Ok... NOW, what are the numbers for Traps (with i16 now open)
I guess I can see the redundancy in Trip Mine/Time Bomb. However, Time Bomb could still be more useful when soloing. Perhaps a stealthy placement of Time Bomb in the middle of a group? Trip mine wouldnt work in this situation because as soon as you set one, it would go off and not allow for multiple booms. I'm assuming one time bomb does more damage than one trip mine, by the way.
I was originally Medic Man, but I needed a change and wanted to be able to keep my monogrammed towels.
I guess I can see the redundancy in Trip Mine/Time Bomb. However, Time Bomb could still be more useful when soloing. Perhaps a stealthy placement of Time Bomb in the middle of a group? Trip mine wouldnt work in this situation because as soon as you set one, it would go off and not allow for multiple booms. I'm assuming one time bomb does more damage than one trip mine, by the way.
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Or in long battles...
Or on an ITF on one of those rooftop parties the Cimerorans throw....
Or against foes with AoE attacks so it has a good chance of going off prematurely...
Or by planting it while invisible, it can be an explosive way to 'pull' foes to the rest of the group...
I'm sorry, I can find many uses for an attack that you don't have to be around when it goes off.
I will not rest until we have in-game throwable pies!
I'm sorry, I can find many uses for an attack that you don't have to be around when it goes off.
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Time Bomb sucks, pure and simple.
A) You are locked into a 9s Activation time. And 8 of those seconds are interruptable. And it CANNOT be slotted for -Int.
B) It will blow up after 15s. It doesn't care if you've brought anything to it in that time. After those 15s are up, it'll blow up no matter what. If you haven't brought anything to it in that time, congrats, you've completely wasted the power.
So not only is it a power you don't have to be around when it goes of (+), it's a power you have to babysit to make sure it's actually effective (-). That it's not only still around, but also still retains its incredibly punitive cast time is exceptionally confounding.
I say get rid of the awful thing, reskin Omega Maneuver and call it a day.
Head of TRICK, the all Trick Arrow and Traps SG
Part of the Repeat Offenders
Still waiting for his Official BackAlleyBrawler No-Prize
People claim that Defender traps is stronger than Corruptor traps. I'm looking at the numbers and that just ain't true. FFG is 13.3% defense and mag 3 mez protection for both; Acid Mortar is 26.6% res/def with 21 ticks of .1 toxic for both; Triage Beacon is 150% regeneration for both... I hope this is some kind of sick joke by the devs.
I looked at the numbers for Storm Summoning and they change correctly based on Archetype. But for traps, every power is identical.
Well...
I DID find one power that changes its values... but you won't like it.
Web Grenade. The speed debuff is stronger for Defenders.
Necrobond - 50 BS/Inv Scrapper made in I1
Rickar - 50 Bots/FF Mastermind
Anti-Muon - 42 Warshade
Ivory Sicarius - 45 Crab Spider
Aber ja, nat�rlich Hans nass ist, er steht unter einem Wasserfall.
People claim that Defender traps is stronger than Corruptor traps. I'm looking at the numbers and that just ain't true. FFG is 13.3% defense and mag 3 mez protection for both; Acid Mortar is 26.6% res/def with 21 ticks of .1 toxic for both; Triage Beacon is 150% regeneration for both... I hope this is some kind of sick joke by the devs.
I looked at the numbers for Storm Summoning and they change correctly based on Archetype. But for traps, every power is identical. Well... I DID find one power that changes its values... but you won't like it. Web Grenade. The speed debuff is stronger for Defenders. |
To actually see the difference, you'll need to choose Corruptor as as your AT, then view the Traps powers. Then, go all the way back and select Defender as your AT, and view their version of Traps.
When you do that, you'll see that web grenade, acid mortar, ffg, and seeker drones are all better for Defenders; caltrops, poison trap, and triage beacon are the same; and trip mine and time bomb are better for Corruptors.
Traps is made up of a lot of pets, and you're looking at the pet values, which won't change based on the AT dropdown in the power selection screen.
