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  1. If this helps the decision: for most pets, the contribution of Assault Radial is the equivalent of 80% - 150% ED, although some skills(usually AoE) are beyond that, up to 200% ED. The marginal increase is difficult to pin down, due to uneven access to procs for most pets. But here's rough ballpark numbers - assuming 145% ED on pets(Supremacy, Radial Damage Alpha, maxed ED), degen radial and reasonable proc slotting, adding Assault Radial on top of that would yield a damage increase of: Demons - ~40% Thugs - ~35% Necromancy - ~35% Ninjas - ~35% Beasts - ~35% Bots - ~65%(!!) Mercs - ~50% Of course, it's not up all the time, so the average damage over time is half of that, although in practice you'd tend to use it when you really need to overwhelm something with damage. I think it's definitely worth considering, but like Zeraphia said, it depends if your build heavily benefits from Support, and if you can deal with the resummoning bit. By the way, you don't need to resummon the pets every time you use Assault - only if they've died or you've zoned. If you've "primed" them with an Assault usage already, then the next time it will actually work on them without resummoning.
  2. You can change the base accuracy in mids options(options - configuration - exemping and base values). I have it at 39%, which I think is the base accuracy vs +4 mobs.
  3. Hey, I really appreciate this guide - it's something I have always wanted to do and never actually put the effort into doing. I'm a huge fanboy for /Dark on MM, and in my mind it is the top secondary set. I hope what follows doesn't sound like nitpicking, it's just minor corrections to what I hope would be the premier /Dark guide on the forum. As anyone who's played /Dark knows, the set is very end hungry. This makes Theft of Essence one of the best things you can add to TG, since it makes the power practically free. Another thing to note is that the TG debuffs stack with each cast and also stack with Dark Servant. This means that with both of you spamming it, you can reliably get 6 stacks of -regen, -hit and -damage, severely neutering any boss that lives long enough for this to matter. This really is one of the strongest powers in the game. I think Tar Patch was scaled down to -22.5% as part of the same change that reduced Grasp's healing. I think, at least the -regen debuff only lasts 30 seconds. To be honest, the skill is already amazing, if the debuff lasted 90 seconds it would be completely overpowered. I didn't want to give any specific comments on detailed builds, but I think it's worth mentioning one thing you didn't touch on in the guide - Siphon Insight. Two of your powers are perfect for it - Fearsome Stare and Dark Servant. It has all the bonuses they need - acc/end/rech/tohit debuff, just like Cloud Senses, but I think its bonuses are generally better if you're going for a 5-slot. They give you two really useful things - global accuracy and very high +S/L defense. The global accuracy helps you save slots for all the tohit powers you have(particularly useful if you take MM attacks), and the S/L defense, properly stacked, can reach up in the 30s, giving you great tankermind potential.
  4. The difference in damage between Core and Radial is massive, due to RNG DoT mechanics. The way RNG DoT mechanics work is that each tick rolls a hit chance, and the dot is canceled if the tick "misses". Just look at the ratio of these numbers: 25% hit chance, CancelOnMiss, 5 ticks, 10 damage - ~3.3 damage per proc 75% hit chance, CancelOnMiss, 5 ticks, 10 damage - ~22.8 damage per proc I don't know the exact proc chance of interface dots - it could either be a set%, or even worse for Core, be the hit chance(e.g. 75% chance to proc, and then apply a 75% hit chance 5 tick RNG DoT). Either way, you always want Radial. On pylon tests with kitted out pets, interface would easily produce 10-20% of a pet's DPS(depending on its tier).
  5. Assault is not that strong on MM due to our low base dmg, high ED% our reliance on procs. You're adding 11.25% base damage on top of the standard slotting 100-110% ED on pets + Alpha, + Supremacy(25%). This means that assault is actually at most a ~5% dmg increase(11.25% / 225%) to the non-proc attacks only. This is probably the strongest on demons, since their non-proc dmg is the highest among all primaries, but it's still a questionable take if you have endurance problems. IIRC, the last time I crunched the numbers, using the end from Assault on a primary attack instead(e.g. Lash, Cross Punch) yields more dps/endurance (of course, slotting an attack is more expensive than assault, but it's also more focused DPS which helps you tank, and is less reduced in +4 content, etc etc). I hadn't thought too much about experimentation, so these is an off-the-cuff take: Having access to a -Def(bonus points AoE) is *great* for Demons/Dark, as they have no other way to get Achilles Heel. It seems like you could also proc it out a decent amount to get a nice snap aggro opener. I really like it. The only problem is you essentially need to pick 1 dead power(neither Toxic Dart nor Injection are really good for MM), and 1 meh power(super speed, at least can slot -4KB in it). Regen is absolutely meh for pets(they have lower hp than you, the lowest hp class already, and regen scales off max health), plus, you have one of the best heals in the game. The more useful effect from injection would possibly be the status effect resistance on demon prince or gargoyle when wading into mobs with high CC. Adrenal Booster is very tempting for /Dark, since you don't have softcapped defenses up front. In a rough fight, you can pop it up front, walk in, take the alpha, then spread your debuffs. You can get the cd down to 3 minutes without too much work, so it'd be up fairly often.
