plainguy
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Posts posted by plainguy
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6 hours ago, Saiyajinzoningen said:
what you are describing is called
<drumroll please>
Virtual sickness or cyber sickness or simulator sickness (take your pick)
it affects up to 30% of the population (i am one of them)
I cant do VR glasses or 1st person shooters.
I don't know if there's any in game setting that will help you
perhaps @Rudra does (our resident under the hood genius that he is)
however irl there are a few things u can do.
Dramamine or some other motion sickness medication works great if you can fight off the drowsies (not the dark elf kind)
lastly the most difficult thing that i know for sure works is, exposure therapy.
just do a little bit then a little more etc..... until your body kinda get used to it
be warned that because this is a physiological issue the exposure therapy is not permanent.
of your stop exposing yourself to the stimuli your body will start rejecting it again once re-exposed
To be honest. Too much to do for a game.
Not gonna take pills..
I wear glasses already, not going double glasses.
But i appreciate the effort and time in all of this.
I might have both cyber and motion as boats make me sick as well.- 1
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59 minutes ago, Greycat said:
Honestly you'd probably be better off asking (or "also asking") folks who can mod the game to see if they can create, alter or disable the animation.
If the devs create an alternate animation, they'd likely have it as a power customization - which means the person using it would have to change it, and there's no way for them to know "oh, I'm going to be teaming with so and so" (and even if they did, no guarantee they'd change the animation... or wouldn't use it on purpose. With Sonic's original graphics, once it became known it was triggering migraines in people, some ... *individuals* took great joy in applying it, *especially* to people who asked them not to.)
With a mod (via city mod installer) it doesn't matter what they do, you'd see the mod graphic instead.
Without a doubt that would be doable. Even if there was no graphics..
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I brought this up about a year ago.
Yea I am light weight, for some reason over an extended period of time I start to get cold sweats and upset stomach looking at my screen with this power on. I can't play first person shooters either for this reason or go on looping roller coasters.
Wondering if Whirlwind could get a optional graphic of just wind spinning around the character like a mini tornado.
I just found this in a Skyrim post and thought it would help describe what I am saying
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I don't create anything unless I can get it defense capped in some way at level 50 in Mids Hero builder.. Along with the required endurance ratio needed.
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The only issues I ever had were environment..
One TF ( don't recall the name) used to drag mobs as the mobs would run through the tunnels if you TP to the boss.
The caves are an issue for bots and larger pets. I have had people look to leave a team I was on with my robots.. I left instead of breaking up the team.
The sewers are much better for game play for Masterminds.Teams are fast moving, so nothing that requires setup such as Traps.
Though not crazy about the animation of nature, the HOLD toggle in nature is very, very good.
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On 2/24/2024 at 10:19 PM, Grave Knight said:
The Crab Spider Arachnos Soldier has robot spider pets. That's probably the closest we'll get without them adding another Epic Archetype. There is also some issues if you switch Alignments. I can see Widows and Mu Sorcs going Rogue but not Hero or Vigilante (at least not enough to justify an MM type archetype). The same problem with Longbow or PPD.
Praetorian Clockworks can work since we've seen how vulnerable they are to hacking in lore, but I think it would work best as an Epic Archetype. Maybe one based on the PPD Shell's Hardsuits (with the arm mounted gatlin guns) that get Clockwork robots as pets. A Warwork version of the Archanos Soldier.
You know a Spider pet Mastermind wouldn't be bad either.. They have all the different spider pets already..
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On 2/7/2024 at 9:39 PM, Captynrj said:
I'd love to see Lighting storm have some ability to follow the caster around...sorta like storm cell.
On 2/8/2024 at 9:20 PM, Clave Dark 5 said:I dunno... it would be nice, sure, but it would be nice if I got a hundred merits every time I logged in, too. This feels like a power creep to me, for a power that's already pretty powerful. My first impression.
I think it would have to be at a lower DPS
And it would be a great OPTION for a player.. -
On 2/14/2024 at 6:37 AM, tidge said:
The one change for MMs that I had been advocating for is building in the effects of the first upgrade to all the henchmen... it makes no sense that the first upgrade is available before two of the three henchmen summons, and that it is available IIRC for the T1 henchmen in all exemplared content. We are WAY past the point at which players would take a long time to get to level 10+, which is teh era I think that the placement of the T1 summons and first upgrade reflect.
I've tempered my calls for this, only because MM now have some better slotting options for that power, so it can yield set bonuses/mules/etc.
