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Posts posted by Jacke
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On 9/10/2025 at 10:23 AM, Ukase said:
This is feedback. I'm playing an electric/electric dominator. I took Voltaic Sentinel. It's too soon to say if the power is good or bad...but I can't target it to even find it some cases. I know it lasts for 60 seconds - but what if I want to dismiss it? I can't.
That's the old Click version of Voltaic Sentinel. Electricity Assault's didn't get changed to a Toggle when the others were modified. It's not targetable because it's an Entity that's an extension of the Toon. But it does benefit from your Global Buffs, unlike the vast majority of Pets. It fires off up to 14 Electrical Bolts. Any aggro it gets your Toon inherits.
Does it show up in the Pet window?
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Some City meme which everyone else has forgotten. Or maybe it's new?
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@Slayde, what launcher do you use for City?
Have you added the command line option to the launcher that allows the City client program to find the mods?
-assetpath assets/mods
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12 hours ago, mistagoat said:
Oh, while I'm dreaming, I want HC to drop the asinine "if other servers have it, HC can't have it" rule.
It's not asinine. HC is very careful how it does things. All work included in the game has to be either inherited from before HC or done by the HC team. They also have an NCSOFT licence for City of Heroes because they were very good and careful about how they ran the game. Because that is the basis for us to have this wonderful game, I think HC is running the game well.
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Just now, Rudra said:
I've never known any Black Knights to placate, but Crey Juggernauts don't have a placate ability anyway.
I've only heard of it secondhand, not yet done Night Ward meself. Whatever, what happened to you was strange. Does sound like a Placate, but you should have seen the status.
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Or a Cricket Bat carried by an Invisible Batman? 😺
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Could it have been what the Black Knights do in Night Ward: Taunt and Placate?
Try it again, but pop off a Break-Free?
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@Maelwys, I think my view of the usefulness of Font may be because of the effect of running Arctic Air, a 25ft PBAoE Confuse aura, as well as application of Cold Snap and Ice Slick. All work to cut down mob attacks. I get so many Fonts because my Toon is always using Block of Ice (with Font) as well as Chillblain (slotted for Damage) as well as Arcane Bolt for strong ST Damage.
The Damage is likely enough to bother the mobs. Even on higher Notoriety content, I've not noticed the Fonts get defeated. But there the Damage would be less.
If the Font inherits the slotting of the Power it's in, that's not the best Accuracy for them. I do have Tactics at L47 (for Jack Frost, who does have ED-capped Accuracy but attacks with 1.0 Base Accuracy). Also, the Base Accuracy of the Damage Auras for both Font and Fiery Orb is 1.0, so they're not going to be great for hitting without Tactics. The Toon doesn't have Infrigidate either, the sole -Def Power, as its -Damage only affects Fire Damage. Just can't fit in all the Powers into a build.
It's kind of a bit of extra Damage and some interference on mobs aggro. I may some day swapped the Power Sets between Cold Snap (Will of the Controller) and Block of Ice (Overpowering Presence) as some times I want to be absolutely sure my 3 ST attacks are ST. And right now with Font in Block of Ice, that's not true.
EDIT: Rolled out a new build for my Ice/Cold Controller. Did swap around the Controller ATOs so Font is now in Cold Snap.
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7 hours ago, Maelwys said:
The Font is garbage.
It spawns at your location, has no movement speed increases and dies to a stiff breeze.I've not found that at all.
On my Ice/Cold Controller, I have the Font on Block of Ice and I've had up to 3 of them out. Because of the awesome Arctic Air I'm normally in close and the Fonts just wander over to some mob and ruin its whole day. Even if I'm at range but in combat, the Fonts move quickly enough to take on the mobs. Even on +4 content, I've found it rare to see the Fonts defeated before they expire.
I've got the Expedient Reinforcement special in Jack Frost, so the Fonts will l have +10% Resist all but Psionic within 20ft of my Controller.
I've not played Dominators very much, so I'm not familiar with its ATO Fiery Orb.
