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CaptainLupis

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Posts posted by CaptainLupis

  1. 1 hour ago, ThatGuyCDude said:

    @Rudra I think what's being said is that propagating the level shifts of henchmen from incarnate content to *all* content will address some of their biggest frailty problems, since level differences contribute to threat colors and thereby adjust the damage suffered and inflicted (a White entity against a Gray entity will defeat it with ease, as discussed earlier in the thread).  If the Devs are looking for low-coding high-impact buffs for Masterminds, then carrying that level shift through the game would be an excellent place to start... moreso than addressing enhancements, inherent powers, or base stats.

    I'm not sure that's as low-coding an issue as you may think. When levelling up don't forget the pets have different levels depending on how many you get of each type at that level. Not something that has an impact at incarnate levels but legacy stuff like that could be a nightmare to untangle when trying to apply it to the entire game. I'd hope it would be a straightforward thing to implement, but experience says that's never the case.

  2. 29 minutes ago, Rudra said:

    I don't know what to tell you other than what I already said about reporting it as a bug. I have never seen MM pets go away because the MM leveled up by any means. Not from gaining experience and not from joining a higher level team. MM pets are not supposed to go away just because the MM is now a higher level, because doing so leaves the MM vulnerable during normal game play. The only time I see MM pets just go away is when the MM finds himself/herself/themselves/itself now suddenly lower level than when the pets were summoned. And if you zone after leveling up while still having the now lower level pets, they automatically upgrade to your new level. (Edit: And they do so because the game spawns brand new pets every time you zone with active pets. Which is why pets go away if you are leveled down for any reason. Because the game can't just spawn new pets in the zone, the pets are now higher level than the MM and probably the mission, so the pets are removed pending being summoned again by the MM.)

     

    Edit again: Even the linked thread said it was not consistently happening, only being triggered at a specific level difference.

    That was a bug report I linked, so they already know about it but is probably seen as fairly low priority. Personally I have had it happen to me numerous times as well. It can be particularly annoying when you are regularly teaming with 1 other person as that level dynamic doesn't change much so it can happen fairly often, but it hasn't led to many deaths so it's more of an annoyance for me than a game breaker, but it definitely happens.

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  3. On 3/30/2024 at 9:32 PM, Rudra said:

    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.

    It has been reported for quite some time.

     

     

    • Thumbs Up 1
  4. On 3/10/2024 at 7:12 PM, Bacon Wrangler said:

    @Maelwys

     

    Could you post your build for bots/kin? I'm only level 7, but have been wondering if I'd made a mistake with /kin (while fully acknowledging my habit of biting off more than I can chew at low levels)

     

    One of the best temp powers in the game for dealing with the low levels is the stun grenade from the START vendor. I find them particularly useful on MMs which don't have great low level henchies but blossom later, like bots. A much underrated power IMO.

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  5. Random passer by in the street said:  [NPC] Kym: Those Nemesis soldiers can try and try, put they'll never put one over on....

     

    That first "put" should be "but"

    • Thanks 1
  6. On 2/10/2024 at 5:01 AM, StrikerFox said:

     

    Since when? Is this on Beta because Fluffy has never been able to slot pet IOs. The only MM secondary power that can is Storm Summoning's Tornado. 

     

    I tried Rad a long time ago but found it kind of boring. The start of the fight is setting up the 3 or 4 toggles. I believe the toggles' radius were small but I could be wrong or it may have been changed. I didn't like Fallout and Mutation were useless while soloing since they do not work on pets. But maybe it might be worth checking out just for fast pets. Every time a Rad or Kin is on the team, "Omg, it's Christmas," comes to mind as I marvel at my pets zipping around.

    I've never really understood why it can't take the recharge intensive pet sets, it seems like it should be able to but for some odd reason can't.

  7. On 12/25/2022 at 6:13 PM, Norl said:

    Just curious, how does it penalize Masterminds?  They have to buy stealth from a pool like most other classes.

