Do Pets Suffer -Recharge?


Afterimage

 

Posted

Asking because they don't benefit from +Recharge. If a pet gets hit with an Ice or Psy attack do they suffer the effect? The reason +Recharge was taken out was to fix their AI, but it seems like -Recharge would have the same issue.

Another question. If you put Speed Boost on a pet (+50% Recharge normally), and it then gets hit by a -50% Recharge power is its current Recharge bonus 0% or -50%?


 

Posted

But they do benefit from speed boost's run speed buff and on quite a few of them I find that handy. Especially those idiot escorts, when you're allowed to buff them at least. Keeps 'em from getting lost.


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Posted

Quote:
Originally Posted by GavinRuneblade View Post
But they do benefit from speed boost's run speed buff and on quite a few of them I find that handy. Especially those idiot escorts, when you're allowed to buff them at least. Keeps 'em from getting lost.
Speedboosting Fusionette is a mistake, however.


 

Posted

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Originally Posted by Katie V View Post
Speedboosting Fusionette is a mistake, however.
Why did you have to say that? Now I want to see that, and I don't have any kinetics heroes.


 

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Quote:
Originally Posted by Afterimage View Post
Why did you have to say that? Now I want to see that, and I don't have any kinetics heroes.
But that's exactly the problem, you won't actually see anything distinguishable.

But you would hear the collective sound of a hundred tanks crying.


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Posted

Quote:
Originally Posted by Oedipus_Tex View Post
The reason +Recharge was taken out was to fix their AI, but it seems like -Recharge would have the same issue.
A buff and a debuff are the exact same thing, except that one has a positive value, the other a negative. In all cases, if a buff or debuff is ignored, then the corresponding opposite is as well.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
A buff and a debuff are the exact same thing, except that one has a positive value, the other a negative. In all cases, if a buff or debuff is ignored, then the corresponding opposite is as well.
See also: vet and temp powers during Rage crash.

Wait, mustn't talk about that. Forget I said anything. <.<


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Posted

Quote:
Originally Posted by SpittingTrashcan View Post
See also: vet and temp powers during Rage crash.
Yeah! And isn't it funny that by the time Sands of Mu finishes animating, and the weapon draw and Nemesis/Blackwand staff finish animating, the rage crash is over?

Quote:
Originally Posted by SpittingTrashcan View Post
Wait, mustn't talk about that. Forget I said anything. <.<
Oh. Right. Nothing to see here.

Move along.


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Posted

Quote:
Originally Posted by Trickshooter View Post
They're immune to all changes to their powers' recharge rates.
Incorrect because you can put procs into some pets such as the KB one which adds a +rech bonus and it allows Phantasm to summon two decoys at the same time when it triggers. So if they can be influenced by +rech then they can be influenced by -rech.


 

Posted

Quote:
Originally Posted by Tal_N View Post
Incorrect because you can put procs into some pets such as the KB one which adds a +rech bonus and it allows Phantasm to summon two decoys at the same time when it triggers. So if they can be influenced by +rech then they can be influenced by -rech.
You may have been away when Castle went through and curbstomped all the fun people were having.

All pets (assuming he didn't miss any)and pseudo-pets that benefited from recharge were set to ignore recharge modifications. Basically they were given the Strength of Will treatment.

It accomplished three things:
1. It supposedly corrected some AI issues that pets with multiple attacks would experience when their recharge was modified
2. It nerfed the hell out of powers like Lightning storm and Fire Imps that never had issues cycling attacks because they only have one attack.
3. It eliminated one of the unique advantages that some sets could provide such as cold protecting pets from recharge debuffs, Kins doing the same and making them attack faster, and the unique advantage that zombies originally had in being 100% immune to rech/speed debuffs


 

Posted

Quote:
Originally Posted by Tal_N View Post
Incorrect because you can put procs into some pets such as the KB one which adds a +rech bonus and it allows Phantasm to summon two decoys at the same time when it triggers. So if they can be influenced by +rech then they can be influenced by -rech.
How recently have you seen this occur? All pet powers are now intended to be immune to changes in the recharge rates of their powers. If you're seeing otherwise, it's a bug.