Never-the-less, for primaries that don't have a "fourth" summons power to mule the Defense/Resistance globals, I wouldn't mind if the first upgrade was changed into some sort of resummonable "buff" pet (not a henchman) that could take those globals. I wouldn't mind there being some sort of balance pass.
There shouldn't be a Pet upgrade buff.. It should be automatic like any other power in any other set in the game.
Replace the 2 pet upgrade buffs with other powers. -
1 minute ago, Rudra said:
As I understand it, we are only allowed to have 1 power set to auto-trigger so we can't set up self-activating attack chains. So I'm willing to bet this request won't be happening.
I would say just limit to non attack powers or only allow one attack power.
Like many Hasten is my go to auto, but I would like some other buffs to be on auto after recharge.- 1
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On 3/17/2023 at 3:20 PM, SeraphimKensai said:
I've thought these kind of self constraints players put on themselves interesting for awhile but I've never been one for self-restraint. I take my MM projects to the extreme where I might run multiple accounts of them.
I guess for backstories you could always say that you used to have other minions but overtime they didn't make it whether they died, slowed you down, or just gave you the bird for being the world's worst boss.
How do these kinda MMs hold up to the game's content?
I can attest with defense cap they are running 8/3 against the standard soft groups. We are NOT talking Malta or carnys here..
It is viable at level 50, but a slower DPS run.
I tried to to ITF solo on 8/0 setting but the best I could do is a stalemate against ( excuse my ignorance, haven't played in a while) the boss at the mission with the giant robots at the end. You have 2 bosses. I just could not kill either one.. I would get them to half and they would regen back up.. I tried the envenom daggers trick, etc, I just could not either one of them down..
But I can clear out 5th column for example in the seal rupture missions.
I did solo the AV from the NPC Marie, ( the AV with the Axe with the COTS) with Robot Traps.. I did post pics up of that.. -
On 3/11/2023 at 5:27 AM, graeberguinn said:
It's late and I'm looking at some funny MM toon ideas. Read about petless MMs.
So could be all whips like dominatrix.
Or a boy raised by wolves who only uses beast mode and his momma wolf follows him and fights with him and brings along his other forest friends.
Could be an Asian HS student who is failing all classes and sucks at piano and suffers emotional damage. Summons his ancestor, ONI and runs around singing Moni ONI ONI.
What would be your most ridiculous backstrories or concept for petless or T3 pet only MM.
Something that might actually be decent also and not totally suck in game.
My thread about petless is in my signature.
The real issue you have going petless is you CANNOT level them up petless. The endurance is just too exhausting. You just are constantly running out of endurance.
I think I make it into the high 20s before I gave up and power leveled myself to 50.
End result all my builds are based on level 50 builds.
They are all defense capped for the most part.
I haven't logged in for a while but I can look to recheck the builds I have. Nonetheless, I have about 8 petless or semi petless builds that can solo 8/3 setting. But of course DPS wise it is slower then maybe someone who has the same defense capped full pet build. Then there is of course the player who couldn't do 8/3 on any build because they just don't want to understand defense cap.
These are all of course solo play builds. Who needs the drama of joining a group and have someone complaining of no pets.
Though again, I have joined groups for a TF just running SO's and had no complaints, because again no one is looking to see if someone has set bonuses.. They see 6 pets that is all they see or care to see.
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Love this thread !
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I wish they would go the other way. Make the purchase powers as cosmetics for flight and such.
Or at a minimum allow combat from the purchase powers like they do when you normally fly. -
I think both Rudra and tidge make valid points in this.
Hearing tidge say the protector bots attacking more thus putting out more damage was honestly a common sense eye opener to me.
I have said this many of times in the past. It is apparent or the impression I am getting is that Masterminds are a difficult Archtype for the Devs to work with.
The impression I am getting is the code is clearly unique compared to other Archtypes and probably very buggy and jury rigged over the years. So it becomes almost an impossible mess to untangle. Thus the limited improvements Masterminds get overall.
My hope is with the addition of other servers merging will bring other Devs that might have a better grasp in this Archtype that can bring new insight over.
But I would also love just a candid reality check from the Devs as well to confirm or deny the issues with Masterminds.
Even if they said, look we have a total grasp on Masterminds, but I'm sorry the other AT are just more popular.. We need to work on what is popular more.
I would get it..
I just think some honest clarity would just quell a lot of the threads that come up about Masterminds (or even other Archtypes) and save the suggestion forum for more workable and valid suggestions.
