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EyesWideShut

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  1. Sorry this response took a bit. Short answer: It wouldn't do anything to interfere with it. Whether they should or not would depend on the math. Levelshifts change combat level. Combat level determines, according to the wiki: "A character's Combat Level determines their base health and the base strength of all their powers. It, along with the Combat Level of the character's enemies, affects their chances of hitting and getting hit." Although I'm not quite certain it does on the HP part -- My brute had 2633 HP with or without her alpha slot. The base strength of the powers modifies very, very little. In the case of going from 48 to 50 on my battle drones, the base damage change for Laser Burst is 37.65 (level 48) to 37.87 (level 50). We can assume the scaling is very similar from 50 to 53. The biggest benefit that the minions get from the level shifting is the ability to hit their targets more often. With regards to the attack formula, players attacking critters of higher level suffer a larger accuracy penalty. A 53 minion being attacked by a 49 player-minion (Level 48 + 1 for lieut) has a 39% BaseHitChance (player summon pets use player BaseHitChance, relative level +4). Assuming no to-hit and no defense on the target HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods – DefMods ) ) AccMods = the power's inherent Accuracy × (1.0 + the power's Accuracy Enhancements + all global Set Accuracy bonuses) Assume no enhancements in the pet. The 39% for BaseHitChance is then multiplied by the 1.67x accuracy of Laser burst for a total for about a 65~% chance to hit. If the minion was level shifted to 53, BaseHitChance becomes 75%, and the total accuracy is 125.25%, clamped to 95%. If we assume a level 50 ACC IO into one of the equip powers, it's a 42.4% ACC increase. You don't hit diminishing returns here, so we'll go ahead and divide this up like we did HP: 50%, 30%, 20%. Since this is a minion, they'd receive 50% of the ACC bonus, or 21.2%. AccMods now becomes 1.67 * (1 + .212) or 2.0207. If the minion is 49: 39% base chance becomes 78%; a 13% increase over the previous math; which is pretty good (although not as much as putting an enhancement into the power itself). If the minion is level shifted to 53, the the accuracy is 151%... clamped down to 95%. No change. If we use thugs instead, who have a 1.1 on their pistol, you're looking around: 49 = 42.9 53 = 82.5 49 + enhanced = 51.9% 53 + enhanced = 95% (99.99% clamped down). I really should have used thugs instead of bots for the math the first time around (My mastermind is bots, so I checked there first). The biggest thing to note is that this is with 0 ACC slotted into the pet power themselves. A full 6 slot of Sovereign Right provides 97.49% ACC, moving the numbers to something like 49 = 83~ 53 = clamped 49 + enhanced = clamped 53 + enhanced = clamped So as noted at the start, it wouldn't change much on the accuracy front, which is the biggest change for the level shift.
  2. That is certainly news to me. I was under the impression that pets had their own attributes based their Class Name Am I missing something here or?
  3. Lets use HP as an example. I don't have access to my MM at the moment so I'll use City of Data -- Correct me if I'm wrong. Note that these numbers are placeholders yada yada and can be changed and yada yada not final numbers. Boss Henchmen have 966.583 HP at level 51 LTs have 773.266 at 51 Minions have 579.95 at 51 In this case, we use our upgrade power that has +50% healing from whatever combination of IOs/set bonuses, etc just to make the calculations easier. We split the the amount provided by our enhancements into uneven thirds -- 50% of value, 30% of value, 20% of value, giving us +25%, +15%, and +10% for minions, lts, and bosses respectively. Minions go from 580 -> 725 (+145) LTs go from 773 -> 889 (+116) Bosses go from 997 -> 1097 (+100) It presents a bit of an interesting choice here -- Do you slot Defense or Resistance? Do you slot for more HP or more damage? How many slots do you dedicate to your equip powers? How does your secondary affect your options? Those with say, Force Fields, may opt for +Res into their powers, while Thermal may opt for +Def. You got two equips, so do you double down on one aspect, or do you try to even out the attributes? How about slot allocation? I think this would both present interesting opportunities, as your enhancement slotting would largely depend on what secondary you've chosen (and what the pets already provide themselves), while also boosting the power of MM pets in an interesting way to help keep up with higher powered threats. Edit: I realize that this didn't answer your first question. In order to make the coding behind this no more difficult than it needs to be, low level numbers could probably stay the same as high level ones. Enhancement bonuses are weaker at lower levels, and as such, while it'd still provide a boost, it shouldn't be overwhelmingly powerful -- And lower level MMs don't need extra help, as many have already noted in this thread that MMs are quite good levlers. Edit2: To answer the incarnate question more clearly: HP for level 53 minions: Minion: 583.28 Lt: 777.707 Boss: 972.134 The HP gains from the level shifts are *measly*. I'm not worried too much about the potential of level shifts with this system.
  4. MM Upgrade powers should be slottable and apply that effect to the pets, with bigger bonuses to the weaker minions. Want your pets to be more tanky? Add healing, res, or def to the power How about more damage? Recharge, Acc, Damage. Keeps in theme about upgrading and fielding upgrades for them; makes the powers worthy of taking slots, and would also solve the issue of the lower level ones falling off.
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