eiynp Posted February 6 Posted February 6 was any thought given to having the bomb detonate when the target dies, rather than dropping to the ground? That seems like a more elegant approach to me, since it's hard to think of a situation where you'd actually want it to drop off 1
kenlon Posted February 6 Posted February 6 I just came to this thread to post the exact same idea - having the bomb go off when the target enemy dies just feels like a smoother experience to me. 1
Major_Decoy Posted February 6 Posted February 6 5 hours ago, eiynp said: was any thought given to having the bomb detonate when the target dies, rather than dropping to the ground? That seems like a more elegant approach to me, since it's hard to think of a situation where you'd actually want it to drop off I think this would make it difficult to use in certain Archvillain fights.
@T3h Ish Posted February 7 Posted February 7 While not specifically leveraged towards Temporal Bomb, Remote Bomb and Detonator, I think it might be a good time to address the interrupt on Trip Mine for /Traps at the same time since we're adjusting the underutilized T9 power in Traps and Devices. But, narrowly towards the new changes to the /Traps and /Devices T9, it's quite fun and i've had a literal blast with it. 1 1
Psyonico Posted February 7 Posted February 7 Still cannot slot Synapse's Shock set into Temporal Bomb on controllers, have not tried it on other toons. What this team needs is more Defenders
Developer Player-1 Posted February 7 Developer Posted February 7 2 hours ago, Psyonico said: Still cannot slot Synapse's Shock set into Temporal Bomb on controllers, have not tried it on other toons. This will be fixed in the next build. 1
eiynp Posted February 7 Posted February 7 19 hours ago, Major_Decoy said: I think this would make it difficult to use in certain Archvillain fights. would it? I mean you could always detonate it manually also
Uun Posted February 8 Posted February 8 (edited) The version of Detonator on live for nonhuman henchmen ignores enhancements in the power and looks to the slotting of the henchman targeted. Hence, most people just slotted recharge in Detonator. The new version (which summons a higher damage pseudo-pet) is now affected by enhancements in the power. While the new version is supposed to provide the same damage regardless of the henchman targeted, the damage and accuracy appear to be affected by the level shift if used on a minion henchman. I'm getting substantially lower damage and lower tohit chance when used on a minion henchman vs. a lieutenant. Edited February 9 by Uun Combat Attributes error Uuniverse
Major_Decoy Posted February 8 Posted February 8 On 2/7/2024 at 11:46 AM, eiynp said: would it? I mean you could always detonate it manually also Oh, right. Then, yes, not a problem.
Uun Posted February 8 Posted February 8 (edited) 17 hours ago, Uun said: The version of Detonator on live for nonhuman henchmen ignores enhancements in the power and looks to the slotting of the henchman targeted. Hence, most people just slotted recharge in Detonator. The new version (which summons a higher damage pseudo-pet) is now affected by enhancements in the power. While the new version is supposed to provide the same damage regardless of the henchman targeted, the damage and accuracy appear to be affected by the level shift if used on a minion henchman. I'm getting substantially lower damage and lower tohit chance when used on a minion henchman vs. a lieutenant. Further testing in PI vs. lvl 50 Possessed Scientists. Detonator slotted w/ attuned Bombardment: dmg/rech, acc/dmg/rech (+47.7% dmg). +31.25% damage bonuses. Alpha unslotted. [see below - damage enhancements in Detonator have no effect] Minion (lvl 48): 477 dmg Lieutenant (lvl 49): 554 dmg Boss (lvl 50): 614 dmg Edited February 9 by Uun Fixed minion slotting Uuniverse
tidge Posted February 8 Posted February 8 1 hour ago, Uun said: Further testing in PI vs. lvl 50 Possessed Scientists. Detonator slotted w/ attuned Bombardment: dmg/rech, acc/dmg/rech (+47.7% dmg). +31.25% damage bonuses. Alpha unslotted. Minion (lvl 48): 349 dmg Lieutenant (lvl 49): 554 dmg Boss (lvl 50): 614 dmg Were you able to detonate an Acid Mortar, FFG or a P2W pet?
