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They have the rest of their rotation though, along with the rest of the pets rotations. Blow for blow, MM pets do far greater double hit damage than the ATs do simply because of the larger tray of activation times and such. The other AT's hit harder on base (generally) but that's not relevant to the topic at hand anyway. I'll relent though, assault hybrid probably wasn't meant to be operating the way it is now for MMs, and it being changed/fixed wouldn't hurt anyone. But because of the existing benefit, I'll just say I wouldn't call it a priority or anything.
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I think it actually does less double hit damage the faster your attack recharges.
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Oh that's definitely true; double hit affecting pets is crucial to getting it as an MM. It's just that the 'Double Hit' is a lot less based on attacks actual damage than it suggests. Radius and activation time appear to be far more significant factors (Bopper or someone else fact check me on this one) so essentially just having more attacks that meet that criteria = better double hit. Each henchman has their own individual entire tray of powers, so they can actually pull put enormous double hit values based off of each of their long activation time and/or single target attacks. Thugs bruiser alone for instance would be doing double hit damage not far from what a brute would do. These images will display what I mean. So you'll notice that despite the Scrappers Rend Armor doing more damage than the Bruisers Knockout Blow, the double hit damage it does is substantially less than the Double Hit of the Bruiser. In fact, the first rend armor has only procs, and no damage enhancements at all, and the second Rend Armor has +106% Damage Enhancements added. Despite this, the Second Rend armor actually gets LESS of a Double Hit damage than the proc bomb version. Essentially, the Bruiser alone does more Double Hit damage than most players will, and then there is the mastermind and their other pets on top of it. That's why I say it's a fair trade off; there is definitely a disproportionate Double Hit benefit for masterminds. It's one of the few things we actually get going for us.
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Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Some things I wanted to elaborate We aren't trying to buff MMs to make up for intentional shortcomings of the set, like the fact that summoning pets in combat is hard. That's the point, it's a byproduct of MM structure. The issue there is how frequently it needs to be done because pets have no survivability. We want to make MMs viable. @gameboy1234 You are correct on one thing for sure; the nature of MMs yields that they will never be too good in certain situations as compared to the other ATs. I think I know what you're saying, but the changes here are focused on making them go from "almost universally useless" to "good in more instances". Attempting to make them viable in everything will not happen without huge scale changes, this is true, but at the very least these threads are not aimed at something like that. The individual threads in particular focus on making those lacking sets do as advertised/expected. We want to ensure they are not worthless compared to the strong MM sets, not compared to other ATs. We are using strong MM primaries as reference for individual changes, and the general MM intended strengths as reference for global changes. This means for something like necro we look at what it's supposed to be good at, why it is not as viable as something like thugs, and make changes to maintain its specialty and to make it worthwhile. For global changes, we look at what MMs need to function (not what they are bad at) and add features to them to improve those functions in a way that might improve their weaknesses. The shortcomings of the set will remain the shortcomings, but if something that MMs are supposed to be good at, like summoning and manipulating pets as a source of contribution, is jeopardized by their immediate deaths, then that's an issue. We see why that happens, and try to improve that element accordingly. Essentially it's never "oh man MMs suck at this lets fix that", rather it's "aren't MMs supposed go be good at/aren't they supposed to benefit from <blank>" and then fix what is lacking from that side of things. The only exception to that process is MM slotting and enhancement issues because EVERY AT is supposed to have the option to slot in a way that is optimal to their preferences and not inherently limited, which MMs do not recieve as they must make a mandatory sacrifice in order to fulfill the basic function of living pets (6 aura slot tax), with precious few exceptions. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