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On 1/7/2024 at 9:00 PM, Troo said:
also in the news
City of Heroes Homecoming talks funding, the City Council, and the impending content drop
'Our prime directive is to keep the servers online and available to everyone'
I read it.
But still a bit confused on what it means. I understand it does in a sense take a lot of pressure off the whole. Will they come in tomorrow with lawyers and shut down the servers. So it does take a bit of the impending doom away.
I also understand it allows them to expand the financial pocketbook as well for a rainy day.
I don't care if it means that the devs are allow to take a stipend as they deserve it.
But for actual game play and design what does that mean? what is the benefit..
Again I get that other servers will be merged with ours and it means that there will be more devs as well.
On a side note.
I would hope that this legitimacy would now allow them to maybe hire or pick up interns and artist that can maybe grind their teeth on something that technically is legit an supported to create some new powers or the art for new powers. It's a win/win on both sides. Intern learns some real life gaming experience and can say this is my artwork on this online game getting out of college. Without a doubt this would be a great resume line for someone looking to get into this field. Again especially now that it is being backed officially. -
As was mentioned in this thread by others, I always firmly believe new animation to current powers would give some life support to the game.
Pick the easiest ( know easier said than done ) ArchType or Power Sets and build from there.
Energy blast from a staff or a wand.
Or combining several sets and again block out powers for that level.
Example AR, Archery and Dual Pistol.
You can take snap shot but burst and pistols are blocked out for you.
Yes it's A LOT of redraw between a bow a gun and 2 pistols, but some might not mind it for the chance of some new thematic or RP.
Maybe do the same with the Power Pools.
You pick up Stealth, Toxic Dart and Tough. Other powers of corresponding levels are blocked out.
Or put something in place that prevents someone from going all AOE for example between several builds. We can all imagine the cheese factor in it.
So there is nothing NEW ( unless you go the new animation route ) but the method of picking the powers is different if you want it.
Masterminds with less but more powerful pets.. Like a sidekick. Examples here would be IG-11 from Mandalorian, Iron Giant, K-2SO from Rogue one to name a few.
Yes all robots but was the quickest example I could find doing a google search for sidekicks..
Or swapping out a Pet for a new attack or again a bit of both.. A new attack and more powerful pets.
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Those maps sometimes give me motion sickness because of the changing of camera to first person to look around sometimes.
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One pet mastermind or Variable pet Mastermind
Alternate animations for power sets mainly in the magical range
Improvements on sheathed weapons.- 1
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This could be a future to costume pieces for other AT so any move forward would be great..
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On 1/19/2023 at 4:16 PM, Rudra said:
Two things mentioned in this thread I would like?
1) Make MM pets less fragile. Ninjas somewhat address that by being able to have their defense enhanced in the first upgrade power and robots do too by being able to enhance their resists in the first upgrade power. A general improvement to MM pet survivability would be welcome though. (Maybe so that the pets stop being one-shot by the more powerful enemies? I don't know.)
2) Make MM pets invulnerable to harm when first summoned for a second or two. This way they don't spawn in already dead because a mob threw a massive damage AoE that killed the pet before it could even be rendered arriving on the screen.
I don't know what to do about their accuracy though, since it only really comes into play on like +4 runs.
This is the testing that needs to be done.
You need Testing dummies with the following setup- Minion - No attacks
- LT - No attacks
- Boss - No attacks
- Elite Boss - No attacks
Then you need Testing dummies with the following setup
- Minion - 1 attack that auto kills Tier 1 Pet
- LT - 1 attack that auto kills Tier 1 Pet
- Boss - 1 attack that auto kills Tier 1 pet
- Elite Boss - 1 attack that auto kills Tier 1 pet
Then you need Testing dummies with the following setup
- Minion - 1 attack that auto kills Tier 2 Pet
- LT - 1 attack that auto kills Tier 2 Pet
- Boss - 1 attack that auto kills Tier 2 pet
- Elite Boss - 1 attack that auto kills Tier 2 pet
Then you need Testing dummies with the following setup
- Minion - 1 attack that auto kills Tier 3 Pet
- LT - 1 attack that auto kills Tier 3 Pet
- Boss - 1 attack that auto kills Tier 3 pet
- Elite Boss - 1 attack that auto kills Tier 3 pet
Then you need Testing dummies with the following setup
- Minion - 1 attack that auto kills Random Pet every 60 seconds
- LT - 1 attack that auto kills Random Pet every 60 seconds
- Boss - 1 attack that auto kills Random Pet every 60 seconds
- Elite Boss - 1 attack that auto kills Random Pet every 60 seconds
The first set of pets is to determine the following;
- How many pets are hitting individually and as a Tier Set
- How much DPS each individual pet is doing
- How much total DPS each Tier Pet set is doing
- Total DPS damage for all pets combined
- Total time to kill each mob type
- This must be done without pet upgrades, with just the first pet upgrade, with just the second pet upgrade and then finally full upgrade.
