Neiska Posted May 19, 2020 Posted May 19, 2020 Hello fellow Masterminds, I am a pet lover. I love to try things out and "redline" builds and see what they are capable of. One thing however that's always been an issue is that there is no way to see pet values in MIDs. So I was hoping perhaps we can come up with a spread sheet or something and pin it as a reference for all of us. Namely to help calculate defenses/resistances and other values. Something like - - All MM pet base values (by type). - Pet bonus IOs, such as the +Def/Resist Aura IOs. - MM Secondary Buff/Toggles that affect pets and their base values. - Pool powers that affect pets such as Maneuvers. - Incarnate powers that affect pets, such as Musculature Alpha and Support Hybrid. - Tricks/Methods you can use to affect pets, such as Power Boosting before using Farsight/Dispersion Bubble. - It also might be a good idea to make a list of bugs/things that don't affect pets or some of the powers that don't function as they should, such as Amp Up from Electrical affinity not working on Ranged pet types. I know this is a lot of information, but it would be very nice to have it all in one place for everyone to use to calculate things for pets. Also it would be awesome to share tricks that not everyone is aware of. I am willing to fill in what I know myself, and edit the list as people share and give more information, but I don't know everything and there are in fact much wiser heads than mine that know more than I do, but I will do what I can. I also have no idea how to request things to get pinned once we have a list going for reference. Thanks in advance! And I hope this might be a useful tool for people! 1 1
Neiska Posted May 19, 2020 Author Posted May 19, 2020 (edited) -Pet FAQ/info - -Pets are unaffected by +recharge, as it wont speed up their attacks. It will only make their re-summon refresh sooner. - Pets are largely unaffected by +/- END effects. Just in my limited personal experience I have never seen it as an issue for them. - Pet "procs" - some pets can proc buildup/damage, this is discussed at length elsewhere on the forums, I only mention it here out of a sake of completeness. - Mastermind pets can equip and benefit from "recharge pet" IO sets. - Your pets will always be lower level than yourself. Your tier 1 pets will be 2 levels behind, your tier 2 will be 1 level behind, and your tier 3 will be equal. - However, pets do benefit from incarnate level shifts. This makes obtaining your first level shift a priority as a new level 50 Mastermind, as it will benefit not just you but your entire squad. It is quite a noticeable bump in power for not just yourself but all of your pets as well. - Pets do benefit from an incarnate Alpha Musculature bonus damage, as well as Support Hybrid slot, Barrier Destiny slot, and Rebirth Destiny slot. - All MM pet base values- - Beasts - (to be added) -Demons - Demonling - 0% defense (all), 24.15% Smashing, Lethal, Fire, 18.16% Cold, 34.50% Toxic Resistance Demons - Ember Demon - 0% defense (all), 23.10% Smashing, Lethal, Toxic, 34.65% Fire, 11.55% Cold Resistance Hellfire Gargoyle - 0% defense (all), 28.88% Smashing, Lethal, 34.65% Toxic, 23.10% Fire, 11.55% Cold Resistance Demon Prince - 0% defense (all), 16.24% Smashing, Lethal, 18.56% Toxic, 6.96% Fire, 18.56% Cold Resistance CC resistances - Daemonlings - Terrorise Mag4 Terrorise -33.33% reduction (50% resist) Stun Mag1 Stun -33.33% reduction (50% resist) Ember Daemon - Terrorise Mag4 Terrorise -33.33% reduction (50% resist) Hellfire Daemon - Terrorise Mag4 Terrorise -33.33% reduction (50% resist) Sleep Mag4 Sleep -33.33% reduction (50% resist) Stun Mag1 Stun -33.33% reduction (50% resist) Daemonlord Terrorise - Mag4 Terrorise -33.33% reduction (50% resist) Sleep Mag4 Sleep -33.33% reduction (50% resist) Confuse Mag2 Confuse -33.33% reduction (50% resist) *Note* The Ember Demons "Ember Shield" buff adds 10% Smashing, Lethal, Toxic, 6.66% Cold, and 13.32% Fire resistance. It cant affect itself, but will cast it on all the other demons. these are NOT included in the above values. Also, this effect seems to give 5% more ingame than listed values. Text states it should be 5% for demons, and 10% for the Mastermind, but in