Someday someone will get numbers on the Font and the Fiery Orb and we'll have a better idea.
Until then, here's the CoD2 pages:
https://cod.uberguy.net/html/entity.html?entity=pets_overpowering_presence_pet
https://cod.uberguy.net/html/entity.html?entity=pets_dominating_grasp_pet
Both are downgraded in HP from other Pets the same amount.
https://cod.uberguy.net/html/power.html?power=pets.overpowering_presence.resistance&at=minion_pets
Both have damage auras.
And both go away after 20s.
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Part of the problems with Kinetic Melee is that it is misunderstood.
First the T9, Concentrated Strike has a low DPA and a long Cast time. It's worse that Martial Arts T9 Eagles Claw and that one I skip on all ATs.
I do take all 3 of the other ST attack, T1, T2, and T3, as well as Cross Punch (better DPA even ST than the T9) as the PBAoE T7 is a bit slow on the recharge.
Power Siphon is actually better than Build Up. Using the first 3 ST attacks, quickly pump it to 5 stacks of +Dam (I monitor it in Combat Attributes) which is greater than Build Up and lasts longer, but with the same base recharge of 90s.
Here's the latest build on my Kinetic Melee/Ninjitsu Scrapper. It's a Gold-side completist, so it'll be a while until I get it to L50.
Scrapper KineticM-Ninjitsu.20250828.WpnM [i28p2] @Jacke - Jacke Discreet.mbd
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4 hours ago, AboveTheChemist said:
Michiyo nailed the Cimerora issue, and the FF issue is server-side and not something I can fix. It's not as you describe, rather it is an issue with the minimap in that zone. The issue appears regardless of whether one has vidiotmaps installed or not. Last I heard it was being looked into.
I've reported the minimap issues with the Safeguard and Mayhem Missions. They should eventually be resolved.
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Thanks for that, @Snarky. I'm familiar with non-suppressing stealth, as there's 15ft of that on Blaster Devices'
Cloaking DeviceField Operative. Cloak of Darkness has more.I plan to eventually make every Dark/Dark combination (Mastermind Necromancy/Dark).
Also, for my Dark Armor Toons, I'm planning to go with Obscure Sustenance for all of them. Its extra effects make it seem to be a better choice over Dark Regeneration.
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54 minutes ago, Renatos1023 said:
Thanks for sharing that! I assumed it had something to do with the 'spaghetti' code that I always hear that the game was built on.
From what I've heard, the spaghetti-nature of the AH code is likely the worst in City. That's going to be a major project that will be tackled some day, likely when there's also other reasons.
Also, there's still the bug that a Toon can try to enter an SG Base while that SG Base is being unloaded from memory and saved, leading to the server terminating the City client instead of doing something kinder like bouncing the Toon back to where it tried to enter the SG Base. So that's also an area for work.
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Just remember, there are double agents. But going triple is suicide.
Be seeing you.
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Trip Mine also has the tag (in the upper left of the linked page) "Strengths Disallowed: RechargeTime".
https://cod.uberguy.net/html/power.html?power=pets.mine.trip_mine&at=minion_pets
Don't know if that means the Force Feedback Proc has no effect.
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1 hour ago, Maelwys said:
I think it would also be worth bumping up the base ToHit of all pet summons a bit; to be honest. Especially the ones that spawn at -1/-2 to you (like Fire Imps; VEAT Spiderlings and T1/T2 Mastermind Henchmen); as the Purple patch is already hitting their damage and debuff effectiveness very hard.
Fire Imp's only attack (Brawl) has 1.2 Base Accuracy.
https://cod.uberguy.net/html/power.html?power=pets.imp.brawl&at=minion_controllerpetsFor 1.2 Base Accuracy and slotting ED-capped Accuracy, against +4 Targets (as they are +4 to Pets), final ToHit is about 92%. -Def and Tactics would help, but only a tiny amount.