To actually see the difference, you'll need to choose Corruptor as as your AT, then view the Traps powers. Then, go all the way back and select Defender as your AT, and view their version of Traps. When you do that, you'll see that web grenade, acid mortar, ffg, and seeker drones are all better for Defenders; caltrops, poison trap, and triage beacon are the same; and trip mine and time bomb are better for Corruptors. |
Necrobond - 50 BS/Inv Scrapper made in I1
Rickar - 50 Bots/FF Mastermind
Anti-Muon - 42 Warshade
Ivory Sicarius - 45 Crab Spider
Aber ja, nat�rlich Hans nass ist, er steht unter einem Wasserfall.
Does anyone know in Mids how to alter the defense of the FFG?
I made a new entry for Defender Traps by copying the powers to the new set piece by piece, and setting the level of availability. However, I dont see anything which alters the percent of buff. I looked under the power, and under the pet listed in the power, both under the main database editor. I also popped out to the entities editor. Somehow I've overlooked where the buff value is. My custom mids has it at 10% not 13.3%.
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Is it me, or it the posting rate on the new forums really infrequent? How can a guy waste time when people don't seem to post much?
Anyway, hows this for a Traps/Dark build? I think I soft-capped Defense on Melee, Ranged and AoE, tho my mids build only shows 40-43% because I dont know how to change the FFG base defense from 10% to 13.3% like is is supposed to be. Anyway, I picked /Dark for my traps just because it is fast on AoE. Also, /Dark has enough stuff I dont want that I was able to take stuff I needed to soft cap.
I really had a hard time finding places to get bonuses to melee, but oh well.
Lewis
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ DEF Traps Dark: Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), Slow-I(46)
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(19)
Level 6: Acid Mortar -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(7), AnWeak-Acc/Rchg(7), AnWeak-DefDeb/EndRdx/Rchg(34), AnWeak-Acc/Rchg/EndRdx(42)
Level 8: Force Field Generator -- RedFtn-Def/EndRdx(A), DefBuff-I(9), DefBuff-I(9)
Level 10: Combat Jumping -- RedFtn-Def/EndRdx(A), DefBuff-I(50), DefBuff-I(50)
Level 12: Poison Trap -- Lock-Rchg/Hold(A), Lock-EndRdx/Rchg/Hold(13), Lock-Acc/EndRdx/Rchg/Hold(13), Hold-I(19), RechRdx-I(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(23), RzDz-Acc/EndRdx(23), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(25), RechRdx-I(40)
Level 24: Web Grenade -- Acc-I(A)
Level 26: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), SipInsght-Acc/EndRdx/Rchg(29), RechRdx-I(37)
Level 28: Boxing -- Acc-I(A)
Level 30: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), SipInsght-Acc/EndRdx/Rchg(34), RechRdx-I(37)
Level 32: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), RechRdx-I(40)
Level 35: Dark Pit -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(36), RzDz-Stun/Rng(36), RzDz-Acc/Stun/Rchg(37), RechRdx-I(43)
Level 38: Maneuvers -- S'dpty-Def/EndRdx(A), GftotA-Def/EndRdx(39), RedFtn-Def/EndRdx(39), LkGmblr-Def/EndRdx(39)
Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(42), RechRdx-I(42)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(46)
Level 47: Weave -- S'dpty-Def/EndRdx(A), GftotA-Def/EndRdx(48), RedFtn-Def/EndRdx(48), LkGmblr-Def/EndRdx(48)
Level 49: Oppressive Gloom -- Acc-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 10.5% Defense(Ranged)
- 10.8% Defense(AoE)
- 52% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 4% Enhancement(Stun)
- 13% FlySpeed
- 30.5 HP (3%) HitPoints
- 13% JumpHeight
- 13% JumpSpeed
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 13% (0.22 End/sec) Recovery
- 32% (1.36 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 3.13% Resistance(Negative)
- 18% RunSpeed
- 2.5% XPDebtProtection