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Posted

Quote:
Originally Posted by Roderick View Post
A buff and a debuff are the exact same thing, except that one has a positive value, the other a negative. In all cases, if a buff or debuff is ignored, then the corresponding opposite is as well.

Not necessarily. They could have implemented this by setting the +Recharge cap for pets to zero and leaving the -Recharge cap at -75%. Pets already have different caps than players (e.g. to +Damage) hence the question.


 

Posted

Everything in the game has the same recharge cap and floor.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
Everything in the game has the same recharge cap and floor.
Well, no. Even if that's technically true pets have an effective -Recharge and +Recharge cap of 0, where everyone else has -75% and +400%. I don't know if the devs can manually adjust caps for Recharge the way they can HP, Regen, Endurance, Defense, Resistance, etc, but I see no reason they couldn't. If they can, then I assume to implement by "ignored recharge" you'd simply change the max and min cap to zero. That way the pet ignores enhancements from the player, friendly buffs used by the player, and enemy debuffs. The other option would be to flag the pet's powers individually as ignoring recharge buffs--but if you did that, the pet would still suffer -Recharge from enemy attacks.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
The other option would be to flag the pet's powers individually as ignoring recharge buffs--but if you did that, the pet would still suffer -Recharge from enemy attacks.
I'm pretty sure that a Power that is immune to +Recharge, like Strength of Will, is immune to -Recharge too.

I'm not sure that is how this was accomplished for pets, though.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Well, no. Even if that's technically true pets have an effective -Recharge and +Recharge cap of 0, where everyone else has -75% and +400%. I don't know if the devs can manually adjust caps for Recharge the way they can HP, Regen, Endurance, Defense, Resistance, etc, but I see no reason they couldn't. If they can, then I assume to implement by "ignored recharge" you'd simply change the max and min cap to zero. That way the pet ignores enhancements from the player, friendly buffs used by the player, and enemy debuffs. The other option would be to flag the pet's powers individually as ignoring recharge buffs--but if you did that, the pet would still suffer -Recharge from enemy attacks.
Player pet powers are, in fact, flagged to ignore recharge "buffs." Specifically they are flagged to ignore recharge strength of any kind, which means both buffs and debuffs should have no effect on those powers. Which means the pet is essentially immune to recharge buffs or debuffs of any kind (even unresistable ones).

Fiddling with the caps has issues. For one thing, players are not the only things that summon "pets" and changing the caps on pet-type critters would make all such critters immune to all recharge debuffs. That might have unintended side effects.

The game engine has no knowledge of the difference between a "buff" and a "debuff." Its just all strength changes. In fact, what we call a "mez protection buff" is actually a power that reduces our mez state to a negative number. We only call that a buff because we would prefer the number to be low than high (mez states above zero mean you're mezzed). We don't normally say that illusionists "buff our hold protection."


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Posted

Nevermind then, must have been changed over the last 2 years.


 

Posted

Quote:
Originally Posted by Tal_N View Post
Nevermind then, must have been changed over the last 2 years.
Yes. There was great anger from one poster in particular. Nobody else really seemed to care. I was that poster lol.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
Player pet powers are, in fact, flagged to ignore recharge "buffs." Specifically they are flagged to ignore recharge strength of any kind, which means both buffs and debuffs should have no effect on those powers. Which means the pet is essentially immune to recharge buffs or debuffs of any kind (even unresistable ones).

Fiddling with the caps has issues. For one thing, players are not the only things that summon "pets" and changing the caps on pet-type critters would make all such critters immune to all recharge debuffs. That might have unintended side effects.

The game engine has no knowledge of the difference between a "buff" and a "debuff." Its just all strength changes. In fact, what we call a "mez protection buff" is actually a power that reduces our mez state to a negative number. We only call that a buff because we would prefer the number to be low than high (mez states above zero mean you're mezzed). We don't normally say that illusionists "buff our hold protection."

Well again it doesn't really matter to me how they technically achieve it. If the value is ignored then in effect, if not in fact, it has a positive and negative cap of zero. If we argue that isn't so then I might as well say the caps "really" range from 32,767 to -32,767 because they are (presumably) integers. Thanks for the info though.

[EDIT: On reflection they are actually probably float values and not integers. Same point tho. ]