Dark_Impact

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  1. I'm all for supression at the markets. The reason I (and I imagine others) prefer it this way is it's nice to have some peace and quiet when you're doing your market business. Lights flashinig and sounds blaring while you're busting skulls? Right-on. Don't need it when I'm standing at the market; it gets distracting.

    And just when you think that not having supression isn't that big a deal, you run into something like I did in Cap a while back. Two SS/ brutes (one with /FA) intentionally bothering people by auto-casting footstomp. And no, they weren't just doing it incidentally, they were standing outside click range of the market npcs. They were clearly not there to use the market, and were glad to make it clear to those who were.
  2. Dark_Impact

    what ?

    A related item that I find infinitely more annoying, is trying to read mission text while on a team/TF. It too resets every time somebody enters the mission. I don't group a whole lot, and there are many TFs I haven't done, so when I do get around to one, I want to soak up all the fluff. I either have to read it fast before anybody reaches the mission, or wait til everybody is inside and then read while everybody else is defeating opponents.
  3. While it being fixed is good, I will miss the chuckle I got as my posse slowly dropped dead one by one rather than running off when gang war's time was up.
  4. Quote:
    Originally Posted by Super Flu View Post
    Huh. I fall under that back after two years category. So......

    Now my bruiser is gonna run into melee like he should have been doing two years ago. AND now all of my other ranged thugs are gonna run into melee too??
    Honestly, I feel that many players are overstating the problem. On my thug/poison:

    Bruiser - Yes, actually does run into combat much more reliably than he used to.

    Enforcers - Most of the time mine stay at range and do their thing. Once in a while one will move into melee range, but not often.

    Punks - Same as the enforcers.

    Arsonist - Always has and always will be suicidal. The gaps in attack chain are what is responsible for this I'm pretty sure.

    Before people start up a ***** storm: Yes, I agree that the AI has changed in a negative manner for mostly ranged sets. Yes, I agree that pet AI overall could use an overhaul. No, I don't agree that ranged pets are in any way 100% broken or unplayable.
  5. While your intent is noble, I wouldn't sweat it. I'm sure there are hundreds if not thousands of mistake bids made every day. Finding the exact person that did it in your case is unlikely at best. As easy as inf is to make these days, chances are if the person even saw what happened, they just said "eh, whatever".
  6. Every one of my characters starts slotting basic IOs at level 12. The levels fly by up to that point (even if you aren't pl'ing, which I never do), and this around the point where you start to notice that the beginner's luck bonus just isn't cutting it anymore. For attack powers I start off with 1-2 ACC, 1 END-RED, 1 DAM. From there I just continue adding basic IOs as I get new slots. None of them are replaced until at least the mid-20's. At this point I start contemplating sets. If I have powers that I don't want sets in until the later levels, I will generally replace the lower level basic IOs with level 25s or 30s, as there is a big difference between the enhancement at that point.
  7. Dark_Impact

    Stone/???

    I have a stone/fire that I have high hopes for in the long run. I figured the added fire damage would balance out the fact that you run into a lot of smashing resistance in the late game, plus much of it is AoE, which is not a strong-suit for stone/. He's only 20 now, so hasn't had a chance to let his fiery goodness bloom.
  8. Dark_Impact

    Judgment slot

    I'm looking forward to the over-sized forum sig slot, so that I too can blot out the sun.
  9. As others have stated, many AT/powerset combinations have the capability. Also, not all MM sets are created equal. Bot/traps is well known as the most powerful combination, being able to softcap both pets and the MM. Most combinations do not allow this.
  10. Dark_Impact

    Bodyguard

    Passive does not trigger bodyguard.

    Roderick has pretty much everything right. The only thing that I think you have wrong is pet resistance on bodyguard damage. I'm pretty sure that the damage a pet takes due to bodyguard cannot be resisted in any way (aside from what you yourself resisted when the attack hit you). In your example the pets would take 17. I'm not 100% sure on that, but close enough for government work.
  11. Quote:
    Originally Posted by Jibikao View Post
    By the way, how long does the BU last? Mids is showing 5.25 second which is very short duration isn't it? I mean if you put it in Soldier Merc, they can probably only get one shot off during that timer.
    I haven't actually timed it, but gut instinct says it isn't as long as 5.25. Feels more like 3 or 4 seconds, but I could be off.

    Edit: Did one more mission before calling it quits tonight, looks like the 5.25 is about right.
  12. Dark_Impact

    Permanent Ban

    Quote:
    Originally Posted by BashfulBanshee View Post
    Is that how it happens? If so that is ludicrous. I have no idea how many alts I have deleted with tobs of RMT emails. Now if they had come across one that had said "Heck yeah I'll buy some influence even though I could earn it off the market in 4 seconds,' I could understand.
    I am 100% confident that this has nothing to do with the situation at hand. If being the recipient of RMT solicitations sent up red flags, I would have been banned 100 times already. Please people, take off the tin-foil hats.
  13. Quote:
    Originally Posted by Kron View Post
    I see no one mentioned poison. Having got one to level 12 I can see why.
    Re-roll my demon mm with a better secondary then?
    /poison is serviceable, but on average does not perform as well as most secondaries. Demons have a lot of AoE, and /poison is not a strong AoE performer. At the end of the day, you're still a MM, and still adept at bringing the carnage, so if you like the concept stick with it and you won't be disappointed. If you're more of a power-gamer, you might want to look elsewhere.
  14. If you were not sufficiently slotted for accuracy before, then yes I can see it making a big difference in performance. I wouldn't expect it to make the difference between face-planting or not though; yes killing foes faster will mean you're taking less damage, but with enforcers spraying -def lead around, hitting things is rarely an issue on my thug/. Are you sure you weren't using the radial version of the boost? That would be much more likely to affect survivability, assuming your pets weren't soft-capped already.
  15. Quote:
    Originally Posted by Dark_Impact View Post
    No icon was added in the buff list. Obviously this is the first thing I checked.
    I have to apologize, as I was wrong. I did some more testing this evening, and you do indeed see an icon when it goes off. I don't know how I missed it before. I will take the low road and blame lack of sleep. Two observations germane to the subject at hand:

    1. As noted by others, the buff only activates for the single entity who attacked. If one punk triggers it, the others DO NOT get the buff.

