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KaizenSoze

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Everything posted by KaizenSoze

  1. Relevant conversation.
  2. After talking with @Bopper. This appears to be an issue with how logging works. Pseudo pets only log initial hit rolls, to avoid log spam. Pseudo pets will always report misses. The means that a log will always have fewer hit rolls that miss rolls, which makes the pseudo pet accuracy look artificially low. If you only look at the hits and miss log lines.
  3. I have seeing an accuracy issue with two different power. Mastermind Trick Arrow - Oil Slick Issue Dominator Arsenal Assault - Ignite The issue is much worse with Oil Slick than Ignite, but the pseudo pets are missing at a much higher rate than would be correct given the logs. This could simply be a logging issue. Either the logs are reporting the wrong chance to hit or things are hitting, but not reported correctly. On a Terra Volta 3 respec run at 4x8, the logs fire pseudo pet with missing 70% of the time. But the logs show what I think is odd behavior. In this build Oil Slick Arrow has a accuracy of 104% against +3 mobs. The attached logs shows that our 572 hit rolls only 37 didn't not have a 95% chance to hit. Another way to phrase it, the power had a 95% chance to hit 94.5% of the time. But the pseudo pet part of the power missed 70% time. Another way to phrase it, out of 572 hit rolls, 535 reported a hit chance of 95%, but the power missed 70% of the time. In the logs you see quite a few these streaks, where the pet just missed the roll. 2024-03-23 12:44:02 Fire: MISSED Guardian!! Your Fire power had a 95.00% chance to hit, you rolled a 99.29. 2024-03-23 12:44:03 Fire: MISSED Guardian!! Your Fire power had a 95.00% chance to hit, you rolled a 99.17. 2024-03-23 12:44:03 Fire: MISSED Headman Gunman!! Your Fire power had a 95.00% chance to hit, you rolled a 98.40. 2024-03-23 12:44:03 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 96.05. 2024-03-23 12:44:03 Fire: MISSED Infantry!! Your Fire power had a 95.00% chance to hit, you rolled a 98.20. 2024-03-23 12:44:03 Fire: MISSED Infantry!! Your Fire power had a 95.00% chance to hit, you rolled a 96.26. 2024-03-23 12:44:03 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 97.78. 2024-03-23 12:44:04 Fire: MISSED Guardian!! Your Fire power had a 95.00% chance to hit, you rolled a 98.53. 2024-03-23 12:44:04 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 98.62. 2024-03-23 12:44:04 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 99.78. 2024-03-23 12:44:05 Fire: MISSED Chief Mesmerist!! Your Fire power had a 95.00% chance to hit, you rolled a 97.97. 2024-03-23 12:44:05 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 99.05. 2024-03-23 12:44:06 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 95.13. 2024-03-23 12:44:06 Fire: MISSED Headman Gunman!! Your Fire power had a 95.00% chance to hit, you rolled a 99.05. 2024-03-23 12:44:06 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 96.22. 2024-03-23 12:44:08 Fire: MISSED Chief Mentalist!! Your Fire power had a 95.00% chance to hit, you rolled a 95.23. 2024-03-23 12:44:10 Fire: MISSED Chief Mesmerist!! Your Fire power had a 95.00% chance to hit, you rolled a 97.68. This seems like an unusually bad streak of RNG. I have attached the logs, look for, "Fire:", the colon is important, because is the pseudo pet, which is spawned from the Oil Slick Arrow. TLDR Psuedo pet is missing at a very high rate, even though the logs are reporting a 95% chance to hit. chatlog 2024-03-23.zip
  4. I am an accuracy obsessive, if I don't not hitting well over 90%, it bothers me. The main target damage is just fine, but pseudo pets seems to be missing at unusually high rate against +3 mobs. I think it's not receiving all the accuracy bonuses from the player. Still it works, just not as well as "I" want.
  5. I think more folks need to run 1-2 PUGs a week for the health of the game. Just run a +2 Yin or something you know really well. It's amazing how quickly Yins fill.