practice it gives 10% to demons and 15% to the Mastermind. - Mercenaries - Soldiers - 0% defense (all), 0% resistances Spec Ops - 0% defense (all), 0% resistances Commando - 0% defense (all), 0% resistances CC resistances - Soldiers and Spec Ops - Confuse Mag2 Confuse -33.33% duration (50% resist) Commando - Confuse Mag2 Terrorise Mag4 Confuse -33.33% duration (50% resist) Terrorise -33.33% duration (50% resist) - Necromancy - Zombie - 0% defense (all), 24.46% Smashing, Cold, Negative, Psionic, and Toxic Resistance Grave Knight - 0% defense (all), 24.57% Cold, Negative, Psionic, and Toxic Resistance Lich - 0% defense (all), 24.67% Cold, Negative, and Toxic Resistance CC resistances Zombies: 4 protect (terrorize, sleep), 1 protect (stun), 50% resistance (terrorize, sleep), 100% resistance (speed) Grave Knight: 4 protect (terrorize, sleep), 1 protect (stun), 50% resistance (terrorize, sleep), 100% resistance (speed) Lich: 4 protect (terrorize, sleep) - Ninjas - (to be added) -Robotics - Battle Drone - 0% defense (all), 25.93% Lethal, Cold, Psionic Resistance Protector Bot - 7.50% defense (all), 26.04% Lethal, Cold, Psionic Resistance - (force field accounted for) Assault Bot - 0% defense (all), 26.14% Lethal, Cold, Psionic Resistance *Note* - Force field from Protector Bots stack with one another, so Battle Drones and Assault Bot each have 15% Defense, while the Protector Bots give each other only 7.50% as they cannot self-bubble. - Thugs - (to be added) -Pet Enhancement IO's - (Mastermind pets can equip and benifit from "recharge pet" IO's) -Edict of the Master - 5% defense(all) 40' radius -Call to Arms - 5% defense (all), 20' radius -Superior Command - 15% AoE defense only, unknown radius -Sovereign Right - 10% resistance bonus (all but Psionic), 20' radius -Expedient Reinforcement - 10% resistance bonus (all but Psionic), 20' radius -Superior Mark of Supremacy - 15% resistance (all), 40' radius - Other IOs beneficial to Pets- - Soulbound Allegiance - Chance for Build Up - + damage, unknown value. - Overwhelming Force -Knockback to Knockdown - changes knockback to knockdown effect. (I have heard this one is buggy however and doesnt always work on all pet types/attacks.) This also adds a chance to knockdown in pets/attacks that don't normally have one. -Sudden Accelration - Knockback to Knockdown - alternate to Overwhelming force, which is limited to one. You can have multiples of these. - Explosive Strike: Chance for smashing Damage - some pet types can slot this, gives them a chance to proc additional damage on their attacks. -Mastermind Secondaries that affect pets- (base values only) -Cold Domination - (to be added) -Dark Maisma - - Shadow Fall - toggle, 3.75% defense (all) -Electrical Affinity - - Faraday Cage - PbAoE - 11.25% resistance to all but toxic, Knockback and Status change resistance - Insulating Circuit - + Absorb, (unknown value) - Empowering Circuit - +9% to hit, 22.50% damage -Force Field - - Insulation Shield - 11.25% defense (Fire, Cold, Energy, Negative, Ranged, AoE) - Deflection Shield - 11.25% defense (Smashing, Lethal, Melee) + 30% Resistance (Toxic) - Dispersion Bubble - toggle, 8.18% defense (all), + Hold, Immobile, Disorient Resistance -Empathy- (to be added) -Pain- (to be added) -Poison- (to be added) -Sonic- Sonic Barrier: 15% resistance (smash, lethal, toxic) Sonic Haven: 15% resistance (fire, cold, energy, negative) Sonic Dispersion: 11.25% (all but psionic), 5.19 protection (hold, stun, immobilize) Clarity: 7.78 protection (confuse, terrorize, hold, immobilize, stun, sleep), 129.75% resistance (sleep), +64.88% perception Disruption Field: -22.5% resistance toggle debuff to enemies around a selected pet -Storm- (to be added) -Time- - Farsight - +9.38% defense (all), +11% to hit, + perception -Traps- (to be added) -Trick Arrow- - No pet affecting powers. - Ancillary Pool Powers- (base values only) -Leadership- - Maneuvers - toggle, 2.63% defense (all) -Assault - toggle, 11.25% damage - Tactics - toggle, +11.81% to hit, + perception -Concealment- -Grant Invisibility - + defense (all) - (unknown value) -Flight- -Group Fly- Allows pets to fly, - accuracy (unknown value) *Note* Group flight will also affect other players on your team, most