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Everything posted by Maelwys
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Unfortunately your finding Scrappers and Tankers "dull" does not constitute a mechanical advantage for Brutes. The only real advantage Brutes have is when soloing in the very early game before your attacks can be properly slotted up with SO enhancements (e.g. if there is zero damage enhancement slotted in an attack, then a Brute will deal more damage than a non-crit from a Scrapper if they have >25 Fury). Combine that with their high base HP and they're probably the easiest melee AT to play at very low levels; which is why a lot of newer players get hooked on them. However at level ~22 that lead starts to evaporate; and on team content at endgame Brutes are left trailing well behind the pack.
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Guessing they're getting this from the old Homecoming Stats page from four years ago (when FA Brute farmers almost outnumbered everyone else put together) Which yeah, is (i) rather dated and (ii) not a great indication of how Brutes are mechanically performing at levl 50 vs Tanks/Scrappers/Stalkers. IMO Brutes are indeed fine when compared to other melee ATs before a tricked out IO build is taken into consideration; particularly when soloing. But they bring very little to teams - Tankers have better AoE damage and sustainability (even if both are at the res caps, Tanks still have a bigger HP + Absorb pool); Stalkers and Scrappers have better Single Target and Spike damage. If you were feeling charitable you might say Brutes end up as the "jack of all trades and master of none" here... but honestly if everyone is well beyond the Defence softcap then the fact they can hit 90% Damage Resistance rather than a Scrapper/Stalker's 75% is usually redundant. So damage output tends to matter more than anything else. Put simply, Brutes' performance floor might be a bit higher, but they have a lot lower peak performance in endgame team content (even in smaller teams with a decent Kin). The Scrapper and Stalker ATOs increase the peak damage output of those ATs considerably, and the same is true for the the Tanker ATOs in terms of survivability... but Brute ATOs are not in the same ballpark performance-wise. They could honestly do with a tweak to at least get them within sight of the stadium. So yes, I'd like to see the Brute ATOs buffed; particularly the superior version of the uniques, since those factor in much more at endgame. Brute's Fury is at best ~14% (+7 Fury) Damage on a character that's already sitting at ~370% damage just from Regular slotting and Fury. Unrelenting Fury is pathetic, typically giving much lower performance than a Panacea Unique. All that said, I'm not claiming that Brutes aren't enjoyable; or even that they're never useful on a team... but I am claiming that on most high-end team content you can usually swap a Brute out with a Tanker/Scapper/Stalker and the team will perform better. EDIT: To be fair... the -res from Tar Patch (new Dark Mastery Epic Pool) actually goes quite some way to levelling the playing field. However Tanks get access to it as well; taking it means dropping Gloom; and it's not an every-spawn thing... particularly if your team is in "maximum woodchipper" mode.
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There's nothing to stop an ATO having multiple effects, and in fact that's how most are coded (since they add stuff like +Recharge% too) Take the current "Unrelenting Fury" ATO for example. Leave its existing buffs as is, but give it an additional set bonus which in turn grants a constantly-refreshing, short duration damage buff to any allies within a certain radius (like power pool Assault) where the "+damage strength" buff value varies based on the Brute's current "Rage" value (AKA their Fury bar). OR replace the ATO's current effects completely and just give BOTH the Brute and their teammates damage buffs... the teammates get a buff based on the Brute's current fury, and the Brute gets a buff based on the number of total allies (including themselves) within X feet. The buff recieved by the Brute could be some mixture of Damage and/or EndRed/Recovery/Regen/Resistance/whatever if the design goal of that particular ATO is to increase their sustainability. (I'm not sure if the Cottage Rule applies to enhancements...) 🙄 🏡
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Personally I'd still like to see one of the Brute ATOs altered to grant an AoE teamwide damage buff based on their current Fury level. That way bringing a Brute along would actually benefit the rest of the team a little bit more than bringing a Scrapper/Stalker; and it'd serve a slightly different role to a tanker. There aren't many melee toons (certain VEATs with double-assault I guess?) that buff allied damage%; and even in a team with a Kin it'd still get some milage versus tough single targets. Plus, "Contagious Fury" has a certain ring to it...
