SmalltalkJava Posted June 17, 2019 Share Posted June 17, 2019 So is there a place that lists each pets base resistances and defense numbers? Or are they all pretty close? Sonic has the -res friendly target toggle so it would be best used with a pet tending towards melee. 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 June 17, 2019 Share Posted June 17, 2019 Can help with a few. Mercs, Thugs, Necro and Beasts. 2 Link to comment Share on other sites More sharing options...
WumpusRat Posted June 17, 2019 Share Posted June 17, 2019 I don't know if the stats are listed anywhere online (I haven't been able to find them), but here's a breakdown of the various pets and their resists/defense/etc. All these are at 50th level with zero enhancements, incarnate powers, nothing. Figured I'd post them just so people who don't know them off the top of their head would be able to look up a list without trying to search the internet in vain, and put it in plain text for folks on mobile who can't look at pictures or something. :) Beast Mastery Howlers: 11% AOE/Ranged/Melee Defense 18% Smash/Lethal/Cold Resist -33.33% Confuse Duration +2.0 Confuse Protection +7.16 mph Run Speed +25% Recharge Resist Lions + Dire Wolf 12% AOE/Ranged/Melee Defense 29% Smash/Lethal/Cold Resist -33.33% Confuse Duration +2.0 Confuse Protection +7.16 mph Run Speed +25% Recharge Resist Demon Summoning Demonlings: 25% Smash/Lethal Resist 37% Fire or Toxic or Cold Resist (each demonling gets one based on type) 12% Fire/Toxic/Cold Resist (whichever two they're not strongest against) -33.33% Terrorize Duration +4.0 Terrorize Protection +1.0 Stun Protection Ember Demon 37% Fire Resist 24% Smash/Lethal/Toxic Resist 12% Cold Resist -33.33% Terrorize Duration +4.0 Terrorize Protection Grants Ember Shield to all summoned demons, including itself (+10% Smash/Lethal/Toxic Resist, +13% Fire Resist, +6% Cold Resist) Hellfire Gargoyle 37% Toxic Resist 31% Smash/Lethal Resist 24% Fire Resist 12% Cold Resist -33.33% Sleep/Terrorize Duration +4.0 Sleep/Terrorize Protection +1.0 Stun Protection Demon Prince: 19% Cold Defense 14% Smash/Lethal Defense 9% Fire Defense 19% Cold/Toxic Resist 17% Smash/Lethal Resist 7% Fire Resist -33.33% Confuse/Terrorize/Sleep Duration +4.0 Sleep/Terrorize Protection +2.0 Confuse Protection Mercenaries Soldiers: 25% Smash/Lethal Resist -33.33% Confuse Duration +2.0 Confuse Protection Spec Ops: 26% Smash/Lethal Resist -33.33% Confuse Duration +2.0 Confuse Protection Commando: 26% Smash/Lethal Resist 6% Toxic/Cold/Fire Resist -33.33% Confuse/Terrorize Duration +4.0 Terrorize Protection +2.0 Confuse Protection Necromancy Zombies: 25% Smash/Cold/Negative/Toxic/Psionic Resist 100% Recharge Time Resist -33.33% Sleep/Terrorize Duration +4.0 Sleep/Terrorize Protection +1.0 Stun Protection Grave Knights: 26% Cold/Negative/Toxic 100% Recharge Time Resist -33.33% Sleep/Terrorize Duration +4.0 Sleep/Terrorize Protection +1.0 Stun Protection Lich: 26% Cold/Negative/Toxic +4.0 Sleep/Terrorize Protection Ninjas Genin 6% AOE/Ranged/Melee Defense -33.33% Confuse Duration +2.0 Confuse Protection +7.16 mph Run Speed Jounin 13% AOE/Ranged/Melee Defense -33.33% Confuse Duration +4.0 Confuse Protection +7.16 mph Run Speed Oni 6% AOE/Ranged/Melee Defense 52% Fire Resist 26% Smash/Lethal Resist -33.33% Confuse Duration +4.0 Confuse Protection +7.16 mph Run Speed Robots Battle Drones: 25% Lethal/Cold/Psionic Resist -33% Sleep/Terrorize Duration +4.0 Sleep/Terrorize Protection +1.0 Stun Protection Protector Bots + Assault Bot 26% Lethal/Cold/Psionic Resist -33% Sleep/Terrorize Duration +4.0 Sleep/Terrorize Protection +1.0 Stun Protection Protector Bots will cast Shield on allies, granting +7% AOE/Range/Melee Defense, periodically wears off and must be recast (stacks twice) Thugs Thugs (Arsonist): 25% Fire Resist Enforcers: 26% Lethal Resist Grant Maneuvers to other thugs in range, granting +8% AOE/Range/Melee Defense (two stacks) Grant Tactics to other thugs in range, granting +2% to-hit (two stacks), with Equip Grant Assault to other thugs in range, granting +5% damage (two stacks), with Upgrade Bruiser 26% Smash/Lethal Resist 6% Toxic/Cold/Fire Resist -33.33% Confuse/Terrorize Duration +4.0 Terrorize Protection +2.0 Confuse Protection 2 5 Link to comment Share on other sites More sharing options...