Developers need to determine how true this chart below is. To me it makes no sense that Robot Mastermind for example would do more Melee damage than Range damage.
Archetype Melee Range Blaster 1.000 1.125 Controller 0.550 0.550 Defender 0.550 0.650 Scrapper 1.125 0.500 Tanker 0.950 0.800 Peacebringer 0.850 0.800 Bright Nova N/A 1.200 White Dwarf 1.000 N/A Warshade 0.850 0.800 Dark Nova N/A 1.200 Black Dwarf 1.000 N/A Sentinel 0.950 0.950 Brute 0.750 0.750 Stalker 1.000 0.600 Mastermind 0.550 0.550 Henchman 1 0.450 0.350 Henchman 2 0.550 0.450 Henchman 3 0.650 0.550 Dominator 1.050 0.950 Corruptor 0.750 0.750 Arachnos Widow 1.000 1.000 Arachnos Soldier 1.000 1.000 Pet 1.000 0.800
That being said.
There has to be some weight to the topic of Mastermind pets being Fire & Forget compared to Mastermind Control & Maintenance of the pets. It is either an even trade, a 1 to 1 ratio or one has more weight then the other. Personally because Masterminds are not of great value on anything fast moving, prone to accidental aggro or adds, and some weakness in keeping pets alive. I think Control & Maintenance is higher than fire and forget.
Again that is my personal opinion. The devs need to make the overall decision for everyone.
The reason why this matters and has to be valued is because it has to be enumerated and used in scoring the overall dps of each Tier pet.
Here is another thing that needs to be weighed in and I will explain why. I asked this either earlier or in another thread.
How do you use your pets to fight?
Personally again, I command all of my pets to attack one mob, usually the boss and then just tab to target the next mob and then the next mob.. ETC, so on and so on.
I asked others in the thread and the response that were posted were pretty much similar, which was basically all pets on one mob.
I did not see anyone saying they broke their pets into groups of Pets Team A and Pet Team B to fight different groups of mobs or targets at the same time.
Why does this matter?
Because you need to realize that is literally just one giant attack of varying chances to hit and DPS.
So you are using 3 attacks that require 2 upgrades to be at maximum potential at level 50.
No other AT has what I would like to say crutch at level 50. Because if you don't upgrade, your pets can't do specific attacks which decreases their DPS value and because some attacks might be vital and key, such as Swarm missile for example, that means that mobs will last longer, thus potentially affecting pet survivability.
So simply sticking at level 50 ATM..
I believe that a 6 pets with 2 upgrades is nothing more than a Tier 9 attack. So I am equating it to Full Auto, Rain of Arrows, Hail of Bullets. Basically some sort of crash less nuke.
The difference is as pets die off potentially so does your DPS. This is why getting a base line on all the pets DPS against mob ranks matter. As an example Battle Drones going up against a LT might only do a total of 60 points of damage, so that comes out to 20 DPS per Tier 1 Battle Drone. But loosing at Tier 3 Assault Bot might be costing you 70% of your damage on a LT, so now your Tier 9 crash less nuke essentially lost 70% damage when used.
Or add in that you will loose DPS because the upgrade were not done in time.
So there is A LOT of variance for a Mastermind DPS wise for his Tier 9 attack, compared to another Archtype.
At the end of the day there has to be a standard set
Another way of looking at this is Each pet and upgrade is 2.03 seconds to cast. So that is a 10.15 cast time, ( I am being gracious here) add in 2 seconds more to target and commands the pet to attack. I will NOT even argue or debate about any server delay or lag, because it takes more than 10 seconds to summon and upgrade pets.
But everything is perfect.
So it initially takes you 12.15 seconds to cast your Tier 9 attack doing X amount of DPS based on the mob type.Assuming none of your pets die, you can continue to do X amount of DPS at no endurance cost.
This is where understanding DPS values based on various Pet teams load out matters.