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You can sort of do that with keybinds. Just not with a SINGLE keybind. What you're asking for could be done however via a series of keybind text files that "load" each other in sequence each time you press the key. Example: [textfile1.txt] KEY "bindloadfilesilent c:\coh\binds\textfile2.txt$$petselect_name PET1" [textfile2.txt] KEY "bindloadfilesilent c:\coh\binds\textfile3.txt$$petselect_name PET2" [textfile3.txt] KEY "bindloadfilesilent c:\coh\binds\textfile4.txt$$petselect_name PET3" [textfile4.txt] KEY "bindloadfilesilent c:\coh\binds\textfile5.txt$$petselect_name PET4" [textfile5.txt] KEY "bindloadfilesilent c:\coh\binds\textfile6.txt$$petselect_name PET5" [textfile6.txt] KEY "bindloadfilesilent c:\coh\binds\textfile1.txt$$petselect_name PET6" You could also go a step further and within those files set up additional bind commands so that you have some fine control over the currently selected pet, like: [textfile1.txt] KEY1 "bindloadfilesilent c:\coh\binds\textfile2.txt$$petselect_name PET1" KEY2 petcom_name "PET1" Attack KEY3 petcom_name "PET1" Follow KEY4 petcom_name "PET1" Goto KEY5 petcom_name "PET1" Stay
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Demons hasn't changed much over the years, whereas Necro has been revamped recently and is currently one of the top (if not the top) performing powersets. That's not to say Demons are weak... but they used to be the outlying strongest set; and now they're merely one good-performing set amongst many others. + Necro inflicts a lot of -Tohit debuffs (the Lich can stack them pretty high by itself, plus your personal attacks and Soul Extraction) + Dark inflicts a lot of -ToHit debuffs. (Darkest Night, Fearsome Stare, Fluffy) Together, those powersets will effectively be defence-softcapping you and your pets vs most foes that rate up-to-and-including "+5" to your T1 pets (e.g.+3 to you). Demons do not inflict -ToHit debuffs. Instead they buff each other's Damage Resistance; inflict a bit of +Slow/-recharge debuffs and have a bit of AoE healing. That's not a bad spread of damage mitigation, but it means that you and your pets are not likely to be hitting the Defence softcap unless you work for it. Are you using Maneuvers and Shadow Fall (both ED-capped for +Defence) plus the Edict of the Master and Call to Arms +Defence Aura IOs? That should raise your pets' total Defence by around 20%; which leaves them 25% from the "regular" (non incarnate/hardmode) Defence softcap. Dark's "Darkest Night" and "Fearsome Stare" both inflict about a 17.6% ToHit Debuff when slotted up; so even against +3s that's still inflicting 0.65*17.6= of the original, for 11.44% -ToHit each; or ~22.88% total. That puts them at a hair over 2% shy of the softcap. Fluffy (Chill of the Night is -30% ToHit by itself!) or even a simple Twilight Grasp will close that gap. So your henchmen should end up effectively softcapped versus most things as long as you don't neglect your +Def and -ToHit slotting. *YOU* might still need a little bit of extra help to hit the softcap, but that's doable via other Toggles, Set Bonuses and the Steadfast Protection/Gladiator's Armor uniques. Shadow Fall should also help your pets versus Energy/Negative/Psi damage - and they already get decent Cold/Fire/Smashing/Lethal Resistance from the Ember Demon shields plus their inherent resistances. Throw in the Expedient Reinforcement, Sovereign Right and (Superior) Mark of Supremacy +Resistance Aura IOs for another +35% Resist to all and they get pretty tanky. Unfortunately there's not much you can do about pet mez protection other than Shadow Fall (Terrorized) and Tactics (Confusion) until you hit 50 and get access to the Clarion Destiny Incarnate abilities and a few choice supportive Lore pets. (OK, you could take Medicine Pool's "injection"... but the cast time is long and the duration is short so you'd be forever rebubbling your henchmen. Just don't! 😉)
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Generally on MMs you'll want to split "Superior Mark of Supremacy" into three (2x in each pet, plus 1-2 other Frankenslotted IOs/HOs to ED-cap their damage and raise their Accuracy/Endurance). That leaves roughly 2-3 slots free in each of your pets for procs and Aura IOs. The "Superior Command of the Mastermind" set can also be useful to 4-slot somewhere if you've room (it would fit nicely in Hell on Earth; plus 2 Aura IOs). On Demons, IIRC the T3 Prince can make good use of the Impeded Swiftness and Ice Mistral's Torment damage procs; and the T2s need a fair bit of +res slotting... so personally I'd probably stick the the remaining two aura IOs into the T1 Demonlings if possible; along with the Soulbound Aallegiance Proc. Other considerations? Above all else... be sure to get yourself a solid set of keybinds. Powerswise; the Leadership pool never goes amiss on MMs and /Thermal really likes Hasten. For Incarnates? Musculature Core Alpha; Barrier Core or Clarion Core Destiny; Support Core or Melee Core Hybrid; Degenerative or Reactive Interface; Void Radial Judgement. Realistically any Lore Pets will be fine with a Demon/Thermal as you don't really need additional healing or -regen, and mez protection can be handled via Clarion Destiny or Melee Hybrid... but the support pets from Knives of Vengance (Offense) or Talons of Vengance (Defence) will provide the best wide-area buffs.