of them will ask that you turn it off. - Epic Power Pool - - Mace Mastery - -Power Boost - +65.56% healing, defense buffs, disorients, holds, immobilizes, endurance drains for 15 seconds. - I feel this one bares special mentioning. This power itself doesn't benefit pets directly, but indirectly. It offers a 65% boost to your effects. So if you were to use it before Farsight for example, using just base values it would boost the 9.38 and add 6.097, for a total of 15.47 defense. And the buff affected by a power boost persists for its entire duration. Toggle powers are only boosted for the 15 seconds. But that makes this power a strong contender and goes a long way for maximizing your pets. Issues/Bugs - (to be added) Edited May 19, 2020 by Neiska Updated/added information 1 2
Neiska Posted May 19, 2020 Author Posted May 19, 2020 Well, that's all the info that i personally have access too on my MM's. If anyone can give values for other pets and secondaries it would be appreciated, as well as offer any additional information or correct anything I might have missed. Thanks bunches! Hope others find this list useful!
Riverdusk Posted May 19, 2020 Posted May 19, 2020 One correction, Necro - Lich has 0% psionic resistance (strange but true). And Necro cc resistances: Zombies: 4 protect (terrorize, sleep), 1 protect (stun), 50% resistance (terrorize, sleep), 100% resistance (speed) Grave Knight: 4 protect (terrorize, sleep), 1 protect (stun), 50% resistance (terrorize, sleep), 100% resistance (speed) Lich: 4 protect (terrorize, sleep) Poor /sonic isn't even listed. 😄 Sonic Sonic Barrier: 15% resistance (smash, lethal, toxic) Sonic Haven: 15% resistance (fire, cold, energy, negative) Sonic Dispersion: 11.25% (all but psionic), 5.19 protection (hold, stun, immobilize) Clarity: 7.78 protection (confuse, terrorize, hold, immobilize, stun, sleep), 129.75% resistance (sleep), +64.88% perception And not sure if you want to include it: Disruption Field: -22.5% resistance toggle debuff to enemies around a selected pet
Riverdusk Posted May 19, 2020 Posted May 19, 2020 (edited) 10 hours ago, Neiska said: - Pets are largely unaffected by +/- END effects. Just in my limited personal experience I have never seen it as an issue for them. Can't really speak definitely on actual outside buff/debuffs as I never really paid that close attention, but I've never seen this mentioned before and I'd be surprised if they aren't fully affected by them. To note though, and I often see this asked about/misunderstood in help channel is that slotting endurance reduction in the pets does affect BOTH the cost to summon and the endurance costs of the pet attacks. Some pets do tend to get low on endurance just from attacking and slotting endurance reduction definitely makes a noticeable difference. On the other hand, some pets seem to never have endurance issues so they don't have to worry about it. Those same pets probably don't have to worry about endurance drain much either since their attacks are so endurance light. 10 hours ago, Neiska said: - Overwhelming Force -Knockback to Knockdown - changes knockback to knockdown effect. (I have heard this one is buggy however and doesnt always work on all pet types/attacks.) This also adds a chance to knockdown in pets/attacks that don't normally have one. Great to slot in a lot of the tier 1 pets (for example putting it in zombies gives all three a chance to knockdown with every attack which greatly helps their survivability). Yes, I have noticed sometimes it sends things flying away instead of just knocking them down, but it is rare (and I assume due to it sometimes stacking from it triggering multiple times close to simultaneously). Edited May 19, 2020 by Riverdusk
Neiska Posted May 19, 2020 Author Posted May 19, 2020 (edited) Thank you riverdusk, i will make edits, thank you for your contribution! As far as the END thing, i wasnt meaning to the power costs, i meant if an npc drains your summon of END, it isnt much affected. Reducing power cost is nice! But, draining/buffing the END of your minions (not their cost) doesnt make a huge difference, at least I have never noticed one. Edited May 19, 2020 by Neiska
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