The big rebuttal is usually "You can run away to re-summon and upgrade pet if the battle is that bad"..
A simple reminder is you are running away to have the ability to use a power.. You are NOT running away because you are low on health. Simply because you know, at this point you cannot use your Tier 9 power to its full potential. Again no OTHER Archtype at full health has to run away to be able to use a power because essentially they are now powerless.
Any time you run away to re summon and upgrade, that is a loss of DPS. There MUST be a weight added to that. Because if I play my mastermind for 1 hour and I have to run away X amount of times to re-summon pets and and I don't have to do this with my Blaster. There has to be a determination if my Blaster as an example would have done MORE DPS in that 1 hour time because there was no reset required. Or was my mastermind Tier 9 power attack doing much higher DPS or am I doing a much more consistent DPS compared to my Blaster. Mind you all things being equal The DPS chart above would say Blaster does more damage.
At the end of the day Mastermind game play is totally unique compare to other Archtypes. These nuances and variables must be taken into account.
I personally believe that removing the requirement to upgrade pets and just make then AUTO upgrade would remove 4.06 seconds of down time in the middle of a fight and would immediately bolster the DPS and survivability of the pets and make for a smoother gameplay for the Mastermind and would even help out to SOME DEGREE on fast paced teams.
The next step potentially I would suggest is add a simple immunity timer of a few seconds to pets on summoning.
I think was burns a player is that wipe on re-summoning in the middle of a fight.
The fact is you cannot spend 12.15 seconds in the middle of a fight trying to get pets ready..
Anyone how has played Masterminds has endured this many times. Not once in a while, not sometimes. It can happen multiple times a night while solo and TONS more when on a team. The simple issue is the Aggro is overwhelming sometimes because mob groups are too close together and its a bad pull or mob runs off and pets give chase and since there is a bit of lag / delay. Some times telling pets to stop is just too late as they get too close to another group for aggro.
Personally just like my blaster powers increase in value as I level up, I believe so should the pets and that the pet upgrades should just be other attacks for the Mastermind. The pet upgrades should just be baked into the pets at the specific levels.
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5 minutes ago, Rudra said:
As I said in the post you cited where I gave the corrected numbers, the 12 seconds is to account for the difference in recharge rates. The Blaster's Burst has a recharge of 4 seconds. The MM's T1 pets' Quick Burst has a recharge of 3 seconds. So they use their attack more frequently than the Blaster. If you prefer it by the second instead? Here you go:
Blaster Burst:
16.8916 * 3 (attacks per cycle) / 4 second recharge = 12.6687
Pet Quick Burst:
5.613 * 2.333 (attacks per cycle) / 3 second recharge * 3 pets = 13.0951
Edit: Note also that I am using the level 48 number as you requested.
Who cares about the recharge..
Its one attack..
And no..
Every 3 seconds the 3 pets will do 33 points of damage..
Every 4 seconds the Blaster will do 50 pts of damage
So over 12 seconds the 3 pets will do 132 and Blaster will do 150..
Again..
You brought the math.. I just looked at the data you brought in.PLAYER
16.8916 points of Lethal damage (all affected targets) every 0.3s for 0.91s (100% chance) (target = critter).9 / .3 = 3
16.89 every .3 seconds for .9 seconds = 16.89 x 3 = 50.67PETS ( PER PET )
5.6444 points of Lethal damage (all affected targets) every 0.3s for 0.7s (100% chance)
.7 / .3 = 2
5.6 every .3 seconds for .7 seconds = 5.6 x 2 = 11.2
3 Pets3 x 11.2 = 33.6
I don't care how you try to spin it NOW..
The numbers are right there..
That is the DPS for those attacks for a SINGLE ATTACK.
MIDS has the blaster at even higher.
Every 3 seconds the 3 pets will do that DPS above..
Every 4 seconds the Blaster will do that DPS above..
Those are YOUR NUMBERS..
YOU STATED that the tier 1 pets did more DPS than a Blaster level 1 burst..You were wrong..
I won't entertain you any more as this is what you do in just about every thread you post.. You derail and debate..
The OP was correct in what he was saying.. Then he was bullied into back peddling.
Make the pets auto upgrade in test and take it from there..
The rebuttal was they don't want mastermind pets to be throw away pets like other AT pets? What ?? That makes no sense.