  6. This is my starter theorycrafting build for Demons/Dark - this is what I use to springboard specific build ideas and it contains my most commonly used slotting. Here's some key points: - Mark of Supremacy has amazing set bonuses. Here I'm using 4/6 + 2/6 for the extra +sl def and accuracy - All the pet auras are required for MM play. I've slotted all of them except call to arms, which you can fit in the empty slots. - Slotting ember shield is very strong for Demons' survival. With the pet auras, slotting in ember shield improves 70-75% S/L res to 75-80% - a 15-20% damage reduction. It also gives the MM an extra ~7.5% S/L res, which makes it much easier to cap without tough. - Slotting Siphon Insight twice pulls quadruple useful duty - pushes your S/L def, gives you strong -Hit debuffs, global accuracy and even a little bit of +regen to boot. - Twilight Grasp with Theft of Essence is essentially free; Spam it liberally. - Hell on Earth is worth slotting; on balance, taking recharge into account, they deal about as much as your T1 pets. The intention of the build is to soak up the alpha from a pull, then spread fearsome stare/Dark Servant -hit debuffs. Focus on Lts and Bosses to hold aggro on them, let the pets deal with minions. This covers most of the pet durability issues. Make sure you have all the pet auras + slotted ember shield, with 80% res the pets are fairly sturdy. As far as end issues go, this build can cycle TG + Lash indefinitely. Adding an AoE attack or a 2nd ST is recommended, but can put a bit of a strain on your endurance. I would wager a guess that the reason why you're having end issues is 1) low dps from pets and 2) pets dying and forcing you to resummon in combat(a huge end drain). Once you shore up those issues, the build starts flowing much more naturally. It's important to know where most of MM's damage comes from - it's procs, procs and procs. I would have 5-slotted Lash with procs if I could pull more accuracy and endurance. The proc in Demon Prince is essential for him to reach good DPS numbers. Alpha is good(I like Intuition here), but Interface(Radial, not Core) is just as important. Hybrid Assault, if you know how to set it up, is great to supercharge your DPS in tough encounters. If you add more damage powers, remember that the maximum DPS is to cram as many procs as you can fit in them. I can't give you more specific pointers without seeing your current build. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Demonlings -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/Dmg(3), Empty(3), Empty(5), OvrFrc-Dam/KB(5), EdcoftheM-PetDef(7) Level 1: Twilight Grasp -- ThfofEss-+End%(A), TchoftheN-Heal(7), TchoftheN-Acc/Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11) Level 4: Lash -- GldStr-Acc/Dmg(A), GldStr-%Dam(11), Hct-Dmg/EndRdx(13), Hct-Dam%(13), ExpStr-Dam%(15), FrcFdb-Rechg%(15) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(42) Level 10: Howling Twilight -- EndRdx-I(A), RechRdx-I(34) Level 12: Summon Demons -- ResDam-I(A), ResDam-I(31), SprMarofS-Acc/Dmg/EndRdx(31), SprMarofS-Dmg/EndRdx(33), Empty(33), Empty(33) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21), Rct-Def(23), Rct-Def/EndRdx(23), Ksm-ToHit+(42), ShlWal-ResDam/Re TP(43) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(17), RedFrt-Def(17), GldArm-3defTpProc(19), GldArm-End/Res(19), GldArm-ResDam(21) Level 18: Hell on Earth -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(43), SprCmmoft-Dmg/EndRdx/Rchg(43), SprCmmoft-Acc/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45), SvrRgh-PetResDam(45) Level 20: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(34), SphIns-Acc/Rchg(34), SphIns-ToHitDeb/EndRdx/Rchg(37), SphIns-Acc/EndRdx/Rchg(37) Level 22: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(25) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Summon Demon Prince -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(27), SlbAll-Build%(27), SlbAll-Dmg/EndRdx(29), ImpSwf-Dam%(29), Empty(31) Level 28: [Empty] Level 30: [Empty] Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), StdPrt-ResDam/Def+(37) Level 38: Dark Servant -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(39), SphIns-Acc/ToHitDeb(39), SphIns-Acc/Rchg(39), SphIns-ToHitDeb/EndRdx/Rchg(40), CldSns-%Dam(40) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] 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 -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42) Level 1: Cold Demonling Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Ember Demon Level 12: Hellfire Gargoyle Level 26: Demon Prince Level 50: Intuition Radial Paragon ------------
  7. BGSacho

    Extra Pet

    Yes, this is exactly what needs to happen. You need to heal the pet on the exact tick it dies, then use the summon power again and you'll gain an extra pet. Unfortunately, IIRC it doesn't last through zoning.
