/Traps: Detonator...bugged?


Berzerker_NA

 

Posted

Ok, so I took my lvl 50 bots/traps MM and tested Detonator (using my Assault Bot) on a lvl 48 arachnos bane spider scout, and bane spider commando, simultaneously. No enhancements in the power on the first check:

Minion received 180.43 and 171.84 dmg
Lt. received 156.04 and 140.85

Then I slotted Detonator up with 5x Javelin Volley (all except the chance for dmg) and tried it again, and got the same results, even though I had an 89% dmg boost from the enhancements. I also noticed that the chance to hit wasn't displayed, it simply said twice that the power was auto-hit.

Then I swapped builds, tossed in 2x Acc 3x dmg lvl 50 SOs, and tried one more time, on the same enemies.

Minion received 186.01 and 177.15
Lt. received 176.8 and 159.59.

I also noticed that both chance to hit notices were displayed this time, calculated to be 95%. It also mentioned the two auto-hit notices. Anybody know what's going on?

Gaheris


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Posted

It is and it is unfixable ATM as per PM with Castle yesterday. Just slot Recharges in it.

Feeding your pets reds will increase dmg.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
It is and it is unfixable ATM as per PM with Castle yesterday. Just slot Recharges in it.

Feeding your pets reds will increase dmg.
Quote:
Originally Posted by Microcosm View Post
So is it just the damage that is not being enhanced or are none of the stats changing with enhancement?
Based on storm's comment, it sounds like detonator is pulling it's enhancement stats for the actual attack itself from the pet you chose to detonate. I suspect this is because the power works by granting the pet an attack and since that attack is being made by the 'pet' and not you, it doesn't pay any attention to the acc/dam slotted in the power.

However, this means that the detonator attack should benefit from enhancements slotted in the pet AND from any buffs on the pet as well, including the acc/dam bonus from supremacy, which it wouldn't benefit from normally.

The best way to verify this would be if you had an unslotted pet summons power - summon the pet, detonate it then note the damage/acc. Then slot up the pet and do the same.


Globals: @Midnight Mystique/@Magik13

 

Posted

Why do people take detonator? Traps hasent been touched in 5 years and MM's have changed a lot namely the Upgrade powers to AOE.

Back then when the upgrade powers were single target and cost a lot less End Detenator was "Meh" or at best "Ok" but now?

Look at how much end your spending on that 300 or so damage.

32.5 for Detonator
19.5 To re-summon Assbot
45.5 for Equip Robot
45.5 for Upgrade Robot

143.0 end for what 300 damage?

NOT WORTH IT!

Granted that's base with out any enhancements, but still around 100 End, I.E. your whole bar.

Unless I'm totally missing something, then please enlighten me.


Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

Posted

Quote:
Originally Posted by Bronze Knight View Post
Why do people take detonator? Traps hasent been touched in 5 years and MM's have changed a lot namely the Upgrade powers to AOE.

Back then when the upgrade powers were single target and cost a lot less End Detenator was "Meh" or at best "Ok" but now?

Look at how much end your spending on that 300 or so damage.

32.5 for Detonator
19.5 To re-summon Assbot
45.5 for Equip Robot
45.5 for Upgrade Robot

143.0 end for what 300 damage?

NOT WORTH IT!

Granted that's base with out any enhancements, but still around 100 End, I.E. your whole bar.

Unless I'm totally missing something, then please enlighten me.
It's actually about 305, the same as the regular blaster pbaoe nukes (not fire's, but also better than some), but without the crash. I don't know about you, but my Bruiser has some end redux in him (part of the set; it does reduce summon cost though mids doesn't show it) which should bring down summoning him to about 12 end. Also I usually only give him one of the upgrades, which with the one enhancer is 32 end. A set of posi's in detonator makes it 22. (If you're using a pet that you want to give both upgrades to, then it will be more, still not 100 with one end redux in both upgrades).

12+32+22=66 end total, a significant chunk for sure, but I'm getting the same damage as a blaster nuke (assuming it was working correctly) which drains them of all end, slotting or no, and keeps them from regaining it for a while. While I'm resummoning and giving him his upgrade I'm recovering some end too. That and I've done this all with almost no risk to self, unlike the blaster, while my other pets continue to plink away; that wouldn't be fair so the recharge is longer to compensate. With some modest recharge its available every 5 and a half minutes or so.

So I see it as a modified blaster nuke. As a blaster I don't use my nuke all the time, likewise for this. If two spawns are too close to eachother, on the blaster I go nuke one and the team takes care of the other. On the MM I am the team, so I send the bruiser into one and blow him up (even bugged as right now this will take out most of a mob), and resummon him while my other pets chew on the other group, within their forcefield and triple stacked maneuvers.

If you need the power slot for something specific then fine, lots of blasters skip their nukes for the same reasons. Otherwise, it's not as bad a power as many say. Look at a power completely unslotted, and almost nothing looks good. Example: Brute knockout blow, no enhancements, no fury, 18.5 endurance, 25 second recharge and only 90% accuracy, all for 148.5 smashing damage to just a single target. If I look at it this way, it looks like a waste of my time.