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1409;689;1378;HEX;| |78DAA5934B4F135114C7EF4C5B6A694B29150A054A79BFB4A5EAC2C7C2040B89861| |A82840551C908436924A5E994971BF900BAD1C41DBEA251E3528D317E075F5F46F1| |413DE7FC6F2B6EDCD8A4FFDFDC73CFF99F337766B25B9980523B6795D1706ED5729| |C858CBD6C1796EC92276BE5F28B4DF3F3F389CCC46462B664159D44C62A5DF72AA5| |22D5AC85F1F5E5E5A46CC66AB119AB90B397929CBC304EA6E5F0F9C28A5DB20BE56| |4F52230BDB6B69A9CB2AD62BE90C362325F2ED88E13D48BDC4A99B642D53CF27556| |F2C5F04431BF08E72C19DBA5ED561A6798FEDF0DA57F1543BDA4455A1D4D29C613B| |3B6E351BB1272DF071E08EA1F0A1A1F09461E0B9E5295A1AB0C5499A832FF51F583| |4A5CA872B9B23245C345E092A06956F093D4833CB7E783C9A1BA8FC02741F767C1F| |017C12F4AF7CA3415D35B2F0E87E2EA005AE8A9F874820F0969EC68EC53CCAF1BFA| |BF8A69E01BB02768EA97BCC1514194FC824857C12109D5512884162A84909742618| |48CF005BA1854E9394C473B113D4FE48E34387C0F4848293D24D5AC8FB7D9A145A7| |6A2903EB82D60D6053A0C7DAA345548F158D49E839B9B669A3B657128ABD06DE083| |ADE027E17A30F4606CDD7AE8DDA61F4C2E44630EA84511C467118C561D4FD9791A2| |AA2E5DD5B521A1C426B0056CA3EAC6C1E37D46553DBAAA0777DF8BBBEFC5DDF7E2E| |EFB70F723A80AD3D0FD385457FFBEE2E31E70CBA90FE0910F340A7668C02179792B| |E6D06DBC47770118B9C86814469ED131A93992068E01C7F1019D00A232859BAA92B| |A7D12ED53689F42FB14DADFA4F663FA6CC770B61DEEDA27A81442531CD2AF93F2C9| |74D3EEDA27A70C4C7AF14FD67FFDDE05AA03F866EA496759A659E6582EB35C61B9C| |A62B15C635964A9BCAF55874EF240A7584EB39C61B9C5495EFEBAFC2C0196204B03| |4B88A59125C2D2C21263D965A9FC06D325F5B4| |-------------------------------------------------------------------|
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Anyway, hows this for a Traps/Dark build? I think I soft-capped Defense on Melee, Ranged and AoE, tho my mids build only shows 40-43% because I dont know how to change the FFG base defense from 10% to 13.3% like is is supposed to be.
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1) Select Options->Advanced->Database Editor.
2) Click "Main Database Editor".
3) Select Group "Villain Pets" from the left column, then Set "Traps_FF_Generator" from the middle column, and Power "Dispersion_Bubble" from the right column.
4) Click "Edit" under the Power column.
5) Select the Effects tab from the pane that pops up.
6) Select the "Defense (Smashing)" line and click Edit.
7) Change the Magnitude field to 1.33 and click OK to close the pane.
8) Repeat 6 & 7 for each Defense effect, then click OK to close the power editing pane.
9) Save and close.
10) Reload the build.
Bear in mind that this will change the values for villain builds as well, so you'd have to change it back if you want to check a corruptor build. I tried making a separate set of pets for defenders, and got rather lost and frustrated.
On the whole, the real easy way is to wait for a fully-updated Mids.
Anyway, I picked /Dark for my traps just because it is fast on AoE. Also, /Dark has enough stuff I dont want that I was able to take stuff I needed to soft cap. |
Traps and sets aside, I will add that I have found that Dark Mastery and Dark Blast don't have as much synergy as you might expect. Everything in Dark Mastery except for Dark Embrace is PBAoE, so it works best in the middle of a spawn; the cone blasts call for you to be at the edge of the spawn instead. I would probably go with either Power or Psi instead. I don' t know how Power Build-Up will work with traps, but Power offers some very nice protection as well. As for Psi, I'm rather taken with a vision of laying a minefield, then TKing a spawn into it (however impractical it might be in actual play).
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Thanks for the reply! I'll check into editing Mids. I wonder if the actual Mids' dudes will ever finish the next full release. I suppose they may at some point.
As for Dark Mastery, I agree it isnt perfectly suited, but I'm only really taking it for Dark Consumption. I dont mind stepping into a "screwed" group in the kill zone to leech some endurance if needed. That's all its for really. The Oppressive Gloom is just an after thought.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Time Bomb sucks, pure and simple.