Nyghtmaire Posted June 17, 2019 Share Posted June 17, 2019 Thank you (StrikerFox and WumpusRat) very, very, very much for posting this! The Splintered Soul Project: (Nyght****) 21 and counting (18 max). DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime. Link to comment Share on other sites More sharing options...
SmalltalkJava Posted June 17, 2019 Author Share Posted June 17, 2019 Excellent. Now we have a resource to look it up!!! 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...
Redlynne Posted June 17, 2019 Share Posted June 17, 2019 I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less. 6% ...? 13% ...? That's IT ...? THAT'S NOTHING!! And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that. There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets. It was well deserved. Verbogeny is one of many pleasurettes afforded a creatific thinkerizer. Link to comment Share on other sites More sharing options...
Dixa Posted June 18, 2019 Share Posted June 18, 2019 all I know after..what...two weeks on Justin is that when you can hardcap your pets resists you do get better results with survivability - in general. I have also found that fighting av's on +4 is just not worth the effort on any AT. at least for me. losing pets irritates me to no end. one can not dispute the tanking king combo of bots/traps, but anything dependent on defense can fail to bad luck, lots of ddr, lots of tohit or the streakbreaker. and don't get me started on the number of av's out there that spam aoe knockbacks - so cheap and annoying. but of all of the combos I ran through the maria Jenkins arc with t4 incarnates fully io'd out on Justin, the only thing that came close to the tw/bio scrapper god was demons/thermal, but some av's the mm had to do on +2 not +3 because I did not want to use the lore pets for any of what I was doing on that server just to break regen (and that's with -500% regen in heat exhaustion). I was impressed with beast damage potential however zero ranged abilities and such large models all melee there were some smaller av's and bosses where I couldn't get them all to attack - they couldn't reach. Link to comment Share on other sites More sharing options...
WumpusRat Posted June 28, 2019 Share Posted June 28, 2019 I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less. 6% ...? 13% ...? That's IT ...? THAT'S NOTHING!! And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that. There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets. It was well deserved. I honestly think that the ninjas having no resists and almost no defense was just a typo that the original devs never got around to fixing. Link to comment Share on other sites More sharing options...
plainguy Posted August 13, 2019 Share Posted August 13, 2019 For demons I did this long ago. http://boards.cityofheroes.com/showpost.php?p=3966493&postcount=5 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...
kelly Rocket Posted August 13, 2019 Share Posted August 13, 2019 On 6/17/2019 at 6:06 AM, Redlynne said: I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less. 6% ...? 13% ...? That's IT ...? THAT'S NOTHING!! And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that. There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets. It was well deserved. Cold Domination is crying in the corner now, you monster. 1 Link to comment Share on other sites More sharing options...
SmalltalkJava Posted August 15, 2019 Author Share Posted August 15, 2019 On 8/13/2019 at 4:16 PM, plainguy said: For demons I did this long ago. http://boards.cityofheroes.com/showpost.php?p=3966493&postcount=5 Archived version. https://web.archive.org/web/20120906034338/http://boards.cityofheroes.com/showpost.php?p=3966493&postcount=5 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...
Chance Jackson Posted August 16, 2019 Share Posted August 16, 2019 On 8/13/2019 at 5:55 PM, kelly Rocket said: Cold Domination is crying in the corner now, you monster. Can cold dmg boost def through powerboost? I rest my case 😉 Link to comment Share on other sites More sharing options...
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