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Help with MM Merc/Time build with IOs and incarnates plz
Maelwys replied to chusski's topic in Mastermind
Also, just for fairness sake - respecced to Soul Mastery and tested with Power Boost. (Identical behaviour!) -
Help with MM Merc/Time build with IOs and incarnates plz
Maelwys replied to chusski's topic in Mastermind
I'm going to hazard a guess that the reason you're seeing defence spiking/dropping is because of powers other than Farsight (Autos/Toggles/etc) contributing to your Defence. Try expanding the Combat Attributes screen so that you're not just looking at the tooltip + you can see each of the values contributing to your current Defence - check Farsight's buff at the 1 second and 119 second mark; it should be identical. I just hopped on Brainstorm and did a quick test using the exact same powerset combo - a fresh unenhanced Lv50 Time/DualPistols/EnergyMastery Defender. BEFORE DOING ANYTHING WHILST PBU IS RUNNING LONG AFTER PBU EXPIRES, RIGHT BEFORE FARSIGHT DOES Farsight as currently coded literally cannot alter the defence buff value it's granting midway through its 120s duration. https://cod.uberguy.net./html/power.html?power=defender_buff.time_manipulation.farsight&at=defender Note that no child effects are applied here and there is no"Activate Period" listed. It simply applies one single long-duration buff (Ranged_Buff_Def * 1.25 Defence) for 120 seconds. Since the system applies this buff precisely once (1.667 seconds into the casting of the power - "Animation Time Before Effect") only one single check is ever performed to see if anything is boosting the value (Enhancements/Power Boosting/Whatever). Compare this with a different power like Maneuvers/Combat Jumping/Stealth/Hover and you'll notice the duration of those buffs is measured in at most a few seconds but they have "activate periods" which are very slightly shorter than the duration... so they continually refresh and continually adjust their buff values over time. If you're just going off the numbers in Mids then you'll need to manually account for the effect that Power Boost's expiry has on your toggles. First ensure the green checkmark in Mids next to Farsight and Power Boost/Build Up is OFF and record your regular non-boosted total defence. Then check Farsight and Power Boost/Build Up back ON again and record the defence value listed ONLY in the "effects" tab of the Farsight power itself (not your totals!). Finally add those two numbers together and that's what you can expect to actually get in-game. -
Help with MM Merc/Time build with IOs and incarnates plz
Maelwys replied to chusski's topic in Mastermind
The idea is pretty straightforward once you break it down. When you hit Power Boost (and/or Clarion Radial) you get a short-duration buff that boosts the secondary effects of your powers. Any power that you activate before that buff which has those secondary effects (ToHit, Defence, etc) expires gets its values massively boosted. "Toggles" and most passive "Auto" powers refresh every few seconds and do a fresh check each time they cycle. So shortly after the Powerboost buff expires... their values will return to normal. However most "Clicky" buffs (perhaps most notably long-duration +Defence-granting abilities like Fortitude, Forcefield Bubbles, Farsight, etc!) only check to see if they're boosted ONCE whenever you first activate them. So if they're boosted when you cast them, then they'll maintain that boost for their entire duration. Which means if you can get Power Boost to recharge again before that power expires, the boost can be effectively "permanent". There are a few exceptions - Cold Domination's Bubbles and Darkness Affinity's Fade are coded with a flag to "ignore external strength boosts" (this is because those powers buff 'damage resistance' as well as 'defence'; and there's a convoluted coding thing in CoH where if you boosted the strength of a character's Damage Resistance then you'd also boost their damage output - so the short version is that Power Boost effects don't work in any powers that grant Damage Resistance) -