  8. Bots are not really the best MM primary. I don't think they're a great choice for a new player, because you will struggle to really output any damage until you get the assault bot kitted out(i.e. 32). Even then the bots rely almost entirely on the assault bot's damage, and struggle with single target DPS. Demons and Thugs are both more versatile and more powerful overall - bots require very specific circumstances to shine. That being said, the four main strengths of Traps are: Def(FFG), Mez Protection(FFG, but missing critical KB protection), -Regen(Poison Trap), Stackable debuffs(Acid Mortar). Time has +def(Farsight), no mez protection, little -regen, and you can't stack Slowed Response(the alternative to Acid Mortar). However, bots already provide decent -regen. Time also has the benefit of +recharge(not extremely valuable for MM), and an AoE heal(nice addition but not critical for a the high-def, mostly ranged bots). Looking at it from a powergaming perspective, both sets are relatively equal. This leaves the decision to the supporting powers(e.g. Caltrops, Seeker Drones, Mines vs Distortion Field, Time's Juncture) and playstyle - much you want to micromanage all the Traps pets vs the fire-and-forget effects in Time. I personally prefer /Time because it is very hands-off, leaving more time for personal attacks to supplement the poor ST dps of bots. It also lends itself nicely to "Tankerminding"(where you try to hold aggro on the highest damage targets) thanks to the combination of Bodyguard spreading out damage and Time's AoE heal. Bots/Time/Mu gives you with a very tanky MM(75% SL, high E, softcap Def) and a slow, grind-out playstyle.
  9. The best thing about Time isn't being able to softcap pets like Thugs(like you said, lots of sets can do that), it's having a mostly-passive set with good defenses which you can springboard into using 2-3 personal attacks. For example, Thugs/Time(-Res AoE, 2 sources of Achilles Heel) + Cross Punch(Fury of the Gladiator) + Mu Root(Annihilation) is a decent chunk of -Res you can apply , most of it in AoE. You also have high AoE dps(enforcers) and high ST dps(Cross Punch + Mu Hold from MM, Bruiser ST DPS). Storm's damage may be higher, but /Time isn't necessarily much further behind. The main thing /Time is really missing is -regen, which Storm also lacks.
  10. BGSacho

    MM Duo?

    Demons/Dark and X/Nature have great synergy, but it comes late. The three skills to focus on are Wild Growth(+resists), Bastion(absorb) and Overgrowth(+damage, end redux). Once the Beasts/Nature can get these going with reasonable recharge, your pets will both shoot up in damage and survivability, while also solving all your endurance problems. Dark should be carrying you through the early levels - Twilight Grasp is a great heal, and Tar Patch should keep mobs reasonably clumped until you kill them. With some patience you should end up with a great combo. The only issue with the combo I can see is that beasts + demons may crowd out each other vs small targets in melee, but it's something you can probably live with. It would also encourage you to blob up, which helps keep everything within your auras and within Twilight Grasp heal range. I think you should stick with your current combo and see it through.
