weaken Resolve and pick it up, if I ever do another respec.

  18. 18 hours ago, Dixa said:

    ...

    if you are going to include personal attacks, then include them equally. you can slot -res in thugs personals as well to keep it up permanently

    ...

     

    17 hours ago, Dr Causality said:

    ...

    With Zero Recharge Enhancement Achilles proc chances are:

    • Pistols w/ it's 3s cooldown just: 24.5%
    • Dual Wield w/ 8s is 42%
    • And Empty Clips your AOE proc opportunity:   is 30.7% 

    ...

    I thought I should chime in and say that Thugs personal attacks do not debuff defense, and, as such, do not accept defense debuff nor accurate defense debuff enhancements.  I know that on Live Thugs didn't have defense debuff in the personal attacks, and I became really excited thinking Homecoming added that in and I could save a slot in Enforcers, but checking both Mids and in-game confirmed they do not. 😢

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  19. I remember this bug happening years ago on live whenever pets following you into missions was introduced.  It has something to do with the way the Thugs' Upgrade Equipment costume changes are delayed after the power is cast on a henchmen and it being cast at the same time as Equip Thugs when zoning.

  20. 8 hours ago, BGSacho said:

    Assuming a roughly 33% uptime(easily achievable even without hasten), the living hellfires do about as much dps as 1.5 extra T1 pets. They are also the same level as T1 pets so they suffer the same from purple patch. The damage buff is pretty miniscule. I would still consider 4/6 Command of the Mastermind recharge pieces + 2 auras to be standard for HoE. There's room in the demonlings and demon prince to slot the other two auras. 

    This is how I slot Hell on Earth and Gang War on every Demon or Thugs Character I play; it gives a nice recharge and hit point set bonuses bonus, and the power has power ED capped recharge, and good accuracy/damage.  This what it looks like in Mids without an alpha slotted:

     

    Level 18: Hell on Earth -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(46), SprCmmoft-Dmg/EndRdx/Rchg(48), SprCmmoft-Acc/Dmg/Rchg(48), ExpRnf-+Res(Pets)(48), CaltoArm-+Def(Pets)(50)

     

    image.png.e9f3e0764b398303f855f009ba7db5ec.png

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  21. 1 hour ago, Dr Causality said:

    Interesting.   Does that mean it can be used on Lore pets?   If so, that's clearly the best use since that Lore pet can do so much more Dmg...

    Yes, Hell on Earth does on any pets, include Lore.  I always use it on any pet I have out that can dish out the most damage.

  22. 15 hours ago, Deadshot7 said:

    Nature

    Defense: Spore Cloud (15' radius) 18% + Enhancements 10% + Maneuvers 4% = 32%

    Resist: Wild Growth 18% + Enhancements 35% = 53% (79% to Smashing/Cold/Negative/Toxic/Psionic)

    /Nature is a solid power set.  Never forget about the 25% absorb shield from Wild Bastion, which can be enhanced to 50%, that lasts for 60 seconds and recharges in 240, effectively having the ability to make the permanent with enough recharge.

     

    Other than knockback effects on pets and maybe mez effects on the player if they have no break frees or Clarion isn't available, /Nature can make a mastermind into a power house.  My Demons/Nature MM has pets with above 83% resistance to S/L/F/C/T and 53% to E/N/P while also giving the pets constant trickle healing, high regeneration, 14% defense to all but AoE and 29% to AoE defense (Pet IOs + maneuvers) plus the 18% debuff from Spore Cloud (which also debuffs damage...), and then capping it off with a 600 point absorb shield to the my MM and their pets.  With Zombies, the mastermind should be even more survivable with the Lich further debuffing and controlling everything.

     

    On note about Wild Bastion:

    I noticed that on my Demons/Nature MM the Absorb shields cast by players is directly related to the amount of hit points the casting player has.  Before my MM had all its IOs and accolades, I would cast a ~400 point absorb shield on everything.  After all my hit point bonuses were added and I had my accolades,  at around 152% hit points, I was then able to cast an absorb shield of 608 points.  I did some limited arena testing with power boosting Wild Bastion using Clarion.  While the absorb shield value displayed above affected allies' heads were higher, the actual shield still only absorbed around ~608 hit points.  This is might due to power boost only boosting the absorb shield value without boosting the 'Max Absorb' attribute on characters at the same time, like enhancing the power with heal enhancements does, but more testing is needed to confirm that hypothesis.

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