Incendiary Swarm Missiles, did I miss a patch note?


beyeajus

 

Posted

Is it just me, or are Incendiary Swarm Missiles from the Assault Bot in Robotics doing far FAR less damage than they used to?

I can't remember seeing a patch note about it, and I'm wondering if their burn patches got caught up partway in the rebalancing of Fire Armour's Burn patches.

There are fewer ticks of damage from the patches, they're slower ticking, but I can't remember the numbers from before Issue 18.

Anyone?


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Something feels off about my bots.

I came back from a year lay off to my bots/ff (he's 33) and I swear I feel like I am a bit less powerful than I remember.


 

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Quote:
Originally Posted by Inno View Post
Something feels off about my bots.

I came back from a year lay off to my bots/ff (he's 33) and I swear I feel like I am a bit less powerful than I remember.
It may be a combination of things.

a) I'm pretty much convinced that the Assault Bot's Incendiary Swarm Missiles got a pretty hefty damage reduction, but I don't know if it was deliberate or a side effect of the changes to Fire Armour Burn.

b) The bots AI is still lobotomised and insists on running into melee, where they usually get splatted (Drones especially). And it doesn't matter what orders you've got them on, they will leg it all over the map to punch a mob.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Canine View Post
It may be a combination of things.

a) I'm pretty much convinced that the Assault Bot's Incendiary Swarm Missiles got a pretty hefty damage reduction, but I don't know if it was deliberate or a side effect of the changes to Fire Armour Burn.

b) The bots AI is still lobotomised and insists on running into melee, where they usually get splatted (Drones especially). And it doesn't matter what orders you've got them on, they will leg it all over the map to punch a mob.
I've never played bots until now so I'll pretend like I didn't read A.
But as far as B goes does Group Fly Remedy this ? It seems the bots would stay clustered in a death ball if they are flying.


 

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Quote:
Originally Posted by icemanstryketh View Post
I've never played bots until now so I'll pretend like I didn't read A.
But as far as B goes does Group Fly Remedy this ? It seems the bots would stay clustered in a death ball if they are flying.
No idea if they'll stay clustered, but Group Fly has a hefty to-hit debuff.


 

Posted

I just tested this, and it does seem as though it is using a different pseudo pet for the burn patches now. Enemies no longer run out of them because the afraid effect is gone from it. It also doesn't last very long at all, and the damage is laughable compared to what it once was.

Heck, I think Mercs can give bots a run for their money (as far as AoE goes) with the way ISM are right now. I still need to test arsonist, but I am thinking that is untouched since it used a different pet that does lower damage.


 

Posted

Quote:
Originally Posted by Canine View Post
Is it just me, or are Incendiary Swarm Missiles from the Assault Bot in Robotics doing far FAR less damage than they used to?

I can't remember seeing a patch note about it, and I'm wondering if their burn patches got caught up partway in the rebalancing of Fire Armour's Burn patches.

There are fewer ticks of damage from the patches, they're slower ticking, but I can't remember the numbers from before Issue 18.

Anyone?
Swarm missiles use the same patch as Fire Armor's Burn. It changed when Burn was changed.

I'll add it to my list of things to update.


 

Posted

Quote:
Originally Posted by Castle View Post
Swarm missiles use the same patch as Fire Armor's Burn. It changed when Burn was changed.

I'll add it to my list of things to update.



Was this change added to Thugs Arsonist burn patch? haven't tested my thugs MM since patch.

Even if the damage went down I hope it did , I am so tired of the mass scatter he causes and I would like to not have to take a AOE Immob for this.


 

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Quote:
Originally Posted by Brakner View Post
Was this change added to Thugs burn patch? haven't tested my thugs MM since patch.
IIRC, Thugs' Burn patch is different from Bots/Fire Armor, because it is intended to do less damage. (The Arsonist is a Tier 1 pet, not a Tier 3)

So either the Bots' patch needs to be split off, or Thugs rebalanced to the Bots' damage.

In all honesty, I've thought it was a little suspicious that Incendiary Missiles drops a Burn patch under EVERY target it hits. That really gives Bots a huge advantage over the other MM Primaries, albeit under very heavily leveraged circumstances.


 

Posted

So my burn missiles should no longer scatter mobs? I can finally divorce myself from electric fences?
edit: forgot about the big guy's KB


 

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Quote:
Originally Posted by Jade_Dragon View Post
In all honesty, I've thought it was a little suspicious that Incendiary Missions drops a Burn patch under EVERY target it hits. That really gives Bots a huge advantage over the other MM Primaries, albeit under very heavily leveraged circumstances.
The Arsonist does the same thing, and his has (or at least had) no cap on the number of targets. 30 targets hit by the molotov cocktail = 30 stacked burn patches, which is why the Arsonist used to be potentially the highest damage MM pet in the game.