So what your saying the AT that is SPECIFICALLY dependent on pets SHOULD be required to upgrade on every resummon? That the AT that clearly is based around Pets has not figured out how to automatically build a better robot? Or his his MERCS are that dumb that they don't know how to dress themselves?
BUT every other AT that has a pet, they get their pet at full level, full powers and ready to go? They have ONE pet and somehow they figured out how to get their pet at full power. But the guy who has 6 pets has zero clue after 50 levels how to do it?
That is utter nonsense..
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On 1/17/2023 at 2:09 PM, Rudra said:
(Edit: If you prefer simpler math: Blaster does 16.8916 every 4 seconds. So 50.6748 damage every 12 seconds. Mercenary tier 1 pets do 5.6444 damage every 3 seconds. So 22.5776 every 12 seconds each. For a total of 67.7328 damage every 12 seconds combined.)
Both ATs still at level 50. Both powers still unenhanced. All data still pulled from City of Data, except this time I am referencing the pet power instead of the MM power. My apologies.
40 minutes ago, Rudra said:The pets are already level 48 in the comparison. The MM is level 50. So that makes the T1 pets level 48.
Also, here, I'll fix your math.
50.6748 * 3 = 152.0244
67.7328 * 2 = 135.4656
Pets no longer do greater damage, but are still doing 89.1408% damage.
15 minutes ago, Rudra said:I even provided the link to where I am getting my numbers from. How are they wrong?
I do see now you edited your other post.
Where are you getting 12 seconds ?
The power clearly states the DPS per .3 seconds and for the duration for each power..
That is a single attack
Why are you convoluting it even more? Because you need the win?
Your numbers are wrong and you stated it twice that they were wrong..
You listed further math to show I was right.
Now you want to say again they are not..
Even when you proved me correct you had to add in that the pets are doing 89% damage..
89% damage to what? It doesn't matter..
They are doing less DPS.. You even proved my point even more.. You need all 3 pets and you said similar in your post as well.
So you need all 3 pets on a single target to out dps a single attack level 1 attack from a blaster..
So it takes 5 powers from a mastermind, 3 summoning, 2 upgrades to compete just about compete against a level 1 power from a blaster..
Thank you for helping me prove my point
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18 minutes ago, Rudra said:
The pets are already level 48 in the comparison. The MM is level 50. So that makes the T1 pets level 48.
Also, here, I'll fix your math.
50.6748 * 3 = 152.0244
67.7328 * 2 = 135.4656
Pets no longer do greater damage, but are still doing 89.1408% damage.
1 minute ago, Rudra said:https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier.asmg_burst&at=minion_henchman
Also note when accessing the window, the pets are listed as level 48.
● Entity MastermindPets_Soldier
You are subtracting levels on top of their reduced levels.
First your numbers were WRONG..
Secondly I didn't use the pets info from City of data, I just used your numbers.
So like I said in another post as well, which you somewhat echoed. Which is you need ALL the PETS to on a target to do some dps..
Mind you I don't want Tier 1 pets to out do any AT..
I will reiterate I think the weakness is in the delay of summoning and upgrading and to some extent the weakness of the tier 1 pets.
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2 minutes ago, Rudra said:
You also need to add in that the MM still has 3 (maybe 4 depending on secondary) additional pets. And the MM still has his/her/its own attacks to add in to the mix if desired as well. (Edit: Especially now since the MM's attacks have been adjusted to bring added benefits into play.)
Wait
You are the one who did the math..
You are the one who posted those numbers..
I just relooked and they didn't seem right..
So I went to city of data and I went to mids and looked at the database. Which pretty much is city of data.
Again I "think" I know basic math. Not saying I understand it all.
But as you copied and I read and I even pulled out my calculator to make sure .9 / .3 = 3 and that .7 / .3 = 2.33333
So unless MY math is wrong.. Which I don't think it is .. Mastermind mind merc burst combined does less dps then blaster and not more..
Which makes your numbers incorrect. If I am wrong I am more than willing to that the L here..
Mids Reborn 3.6.6.3 - Blaster Devices has been replaced with Remote Bomb - Still seeing Time Bomb
in Forum
Posted
Notice that I still have Time Bomb instead of Remote Bomb.
I did pull in an old AR Device build so I am wondering if that pushed Time Bomb into the database and replaced Remote Bomb.
Mids' Reborn v3.6.6 rev 3
Database: Homecoming
Database Issue: 27 Page 7
Database Version: 2024.2.717
Running under .NETCoreApp,Version=v6.0 / .NET 6.0.15