A) You are locked into a 9s Activation time. And 8 of those seconds are interruptable. And it CANNOT be slotted for -Int.
B) It will blow up after 15s. It doesn't care if you've brought anything to it in that time. After those 15s are up, it'll blow up no matter what. If you haven't brought anything to it in that time, congrats, you've completely wasted the power.
So not only is it a power you don't have to be around when it goes of (+), it's a power you have to babysit to make sure it's actually effective (-). That it's not only still around, but also still retains its incredibly punitive cast time is exceptionally confounding.
I say get rid of the awful thing, reskin Omega Maneuver and call it a day.
THIS IS MY NEW SIG!!! lol
Will powerboost, or powerbuildup for defs, boost FF gen? ie click pb then cast FF gen and have it give a higher value for the life of the FF gen? (like when you click pb and then cast a st FF shield).
I suppose I'll try it out soon enough as I just hit 37 on my fire/tarps corr. But if I can get ~23% def out of my FF gen rather than the normal 15% it will change a lot of my plans. Namely dropping fighting pool and sticking the 3% def in a res based epic instead of tough.
It would make an even larger difference on the traps/ice I was thinking of too.
Will powerboost, or powerbuildup for defs, boost FF gen? ie click pb then cast FF gen and have it give a higher value for the life of the FF gen? (like when you click pb and then cast a st FF shield).
I suppose I'll try it out soon enough as I just hit 37 on my fire/tarps corr. But if I can get ~23% def out of my FF gen rather than the normal 15% it will change a lot of my plans. Namely dropping fighting pool and sticking the 3% def in a res based epic instead of tough. It would make an even larger difference on the traps/ice I was thinking of too. |
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
The "easy" way to do it is to change the values for the corruptor version of the pet power:
1) Select Options->Advanced->Database Editor. 2) Click "Main Database Editor". 3) Select Group "Villain Pets" from the left column, then Set "Traps_FF_Generator" from the middle column, and Power "Dispersion_Bubble" from the right column. 4) Click "Edit" under the Power column. 5) Select the Effects tab from the pane that pops up. 6) Select the "Defense (Smashing)" line and click Edit. 7) Change the Magnitude field to 1.33 and click OK to close the pane. 8) Repeat 6 & 7 for each Defense effect, then click OK to close the power editing pane. 9) Save and close. 10) Reload the build. Bear in mind that this will change the values for villain builds as well, so you'd have to change it back if you want to check a corruptor build. I tried making a separate set of pets for defenders, and got rather lost and frustrated. On the whole, the real easy way is to wait for a fully-updated Mids. |
Now, my original save, as well as the chunk I emailed to myself at home, when imported, consider ALL my traps powers to be alien/different, and it even unselects my FF Gen power.
I deleted the new mids, re-unzipped it, re-deployed it, hoping the db changes were one of the files I deleted from the original install. Still, a brand new unzip has the same issue. I mean, I still expected my save file to maybe be jacked, but even the pre-jacked code chunk I emailed myself still imports as if they were all foreign powers.
So, is there some hidden db or something put somewhere when its run the first time? I want to whack that.
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
There are no hidden files that I know of. It behaved very strangely when I first loaded the data from the build-block in your post, too--FFG wasn't in the build when it loaded, and none of the Traps powers showed as selected on the left, even though they appeared in the powers. It sounds like the same thing you're seeing, so I would guess that something changed between the version of Mids you created the file on and the current version. I don't think it was changing the FFG stats that did it.
Try creating a new file with a Traps/Dark, and see if it lets you fill it in the same. I opened a second instance of Mids and selected the powers in the same order; it doesn't take long, and it seems to work fine.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Because it's a pet, if it inherits +Special buffs, it will only last the duration of Power Boost.
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Too bad I was hoping (but not expecting) a hidden synergy for traps that would help improve its status a bit.
Time Bomb should be replaces with the Gun Turret . That way I can have a Voltaic Sentinel and a Gun Turret.
Or atleast put trip mine into tier 9 place and give us a nifty 26/35 power please?!
I'd like a gadget that buffs a single ally's End recovery or something. like "Nanites" or something.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484