Uun Posted February 9 Posted February 9 14 hours ago, tidge said: Were you able to detonate an Acid Mortar, FFG or a P2W pet? I was able to detonate a FFG, but it does substantially less damage than detonating a henchman. Uuniverse
Developer Captain Powerhouse Posted February 9 Developer Posted February 9 The damage done by the Detonator no longer uses the target's modifiers, but it still uses their level, so a T1 pet will inflict lower damage and have lower accuracy. It also depends exclusively on the enhancements set on pet instead of those set on the Detonator power. Not sure why that power was ever set to accept enhancements given how it works. 1 1
Uun Posted February 9 Posted February 9 4 minutes ago, Captain Powerhouse said: The damage done by the Detonator no longer uses the target's modifiers, but it still uses their level, so a T1 pet will inflict lower damage and have lower accuracy. It also depends exclusively on the enhancements set on pet instead of those set on the Detonator power. Not sure why that power was ever set to accept enhancements given how it works. Thanks for confirming. The Detailed Info displayed in game for the Time Bomb pet does increase if damage is slotted in Detonator. Testing confirmed that actual damage is unaffected by damage enhancements in Detonator and bears no relation to the amount displayed in Detailed Info. Uuniverse
Developer Captain Powerhouse Posted February 9 Developer Posted February 9 I considered removing those accepted enhancements, but that would mean anyone using it for set bonuses would likely lose the set bonuses until they respeced and placed them somewhere else.
csr Posted February 9 Posted February 9 (edited) 1 hour ago, Captain Powerhouse said: The damage done by the Detonator no longer uses the target's modifiers, but it still uses their level, so a T1 pet will inflict lower damage and have lower accuracy. It also depends exclusively on the enhancements set on pet instead of those set on the Detonator power. Not sure why that power was ever set to accept enhancements given how it works. Does it inherit buffs such as Fulcrum Shift on the pet? Iirc Trip Mine inherits buffs on the MM, but Detonator doesn't on Live (I haven't had Detonator in a build in quite some time). Edited February 9 by csr
Developer Captain Powerhouse Posted February 9 Developer Posted February 9 As far as I can see, Trip mines does not inherit buffs. The Dominator Assault version does but that one is setup extremely differently and with way lower base damage. I doubt Detonator inherit pets but cant hunt that one down ATM to verify.
Uun Posted February 10 Posted February 10 On 2/9/2024 at 9:46 AM, Captain Powerhouse said: I considered removing those accepted enhancements, but that would mean anyone using it for set bonuses would likely lose the set bonuses until they respeced and placed them somewhere else. I would support removing damage and accuracy from accepted enhancements. I believe only recharge, end reduction and range do anything (not sure about knockback). I suspect that far more people slot the power to enhance it (not realizing the enhancements do nothing) than are slotting it for the set bonuses. At the very least, it needs a comment in the description that the power looks to the henchman's slotting for damage and accuracy. Uuniverse
Psyonico Posted February 13 Posted February 13 On 2/7/2024 at 10:15 AM, Player-1 said: This will be fixed in the next build. I hate to be "that guy" but it appears you still cannot slot endmod sets into Temporal Bomb What this team needs is more Defenders
Developer Player-1 Posted February 14 Developer Posted February 14 11 hours ago, Psyonico said: I hate to be "that guy" but it appears you still cannot slot endmod sets into Temporal Bomb Was this on a particular Archetype?
Psyonico Posted February 14 Posted February 14 It was on my controller, I can test defender if needed as well. What this team needs is more Defenders
Psyonico Posted February 14 Posted February 14 just confirmed, cannot slot on my Traps defender as well. 2 What this team needs is more Defenders
Developer Player-1 Posted February 14 Developer Posted February 14 Enemy-facing procs such as Ice Minstrel and Energy Manipulator work as expected, though there may be oddities with Performance Shifter. Are you able to test Energy Manipulator? If you are not able to slot them at all there may be a separate issue.
Psyonico Posted February 14 Posted February 14 I'm trying to slot Synapse's Shock and when I grab the enhancement the slots are all grayed out, so I can't slot them at all. What this team needs is more Defenders
Psyonico Posted February 15 Posted February 15 (edited) just tried slotting Synapse's Shock again on both my controller and my defender with no luck, all slots are grayed out and won't accept the IOs. edit: I can't even slot a common End Mod IO in the power. Edited February 15 by Psyonico What this team needs is more Defenders
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