The Crabbermind plays very different to a mastermind, and I think they would be a cool format for a different AT or a new wave of mastermind primaries, an opinion I share with your MM revamp ideas which I'm definitely a fan of. But crabbermind are very different, have different strengths and weaknesses, and while pets are up, are most certainly not tankier than even current masterminds. They don't have body guard mode (far far far FAR squisher) They don't have an assortment of debuffs and buffs from the pets The pets are not self sufficient The pets are not permanent without enormous recharge The pets are not easily resummonable The pets suffer the same level difference issue as mastermind pets The pets are not controllable The pets recieve no supremacy The pets cannot be buffed or protected by a secondary devoted to it. These are totally fine because arachnos soldiers are wholly self sufficient and have pets as an added cool factor that can play for great performance, but they are not at all more potent of a pet set than masterminds. The pets die way faster than even mastermind pets under pressure, which is hilarious considering each of the spider pets have health maybe two hp shy of a masterminds strongest pet; even the spiderlings. But that is okay because as you noted, the crabber is totally powerful on its own. But it is a very different set, that just happens to have a lot of pets. Illusion/dark and dark/elec trolls are another example of a pseudo MM, but they are completely incomparable. Also: Nah, every MM needs their pets 100% period no exceptions. You could consider than an issue on it's own, but it is through and through a pet AT. Crabs might be able to do more things than masterminds, but so can every AT. Only a hyper built super MM can contend with the other ATs, and then only in a few limited scenarios exclusive to a few very potent primary/secondary combinations. That's kind of what we're all up in arms about. It has little to do with the crabs being better with pets and everything to do with the MM issues we're trying to get fixed now. But as far as actually being a pet set, not a chance is a crab better. And an absolutely elite MM will do things like farm and AV kill superior to an elite crabbermind, due to its tankiness with the right set. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
I'm a bit confused. There will only ever be one type of mastermind; the one that controls pets. You just want powers to be somewhat useful on their own right? -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
I'm of the same mind, actually. The big issue is trying to fit something to do in the existing MM primary format, without making them immediately far too powerful since the pets are already there to effectively compensate for said constrained participation. If it's only a matter of giving reason to pick up the existing powers, then debuffs are the way to go. That's why we'd like to see ninjas get some -def and -dmg between their last two abilities. Something like thugs, however, is so potent currently that any additional changes would just elevate it to over-potence. I like that idea, giving the upgrades something special. As you know we're currently in favor of embedding the auras with the equips, but seeing a thematic improvement or temporary boost of some sort (access to a unique move for a little bit perhaps?) would be really engaging and fun. Maybe using upgrade on the assault bot gives it temporary use of the gas missiles for instance. But what's important to keep in mind is that we can't just give increase after increase without considering the actual need for said changes in real performance. If we look at changes that are pretty much mandatory like level increase for t1s, the updates will immediately improve aspects across the board and render the validity of things like small damage buffs quite little. MMs do need to have limitations still, and while I'm certainly down to encourage the use of the personal powers I know that if they become too effective it will become a balance issue, as beyond all else, MMs are a pet class. Although the player might want to feel more impactful, if we're putting the pets into a position where they finally already are...it might not seem pertinent to do much with primary personals outside of the most minor things. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
There are a few who would rather see the equips removed (or combined) in exchange for more attacking. I was more addressing those who wanted additional powers for the sake of greater participation. It's an interesting approach for sure. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Probably for the existing MMs, but if we end up getting new MM primaries, we should definitely try to see unique interactions and mechanics exclusive to them, like your animus idea. For instance, I could see an elemental themed MM totally ditch equips or even rearrange the order of getting the pets. Getting your ultimate pet before level 17 for instance, or only having one permanent pet and just bumping it up as you level. I saw a few suggestions like that too. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