  6. I have run four TV #2 respecs at 3x8. I am clear up front what difficultly I am running it at, so no one has complained. That means you're going to get some +5/6 mobs in the last two waves. Something that does not happen on TV #3 due to the mob level cap. At the end, several people said that was a lot of fun. We should have more defending a point type missions. Good ones I mean, not like that awful Croatoa one.
  7. I went with Mind/Arsenal, Terrify is my biggest hitter now. Ignite also works, but there is something going on with the pseudo-pet part. Don't forget about Buckshot, quick recharge, so you can keep pulling rounds into the clump.
  8. I didn't say Wormhole was bad, it's certainly easier to position. TK is just up quicker, keeps sucking in mobs for awhile, the only "hard" part is getting a feel for the distance you need to be at before casting.
  9. Let's see a power that use to push mobs away from the player, that doesn't work well unless you have a wall to pin them against. To a power that clumps them up in a nice ball for the whole team to pound on without a wall and still gives containment if you need it. Not interested it rehashing page 7 feedback. The ship has sailed. I find the new version superior if most aspects. It's better than Gravity:Wormhole or Fold Space for clumping mobs, which is incredible useful on teams. More interested in seeing what neat things people have done with the new version.
  10. No need to shove them into a corner. It does not work like that anymore. Just get about 45-50 range from a mob in the middle of the spawn, fire TK, everything within 20 the target gets pulled to the target and raised into the air. It's not a hold, it's an immobilize, so they can shoot back. Now, you have a nice clumped up ball of mobs. Mobs running by can also get pulled into, even if they didn't get hit initially. Bonus, if you fire levitate on the initial mob you TK'ed. Every mobs effected will get hit by levitate. It will shutoff TK though. Also, TK will auto shutoff after 30ish seconds. Not sure the exact time.
  11. There was a poll on the live forum about which AT were the best designed. Forts where number 2 behind blasters. You forgot a spamming ST hold, that procs really well. And now a decent cast time mag 4 stun. Forts do have some weaknesses, low HP w/o outside buffs, no more than 1300. This really can hurt in hard modes as Forts are really vulnerable to getting 2 shot. I have flying ranged builds for hard modes. Low DDR, which can be mitigated, but it's an issue against some mobs like new CoT and Arachnos. Most of the damage is psi/lethal which can be a pain against robots, which there are plenty of at 50.
  12. Night Widow still have a lot of trouble with runners. Forts with Fate Sealed having a much better time dealing with runners. Between Subdue, TK blast, and Psi nado things are not getting far away.
  13. As I said in the guide. PI has the smallest area and it’s the primary level 50 for heroes. Most people play blue side.
  14. I am *really* enjoying the new Telekinesis. Any neat tricks you have used it for? On the Terra Volta respecs, you can pull the mobs off the ramps for easier disposal.
  15. Awwww. Worried your poor little toon might get hurt! It will be ok, the defenders will protect you.
  16. If you are looking for a bit more of a challenge this week. Run respec #2 at 3x8. Makes the final reactor fight a lot more difficult and in my opinion more fun. Respec #1 also is a good fight at 3x8, but folks are quite a bit weaker at that level. Why not respec #3, one word, Incarnate, takes all the fun out of it.
  17. Folks starting new or trying out Forts after awhile, should take Fated Sealed. Fate sealed will make all controls after 33% while giving you 33% more mez resists. Also, also knockback and immobilize will fire 100% of the times. For instance, Psionic Tornado only knocks up 50%, with Fated Sealed it's 100%. Useful control to keep mobs down.
  18. HEATs and VEATs cannot start on gold side.
  19. There is a FAQ in the VEAT forum and plenty of builds. I guess I should take this as a hint to finish the page 7 updates for the FAQ.
  20. CoT, Arachnos, and Carnies can all get caves missions. Council, Malta, and Freakshow only get warehouses, offices, or sewers. Going from memory, Carnies don't get sewer maps. I wonder how that happens. Again going from memory, warehouses are always warehouses, manholes could be occasionally offices, offices could be offices or sewers. When I get a office door with a sewer map. I call that the "Open Office Map". Pawnshop or non Safeguard bank maps are specific to statically defined mission that are in the wiki.