Help with MM Merc/Time build with IOs and incarnates plz
Maelwys replied to chusski's topic in Mastermind
I posted this yesterday in the Bots/Time thread; but the biggest contribution to pet survivablity on a /Time MM will be combining Farsight with both Power Boost + a Radial Clarion Destiny. With ED-capped +Defense slotting, Farsight grants about ~14.7% Defence to all.Power Boost raises that to ~20.9%Power Boost AND Clarion Radial Epiphany (or Clarion Total Radial Invocation) brings that total up to ~28.4% Throw in another ~4.13% from Maneuvers and +10% from the two +Def IOs and your pets will be just a few percent shy of the regular 45% Def Softcap. If you desperately want to reach the Softcap without other buffs (Support Destiny, Diamagnetic Interface, Lore pet with +Def bubble, etc) you can technically do so via a +Def Alpha like Agility Core Paragon and a little overslotting in Farsight. (Not bad for tapping three buttons every 120 seconds...) -
Help a dyscalculiate optimise his build. Bots/Time
Maelwys replied to Ejlertson's topic in Mastermind
Might be worth pointing out the benefits of Radial Clarion Destiny slot here too. With ED-capped +Defense slotting, Farsight grants about ~14.68% Defence to all. Power Boost raises that to ~20.82% Power Boost AND Clarion Radial Epiphany (or Clarion Total Radial Invocation) brings that total up to ~28.32% Throw in another ~4.13% from Maneuvers and +10% from the two +Def IOs and your pets will be just shy of the regular 45% Def Softcap. Add Protector Bot bubbles (even with just a single LOTG) and you're well into Incarnate Softcap territory; just need to remember to click three buttons every 120s. -
Definitely; and that's why I had that "other than specific boss fights" caveat in the parent post. An /Elec MM that is constantly on the move also at least still has healing and other buffs such as Empowering Circuit to fall back on. However it doesn't change the fact that /Elec's performance still suffers a lot whenever a team is highly mobile; which is (for better or worse) the current meta. And as I mentioned in an earlier post, other powersets like /Thermal can provide a very similar benefit to /Elec regardless of how quickly the team is moving. It's a rather powerful powerset; but it unfortunately comes with some annoying limitiations - reduced mobility on teams; and an inability to leverage its capstone (Amp Up) when solo. Still perfectly playable though even if it's not exactly mechanically optimal + a small price to pay if you're in love with the theme/flavour!
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Slight caveat here - there are certain situations (which happen only very occasionally in regular content, but extremely regularly on AE farming maps) where you have more than 17 hostile critters nearby. In those cases the aggro of the entire mob cannot be held by one single entity; and whilst it's of great benefit for a player character to have some pets to help "herd them up"... having multiple pets, some of which are WEAK can actually be detrimental because those pets inevitably die and aggro starts to pinball madly all over the place. This is actually why my Bot/Kin needs to worry about resummoning their T1s on AE farming maps - I can easily have 30+ foes madly gyrating directly underneath my hovering mechcluster of doom; but only 17 of them are aggroed onto my Assbot; the others are mostly split across the Drones (with their Full Auto spam) instead of across my MM themselves plus the Protector Bots; who all have considerably higher "effective HP" due to purple patch scaling. In most cases I can reliably pull most of them onto my MM via Bonfire and Fireball spam, but that's still only a maximum of 34 simultaneous foes accounted for; which, yes, seems like a lot, until you actually see two ITF's worth of foes crammed into one tiny asteroid map...