I'm definitely interested to see how the damage/end discussion unfolds, but it makes me again curious about debuffs for the primary attacks. They definitely make engaging in combat with the pets more exciting. In regards to having something to do though, wouldn't the pool and epic abilities suffice if you really want to jump into combat, or is that just not the same as what people are hoping for? -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Well I guess it couldn't hurt to try to explain it to you. You received hostility because you tried to shut down an idea proposed for the sake of other peoples enjoyment by presenting your opinion as fact and dismissing others ideas off that uncorroborated principle. And upon being challenged on that principle, you neither offered an argument nor any form of amicability...just coldly repeated your perspective that you are utterly unyielding on without any explanation. Or in my case: Ignored entirely. Despite my best efforts to bring actual evidence out of you. You even focused on a minute aspect that had absolutely nothing to do with the OPs discussion and replies, and deliberately prioritized having an argument instead of talking about the main matter. In fact, even now the only time you've actually replied to me was once I was a bit combative...so you could self-victimize and state that you've unjustifiably been getting attacked. You are proving you are only here to argue, rather than offer anything constructive. And you should probably take a look in the mirror, because the only one being condescending is you. You need to stop assuming you are right. Like I told Snow, you are not a developer, nor a community rep. If all you have to say is "this won't work, I'm sure of it" you aren't going to be taken seriously. Every attempt I've made to get you on topic was dismissed. You wouldn't reply here either, nor offer any of the supposed numerous threads affirming your point despite my admission that if that were the case, then we could just wrap this up or consider other options. In fact, I and everyone else has been very warm to the ouroboros expansion related suggestions, though those in favor of this are, of course, more in favor of this. Where? Where have you given a single "valid factual point"? Where have you given evidence? Was it here? Was it here where you dismissed the entire thread by obfuscating your opinion with fact once more? Where you call out Cole for wanting topic relevancy on an idea he introduced solely with the intention of making the game better for everyone? Go ahead and quote the supposed valid factual points, perhaps I missed them. Here are your biggest issues. 1) You litter the thread with misconceptions without ever admitting your fault. No one was proposing level scaling of mobs. It was not suggested once. Yet you dwell on it. And you adopted a condescending tone in an attempt to make up for your mistake calling the thread "ambiguous". You then presented that statement as fact, despite the OP being very direct. And even if it is not direct to you, if it was to another person it becomes a matter of opinion that you once again held to be utter fact. Nice transition to the next issue which is 2) All you and others so far have offered are your own opinion with zero evidence. Why is XP Lock good enough? Quote to me a single reply demonstrating how XP Lock is sufficient to match up to the concerns of Level 50s that want to go back and do story lines Low levels that want to level up while playing story lines unencumbered Players that want to go in an steam roll enemies that are gray for the funzies I look forward to that task as well. Oh, and finally 3) You are a huge hypocrite! All you have done is offer opinion after opinion, with the most condescending tone possible that presumes everyone else is wrong automatically and doesn't know what they are talking about. You do realize that if your saying to @SurfD Then YOUR perspective is ALSO an opinion? And you can't tell me this isn't condescending, with the implication of incompetence in "look closely" You can't victimize yourself when you are guilty of these issues, when you were the source of these attitudes for many people to begin with. It's because of these issues you have that I'm now going to follow Cole's advice and stop my association with you on this thread. I advise that you acknowledge your own words, Switch. It'd help. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Ah, I see you went with the crying emoji. You have quite the advanced palette sir! We see precious few of those in the trashcan. Why if you scavenge hard enough, you might find some common sense as well. Or maybe some actual worth. Assuming people that are making suggestions for improvement of quality of life are just incompetent. Alright. Hey, why don't you address anything anyone has said? Like others have already asked? About how it harms no one, or that simply because it exists for a while doesnt make it good. Maybe that XP lock doesn't help if you're already past the level, and now want to do missions on a character you've superficially outgrown. I know plenty that do, you're saying F those losers right? Everytime, you state the change is unnecessary because XP Disable exists, we explain in detail why it would be helpful and harmless, how that doesn't actually address all of the issues that are had and barely even addresses one, and then you say it's unnecessary because XP Disable exists. Oh, but now thats followed by "maybe your dumb". No, it's just stupid to rely on that, see the last few pages. It's been pretty funny, but it's cramping the thread now, and you don't appear to be joking. That's been your only argument without evidence, so how about it. If you have something to say you should