     

    We just had some wonderful ambushes yesterday in those curiously large and apparently useless tunnels connecting between underground trains, with endless streams of a dozen or more of those guys who throw a Pris(sy) fit when they die.  Great fun.

    It wasn't so much the stealth aspect that hurt MMs. Back during the period they are talking about you couldn't take pets into missions with you, you had to summon them inside then upgrade them. They also had MUCH longer recharge times and endurance costs then. So the ambush comes, overwhelms you and you die, you go to hospital and reenter the mission but they immediately target the MM again and head straight for them at the entrance, the chances are they kill you before you have finished summoning and upgarding. Next attempt (after waiting up to 2 minutes for pets to recharge) you enter and they are already waiting for you at the entrance and you have no time to summon pets before being killed again... and so on. Other ATs were at least back up at full strength going back into the missions, where MMs were at their weakest, which is why people said ambushes like that penalized MMs the most.

  8. On 12/17/2022 at 12:35 PM, Uun said:

    I slot the Touch of Lady Grey and Shield Breaker procs in X-Ray Beam and Irradiate. I also slot the Achilles' Heel and Scirocco's Dervish procs in Irradiate. The Decimation proc is utter garbage. It's 1 PPM and has almost no chance to go off in an attack. I slot the Gaussian's proc in Aim, which will almost always go off if you don't slot any recharge.

    With regards the gaussian proc in aim, you can actually slot quite a lot of recharge (around 70%) in the power before you start to impact the proc chance.

    • Like 1
  9. 2 hours ago, MTeague said:

    I was reasonably sure you can get any random badge via Ouroborus.

    It's why you don't see people offering the Spelunker badge mission the way you would in Live, etc.

    That said, I'm back from a 5 month hiatus, so I cannot swear to what may or may not have changed since last I was around.

    Spelunker certainly hasn't changed at least, you can still get it via Ouroboros. I did it a a couple of days ago for the badge.

  10. I don't know. And what is even weirder is I got some unslotters and tried it without any enhancements in and everything, including toxic, were all showing 9.38% defence.

     

    Some weird multiplier from enh going on? Not that it's likely relevant but on test when i first checked it I had a full set of level 50 Reactive Defence slotted, all at +5

  11. On my Ill/dark 'troller on test I was checking out defence stats and spotted an oddity with Fade, in the power it said it should be giving 15.01% def to all (this is the slotted value) and in the combat monitor this is indeed what it was showing for everything bar toxic, that was showing as 17.43%, I'm not sure why, or if this working as intended and it's the description that needs updating.

     

    Unfortunately I don't have a dark affinity character on live that I can check and see whether the same thing happens there as well or not.

  12. 5 hours ago, BillyMailman said:

    So, I have a request. Dunno how useful it will be to other people, dunno how hard it is, so feel free to ignore it. And definitely back-burner it if the new update's a pain at any point. But basically, I'd like the Group Name thing to be a clickable link, to some sort of page listing Entities in the group.

    image.thumb.png.b3bcc8eca4707836ea3d810db11a9438.png

     

    think CoD has the info needed to be able to list things like "At level X, this group can spawn the following random enemies:", which would be amazing, but honestly just a big page listing 'em all like the Tag page, would be great.

    I dare say it could be done, but I think it would be a lot of work for a feature not many people are likely to use when that kind of information is already available. A hyperlink to the Unofficial homecoming wiki page would likely be simpler and accomplish the same thing if it was required. https://homecoming.wiki/wiki/Council#Villain_Types In the subgroups it tells you the levels they spawn at.

  13. 14 hours ago, BillyMailman said:

    It's actually completely correct, but you need to know to also look at the Activate Period. Toggles don't actually have and Endurance-Per-Second cost like the game displays; they have a fixed endurance cost that they remove from you every time they activate, same as click powers. But toggles activate themselves over and over, and the Activate Period tells you how often.
     