  21. Unlike say, Dark Astoria, radio mission are auto generated from a templates. So, there are an unlimited amount of missions. There are a few static missions that get tossed in from time to time. Those are on the wiki page.
  22. Radios missions are an fun way to level in the game. Peregrine Island radio missions are the most commonly used for leveling. Here is a guide for running radio missions in you have never done it. What are radio missions? Read this page, for more information. Why Peregrine? It's one of three level 50 zones where radio/paper/repeatable missions are available. It has a two advantages over the other zones, the missions appear in the smallest area of the three and access is easy through Tunnel, SG Base, and Ouroboros. If you want to run a team you can start at early as level 39, one quirk of radios between 39-41 is that you can get Freakshow missions. Starting at 42 only Council, Circle Of Thrones, Carnival of Shadows, and Malta are available. Malta only appear in a few rare radio missions which are listed in the wiki page. There is no law requiring you to run your missions at 4x8, just because you are in PI. I would start at 3x8 if you are under level 45 and see how the team does. Running 4x8 with a team of sub 50s can be tedious and difficult as you will get +5 mobs regularly. Starting at level 45 players with incarnate powers and level shifts start working again, which makes missions much easier. As little as two 50+ players can carry a team depending on power sets and player skill. How to get started: Zone into PI for the first time, this will add one of the two detective contacts. McLord is the preferred contact, because he is outside the police station. Neat trick, you can forget the detective, re-zone, and you'll get randomly assigned one of the two. If you care enough, keeping forgetting Selnum, until you get McLord. Bring up the police scanner at the top of your active contacts tab. Select one of the three missions offered. Now, you are not required to complete one of those missions before getting a new one. Select one of the three. Click on the scanner again, select the abandon mission option, close the window, open the scanner again for three new missions. This is important if you want to mobs are you find difficult or avoid cave missions. Why would you want to avoid cave missions? Because cave maps suck, hard to navigate, the textures make people sick, rooms like the layer cake are annoying to clear. Good news, they are relatively easy to avoid. There are only four cave locations on the main Peregrine Island. Map for reference. 99% missions will appear inside the green marked area. Red circles are cave entrances. If you get one of these, abandon the missions and try again. You can get several in a row, it's just bad luck keep trying. Yellow circles are Portal Corp or AE missions entrance. They are rare locations for radios missions and are slightly annoying, abandon if you dislike them. The orange circle is the bank aka safeguard mission entrance. More on that later. Bank missions aka Safeguard Missions. Every five completed radio missions, your detective will summon you and offer a bank mission. You can accept or reject the mission. Read the link above for more details. If you complete enough bank missions, the detective will introduce you are other non-radio contacts. There are some very interesting arcs available. These are the basics of running PI radios. Let me know if you have questions or corrections.
  23. Yes, Total Domination and Aura of Confusion aren't up super quick, but Terrify is almost always available. It's soft control, but it mitigates a lot of damage and does good AOE damage, because the cone is so large. I tend to Sleep or Hold the spawn, TK them together, then terrify. I don't solo that much, because it's a amazing team build. I can provide all the CC needed for a PI radio team, which is needed more after page 7. I basically can keep three spawns in some state of control easily.
  24. I have been trying unsuccessfully for awhile to create an all ranged dom that did what I considered decent damage. Now, I have found it. Mind Control/Arsenal, it is a decent soloer and amazing on teams. Lots of controls, Telekinesis to group mobs up for Terrify and Ignite, lots of recharge. Notes: MIDs isn't letting me put Dominating Grasp into Telekinesis, but the game does. Even though it's a low proc build, there is so much recharge that it can be a serious end hog going full out. T3 Ageless and dominate can keep up barely. I use Mass Hypnosis for control, but also as an extra build up. Sniper Rifle does a ton of damage and procs +recharge often Trip Mine is only there for +recharge Odd Buckshot slotting is to make sure it can reach TK'ed mobs. Otherwise, it's fall short with base range. Build as text: Build as data chunk: Dominator (Mind Control - Arsenal Assault).mbd
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