  11. There's another proc - Shield Breaker - which is definitely worth slotting in GKs. I'd replace the SA Dmg/End with it. You can look at Soul Extraction in two ways - either as something you really don't use, then you can just dump all the auras in it and call it a day. Or, you can look at it as a significant source of damage, if you can micromanage to get your Lich(or at least a GK) killed when you need to recast it. Then I would slot it x4 Cmd of the Mastermind(the recharge pieces) + Cloud Senses + 1 extra aura. You can fit the rest of the auras in the Lich and Zombies. A properly slotted Soul Extraction out of a Lich does as much dps as the Lich itself(or about as much as 2/3 of a GK). I don't think the Vigor Alpha is really worth it in the end. There are many ways to manage your endurance to reach a certain equilibrium, but you can never have too much damage. I think Intuition would be a better chocie - it makes ED softcapping damage on the pets easier, and helps with the -hit debuffs. Your build goes through a lot of trouble to get some +Recharge bonuses, but is lacking Hasten. Drop either Fly or Combat Jumping(e.g. replace Combat Jumping with Hover?). Drop Night Fall for Hasten. Your Soul Storm slotting is good but can be improved. Unlike the short recharge powers, slotting recharge in Soul Storm is useful and significantly improves the DPS you can get out of it. I'd slot Unbreakable Acc/Recharge instead of the Acc/Dmg HO(higher dps, plus bonus 0.07 end/s). You can also slot Acc/Hold/Recharge if you like the extra CC. I'm not a huge fan ot taking both Gloom and Life Drain. They share the main proc(Apocalypse) and they can't really max out on procs anyway. Take Life Drain if you struggle with end(theft of essence makes it essentially free), Gloom otherwise. I wouldn't slot local recharge in those powers, as it reduces the proc chance. You can replace Night Fall(meh) with Soul Tentacles(++). Good proc options and even a -res. Your Heat Armor is definitely underslotted - you want to max out its recharge, it's your main opening move. I couldn't figure out a good slotting for it though, maybe you can get some inspiration from a Demons/Thermal build. I don't like 6-slotting tactics - you're not hitting any appreciable def breakpoints, the proc is meh on the MM, and the rest of the bonuses are meh as well. Here's a build utilizing some of my suggestions, although it's a work in progress. The goals are to reach ~32.5% S/L def(30% atm), which in casual fights should bring you close to def softcap with all your -hit debuffs, and you can pop a purple pill when eating alphas/doing harder fights. The lich is slotted for maximum -hit and recharge - this should give you reasonable -hit debuffs and also allow you to suicide him for Soul Extractions without worrying about recharge. The GK accuracy is low but they should have plenty of tohit from Forge + SA procs. I think with a little bit more work the build can gain a bit more defenses while keeping its strong offensive potential(+ Soul Extraction, + 2 ST attacks, + 1 AoE attack with -res). Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Thermal Radiation Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Zombie Horde -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/EndRdx(3), SprMarofS-Dmg/EndRdx(3), SprMarofS-Dmg(5), SvrRgh-PetResDam(5), EdcoftheM-PetDef(7) Level 1: Warmth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(11) Level 2: Fire Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(13), RctArm-ResDam/EndRdx/Rchg(13), RctArm-ResDam(15) Level 4: Fly -- BlsoftheZ-ResKB(A) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Life Drain -- ThfofEss-+End%(A), TchoftheN-%Dam(17), Apc-Dam%(19), GldJvl-Dam%(19), GldJvl-Acc/Dmg(21) Level 10: Cauterize -- Prv-Heal(A), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23) Level 12: Grave Knight -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(23), SlbAll-Build%(25), AchHee-ResDeb%(25), TchofLadG-%Dam(27), ShlBrk-%Dam(27) Level 14: Plasma Shield -- RctArm-EndRdx/Rchg(A), RctArm-ResDam/EndRdx(29), RctArm-ResDam/EndRdx/Rchg(29), RctArm-ResDam(31) Level 16: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43) Level 18: Soul Extraction -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(31), SprCmmoft-Acc/Dmg/Rchg(31), SprCmmoft-Dmg/EndRdx/Rchg(33), ExpRnf-+Res(Pets)(33), CaltoArm-+Def(Pets)(33) Level 20: Boxing -- Empty(A) Level 22: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(34), GldArm-ResDam(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(36), Rct-Def/EndRdx(36) Level 26: Lich -- CldSns-%Dam(A), SphIns-ToHitDeb/EndRdx/Rchg(36), SphIns-Acc/Rchg(37), SphIns-Acc/ToHitDeb(37), SphIns-Acc/EndRdx/Rchg(37), SphIns-ToHitDeb(39) Level 28: Forge -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39) Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(40) Level 38: Melt Armor -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-Acc/Rchg(40), AnlWkn-DefDeb/EndRdx/Rchg(40), RechRdx-I(42) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(43), StdPrt-ResDam/Def+(43) Level 44: Soul Tentacles -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx(45), PstBls-Dam%(45), JvlVll-Dam%(45), TraoftheH-Dam%(46), Bmbdmt-+FireDmg(46) Level 47: Soul Storm -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(48), UnbCns-Dam%(48), GldNet-Dam%(48), UnbCns-Acc/Rchg(50), GldJvl-Dam%(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17) Level 1: Zombie Level 12: Grave Knight Level 26: Lich Level 50: Reactive Radial Flawless Interface Level 50: Intuition Radial Paragon ------------