And except for those Pets that are just extensions of the Toon (Electrical Blast's Voltaic Sentinel, etc.), it's the Base Accuracy of the Pet attacks, which are independent AFAIK of the Base Accuracy of the Pet Summons Power (which doesn't use it AFAIK).1 hour ago, Maelwys said:Whilst it's possible to work around the accuracy issues on most "real" pets... last I checked even MM Supremacy plus ED-Capped Accuracy isn't enough in a -2 henchmen to allow it to attain a Capped Hit Chance vs mobs that are +3 to your own toon (they'd need to have +135% Accuracy aspect in them; which isn't feasible unless you're rocking a Nerve or Vigor Alpha Slot in addition to heavily slotting up their local Accuracy). So you really have to use Tactics and/or the Soulbound Allegiance +BuildUp Proc. And any pets that can't be affected by allied +ToHit buffs (e.g. untargetable Pseudopets, and Phantom Army) are only really left with the Soulbound Proc as a viable option.
There's details to this I don't know, but there's other changes to the game that need to go in before the Level reductions of MM Henchmen gets remove.
Until then, Masterminds really need to take Leadership and Tactics, unless their support set has a very good -Def Power (like Radiation Emission). Soulbound Allegiance Proc would only help intermittently and that's effective a lower final ToHit chance.
Don't know about the untargetable Pseudopets. Some of them may be independent, others may be Toon extensions. But all should benefit from Debuffs like -Def. I know Phantom Army does. Good thing as EVERY attack they have is Base Accuracy 1.0. Can't find where in CoD2 is the "Ignores external strength boosts" for PA, but I know they have it. As does Trip Mine.
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@Maelwys, the key takeaway here is getting that ED-capped Accuracy into Pet Summons Powers. I think like out of all the Pet and Recharge Intensive Pet IO sets, only 3 ED-cap Accuracy just by themselves:
- Brilliant Leadership (barely)
- Blood Mandate
- Sovereign Right
I've been making up mixed sets for Toons with Pets as I do new builds (so far behind in builds...).
After that, if needed (don't need to on the first one I fixed, my AR/Dev Blaster's Gun Drone), add in either Tactics or the use of a -Def Power.
Only some Pets (I think they're all NOT targetable) are considered extensions of the Toon and thus get the benefit of the Global Enhancements, including Level Shifts (outside of what MM Supremacy grants to the MM's Henchmen).
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In other news, I've made a new build for my Dark Armor/Martial Arts/Soul Mastery Tanker. Still very low Level so it's a long way from being tested.
But after looking at Dark Regeneration and Obscure Sustenance, I've decided to go with OS for all ATs. And I'll find out if its other buffs are worth the lesser amount of Healing.
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The interpretations as I mentioned above were confirmed to me.
27 minutes ago, Maelwys said:"Boosts are copied to entity" duplicates all buffs that are currently affecting the caster, including slotted enhancements, inspirations, long-duration clicks (such as forge and Fulcrum Shift) and the current tick of any short-duration recurrent effects (like passives/toggles and set bonuses)
In practice this means that any pseudopet abilities which possess effects that kick in immediately upon summoning (such as Arsenal Control Sleep and Smoke Grenades) will have those initial effects boosted by the caster's Global Accuracy. But then after a few seconds those short duration buffs expire, so any subsequent effects (such as the aforementioned Arsenal Control powers' lingering patches) will no longer get boosted by them.
Note also that this can be overridden by another flag "ignores enhancements and other boosts" (which looks like a padlock symbol in CoDv2). Pets that have both flags don't gain any benefit from the caster's own buffs, only from enhancements slotted into the pet ability itself.
Not sure of the above. Inspirations and Global effects from Clicks are in Global Buffs and if they were included, others would be.
But these are testable with appropriate use of Combat Attributes window.
27 minutes ago, Maelwys said:AFAIK "Entity has creator's modifiers" relates to inheriting the caster's scalars and caps. It's typically used on pseudopet powers like "Burn" where having the power respect the higher Blaster 500% and Brute 700% damage caps (for example) make sense.
That also includes the Caster's Global Buffs.