    So, grabbing a couple random examples, Tough shows in CoD as costing .163 endurance, and having an activate period of .5s. That means it will drain 0.163 endurance twice a second, totalling 0.362 end/s. On the other hand, something like Tanker Dark Armour's Death Shroud will drain the listed 1.04 endurance once every 2s, meaning 0.52 end/s.

    I'm guessing it's probably just a typo, but I think that should be 0.326 end/s for your example. Normally I wouldn't bother mentioning for something like that, where I'm fairly certain it's only a typo, but I think there is enough things in the CoD that confuse some people that it was worth flagging it for you here.

    • Thanks 1
  14. 3 hours ago, C U R S E said:

    No it is a great power and I have that set on my Dark Blast/Ninja Blaster and the combo is peanut butter and jelly. I just auto set and forget and without stacking I average 44 HP per sec for regen.

    I didn't mean the power itself is pointless, just having it being a click over a toggle is pointless, when there is no real benefit to it being a click power.

    • Thumbs Up 1
  15. 4 minutes ago, InvaderStych said:

    Well, not a bug:

     

    +Regen, +Recovery (or End Discount in the case of Energize) and Mez protection in Blaster Click-Sustains all appear to be coded as "Replaces Existing Effect."

     

    So Kuji is working as its code intends, and based on similar powers appears to be following design intent.

     

    🤷‍♂️

     

    https://cod.uberguy.net/html/power.html?power=blaster_support.ninja_training.kuji-in_toh

    I suspected that was how it was working, just not if it was intentional or not. Is it just me or does that make having it being a click power rather... well, pointless?

  16. Question: is Kuji-In Toh meant to stack? I don't see any mention that it shouldn't in game but it doesn't. No part of the regen, recovery, psi res or terrorize protection stacks. I just don't know if that is a bug or WAI. Anyone know for sure which it is?

  17. Well Ranged Ninja (archery/ninja) made it to 38 by this point. I know the screenshot says 37 but that's just because I couldn't make up my mind what to take as the 38 power, so hadn't trained when I took the screenshot!

     

    It's a decent enough combo, not the best going but it's definitely viable. And explosive arrow with 4 damage procs is a hoot.

    screenshot_220422-15-15-15.jpg

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  18. I have a level 50 fire/atomic and it has been one of the most fun blasters I've made. It's a monster. There are probably better dps blaster combos, and better combos for survivability, but mine has 62.5% ranged def, 62.8% smash/lethal def and 72.3% energy def while chucking out a load of single target and AoE damage, so it's a bit of the best of both worlds for me. The secondary can be played passively if you want, just use the melee attacks, immob and hold as mules for set bonuses, but it's a bit of a waste doing it that way I think. But it is a very very viable combination however you want to play it.

  19. On 4/14/2022 at 3:14 PM, Troo said:

    Note: If your forum name doesn't match your in game global, please let me know. (this is how I send prizes!!)

     

    The event ends next Friday, April 22nd.

     

    There is still time to give a random character a try !! ..or try another.

     

    Prizes are given to characters who make it to level 30.

    (If for some reason you are unable to achieve level 30, please write up your sob story.. but please.. make it entertaining)

     

    Thanks to all who have participated so far.

    Love the concepts, updates and costumes.

    You are all winners!

    BTW Troo, I don't really need any more inf or enhancements, so feel free to pass on what you would have sent me to someone that didn't quite make it to 30 instead.

    • Thumbs Up 1
  20. So Ranged Ninja (I wasn't at my creative best when it came to the name or costume I'm afraid) my archery/ninja blaster has made the heady heights of level 25.

     

    Been mostly a lot of fun with only one real issue. It's been a while since I played archery and that was before the snipe changes, so I don't know if I just don't remember it happening or it is something that was introduced with those changes, but there is a weird pause after using the snipe before you can use another attack and it is driving me nuts. Not noticed anything similar happening on my other blasters with their snipes. I don't know why it is bugging me so much, but it is. Other than that though it is a stick chucking death... ahem, non lethally arresting, machine.

    screenshot_220414-08-41-16b.jpg

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