be able to explain. Why should we be content with XP lock? You think it works? Cool. Various people disagree. We think it's an archaic solution to a heckling matter. If all you've got to say is "it works" all you deserve is "it doesn't". You and Switch, very curiously, spin the same tired statement every time. It's not even an argument. This won't work, and XP lock is good enough. You're not one of the developers. None of you can speak to their interests, so don't speak for them. You're also not the community representative, and even they don't get to decide what is "good enough" and "acceptable a solution". Get over yourself. Did you seriously tell anyone to go look at the code and come back with a solution? I'm cackling, I'm genuinely convinced you're a mockery. What do you think the forums are for? Scrutinizing the code, making a server, and returning here? Come back and comment that on every thread on the forum, I'll be mourning your absence. Until you have something to contribute, I'm definitely not replying to ya though mate. I'm trying to get a few things noticed, can't be spending time in a circle. Oh but if you want to work your magic and bash on my newest MM threads, that'd be fantastic. Apparently the controversy really helps their traction. Thanks best buddy. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Probably, but can't see why we would go in that direction rather than innovate a bit. That's pretty much just an extension of the lacking XP disable feature, which makes the existing problem still stand. I think moving away from that direction entirely would be beneficial. It's just unnecessary irritation to begin with. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
I've been trying to avoid giving soldiers leadership like thugs; monotony is my enemy. I always rationed that thugs were aimless and unfocused, thus leadership was appropriate, whereas the soldiers have self-sufficiency and thus don't benefit from leadership beyond the Supremacy. That's just my own stretching in-game explanation. The meta explanation is that thugs don't get resistances so they get to benefit from something else. Soldiers don't really need leadership toggles as much, though we did want to see them receive vengeance. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Well, you can keep doing that if this gets implemented. I'll keep suggesting to make things convenient scorp. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
It'd be good to look through some of the replies here. The IOs are pretty disruptive. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Right, but that's an extreme inconvenience and it would be far funner if you didn't have to carefully plan just to enjoy storylines. Just because the means exist doesn't make them ideal or even good. Thats why we suggest qol ideas. Investing time? Definitely, that's a sacrifice inherent to them because you have to complete missions and unlock the contacts. But to find an imposed obstacle to that embedded within the act of doing the missions themselves is pretty silly. But again, if adding every mission to ouro turns out to just be a vastly better option, despite what that would do for contact progression, I'd be content. And we had a big disable XP discussion already earlier, I'm not revisiting that one hahaha. I don't think anyone in favor of this idea is too settled with that option. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
Easier for players, not code, sorry about that confusion. I mentioned earlier that this idea being functionally difficult to install could be a real, and disqualifying, issue of the suggestion. I'm still of that opinion. But I think it'd be convenient and helpful, so until that gets corroborated I'm all for this idea. I'd love to just play arcs for story without worry of losing them as a byproduct of simply playing the game, and without hassle of joining an ouro taskforce. Ouro is a minor plight though, and if that's the suggestion they went with I wouldn't mind that as much either. -
Contacts and the Outleveling Issue
Monos King replied to Emperor Cole's topic in Suggestions & Feedback
That's been discussed earlier in the thread, the ouro stuff. Particularly on avoiding assumptions of what would be easier being the main argument, and just looking at what would be ideal. Pretty much, what to actually do is dev domain anyway, so let's brainstorm just see what would be most beneficial for the matter. The gap between "all of them" and what we have now, pretty big for ouro. And frankly, it just isn't the same as someone else had noted. It would be way easier for players to just not out-level contacts, while not nullifying the value of contact progression like adding every arc to ouro would. -
Monos King & Galaxy Brain: Ninjas
Monos King replied to Monos King's topic in Suggestions & Feedback
I'm really surprised to hear that. Almost every time ninja personals come up all I see are complaints about them; lack of effects, lack of damage, etc. That's pretty cool to see. I think the conservation idea is quite interesting. We had a similar idea for mercenary medics. Considering that rule, making ninjas a mastermind set in itself was probably a thematic blow; I guess they had a dojo or something of the sort in mind. On another note, what gets in the way of making smokebomb a TAoE, is ninjas insane damage. That would probably only be possible if we were to see smokebombs recharge time go way down. -
