Bodyguard


5th_Player

 

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Sounds like a much need hand in the MM's direction

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Sounds like something Tankers should also be able to for their team.


 

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.


"I see your words..." ~The most menacing thing a forumite could say

 

Posted

Wow, thats a nice boost. Like 33% dmg resistance for he MM just by keeping a minion by your side. Good stuff.


Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
---------------
Solo Space

 

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.

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Why are you taking a beating? And if you're taking enough of a beating that it would hinder your medic, how are you alive?


 

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You get your choice of total offense, total defense, or a varying mix.

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Actually it's better than that. I imagine I'll become quite fond of pulling in Defensive mode. I attack an enemy, who then attacks me with my 75% Resists (even higher with the PPP shield ). My bots the retaliate against the foe that attacked me.

Remember it's Defensive mode NOT Passive. Your pets will still attack, but only in response to someone attacking you first.

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Exactly, and a good point. They're not just going to stand there and take it - they will retaliate


 

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So essentially MMs with bodyguards are vulnerable to AoE damage if the AoE hits them AND their henchmen but gain lots of additional protection against single target damage.

So much for MMs having their pets ignored in PvP now


 

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I see so many blapper/scrapper/stalker insta-deaths for MM's. This should help cushion those initial attacks quite a bit. Offensively, I'm sure some nice tricks will develop.

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Well, I wouldn't go THAT far... 30% of all Blaster damage is unresistable and Scrapper crits are the same way. ..so umm.. 30% of 60%(assuming you even have all your pets close and are getting the full %)... would be 42%. ...It might be more like 51% against Scrappers though(unless there's one using powers with increased chances of critting like Gamblers and Eagle).

But I guess that's not SOOO bad, it does afterall turn most 1-shots into 2 or 3 shots.


 

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Sounds like something Tankers should also be able to do for their team.

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/SIGNED


 

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I see so many blapper/scrapper/stalker insta-deaths for MM's. This should help cushion those initial attacks quite a bit. Offensively, I'm sure some nice tricks will develop.

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Well, I wouldn't go THAT far... 30% of all Blaster damage is unresistable and Scrapper crits are the same way. ..so umm.. 30% of 60%(assuming you even have all your pets close and are getting the full %)... would be 42%. ...It might be more like 51% against Scrappers though(unless there's one using powers with increased chances of critting like Gamblers and Eagle).

But I guess that's not SOOO bad, it does afterall turn most 1-shots into 2 or 3 shots.

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Thats another good point: Would this count as resisting the attack, since it is sharing out the damage? if it doesn't count as resisting, it might mean that all of the unresitable damage will be shared just like normal.


Always remember, we were Heroes.

 

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I personally think as long as their in defensive and within Supremacy, they should take damage for us D:


 

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So you're saying they'll divy up the Unresistable portion too?
I duno man, that sounds like more coding than it's worth to me...


 

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Sounds like a much need hand in the MM's direction

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Sounds like something Tankers should also be able to for their team.

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Especially with the name "Bodyguard".


 

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Resistance and this almost certainly are completely different code legs. I see no reason why this would be resisted.

In fact, this probably counts before resistance is factored in.


Blue
American Steele: 50 BS/Inv
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Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.

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Why are you taking a beating? And if you're taking enough of a beating that it would hinder your medic, how are you alive?

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I stand beside my henchmen, with force fields up, NOT PFF, rebubbling and directing.

Why? What difference does it make?


"I see your words..." ~The most menacing thing a forumite could say

 

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So you're saying they'll divy up the Unresistable portion too?
I duno man, that sounds like more coding than it's worth to me...

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I don't think our pets will be considered Resists, so I don't think the unresistable portion will matter. My guess is it works like this.

My MM takes an attack that does 100 HP damage to him.
The system then takes 100 / (2 + #Pets) and deals that damage to each pet.
It then deals 2x that damage to me.

So that would cover the unresisted portion, but only your personal resists would figure in. Your pet's resists would be ignored. But then, that's all speculation until it's on test... *pokes devs*


 

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.

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Well you could always put your medic on passive/follow instead. That way he'll follow and (someone correct me if I'm wrong on this) still heal even though he's in passive. But because he's in passive instead of defensive, he won't "bodyguard".


 

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Resistance and this almost certainly are completely different code legs. I see no reason why this would be resisted.