  12. I'm not sure sacrificing the procs in Enforcers and Bruiser is worth the 13% recharge. For one, those dmg procs do just as much dmg as a perma Gang War. Two, you can get access to recharge much easier by taking an attack with FF. To demonstrate, I replaced sorcery + flying + temporal selection with Fighting. Using cross punch on CD provides 10% recharge(from cross punch itself) + roughly about ~15% from FF procs. Even assuming you only use it half as often as that, that's still ~12.5% recharge you get just from taking that power. I would proceed to unslot the Expedient Reinforcements from Enforcers and Bruiser and use normal Thugs slotting(x3 procs + ToHit/Defense/End Hami in Enforcers, proc + SA + whatever in Bruiser). You'd still be hitting the recharge needed. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ze Gang War: Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(3), ExpRnf-Acc/Rchg(3), ExpRnf-Acc/Dmg(9), ExpRnf-Dmg/EndRdx(17), ExpRnf-+Res(Pets)(43) Level 1: Time Crawl -- Acc-I(A) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9) Level 4: Hasten -- RechRdx-I(A) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Boxing -- Empty(A) Level 10: Kick -- Empty(A) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(13), ExpRnf-Dmg/EndRdx(13), ExpRnf-Acc/Dmg/Rchg(15), ExpRnf-Acc/Rchg(15), ExpRnf-Acc/Dmg(17) Level 14: Time's Juncture -- HO:Enzym(A), HO:Enzym(46) Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23) Level 18: Gang War -- SprCmmoft-Dmg/EndRdx(A), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), RechRdx-I(21), RechRdx-I(46) Level 20: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(25), GldArm-ResDam(39), StdPrt-ResDam/Def+(42) Level 22: Distortion Field -- GldNet-Acc/Hold(A), GldNet-Rchg/Hold(37), GldNet-EndRdx/Rchg/Hold(37), GldNet-Acc/EndRdx/Rchg/Hold(39), GldNet-Dam%(45) Level 24: Empty Clips -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(29), Rgn-Knock%(45), OvrFrc-Dam/KB(48) Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(29), ExpRnf-Acc/Rchg(31), ExpRnf-Acc/Dmg(31), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(48) Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(34), RedFrt-Def(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/EndRdx(36), RedFrt-EndRdx/Rchg(36) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Tactics -- HO:Cyto(A), HO:Cyto(37) Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/+End(40), Pnc-Heal(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(43) Level 44: Cross Punch -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(11), Arm-Dam%(11), FuroftheG-Acc/Dmg(46), Obl-%Dam(48), ExpStr-Dam%(50) Level 47: Power Boost -- RechRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) 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 -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(27) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 50: Agility Radial Paragon ------------
  13. Yes, it does look like a bug, also present in The bug appears to mirror the ingame bug where +damage IOs show increases in +res, but it seems to only apply to incarnates - I tested it with local and global damage, no effect.
  14. Can you break down how this calculation works? If the dps with 3 SOs(~95%, let's round to 100%) is ~25, then the base dps is 12.5. You add supremacy(25%), pack mentality(20%), Howl(? assuming optimal usage, ~18% since it has 15s duration/60s recharge * 3, round to 20%), wild charge(~7.5%). That's a total of 72.5% * 12.5 = ~9dps, for a total of ~34 dps. Apply a multiplier of 20% on top of that(pack mentality crit) and I get ~41 dps before the purple patch. This is pretty much my experience from playing thugs and demons. Rotating 2 attacks(e.g. lash and cross punch) deals slightly more damage than your T3. That's why I think primary attacks can't just be discarded! Of course, it's an immense end drain to use them, but if you want to push your maximum DPS, you should be using at least one. There's also a "breakpoint" effect when fighting +4 AVs - if you haven't cancelled out their regen completely, the DPS you could personally add is multiplied in effectiveness(and least affected by purple patch!), since your pet DPS has to beat their regen first. Assault adds +11.25 ED%, so napkin math it wouldn't add more than (12.5 base dps) * (3 wolves) * 11.25% = ~4.5 dps to the wolves(multiplied by pack mentality, let's say 5-6 dps). I didn't do the math for the rest but I think you're overestimating its effects(applying it a as a multiplier instead of additive damage bonus). Supremacy, Pack Mentality(except for the crit), Howl, Wild Charge, Assault are all addtiive ED% bonuses, added on top of the SO ED%. If assault was an actual 11.25% damage multiplier it'd be pretty good and almost every MM would take it.
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