Monos King & Galaxy Brain's Mastermind Changes
Monos King replied to Galaxy Brain's topic in Suggestions & Feedback
Right, that feature would be what's getting removed. They don't technically despawn, but they do have the resummon effect as They teleport to you. They would begin to act like non MM pets, such as those of controllers or temporary power origin. -
Beasts/Demons/Thugs For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes These mastermind primaries are functionally perfect, and need only slight changes for the sake of convenience or theme. The changes in this thread will address: Beast Masteries need for increased radius in attacks Thugs requirement for better weapons actually being better Demons need to not be punished through the use of Hell on Earth Demons need for thematic consistency on hellfire attacks for performance and logic Beast Quick Fixes Here's a chart displaying total damage , total activation time, and total damage per activation time for all the primaries. Beasts has, without any additional level 17 pets, the 3rd highest total damage and the 4th greatest total damage per activation time of every single mastermind primary, with the changes in this thread factored in. Meaning, even with only two changes for beast, they are outright damage savages. All they really need is wider range of attack, and minute increases. Lioness Claw Swipe Target Radius 7ft -> 10 ft Targets Reduced from 16 to 10 Base Damage: 46.04 -> 57.55 Available from Tame Beasts From a melee limitation like the Lioness's, 16 target max is less significant that a simple radius increase and damage bonus. This change will allow for the Lioness to access more enemies with her attacks, doing greater damage and in shorter periods of time, and hit slightly harder as well. Dire Wolf Chilling Howl Target Max: 3 -> 5 Available from Default Equipment Just like the Lioness, this change to the Dire Wolfs howl will allow it faster damage and maintain Beast's High ST-lower AoE Damage Dynamic. Thug Quick Fixes Behold. The punks, despite getting a supposed "upgrade" do the damage with their new Dual Wield Pistols, with only a lower activation time to speak for it. This is clearly unacceptable. Punks Pistols Base Damage: 19.46 -> 20 Available from Equip Thug Yeah, thugs don't need any changes at all. They are completely and utterly stacked, a model for mastermind design. Demons Quick Fixes Involving only "Summon Demons" The Hellfire Gargoyle and Ember Demon. Ember Demon Ember Demon Mod 1: Allow Ember Demon to be affected by its own Ember Shield. This might have been a long overlooked glitch, but while the Ember Demon appears to have the Ember Shield and Ember Shield Owner applied to itself, it does not. It is highly possible this is intenional, but it would do little harm to permit all of the demons to benefit from the sets notable buffs, in line with every other MM set with Henchmen AoE benefits. Ember Demon Mod 2: Increase Abyssal Reconstructions Target Cap from 7 to 255 Ember Demons group heal recharges very slowly, and is rendered completely useless in goups or with Hell on Earth active. With exactly 7 members of your Demon squad ordinarily, ANY additional members create an unreliable heal. Hell on Earth summons 9 Living Hellfire, almost guaranteeing that they will be ones recieving the the heal rather than any of the main demons. Since Ember Demon itself is an automatic one count, the chances are even more extrordinarily low you or the needing pets will be healed. The ability has a remarkably small radius as well (15ft compared to Healing Aura's 25) so combined with the long recharge, this move has been long overdue for a target cap buff. Hellfire Gargoyle Gargoyle Mod 1: Hellfire Smash Add -20% res for 5s Gargoyle Mod 2: Hellfire Burst Add -20% res for 5s These changes will bring the Hellfire Gargoyle's Smash and Burst in line with the other Hellfire named moves, ensuring there are not long periods of time where it's thematic and much needed debuff is not applied. Thugs, Beast, and Demons are in great positions, excellent at what it is they were meant to specialize in and extremely fun to play. Hopefully, future MM sets will bring to the table strong qualities with appropriate trade-offs in a similar manner to these.
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Ninjas For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes Oh boy. Who doesn't want to live out the shinobi story, that feudal fairy tale that has bridged boundaries in entertainment world wide. Ninjas are a great, and iconic concept. It's a shame they're awful. The changes proposed in this thread will address function and thematic improvement through: Improving their defense (Elusivity, Defense Resistance, etc) Slightly enhancing their resistance (Lethal/Smash) Remodeling MM Personal attacks (Bow, Shuriken, Daggers) General Ninja Changes Smoke Flash | Now adds TAoE +5% Def (All). | 12s Duration | Same original Crit Stats | Stackable | 5% Elusiveness to S/L in PvP Ninjas durability must have been lost in translation. Their minor defenses can keep them alive at lower