In fact, this probably counts before resistance is factored in.

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Thats another good question: Is it the total damage of the attack that is shared, or just the amount of damage the MM would have taken after their own resists?

Say this example:
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Example: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).


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If the MM had 20% resistance to this attack, would it become:

20 points of the 100 damage are resisted,leaving 80 points of damage to be shared. then each Henchman will take 16 points of damage, and he himself will take 32 points. (total of 80 points of damage).

OR

The MM gets hit with a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points, of which he resist 20%, meaning he takes 32 damage. (total of 92 points of damage).


Always remember, we were Heroes.

 

Posted

Okay, so with 3 henchmen, 100 pts of damage gets spread out as though 5 people were hit: 100/5=20. Henches get 20, you take 40.

So if I have 6 henches, the damage gets dropped to 12.50, so the henches takes 12.5 each and you'd take 25?

Basically, you've got 75% RES to damage, so long as the henches live?

*edit* forgot you can get 6 pets total!


 

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Great... Good for MM's...
BUT WHAT ARE DOMINATORS GETTING?

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Doms get a free mocking snicker every time a Hero breaks out a BreakFree to cancel all of their powers. Grrrr.

As for the bodyguard function, I guess I am going to have to start some keybinds. One of the things I liked about MM was being able to use just the commands they give you and be pretty darn effective. I have a feeling though that finding the sweet spot of how many henchmen to use as guards will become the new MM forum question.


 

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So you're saying they'll divy up the Unresistable portion too?
I duno man, that sounds like more coding than it's worth to me...

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It takes the entire block of damage and apportions it by the ratios described. For the Mastermind, he then gets his Resistances applied, while the pets get no resistance to the shared damage.

In the case of unresistable damage, therefore, all damage is apportioned, then resists apply normally -- the unresisted portion is still unresisted, but it is reduced by the Bodyguard.


 

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Okay, so with 3 henchmen, 100 pts of damage gets spread out as though 5 people were hit: 100/5=20. Henches get 20, you take 40.

So if I have 5 henches, the damage gets dropped to 14.20, so the henches takes 14.2 each and you'd take 28.4?

Basically, you've got almost 70% RES to damage, so long as the henches live?

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MM ... The new tank. Pluse this 70% res is not a toggle and so takes up no endurance to run. Put together a solid attack chain and your in business


 

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.

[/ QUOTE ]

Well you could always put your medic on passive/follow instead. That way he'll follow and (someone correct me if I'm wrong on this) still heal even though he's in passive. But because he's in passive instead of defensive, he won't "bodyguard".

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On Passive mode, my Medic stands there with his thumb straight up his butt.


"I see your words..." ~The most menacing thing a forumite could say

 

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Sounds like something Tankers should also be able to for their team.

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My tanker has no interest in spreading damage he takes among his team-mates.


 

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I don't like this. Here's why: I have my Medic set to Defensive/Follow, so that he doesn't run about blasting everything with his subar damage. Instead, he heals. Now, he's going to be taking a beating instead of giving a healing.

[/ QUOTE ]

Well you could always put your medic on passive/follow instead. That way he'll follow and (someone correct me if I'm wrong on this) still heal even though he's in passive. But because he's in passive instead of defensive, he won't "bodyguard".

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On Passive mode, my Medic stands there with his thumb straight up his butt.

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Maybe they could change the AI for that? Make it so support henchmen still use their support abilities, even on passive? Or would that cause other problems?


Always remember, we were Heroes.

 

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Okay, so with 3 henchmen, 100 pts of damage gets spread out as though 5 people were hit: 100/5=20. Henches get 20, you take 40.

So if I have 5 henches, the damage gets dropped to 14.20, so the henches takes 14.2 each and you'd take 28.4?

Basically, you've got almost 70% RES to damage, so long as the henches live?

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MM ... The new tank. Pluse this 70% res is not a toggle and so takes up no endurance to run. Put together a solid attack chain and your in business

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I forgot a pet, though. 3 first tier, 2 second, 1 third = 6, not 5.

Also, don't forget there are downsides. You can't direct them while they're doing this, so it'll be harder to coordinate against a single target, and instead of toggle-dropping, you've got pet deaths (with long recharges).

It should be very interesting against AVs, though, provided they're not tossing out AoEs like Mardi Gras beads.