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Posted

Ok I see what your saying but I still say that the loss of the pet IS the crash. I must admit that being able to feed pets reds and have them buff the damage is nice I didn't know that. It also depends on the set. For both Merks and Bots the third pet is what MAKES the set and puts out the most damage.

I gess what I'd like to see is a comparison of how much damage each Boss pet can put out in the time it takes to use detonator, re-summon and rebuff.


Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

Posted

Well with my thugs the bruiser is pretty expendable for 4 or 5 seconds between exploding and being resummoned/buffed. I also like using the bruiser because he's pretty likely to get offa foot stomp in the group I told him to go to while I'm activating the detonator.

On bots I very likely would not use the Assbot though, cause as you said that's where most the damage is coming from. Using one of the minions instead though shouldn't reduce the damage by all that much. Your definitely right, wasting your Assbot vs your Bruiser is a huge difference. In my experience, wasting one of the regular bots is a pretty trivial loss in damage; I think, from redtomax, using one of the T1 minions would make it 304.15 instead of 305.something. (This assumes they survive the group long enough to actually place the trap. I stopped using T1 thugs because they have no resistance and were leaving maneuvers' range so they often died before even making it to the mob).


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Posted

Oh, well at least I know it's bugged now. I was wondering why with 3 Dmg SOs in it, it still didn't do a whole lot. If that's the case, and if it's been broken for so long, I'll probably just 'spec out of it. Save a power slot for something else.


 

Posted

Quote:
Originally Posted by Microcosm View Post
It's actually about 305, the same as the regular blaster pbaoe nukes (not fire's, but also better than some), but without the crash.
So, maybe it shouldn't be compared to those Nukes since there's no crash? Lets compare it to Rain of Arrows.

RoA:
Damage: 214.035 on average.
End: 20.8
Rch: 60s
Range: 90ft
Cast: 4s
RDS: 25ft

Detonator:
Damage: (According to this thread) roughly 305
End: 32.5
Rch: 600s
Range:100ft
Cast: 2.03s
RDS: 20ft

Yeah, it doesn't stack up. Heck, lets compare it to Trip Mine from the same set:

Trip Mine:
Damage: 194.635 on average
End: 16.25
Rch: 20s
Range: I know there's a cut-off point when they cease working, but can't think of it.
Cast: 1s, 4s Interrupt period
RDS: 12ft

Plus you can have more than one mines set. Heck, you could have up to 15 set if you wanted to really give something a bad day. Personally, I don't think that what Detonator does is justified by the recharge, or the loss of a Henchmen mid-battle. In fact, you could just set two Trip Mines around a corner or in a doorway and do the same thing, or even just jump in the middle of a mob and drop one while the henchmen are distracting the mob(Or during a period when enemies are held by P. Trap).


 

Posted

RoA and Full Auto are completely different from the other nukes, and being crashless is only part of it; those two are outliers that are just far superior. Detonator is comparable to the regular nukes, as previously stated, the lack of a crash and safety of use being made up for by longer recharge and having to waste a pet. Compare RoA to the other nukes and they don't stack up either.

Trip mine is indeed an overall more useful power, though the time it takes to place them and their interruptibility are some negatives that detonator doesn't have. Trip mine is also generally more useful than, say, Nova for the same reasons you listed.

Bottom line is detonator is "balanced" except for the bug, it just might still not be desirable for you. Only nukes on blasters I usually take are RoA or Blizzard (that one conditionally), as I generally find the others not worthwhile for me. Heck, I'd much rather have detonator than the corruptor's Time Bomb, which is just another version of trip mine only not as good. Doesn't mean detonator's in my build though, because it isn't.


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Posted

Quote:
Originally Posted by Street_Wolf View Post
Oh, well at least I know it's bugged now. I was wondering why with 3 Dmg SOs in it, it still didn't do a whole lot. If that's the case, and if it's been broken for so long, I'll probably just 'spec out of it. Save a power slot for something else.
If it's using the damage stats from your pet, then probably it's not ruined. There's just no point in slotting anything but recharge and end discount to it.

Quote:
Originally Posted by Bronze Knight View Post
Why do people take detonator? Traps hasent been touched in 5 years and MM's have changed a lot namely the Upgrade powers to AOE.

Back then when the upgrade powers were single target and cost a lot less End Detenator was "Meh" or at best "Ok" but now?

Look at how much end your spending on that 300 or so damage.

32.5 for Detonator
19.5 To re-summon Assbot
45.5 for Equip Robot
45.5 for Upgrade Robot

143.0 end for what 300 damage?

NOT WORTH IT!

Granted that's base with out any enhancements, but still around 100 End, I.E. your whole bar.

Unless I'm totally missing something, then please enlighten me.

I think the idea is to wait and use it on a pet that you're already about to lose anyway. Then they can go out with a bang!!!


 

Posted

Ok then with this in mind i have a question, if its getting the damage from the pets, what would happen if you used smoke flash on ninja, and then detonator? would it still crit? I know its unlikely but i couldnt see why not.


 

Posted

Quote:
Originally Posted by Predatoric View Post
Ok then with this in mind i have a question, if its getting the damage from the pets, what would happen if you used smoke flash on ninja, and then detonator? would it still crit? I know its unlikely but i couldnt see why not.
No.


 

Posted

shame lol that would be epic