levels, but smack any of them in front of a wave of 5 +1s and they'll get shredded so swiftly you'll see them served with takoyaki. Compared to their fellow defense inherents, ninjas fall...very short. Base Values Defenses Genin Jounin Jounin (Hidden) Jounin (Unhidden) Oni Wolf Lions Dire wolf Lion's Roar Fortify Pack Smash 0 0 0 0 +12% (All) Up to +15% (All) Lethal 0 0 0 0 Cold 0 0 0 0 Fire 0 0 0 0 Toxic 0 0 0 0 Negative 0 0 0 0 Cold 0 0 0 0 Psionic 0 0 0 0 Melee 6 13.89 18.89 16.14 6 11.12 12.40 12.45 Ranged 6 13.89 18.89 16.14 6 11.12 12.40 12.45 AoE 6 13 18 16.14 6 11.12 12.40 12.45 Resistance Genin Jounin Jounin (Hidden) Jounin (Unhidden) Oni Wolves Lions Dire Wolf Dire Wolf (Will of the Wild) Smash 0 0 0 26.14 18.53 29.76 29.88 67.23 Lethal 0 0 0 26.14 18.53 29.76 29.88 67.23 Cold 0 0 0 0 18.53 29.76 29.88 67.23 Fire 0 0 0 52.29 37.35 Toxic 0 0 0 0 Negative 0 0 0 0 Cold 0 0 0 0 Psionic 0 0 0 0 00000000 00 The only Ninja that actually contends to the wolves is the Jounin, who uses a (currently unenhanceable) Stealth move to balance the scales. Beasts, on the other hand, posses enhanceable all henchmen defense buffs which immediately puts them above every ninja, inherent damage resistance, AND fortify pack to further demonstrate the vast gap; Fortify offering 15% base with max Pack Mentality Stacks and being a power that is nearly never used due to its trade-offs. This is not to even mention Thugs and Robots, which both also possess superior raw defense and higher resistance. The inclusion of a minor but stackable buff for ninjas will be the first of many additions to not only make ninjas actually compare to sets that aren't even defense focuses, but more importantly just allow them to not be utterly defenseless against stronger enemies. The existing crit/placate durations, as well as endurance cost would remain unchanged. The benefits of this power would now fully warrant the expense. Ninja Personal Attack Updates Ninjas personal attacks are relatively weak, this is true, but they also don't grasp the essence of being a ninja too much either. These changes seek to improve function as well as feel. Snap Shot: Unchanged Adition 1: Aimed Shot -> Heavy Shuriken | Uses Shuriken Model from Martial Assault: Explosive Shuriken Base Damage: 38.12 Level 50 -5% Def 25.00% chance for 1.33 magnitude knock on target Endurance: 10 Range 70.00 ft Recharge 7.5s Activation Time: 1.87s Often advocated for within the community, giving the Ninja Master some shurikens seems appropriate. The new power would offer some secondary effects to be in line with other sets, and in exchange be much slower in recharge and range than the original, somewhat boring bow attack. Addition 2: Fistful of Arrows -> Storm of Daggers | Uses Martial Assault: Shurikens animation and Envenomed Daggers Model | -5% damage 10s | 50% chance for -50% regeneration 15s Base Damage: 50 Endurance: 14 (with suggested cuts to endurance) 16.90 Range 60 ft Recharge 14s Activation time 1.87s A final attack to complete the skillset of a weapons master, this move would unleash a wave of laced kunai to weak enemies in an arc. I would imagine it operating like Crack Whip, or like Vorpal Judgement (no target needed). Genin Inherent Resistance: 6 Positional Def -> 10 Positional Def | 10 S/L/Ranged Elusivity (PvP) 0 Res -> 10 Lethal Resistance | 5 Smashing Resistance 30% Defense Debuff Resistance Available from Default Equipment This will be the theme for most of the resistance changes. Ninjas aren't going to actually reach the defense of Beast, Thugs, or Robots, not with their buffs, but they do deserve to gain a degree of self-sustain. So that they don't get whipped. Granting the Genin defense res helps to differentiate Ninjas from the others, and will prevent them from being utterly slain by those with -def due to their own poor resistance. Jounin Inherent Resistance: 13.89 Positional Def -> 13.89 Elusivity (PvP) 0 Res > 24% Lethal Resistance | 6 Smashing Resistance 35% Defense Debuff Resistance Available from Default Equipment Jounin is already in a great position, and just needs some small additions to not die. It's damage and debuffs are S-Class, so the minor resistance changes are really all it needs. Jounin Mod 1: Hide accepts defense sets Pretty simple, lets you enhance the Defense value of the Jounins Hide ability to allow greater defense. Oni Oni Mod 1: Inherent Resistance 12.5 Positional Def -> 12.5 Elusivity (PvP) 0 Res >30% Lethal Resistance | 30% Smashing Resistance 40% Defense Debuff Resistance Available from Default Equipment Oni Mod 2: Fire Sword Slash | Fire Sword Hack Now deal -2% Defense Now use appropriate respective animations from Broadsword. Available from Default Equipment | Train Ninjas The demonic swordsman is in perfect condition, lacking only small qualities that emphasize its expertise. And of course, to not be as weak as paper. Ninja's are an extremely fun set, and are actually very good at what they are supposed to be good at -- stealth, damage, and speed. The only thing they have been lacking is their supposed protective specialty; defense. The changes to ninja proposed here will not only cover that, but aso enhance the immersive experience of being an elite ninja master by providing a larger arsenal of weapons for the user to deploy.