If we had EXACTLY the same view as what the Powers Devs use (and some documentation as well), this would be much simpler...maybe. But we don't, alas.
CoD2 is better than nothing. But it's also got nil documentation and a steep learning curve.
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Hey @ScarySai, @Maelwys, I said I looked at Beanbag and it's still not good enough to fit into my AR/Devices build.
Beanbag is a ST attack and would need to replace another ST attack, either Burst or Slug (Sniper Rifle is too good, as is the Pseudo-ST Ignite). (See ST chain below.)
Beanbag could maybe replace Burst, but replacing Burst (currently with 2 Procs, Apocalypse chance of Neg Dam and Achilles Heel chance of -Res, as well 4s Base Recharge) would hurt a lot. Beanbag replacing Slug is more likely.Burst has Cast ArcanaTime of 1.188s, DPA of 59.79/s, Base Recharge of 4s, Base DPS of 12.7/s, and Base Range of 90ft. Outstanding feature is 8s -7.5% Def, which means it can slot the Achilles Heel Proc.
Slug has Cast ArcanaTime of 1.584s, DPA of 51.61/s, Base Recharge of 8s, Base DPS of 10.56/s, and Base Range of 100ft. Outstanding feature is 25% chance for Mag 1.25 KB.
Beanbag has Cast ArcanaTime of 1.056s, DPA of 51.19/s, Base Recharge of 10s, Base DPS of 5.46/s, and Base Range of 60ft. Outstanding feature is 11.92s Mag3 Stun.
So, to get that Stun, the build would take a hit on its Range and likely DPS.
My current ST chain is:
- Burst - Ignite - Sniper Rifle - Burst - Slug
If Exemplared such that Ignite is disabled, can swap in Buckshot.
Beanbag maybe could replace Slug and move that to the start. But the Range is down to 60ft. Build has +10% Range, so that would be 66ft. When Ignite currently has the shortest range at 81.3ft. And I use that ST chain at more than 66ft range.
Beanbag is better than it was. But it's still not good enough for me to put into a build.
EDIT: Alternately, I could put in Beanbag and replace another Power. Making just a situational Mag 3 Stun. But Beanbag's always been that. I tried it out years ago. But if I use Beanbag and I get that 5% chance to miss, I've got to do something else. So I just haven't included Beanbag and always do that something else. And I don't think I can find any Power in the build I'd want to drop to make room for Beanbag.
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1 hour ago, ScarySai said:
People willingly take beanbag, if they wanna scuff their character in spite of advice, that's not my problem.
Recently, I looked at Beanbag for my main Toon, AR/Devices Blaster. It does more Damage now than it did in the past. But I've developed that Toon since 2005. The build is tight and I don't want to lose any of the existing Powers to add in Beanbag.
Just the way it is. When all Powers in a Primary and Secondary Powersets are good, still to fit in the more-than-6 needed Pool/Epic Powers to flesh out the Toon's build so it works well, thus have to skip what are good Powers.
EDIT: Looked at it again. I'd almost be willing to drop Slug for Beanbag. But Beanbag has a Base Range of 60ft, while Slug has a Base Range of 100ft. Beanbag has a faster Cast but Slug has betterDPA. Sticking with Slug. For now....
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I've written up important advice for the builds of all Toons who depend on the vast majority of Pets and Pseudopets here.
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The first thing any Toon that depended on Pets or Pseudopets (example all Masterminds, Traps Toons (8 out of 9 Powers, all but Web Grenade), etc.) needs to do is get their Pets final ToHit close to 95%.
The vast majority of Pets do not benefit from the Global Buffs that the Caster has. No Level Shifts (except from the MM Inherent Supremacy), no Global ToHit, no Global Accuracy. Some Pets (like Trip Mine for all ATs) don't even get benefit from the Leadership Auras (there are flags that exclude those buffs). Only Pets who are considered an extension of the Toon benefit from the Global Buffs.