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I'm rather enjoying my recently-50ed-and-tricked-out Bio/Staff Tanker. Sure, staff tends to stay on Form of the Body 24/7 just like Offensive Adaption... but the +Def from Guarded Spin (~22% with a LoTG or two) covers Bio Armor's defence gaps nicely; and the +Res from Sky Splitter (+13.3% to all) plus a few +6.7% stacks from the SMoT Proc (mine's in Serpent's Reach) helps versus non-S/L damage. Softcapped Defences, Hardcapped Resists and plenty of Absorb. Throw Bio's "Parasitic Aura" on a group of alive foes and "DNA Siphon" on a group of dead ones and your Regen/Recovery rate jumps through the roof and I've noticed it's not uncommon for me to see hardcapped numbers there too. The real kicker is the procability though. Mercurial Blow takes Achilles' Heel -Res and Touch of Lady Grey; Eye of the Storm takes Fury of the Gladiator -Res and Force Feedback chance for +Recharge and Armageddon; Serpent's Reach takes Decimation: Chance for Build Up and Apocalypse; Sky Splitter takes Hecatomb plus any other ATOs you're missing... and then there's all that AoE -Res from Form of the Body + Eye of the Storm and Evolving Armor. You're a proc-laden resistance-debuffing AoE woodchipper. Sure, /Staff isn't as standalone awesome as /SS Ragestomping, but Bio/Staff has got some real synergy going on making the whole genuinely better than the sum of the parts. It's nice for a change to play a toon that just naturally "comes together" so much... EDIT: Some actual numbers and a sample build, since I'm home from work now and can actually check in-game (Mids is pants at getting the stats right with all the stance mechanics) Offensively, with "Offensive Adaption" running: +25% Damage and +7.5 ToHit from Hardened Carapace (Offensive Adaption) plus up to +15% Damage from Form of the Body (3x Stacks). It inflicts a constant PBAoE -10.64% resist to Foes via Evolving Armor, plus another -10% res for 6 seconds via Eye of the Storm with 3x Form of the Body Stacks (in the typical AoE chain this cycles every 9.1 seconds). With my current slotting, Eye of the Storm also has a 41% chance to activate the Annihilation Proc for a further -20% res for 10 seconds, and Mercurial Blow has a 17% of activating the Achilles' Heel Proc for yet another -20% res for 10 seconds. DNA Siphon will deal a constant -100% Regen in Offensive Mode and -133% outside of that mode. Defensively, with "Defensive Adaption" running plus a 3-stacked SMoT proc: (there's a 67% chance of 3 procs being up, and 25% chance of 2) >90% Resistance to S/L/T (even in Offensive Adaption!) ~55% Resistance to F/C/E/N/P with 1 foe in range of Evolving Armor, or ~61.5% with 10 foes in Range. With 10 Foes in Range AND 'Melee Core Embodiment' AND/OR 'Barrier Core Epiphany'; can reliably sit at >80% Res to F/C/E/N/P. 67.4% Melee Defence (2 stacks of Guarded Spin) or 45.35% (1 Stack). Plus 45.21% F/C/E/N Defence. Can activate Stealth for a smidge more. Hardcapped Recovery [9.47 End/Sec] when Parasitic Aura is running (uptime 45s, recharge ~67-86s) otherwise 6.38 End/Sec. ~250 HP/Sec Regen when Parasitic Aura is running, otherwise ~115 HP/Sec. Can hit the +2500% Regeneration hardcap in Efficient Adaption with 'Melee Core Embodiment' running. Constant PBAoE -14% Damage debuff to Foes via Genetic Contamination. Frankly more +Absorb than I know what to do with (can technically hit the 100% Base HP hardcap!) Tanker (Bio Armor - Staff).mbd
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Plenty of petless Masterminds exist. It might not be optimal in terms of damage output to skip them; but occasionally constantly babysitting and resummoning pets (or having them stand around blocking narrow corridors - geometry can get wonky in some cave maps since you can only shove them out of the way if there is space behind them) can be detrimental to a team's performance.
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It's the (now downright ancient) case of Flat damage mitigation versus Scaling damage mitigation. Regeneration and Healing are "Flat" damage mitigation. You heal or regenerate a certain amount of hit points over time. It doesn't matter if you take 10 or 100 or 1000 damage, you still always recover X hitpoints in Y seconds. Defence and Damage Resistance are "Scaling" damage mitigation. They allow you to avoid different amounts of damage, based on what attacks are currently being inflicted upon you. For Defence, you either take 0% damage or 100%. For Damage Resistance, you always take X% less damage. Regeneration therefore tends to be either completely immortal or dead. The old adage goes that /Regen Scrappers are basically immortal providing that (i) they never take more damage than X over time Y and (ii) they never take a single huge spike of damage that is greater than their maximum HP. Moment of Glory (after the rework in 2008 which removed the stupid health crash) became a very useful Emergency Button for /regen - in cases where you start taking more damage than your flat mitigation can cope with, it gives you some valuable breathing room. It's not supposed to be a "always wait for this to recharge before jumping in" power or a "save this for the end boss" power but somewhere in the middle. - - - - - - - - - - Personally, on my own /Regens I always liked layering mitigation further, so taking primary sets with buffs like Divine Avalanche (melee softcap before IO came out? Yes please!) and even Tough and Resilience. I didn't always run those constantly; but popping MoG gave me a chance to "turtle up" and get a double-stacked DA going, for example. Although admittedly it's been a looooooong journey from this: to this:
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That melee_speedjumping modifier is just another method of saying "don't scale this value based on the entity's rank" The older non-revamped henchmen (like this) all use that modifier for their resistance figures, which is why I leapt to the initial conclusion that Robotics was "incorrectly" using a different one.
