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Everything posted by Crysis
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	Well that explains the zero impact on Healing Flames, since it is also +RES. Its fine...just one less power I need to take feom the set. Power Boost is likely of more value to a MM given it will work with +DEF buffs.
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	I think we have to cut THIS dev team some slack. Bugs always happen, but this particular dev team is not THE original dev team, and although they have full access to the code and presumably some documentation, much of what they are doing is modifying existing code (or completing partially-written code) developed years ago and then releasing it. My understanding was the original code was a "hot mess" per some of the old Live developers, so I'm sure this can't be an easy task to do full regression testing, etc. They also have a considerably smaller player base and even smaller yet beta test community outside of the testing they do on the original SCORE servers (Alpha) and the Beta testing servers here on Homecoming. So the quality of the releases and the bugs therein are likely going to be higher simply because you've got the blind explaining the color green to the deaf here. Don't mean to be insensitive to either physical condition, just trying to draw a metaphor. tldr; current devs are really just modifying someone else's pre-existing code, regression testing isn't happening at level needed to contain bugs. Post in bugs forum and hope it becomes a priority someday. For now...I'm likely going to repsec again OUT of Defib as well as Amp Up. Neither power are doing much of anything once you start joining steamrolling teams. Solo, I've got more than enough firepower for myself already. Both are pretty lackluster performance in real-game scenarios. Defib really seems to suffer unless spawn is locked down when you cast it, and if they are, nobody's around to rez anyways. So....wasted power. Reminds me of some bizarre mix of Fallout and Mutation from Radiation set. Situational at best, and Defib is a weaker sum of the parts here. Amp Up is just flat out broken for a MM as a T9 power pick. I'd say for a single slot, single power pick replacement without going into a new pool, Power Boost is far superior.
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	While I agree with the consensus that you shouldn’t skip the powers, I’d also like to point out what was said above regarding not giving so many slots to them at later levels. /Rad is a great set to level with one build, and then by around 45, respec it into a late game/Incarnate build. Damage is the great equalizer in the late game, and personally I find steamrolling teams to be far, far more common than high level teams playing like they did back in their 30’s when tactics actually mattered. Everything starting at around level 45 becomes a Zerg rush of damage dealing, and only the TF’s really require any set tactics like debuffing the AV. It may make things go a little faster, but damage is so high it seldom matters outside of a few of AV’s. Fire/Rad is particularly good at both roles, but pretty much anything paired with /Rad will perform well. I enjoy my DP/Rad as /Rad helps to make up for the lackluster damage of DP.
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	I have Mace/Web Envelope PPP. It does work. However, for 45+ levels I had nothing. By the time I have it, I need it less. Just was making the comment that I found "sapping" to have far more impact on causing targets to flee now than back when I ran a Kin/Electric Defender back on Live. And those were designed around Sapping. Nice GIF btw. Watched "The Queen of Spain" movie last night. Had both Elwes and Patinkin in it. Was nice to see them back together again.
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	I have converter bids in on a few dozen alts every day. I generally bid between 75K and 80K. They always get filled within 24 hours, most within an evening. I’ve noted that the redemptions tend to hit at lowest price just as the peak players starts to subside each day. My guess has always been because it’s players cashing in merits for converters for the evening as they finish their missions and wanting to sell them quickly for enhancement maintenance or whatever.
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	One thing I’ve really noticed with Bot/EA is the almost absolute need for an immobilize/Hold of some kind -AND- a travel power. When you sap a critter they run/fly away at literally super-speed level, almost as if panicked. I’ve tried Provoke on them and they seem to ignore it when they have no End. Anyone else experiencing this? Seems to scale with their level. Bosses do it far more than Lieuts or minions, and EB/AV’s REALLY do it. I had Infernal running literally to other side of the map.
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	Thanks, been there, nobody mentioned the +Healing wasn’t working. That’s why this belongs here.
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	Hmmm....it's listed in description but not in detailed info. Not first typo I've found. Has this been tested and it works? So if someone is using a -DEF debuff it amps that up? And what about -RES debuffs? Just doesn't seem to work at all as advertised. EDIT: Just tested it on an ally with Holds and Immobilizes. No effect on either.
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	Well now I'm even more confused, because nowhere in the power info does it ever state that Amp Up will boost Defense DEBUFF...only Defense (which, obviously, it doesn't even though it says it does). It also doesn't appear to impact Absorption, Endurance, To-Hit, Run Speed or most of the other stuff listed. Lies, lies and damned lies......I want my money back!