The example I use to point this out, especially in CoD2, are 2 Pets on a Electrical Affinity/Electrical Blast Defender:
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Electrical Blast's T8 Voltaic Sentinel is an extension of the Toon and does benefit from the Caster's Global Buffs.
https://cod.uberguy.net/html/power.html?power=defender_ranged.electrical_blast.voltaic_sentinel&at=defender-
Note the Double Green Box on the right side of the Create Entity Effect, "Boosts are copied to entity".
- That means the slotted Enhancements are copied (with some restrictions shown elsewhere) to the entity, the Pet.
- Elsewhere this is called "Use Combat Mods".
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Note the Double Red Box on the right side of the Create Entity Effect, "Entity has creator's modifiers".
- That means the Caster's Global Buffs are copied (with some restrictions shown elsewhere) to the entity, the Pet.
- Elsewhere this is called "Use Caster Mods".
- Note that the Effects of the Pets are all listed immediately here.
- Note that in game, the Pet cannot be targeted.
- Any aggro the Pet gets is immediately passed to the Caster.
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Note the Double Green Box on the right side of the Create Entity Effect, "Boosts are copied to entity".
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Electrical Affinity's T3 Galvanic Sentinel is like the vast majority of Pets and Pseudopets and doesn't benefit from Caster's Global Buffs.
https://cod.uberguy.net/html/power.html?power=defender_buff.shock_therapy.discharge&at=defender-
Note there's only a Double Green Box on the right side of the Create Entity Effects, "Boosts are copied to entity".
- That means the slotted Enhancements are copied (with some restrictions shown elsewhere) to the entity, the Pet.
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Note that there's a link to a separate Entity page for the created Pet.
- Where you see a lot of information and links to the Pet's Powers.
- Note that in game, the Pet can be targets usually (not all Pseudopets of this type can be targeted).
- This type of Pet includes all Mastermind Henchmen.
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Note there's only a Double Green Box on the right side of the Create Entity Effects, "Boosts are copied to entity".
As well, there is a large and effectively unfixable bug in Mids Reborn: It doesn't recognise this difference and always gives Pets the benefit of the Caster's Global Buffs. You cannot depend on MRB's calculations of the final ToHit chance of the vast majority of Pets and Pseudopets.
To avoid calculating every case of the vast majority of Pets, I have 2 rules I use to get the Pet's final ToHit close to 95% in content the Casting Toon may see as +3 (+4 with the Toon +1 due to an Incarnate T3 or T4 Alpha Boost slotted--which the Pet sees as +4 all the time):
- Slot the Pet Casting Power with ED-capped Accuracy (~93%+).
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If the Pets has important Attack Powers that aren't autohit and have a Base Accuracy of under 1.2, do one or both of the following:
- Have the Caster take Leadership's Tactics, even just the base Slot on a Mastermind.
- Have a -Def Power applied to the potential targets.
Two examples of Pets who's Attack Powers have 1.2 Base Accuracy:
- Devices' Gun Drone
- Fire Control's Imps
Most Pet IO sets do not have enough Accuracy, requiring mixed slotting of different IO sets to get there. This has to be done for ALL Pet and Pseudopet Summons Powers of the second type from above. Some Pet Toons won't have a -Def Power, so in that case they'll often need Tactics.
Mastermind Henchmen have other Level reductions from that of the Mastermind that complicates this. Mastermind Supremacy Inherent Power can offset this, but Henchmen need to remain close enough to the MM. I have heard that this won't be changed until other changes go in.
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Electrical Blast's T8 Voltaic Sentinel is an extension of the Toon and does benefit from the Caster's Global Buffs.
Kuji-In Toh: Optimal Slotting
in Blaster
Posted
I'll back up what @tidge says. For Devices Field Operative (a Toggle instead of a Click), I get enough Regen from a Preventive Medicine Attuned Heal and the Special. Adding in more Health slotting doesn't return that much Regen, better to use the Slots elsewhere. Also, that Special is actually a Global that provides the Proc, so the Power it's slotted in doesn't need to be used to get the benefits of the Special. Found that out from slotting it in Sorcery's Spirit Ward.