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Definitely, the T1s currently have the biggest survivability problem due to them being -2 in most content and Purple Patch shenanighans. (Although it's a bit worse for Ninjas than the rest since they key off Defence and anything over +5 starts getting ToHit buffs...) So if it comes to a choice; personally I'd also much rather see all three pet tiers standardised. That said, dropping the T1 survivability would be particularly concerning for a set like Mercs where so much of the sustainability of the set comes from the T1 Medic; so perhaps they really did leave it different for a reason... who knows? 🙃
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That.... seems a bit odd given the way other buff powers function and the original "static" resistances of the pets; however if that's the new design intent then fair enough! (I was on a break from the game during the page 5 revamp; but just noticed the discrepancy between Bots and Mercs during some recent testing...) 🙂 And indeed, it appears that you're right - on Brainstorm at least the other two "revamped" powersets (Ninjas and Necro) are similarly keying off the pet scalars. Definitely looks like there's something out of whack here + a standardisation pass needs done. E.g. either Mercs needs brought into line with the other three "revamped" primaries; or they need brought into line with Mercs (and the non-revamped legacy powersets).
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There was a post earlier this week about that very power combination - see here. The Page 5 Patch changed a lot of stuff in Robotics and most of the builds/guides you'll see out there such as this one predate it. To rehash my views on /Elec MMs from this thread: It plays very similar to Thermal, but your damage resistance buffs and mez protection are tied to a set location (making you slower to move from place to place - on an AT that is already renowned for its slowness on team content!) and your "chain" abilities are only sometimes AoE. Perhaps most notably however, its capstone ability 'Amp Up' is practically worthless on pets (aside from perhaps the Necromancy's Lich ) because pets are unaffected by recharge time changes and unlike most 'Power Boosting' effects it only increases Defence/ToHit DEBUFFS not BUFFS. Although it's probably still better than /Sonic.
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[EDIT: It has been pointed out below that the Robotics Equip power may in fact be "correct" here, since the same behaviour is currently present in the other 'revamped' powersets Ninjas and Necro... however if this is true then the Mercs Equip power must be using the incorrect scalar...] As per post title, the "Equip" upgrade ability in Robotics was reworked to grant the henchmen some enhanceable damage resistance... however it appears that this is currently using the scalar of the individual pet to determine the actual amount of damage resistance granted, rather than the scalar of the Mastermind themselves. Each of the resistance figures is listed as +25% Damage Resistance (Lethal, Cold, Psionic) (self only) for 10.25s ... but the numbers you actually get in the game are different than expected (see example screenshot below) and only match up if it's actually using the "Minion Henchman/Lt Henchman/Boss Henchman" scalars for Resistance Buff rather than the "Mastermind" scalar. https://cod.uberguy.net./html/power.html?power=mastermind_pets.droid_2.resistance&at=minion_henchman https://cod.uberguy.net./html/power.html?power=mastermind_pets.protector_2.resistance&at=lt_henchman https://cod.uberguy.net./html/power.html?power=mastermind_pets.assault_2.resistance&at=boss_henchman The upshot of this is that the Assbot is significantly tougher than it should be and the Drones significantly weaker versus vs Lethal/Cold/Psi damage. The Protector Bot is "correct" since the Lt Henchman scalars match that of the Mastermind. Compare this with the same "Equip" ability from Mercs... which is using the Mastermind scalar and so each of the pets resistances only end up differing *very slightly* due to their level differences: https://cod.uberguy.net./html/power.html?power=mastermind_pets.soldier_2.equip&at=mastermind https://cod.uberguy.net./html/power.html?power=mastermind_pets.medic_2.equip&at=mastermind https://cod.uberguy.net./html/power.html?power=mastermind_pets.spec_ops_2.equip&at=mastermind https://cod.uberguy.net./html/power.html?power=mastermind_pets.commando_2.equip&at=mastermind
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AFAIK pet abilities are completely immune to Recharge rate modifications of any kind. Was made that way years ago in response to people slotting stuff like Force Feedback recharge procs in them (which drastically overpowered certain pets and also had a bad habit of breaking the pet AI!) Ths actually makes MMs one of the few ATs that are really good at fighting large groups of foes that inflict recharge debuffs.