Diantane Posted October 12, 2021 Share Posted October 12, 2021 I've started three new Ninja masterminds this morning (three secondary's to try each out), played them all to over level 10 and keep "not seeing" the same thing. Whenever I make a mastermind and use the level 6 power like "Train Ninjas", I see two things happen. The first is some difference on the pet (slight change in costume, a light on a bot, etc.). But I see no difference in the Genin or Jounin. The other difference is an added or change in attack. I see no change in the Genins (just their ranged weapon and kick). When I add "Train Ninjas" I see the animation from me, but no change to them. Anyone else see or don't see the difference or am I mission something? Link to comment Share on other sites More sharing options...
Diantane Posted October 12, 2021 Author Share Posted October 12, 2021 (edited) Update: I gave my two Genin's the first upgrade, then dismissed one and re-summoned. Both look identical. Both kick with one leg lifting in front of them (Thunder Kick). The upgraded Genin also spins around and kicks (Storm Kick). I must have missed that before, but the same costume will throw you off. Note: The first two Genins are not identical twins. Each has a different face (upgraded or not). Edited October 12, 2021 by Diantane Link to comment Share on other sites More sharing options...
The_Warpact Posted October 12, 2021 Share Posted October 12, 2021 I can never tell them apart. Anyways here's a reference on all what they get when trained. https://archive.paragonwiki.com/wiki/Ninjas https://www.twitch.tv/boomie373 The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains. Link to comment Share on other sites More sharing options...
On-Fire Dude Posted October 12, 2021 Share Posted October 12, 2021 Also, if you have the pet tab open and expanded so you can see what power effects are on them, it should show when you "power them up". Link to comment Share on other sites More sharing options...
StrikerFox Posted October 12, 2021 Share Posted October 12, 2021 Not sure about the animations but the attacks are definitely there. Link to comment Share on other sites More sharing options...
Crysis Posted October 13, 2021 Share Posted October 13, 2021 If you can keep them alive Ninjas are extremely powerful attackers. I suggest you lookup @Redlynne’s “It’s aBOW time” Ninja/Time thread. I didn’t believe it, then I rolled one, and it’s absolutely an effective build. Link to comment Share on other sites More sharing options...
Diantane Posted October 13, 2021 Author Share Posted October 13, 2021 Thanks Warpact for that Ninja Wiki link. That was very interesting. Link to comment Share on other sites More sharing options...
plainguy Posted October 13, 2021 Share Posted October 13, 2021 I can tell you Running Semi Petless build with only the Oni.. That Pet is very good. Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/ Link to comment Share on other sites More sharing options...
plainguy Posted October 13, 2021 Share Posted October 13, 2021 4 hours ago, Crysis said: If you can keep them alive Ninjas are extremely powerful attackers. I suggest you lookup @Redlynne’s “It’s aBOW time” Ninja/Time thread. I didn’t believe it, then I rolled one, and it’s absolutely an effective build. I don't know.. I keep beating Redlynne up in the Comic con fire farm.. * Rimshot* 1 Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/ Link to comment Share on other sites More sharing options...
plainguy Posted October 13, 2021 Share Posted October 13, 2021 15 hours ago, StrikerFox said: Not sure about the animations but the attacks are definitely there. How do you get this setting again ? To see the game this way.. I seen it somewhere and failed to save the post. Why Softcap is important: https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Limits: https://paragonwiki.com/wiki/Limits Attack Mechanics: https://paragonwiki.com/wiki/Attack_Mechanics Semi & Petless Mastermind Builds: https://forums.homecomingservers.com/topic/10994-petless-and-semi-petless-masterminds/ Link to comment Share on other sites More sharing options...
StrikerFox Posted October 13, 2021 Share Posted October 13, 2021 2 hours ago, plainguy said: How do you get this setting again ? To see the game this way.. I seen it somewhere and failed to save the post. Not sure. Just made a separate tab and only added Pet Damage or something like that to the window. Link to comment Share on other sites More sharing options...
paco6381 Posted October 13, 2021 Share Posted October 13, 2021 11 minutes ago, StrikerFox said: Not sure. Just made a separate tab and only added Pet Damage or something like that to the window. I think he's referring to the thick outlines on all the objects in your game. I was wondering the same thing. Is that a mod? 1 Link to comment Share on other sites More sharing options...
Arcadio Posted October 13, 2021 Share Posted October 13, 2021 1 hour ago, paco6381 said: I think he's referring to the thick outlines on all the objects in your game. I was wondering the same thing. Is that a mod? It's the cell shading experimental setting. It's somewhere in the graphics options. 2 Link to comment Share on other sites More sharing options...
SmalltalkJava Posted October 13, 2021 Share Posted October 13, 2021 Graphics options tab: Advanced Graphics settings (enable) >> Experimental Graphics Settings (enable) >> Cell Shader (enable) 2 1 Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing Link to comment Share on other sites More sharing options...
StrikerFox Posted October 13, 2021 Share Posted October 13, 2021 4 hours ago, SmalltalkJava said: Graphics options tab: Advanced Graphics settings (enable) >> Experimental Graphics Settings (enable) >> Cell Shader (enable) This. I think there's also a thickness setting with 3 options. I chose the thickest one. 2 Link to comment Share on other sites More sharing options...
Ruby Rocket Posted October 27, 2021 Share Posted October 27, 2021 Ninjas just give their "Zen Pose" when you train them. That's about the only tell next to looking at their status bars. Costume changes are cool, but I don't see how you can improve the look of a Ninja... 1 Scrappers ...bringing more cowbell since 2004 Link to comment Share on other sites More sharing options...
tidge Posted October 28, 2021 Share Posted October 28, 2021 22 hours ago, Ruby Rocket said: Ninjas just give their "Zen Pose" when you train them. That's about the only tell next to looking at their status bars. Costume changes are cool, but I don't see how you can improve the look of a Ninja... Guitars. 2 Link to comment Share on other sites More sharing options...
Crysis Posted November 2, 2021 Share Posted November 2, 2021 On 10/28/2021 at 7:23 AM, tidge said: Guitars. No, they need to be on fire. All the time. Running amok. About the paddock. 1 Link to comment Share on other sites More sharing options...
Ruby Rocket Posted November 3, 2021 Share Posted November 3, 2021 22 hours ago, Crysis said: No, they need to be on fire. All the time. Running amok. About the paddock. So enflame is happening... Scrappers ...bringing more cowbell since 2004 Link to comment Share on other sites More sharing options...
Crysis Posted November 3, 2021 Share Posted November 3, 2021 8 hours ago, Ruby Rocket said: So enflame is happening... If I could cast an AOE version of Enflame or Hot Feet on those dudes, it would be a dream come true. Link to comment Share on other sites More sharing options...
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