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Mercenaries For the full details of the Monos-Brain Overhaul, please view the link below: Monos King & Galaxy Brains Mastermind Changes Mercenaries are the absolute poorest of all the MM primaries, so let's just open fire. Not only do they suck, but there is a degree of lacking with the expected theme of different ammunitions and real fire power. With pitiful single target damage, recharge times, AoE damage, the WORST t7 pet buff, and even a t1 equip glitch gone unnoticed for several years, the changes proposed in this thread will address these through: Slightly Improving damage Significantly modifying existing pets Substantially lowering recharge and activation times General Mercenary Changes Serum -> Field Specialist Lasts 5 minutes | Gives Serum to Mercenaries | Support Class Pet | 10 minute recharge The most major change to mercenaries, this proposal adds a field specialist pet that will replace the medic given amongst the Soldiers, allowing for another combat soldier amongst the t1 summons. Being a pet, its section will be below. Field Specialist Serum | ST Boost, Special Debuff Base Heal: 157.42 +100% Recovery 30s +15% Resistance (all but psy) 30s +30% Damage/Tohit 30s After 30s delay -50% Recovery 15s -7.5 Resistance 15s -15% Damage/Tohit 15s Activation Time: 1.3s Recharge: 10s This change is an attempt to keep the heart of serum while not rendering it useless. The Field Specialist will be launching out serums amongst the pets, acting as a replacement for aid other and simultaneously buffing the pets up. While the damage resistance, healing, tohit, and endurance portions of the boost are enhanceable, their debuff analogues are not. This permits great benefit from enhancement, similar to Phantom Army. Much like aid other, serum would be dispensed as a priority based heal before anything else, but will be quickly distributed to all the pets throughout the battle. While the buff can stack, the debuff will not. Recuperation Beacon | 255 targets max | 40ft radius (Triage Beacon Clone) 100% regeneration 1m 32s Mag 5 CC Protection 1m 32s Recharge: 1m A triage beacon clone that comes with stimulant effects for the use of the Field Specialist. Just like Stimulant, the CC benefits do not include knockback. Suppressive Fire | 45 degree arc cone Base Damage 26.86 at level 49 10 Targets -10% Def/Tohit/Dmg for 5s Activaton Time: 2.67s Recharge Time: 6s The Field Specialists sole attack. This move offers effective debuffs and pushes to further equalize mercenaries damage. Vengeance | Post-Death AoE Team Buff | 12 targets | Does Not Stack With Other Medic | Stacks with Player Vengeance Base Heal: 117.18 +28% Damage/Tohit 120s +25% Def (All) 120s Status Protection Essentially the Nemesis officer version of vengeance, this offers the opportunity to, rather than use the specialist for its Serum buffs and heals, sacrifice them for a moderate lasting group buff. Soldiers *Now spawns 3 soldiers* With the field specialist in play, mercenary masterminds are now free to have a third primary combatant, rather than a Field Medic. This inclusion increases their damage, although slightly reduces the soldiers AoE potential. Assault Rifle Auto Fire 6s Activation Time -> 4s Activation Time Now has 10% Chance for 14.42 damage lucky shot (unresistable in PvE) Available from Default Equipment Lowering activation or recharge time is pretty much the theme of this thread. The Auto Fire is being updated to normal Full Auto abilities, including the chance for additional damage to help them out further. Spec Ops *Now spawns Two Spec Ops armed with unique SCAR Weaponry* Spec Ops Mod 1: Scar Burst -> Scar Suppression Base Damage: 21.77 -2.5% Def 5s -5% Special 5s Available from Default Equipment Spec Ops Mod 2: Scar Heavy Burst -> Scar Heavy Suppression Base Damage: 34.53 -2.5% Def 5s -5% Special 5s Available from Default Equipment Web Grenade -> Toxic Web Grenade Base Damage: 19.12 (Toxic DoT) 30s Recharge -> 22.5s Recharge -50% Recharge 15s Available from Default Equipment Spec Ops Mod 3: New Power: Charring Rounds (Replaces Rifle Butt) Base Damage: 19.12 (Fire) Activation Time: 1.87s Recharge Time: 20s Available from Equip Mercenary The Spec Ops can unleash a volcanic aerosol capsule from his SCAR Rifle, holding the enemy temporarily. Brawl -> Rifle Butt Base Damage: 25.69 Recharge Time: 16s -> 22s 3 Mag Stun for 8.88s at Level 49 Available from Default Equipment A primarily aesthetic change, encouraged by mercs ranged focus. Spec Ops Mod 4: Scar Snipe -> Electro Snipe Base Damage: 49.05 10% Chance for 3 Mag Stun for 6s 15.15 Bonus Energy Damage (only while Hidden) Available from Tactical Upgrade A change made to not only