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	This but I have an ultra wide and use play both in Windowed mode but the “helper” account at a much smaller sized window than the main account. It lets me keep an eye on both at same time as the helper gets stuck behind geometry or whatever.
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				Anything to do with Incarnate Threads once you unlock what you want
Crysis replied to plainguy's topic in General Discussion
Nor iSalvage sadly. But you can email yourself unused Emps which really helps to get future alts to a T4 faster. At one point I had over 300 unused Emps between all of my already T4’d out 50’s. It’s tedious but emailing them all to myself I was able to fully T4 out the next three alts that hit 50 by vet level 5-6 and only running a handful of iTrials. - 
	“Powers like this” meaning Power Boost type of powers also? And the text info for Amp Up says it supposed to boost Defense powers, but I’m assuming that’s a cut-and-paste from Power Boost.
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	I started one. More testing. If I cast Amp Up on an Empathy Defender, it boosts their Heal Other power by 45%, and +Recharge by 50%. So apparently it only boosts powers that you cast on OTHER players, but this isn't exhaustive on my part yet. Just anecdotal testing. But I agree, either it's not WAI or it just is a stupid gimped form of Power Boost with a +Recharge effect.
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	I'm copying this over from a different thread as it belongs here. When cast on targets, either my own Pets or an Allied Team member, only the Amp Up +Recharge buff appears to apply. When cast on a Protector Bot (one of my Bots/EA henchman), Amp Up has zero impact on the bubbles they cast. Easy to test. Summon Prot Bots, dismiss one, cast Amp up on them, dismiss my Prot Bot bubble, they will re-cast it on me....zero difference. If I summon other pets and they cast bubbles on them, same +DEF values whether under Amp Up or not. Also tested it on my teamed allies. Zero impact to their own ability to create +DEF or +Heal powers either. I tried it all ways possible. While DEF toggles already running THEN cast Amp Up (zero effect) and then without any toggles running, apply Amp Up and THEN toggle on defefensive powers. Nothing either way. The power info tab is just wrong and appears to be copied over Power Boost text but didn't adjust to show it's actually a far weaker power than Power Boost. =BUT IT GETS WORSE= The only things that I can see on the Ally that has Amp Up cast on them is a +45% to Healing Bonus and +50% to Recharge bonus in the Combat attributes for that targeted ally. -HOWEVER- I can't for the life of me figure out where the Healing bonus would come into play. Regeneration rate doesn't appear to be impacted at all, and if the targeted ally uses a self-healing power (eg Healing Flames in case of a Fire farmer toon), there is ZERO bonus applied to the actual heal received meaning ITS THE SAME WHETHER AMP UP IS ACTIVE on the buff bar or NOT. Note that I also tried this by applying Amp Up to a single Bot as well as a targeted Ally and then running my own Rejuvenating Circuit heal. Nothing, same healing whether target to start chain has Amp Up applied or not. I don't understand at all what this power should be doing. It's not behaving anything like it's text info says it should, and the bonuses shown in Combat Attributres don't reflect any buffs even though Combat Attributes claim they are in play. Right now it just seems like a totally wasted power pick other than for the +RECHARGE buff, which does appear to be working on ally. Worthless for Henchmen however. EDIT: Did more testing, when casting Amp Up on an Empathy powerset player, they do 45% +Heal OTHER. So perhaps it only impacts powers that are applied to OTHERS from the recipient of the Amp Up? Seems like a really questionable power pick, let alone a T9 power pick.
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	Tested, has absolutely zero impact on Protector Bots. Neither the bubbles they cast on other 'Bots nor on me change at all. Also tested it on my second-account farmer. Zero impact to +DEF there either. I tried it all ways possible. While DEF toggles already running THEN cast Amp Up (zero effect) and then without any toggles running, apply Amp Up and THEN toggle on defefensive powers. Nothing either way. The power info tab is just wrong....exactly as Coyote suggests. They copied over Power Boost text but didn't adjust to show it's actually a far weaker power than Power Boost. The only things that I can see on the Ally that has Amp Up cast on them is a +45% to Healing Bonus and +50% to Recharge bonus in the Combat attributes for that targeted ally. -HOWEVER- I can't for the life of me figure out where the Healing bonus would come into play. Regeneration rate doesn't appear to be impacted at all, and if the targeted ally uses a self-healing power (eg Healing Flames in case of my Fire farmer toon), there is ZERO bonus applied to the actual heal received meaning ITS THE SAME WETHER AMP UP IS ACTIVE on the buff bar or NOT. Note that I also tried this by applying Amp Up to a single Bot as well as a targeted Ally and then running my own Rejuvenating Circuit heal. Nothing, same healing whether target to start chain has Amp Up applied or not. I don't understand at all what this power should be doing. It's not behaving anything like it's text info says it should, and the bonuses don't reflect any buffs even though Combat Attributes claim they are in play. Right now it just seems like a totally wasted power pick.