    2. Most interestingly (and forgive me if others already know this), the buff is stackable. I had a punk attacking a boss on his own, and noticed occasionally the icon would stack to two for a very brief time. So I set a chat tab to only show pet damage inflicted and watched more closely. Sure enough, against the same target with no buffs or debuffs varying, the punk hit for 3 distinct values with the pistols power: 39.69, 50.49, and 61.29. Same thing with empty clips, 3 distinct values: 15.87, 20.19, 24.51. On a different target (first one expired), dual wield: 28.05, 35.69, 43.32. I was only ever able to get the arsonist to stack the buff once, and that was by repeatedly forcing him to stop attacking in order to get his full chain to recharge. After the first barrage, his chain is too full of gaps.

    It would seem you're best served putting the proc in whatever tier in your primary both does high damage, and has a relatively seamless attack chain. Of course other slotting needs could get in the way of this; for example enforcers would seem to be a good choice, but mine have the common 2x def buff, achilles heel combination, and there's just no room for another proc.
  16. I've been happy with my demon/pain so far. Pretty effective overall, and I don't even have painbringer or anguishing cry yet. Probably won't for a while either, I decided to park her at 32 to try my hand at farming mid-level drops. I'm constantly tempted to turn xp back on though.
  17. Quote:
    Originally Posted by vernichterhelge View Post
    my information are from the bufflist each of my phantoms has and the damage they deal (red numbers above the target)
    for any MM it should be normal to lookm at the bufflists of thier henchmen
    No icon was added in the buff list. Obviously this is the first thing I checked.
  18. Dark_Impact

    Leadership pool

    The numbers are what they are. Ultimately only you can answer if they are worth it or not for you.
  19. Dark_Impact

    Leadership pool

    Ask 10 people and you might get 10 answers. Here's mine:

    Maneuvers: can be useful, particularly if your pets already have other sources of defense. The closer you can get to the softcap, the better it becomes. Skippable if you don't have another source of significant defense.

    Tactics: Very useful, depending on your slotting. + to hit is a very valuable stat, particularly for henchmen who are below your level. The resist to perception is icing on the cake for going up against night widows and the like.

    Assault: A good choice for any build. Who doesn't want more damage?

    I try to take them all on most of my builds, though generally level 30+. The end cost is too much to manage early in your career usually.

    None of them are game-breakers. Try them out and see if the costs are worth it to you. If endurance isn't a problem for you, and you aren't struggling to fit skills in, then for me they are a no-brainer.
  20. I placed it in my thugs. I haven't done any extensive testing, so I can't say for sure if it affects all of them when triggered by one. I have tested all of the pet channels though, and it does not show up in the combat log at all. It does work however, I sent one thug against a target for a while and could see his damage going up and down. When I get a chance I'll test for sure to see if it buffs all three. Shouldn't be too difficult, just put everybody on passive, find 2 mobs. Sic a thug on one, wait til you see his damage go up, immediately sic the other thug on the second mob. If his first attack is at the higher damage value, you know he's been buffed.

    Also, the explosive strike chance for smashing is where you want to be for the bruiser. All of his attacks but one can trigger it. 72 damage against a non-debuffed foe.
  21. I was wondering about this myself recently. Noticed the same thing for patron shields as well. I don't look at PvP values, I could give 2 shakes of a dead rat about PvP.
  22. Just bug the mission and either drop or reset it. I had a similar problem with a villain side tip mission. The one where you go to teach the katana chick a lesson. She starts out under guard (or captured by mutual enemies), and doesn't go active until you take them out. The first time I did it, she stayed flagged as friendly despite giving her attack emote. I reset it and the next time she went hostile as intended.
  23. Adeon covered the basics pretty well.

    For basic pet slotting when I don't care about secondary abilities of said pet, I generally go blood mandate x2 for the recovery bonus, and either edict x3 for the health, or commanding x3 for the recovery/health. I tend to pick active secondaries for my MMs and always take at least one attack power from the primary, so recovery is very beneficial to my playstyle, and health never hurts either.
  24. Quote:
    Originally Posted by Tyger42 View Post
    Would be nice if there were a place where they posted about recent changes to the game. They could call it something like "patch notes"....
    Would be nice if people could answer questions without snark. They could call it something like "not being a ******".
  25. The groundwork has already been layed with demon summoning, no matter how challenging it was. Rounding out a full 9 tiers might be challenging, but it should be easier now that they've done it once.

    As for the damage type, clearly smashing as a base. Then I'd like to see mutually exclusive power picks that allow you to convert half of the damage to an elemental type. At first I thought a bundle of toggles you can choose from a-la dual-pistols would be good, but completely duplicating it would take something away from DP. So just force the player to choose one type (or none) and stick with it. They could get 1 or 2 other types via alternate builds, and of course respec.