spice up the Spec Ops move set, but offer the chance for much needed damage increase. Spec Ops Mod 5: Tear Gas | Swaps places with Flashbang Grenade Recharge Time 3m -> 2m Available from Equip Mercenary Moves places with Flashbang to accomodate Flashbang's new effects. Spec Ops Mod 6: Flashbang Grenade | Swaps places with Tear Gas 2 Mag Stun Lower Stun duration by 25% | 8.94s -> 6.7s -5% Tohit -90% Perception for 20s Recharge Time: 2m -> 1m 30s 50% chance to Hide Spec Ops Available from Tactical Upgrade Gives the chance to hide Spec Ops, making it more likely to land extra damage or debuffs. Spec Ops Mod 7: New Power: Tactical Operative (Replacing Stealth) | =Def (All) | Special +2.8% Def, 5.6% while hidden Doubles Debuff Potency and CC Magnitudes while Hidden Maintains previous Stealth Values Available from Tactical Upgrade The most significant change for the Spec Ops, Tactical Operative works with Flashbang to vastly increase the Specs Ops potential for debuff and moderately increase their damage through extra damage on their Electro Snipes. The totality of these changes not only increase the Spec Ops damage, but give it greater potency without delay and a little more flare to their weaponry. Commando Commando Mod 1: Buckshot -> Heavy Burst | Cone DoT Base Damage: 33.34 -6.25 Def for 8s Recharge Time: 12s 10 Targets Available from Equip Mercenary Much needed additional damage for the Commando with a larger radius and -def. Commando Mod 2: Full Auto Base Damage: 87.29 Activation Time: 6s -> 4s Recharge Time: 1m -> 30s 30% Chance for 30.59 bonus lethal damage. Unresistable in PvE. Available from Equip Mercenary Commando needs recharge reductions BADLY, having truly ridiculous rates that hinder it's damage so greatly, that they do almost nothing before their inevitable memorial service. Commando Mod 3: Resistance 26.14 S/L -> 28.00 S/L 6.55 F/T/C -> 9 F/T/C Available from Default Equipment A minor change, but the commando should most certainly have noticeable resistance differences from the rest of the mercenaries. He attracts all of the attention in combat, and more importantly possesses superior survival training worthy of higher S/L resistance. Commando Mod 4: New Power: Shrapnel Grenade (Replaces M30 Grenade) | TAoE Radius 25ft Base Damage: 13.77 -15% res for 10s -7.5 def for 10s 20% Chance for 5.19 Knockback Activation Time: 1.87s Recharge Time: 20s Available from Tactical Upgrade The Commando deploys a deadly shrapnel burst that can tear apart enemy armor and send them flying. This move exists to universally increase mercs damage on all fields, as well as give additional combat utility. Commando Mod 5: Flamethrower Base Damage: Decreased from 59.21 to 41.41 Activation Time: 3.5 -> 2.5 Cone Arc: 45 Degree -> 60 Degree Target Cap: 10 -> 16 Available from Tactical Upgrade Further increasing the damage potential per second of the Commando to not be terrible. Commando Mod 6: LRM Rifle (HIGHLY NECCESSARY CHANGES PLEASE GOD) Radius: 15ft -> 20ft Base Damage from within 0-10ft radius: 152.32 Base Damage from within 10-20ft radius: 76.16 Endurance Cost: 18.2 -> 32.4 Activation Time: 3.83s Recharge Time: 4m -> 1m 50% Chance for 1.16 Mag Knock 16 Target Max Available from Tactical Upgrade 4 minutes. For 76 damage. I think that about sums up how terribad mercs has been. Those on the outskirts of the battle will feel the original damage of the LRM Rocket, but those unfortunate enough to be in the epicenter of impact will see it do immense damage. This change alone would be fantastic news for merc users. Mercs are in a god awful position. It's kind of appropriate, considering how well the military does in supernatural situations cinematically. But these aren't just any soldiers, these are mercenaries under the guidance of a super villain with godlike powers or mega-mind intellect. They deserve a little better. The chart above show full damage rotation values after the damage changes proposed throughout these threads, going from Total Damage, to Total Animation Time, to Total Damage per Animation. Ninjas, Thugs, and Demons had absolutely zero damage changes, while beast was given radius and target increases. Mercenaries DPA, on the other hand, increased by more than double after these changes, now having total damage potential is closer to the likes of Beast, Ninja, and Thugs, although with much less damage per second than any of these and only over a generalized, isolated period of time. What to take away? They hit harder, and are a hell of a lot more fun and effective. The proposals here will fix issues across the board, and I don't know about you, but I'm ready to drown the world in a Hail of Bullets.
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