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	Bots/Time, Demons/Time, Thugs/Time....it’s actually not so much that the primary carries the sets its the secondary. /Time allows you to soft cap your defenses and get very high recharge, allowing you to use your time powers even more. And Times Juncture will floor spawn -TOHIT which is effectively adding even more defense. People say Bots/Time is so good when I actually have found Thugs/Time to be just as good, albeit because of the ability to get double Gang War via Burnout, or Gang War just very frequently without it. But with /Time you aren’t going to be corralled into taking Agility or Ageless for your iPowers. You can instead focus on more damage via Musculature, etc. I’ve been able to solo +4/x8 on Bots, Demons and Thugs/Time by lvl 45 with a more or less full IO build, less the lvl 50 Purples and Superior ATO’s. I can solo most (not all) AV’s on +3, a few on +4 as well. But your T1 pets are in general not going to be very useful there as they just won’t survive when level shifts start stacking against them, even with capped Defenses. Now if you really want a fun, very potent damaging build for soloing....go Demons/Storm, Bots/Storm or my personal favorite...Thugs/Storm. You won’t get a lot of fancy buffing, but the sheer, raw DPS you can put out with these builds is jaw dropping. It’s a little harder to produce the same results teamed though since your LS is stationary. But even teamed, with obscene +RECHARGE, I could routinely get out two LS per boss fight, and reliably one per spawn. Be aware though that /Storm is a serious END hog. I had to use all kinds of temp powers, SG base temp powers, etc to just stay in the fight until I got Ageless slotted out on that build.
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	Yeah noted above in a few posts. I don't think the old Mids had the wrong values. Likely snuck in somewhere during the whole "Reborn" thing, or Pines perhaps. Any place we can list it as a bug?
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	Generally speaking it takes more effort for me to actually place someone on the Ignore list than to actually just, well, ignore them. So I maybe have one - two globals on ignore and that’s it. Both earned it for just being super demeaning, racist and/or sexist commentary. I remove those people from my life IRL and don’t want them in my games either.
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	I will agree your build posts the best overall numbers I've seen, but I think you kind of railed on @Nemu for using expensive IO sets, but yours actually costs considerably more I'd guess if we threw out his Hami-O's. Regardless, influence in this game isn't that difficult to come by, and Converter Roulette and Merits covers the really hard to get stuff. So I learned something from BOTH of the builds posted, tweaked it just a bit, made a couple of power choice changes and got rid of most of the purples/PVP sets to make this more approachable to most players. I'm pretty happy with it right now. Here's where @plainguy and I started.... Then I made a few different choices, dropped Provoke (I'm not a big fan of that playstyle, but it does work well) to free up Speed pool, got to this....lost a little DEF, but picked up more +RES and significantly more +Recharge. But if you are a Tankerminder, you may really miss Provoke. I find a well placed Photon Grenade pulls aggro onto you just as well. YMMV. But then looking at your build (best stats build posted yet), I'm seeing this....very impressive, highest overall S/L +DEF, same Energy +DEF, but significantly less Range DEF. +RES is about on par overall to my original build based off of plainguy's. Definitely best +RECHARGE though. So taking your's and Nemu's, and applying some of my own preferences, I'm settling on something a bit less than your stats, but very comfortable nonetheless. And far less cost. Like I said, money isn't the big deal to me, but I do like to find ways to min/max and that means maximum stats for minimum spend. This build doesn't have the same degree of Slow resistance that yours does, but after Agility and Ageless, and not really facing all that much Slow in late game, I'm not sure I'm going to feel it. Time will tell....and if it does, then I can always respec into your build. Here's stats for where I've landed.... And as for Slow (recharge) resistance.....I think I'm at around 38%, vs yours is at 63% if I'm reading that right. Not as good, but better than nothing. Keep in mind all build totals above shown minus any Incarnates and with the Protector Bubbles "On" and we now believe those may be off by as much as 2.5%. So actual in-game stats may vary a bit. Here's my final build....and thanks to everyone for sharing your ideas with me. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bots EA: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: zn_Electrical Affinity Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Battle Drones -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(3), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(15), SprCmmoft-Rchg/PetAoEDef(31), SuddAcc--KB/+KD(33) Level 1: Shock -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End/Rech(50) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46) Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/End/Rech(40) Level 6: Equip Robot -- EndRdx-I(A) Level 8: Photon Grenade -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34) Level 10: Energizing Circuit -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(17), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(21), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 12: Protector Bots -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), EdcoftheM-Acc/Dmg/EndRdx(13), EdcoftheM-PetDef(15), LucoftheG-Def(29), LucoftheG-Def/Rchg+(33) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Faraday Cage -- GldArm-End/Res(A), GldArm-ResDam(17), StdPrt-ResDam/Def+(19) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Empowering Circuit -- RctRtc-Pcptn(A) Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), LucoftheG-Def/Rchg+(46) Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45) Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(27), SvrRgh-Acc(27), SvrRgh-PetResDam(29), SlbAll-Dmg(31), OvrFrc-Dam/KB(33) Level 28: Defibrillate -- RechRdx-I(A) Level 30: Super Speed -- WntGif-ResSlow(A) Level 32: Upgrade Robot -- EndRdx-I(A) Level 35: Insulating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(36), DctWnd-Rchg(37) Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39) Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43) Level 44: Kick -- Empty(A) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(48) Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 1: Battle Drone Level 12: Protector Bot Level 26: Assault Bot Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1528;718;1436;HEX;| |78DA6594CB4F135114C6EF74A6F40148A1E55DA0BC6B6B0B135D6B408A0950AD3C7| |CAC9A5AA66592D2366D49C4377F852B773E376E35468D262EF4CF302C1415351182| |A0C97898F3D936E9A4CDEFCE77CFB9E7BBE7CE4CF4EA54C3D3331BA784E43A9D491| |48BF168A258D20AAB7A76D91A4DA4F5A42C84B04DE64A455F64C246E3AE4A407C61| 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|C07DBC3D143B0E57E370A5C2950A575EA5FCE6D2EFB042A04619AF51D41AE5788D7| |2A246993B54700242E61D462B51464C297F09846466385CE5F7DBD876D22CB2A510| |9FE98F6A6D4632DF8FEFD59A9FE37E566B3E3EE7A9CA37CB88D0B81EE3E940F9B93| |30EDA2814E3BBEECAF81F1630FD64| |-------------------------------------------------------------------|
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	Doesn’t appear to do anything for Henchmen for an MM either.
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	Defibrillate or Amp Up if you could only have one in the build? Amp Up is only partially effective for Henchmen since the +Recharge is wasted. But Defib seems pretty iffy also. BTW although Amp Up appears to share some of the traits of Power Boost in boosting secondary effects I have tested it on Protector Bots and it has no effect on strength of their shields. Unsure of other secondary effects of bots. Thoughts?
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	Not sure I understand what you mean? Please educate me?
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	Really nice build, and I'm starting to agree with you about /EA not needing Power Boost as much as /Time, which is what I'm far more familiar with from my Bots/Time builds. It's a little challenging to get hands on that many Hami-O's however since you can't convert them. I do Hami raids often but just don't seem to have good luck with drops.
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	Only some sell for that much. Many only go for 250K.
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	That’s the Prot-bot bubbles giving you the +DEF. EDIT: Apologies, Plainguy, I didn't properly read your question. Yeah, I see in-game 7.5% from their shields, not 10%. If you hover over the power and then click on the "Info" tab to the left of it in Mids, you'll see that it's being calculated by the builder as 10% defense. That's wrong. Or a stealth nerf somewhere along the way. EDIT2: So now you got me going down internet time-traveling rabbit holes. At close of Live, it was 7.5% per bubble. And based on my old screenshots, the Protector bots would double-bubble all other bots, but not double bubble themselves, only giving each other a single bubble. I've no memory of them ever double-bubbling ME, However, if you look in-game at the Force Shield icon and click it, it will say Force Shield provides 7% (NOT 7.5%) +DEF bonus. Now if you look at your own combat stats for DEF, you'll see that the bubble from them is giving you 7.5% bonus. I stripped out all my enhancements to figure out if something was wonky in the game mechanics, but that's how it always shows. Somehow, from somewhere, in game it's getting an extra .5% DEF value. Don't know if this just a rounding display thing or what. I'm not Incarnate yet so no native passive bonuses that I know about. No temp powers, etc. But I do know from looking at other non-enhanceable powers (like Assault from Leadership) I see roughly the same thing. The buff icon says 11% bonus, but Combat stats will show 11.25%. So maybe it's just a display thing. For any of your bots double-bubbled, they are getting +15% value from the same. And our Prot-bots are only getting 7.5% from one-bubbling each other. So while I think that right off the bat MIDS has a wrong value, I'm not entirely sure the game itself is calculating things properly.