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Posted

Did this really need to happen? It's not like bots were ever powerhouse damage dealers in the first place. The assault bot's second upgrades are what makes bots tolerable past 32.

Does it really need tweaking down?


 

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Quote:
Originally Posted by Slashman View Post
Did this really need to happen? It's not like bots were ever powerhouse damage dealers in the first place. The assault bot's second upgrades are what makes bots tolerable past 32.

Does it really need tweaking down?
Read what Castle wrote, its on his to-do list of things to fix.


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Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Read what Castle wrote, its on his to-do list of things to fix.
He said update. I was thinking more in the line of adding it to patch notes and not fixing it persay. I understood he meant working as intended but didn't mention it in the patch updates.

I sure hope he meant fix..


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Posted

Quote:
Originally Posted by StrykerX View Post
The Arsonist does the same thing, and his has (or at least had) no cap on the number of targets. 30 targets hit by the molotov cocktail = 30 stacked burn patches, which is why the Arsonist used to be potentially the highest damage MM pet in the game.
That's funny, I could have sworn Fire Bomb had a max targets of 16. That's what's listed in City of Data, anyway, if it's wrong then it's wrong. (And Molotov Cocktail is also listed as a max targets of 16, although it's not the one that drops the Burn patch)

Assuming the Assault Bot had the same max targets, and hit the same number of targets, it should have been doing more damage. Not that the Arsonist's damage wasn't impressive under the same circumstances.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
That's funny, I could have sworn Fire Bomb had a max targets of 16. That's what's listed in City of Data, anyway, if it's wrong then it's wrong. (And Molotov Cocktail is also listed as a max targets of 16, although it's not the one that drops the Burn patch)

Assuming the Assault Bot had the same max targets, and hit the same number of targets, it should have been doing more damage. Not that the Arsonist's damage wasn't impressive under the same circumstances.
I'm sure he meant it had no target cap BEFORE they went ahead and assigned target caps to all the powers in the game that didn't already have one. Before that update, his Fire bomb power would hit an unlimited number of foes. I would load him with reds and purples and tell him to do this thing. 30 seconds later, a room full of at least 250 enemies would be lying on the floor burning. Fun times.

That update is also why they had to go back and assign a higher target cap to some buffing powers (they had overlooked/forgot about some of the powers). That update also affected most if not all of the NPC based AoE powers, like Wardens and Statesman. Statesman will no longer hit EVERYTHING on an all MM RSF, only up to 16.


 

Posted

And I'm sure when he said he'll update the power, he will probably look at it more carefully from the powerset as a whole and assign it a new pseudo-pet that would fit the Assault Bot the best.


 

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Quote:
Originally Posted by plainguy View Post
He said update. I was thinking more in the line of adding it to patch notes and not fixing it persay. I understood he meant working as intended but didn't mention it in the patch updates.

I sure hope he meant fix..
I pmed castle. He said the missiles will be fixed.

I hope they get fixed sooner than the GOTO bug. Quite frankly I'm getting sick of them tinkering with other sets and it screwing up my main toon.


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Posted

Quote:
Originally Posted by JoeKent View Post
I pmed castle. He said the missiles will be fixed.

I hope they get fixed sooner than the GOTO bug. Quite frankly I'm getting sick of them tinkering with other sets and it screwing up my main toon.
Is this before or after they up Necromancer Damage
Ninja durability
or merc everything?


 

Posted

Quote:
Originally Posted by StrykerX View Post
The Arsonist does the same thing, and his has (or at least had) no cap on the number of targets. 30 targets hit by the molotov cocktail = 30 stacked burn patches, which is why the Arsonist used to be potentially the highest damage MM pet in the game.
He's still got that good ol' scourge though.


 

Posted

Quote:
Originally Posted by lareit the evil View Post
Is this before or after they up Necromancer Damage
Ninja durability
or merc everything?
I believe it will be around the same time they fix the navigation bug. You know then one, when you select a waypoint and as soon as a team mate zones you have to reset it. That one has been around for only six years.

New issue Castle will decided that acid motor is over powered on npcs so he'll rescale it for them, and will nerf it for MMs in the process. But don't worry, he'll fix it.

I was hoping to take my level 50 bots/traps mm hero side and was completely excited about the tip system. Now the only thing keeping me in the game is my rl friends who play.

But with these nerfs, and I don't give a crap if they are intentional or not they are still nerfs, and with then running the game on crappy servers that create terrible lag I might be convincing my friends to explore new options come November


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Posted

From what I've heard the a.i. was busted because of Demons. Turning every MM set into a melee one...

This is the biggest issue for me, as I'd been looking forward to rolling up a
Bots/Storm for blueside since I heard about GR a year ago.
I'd rolled one up on Red and loved it to level 10. Then decided I'd have more fun on Blueside and shelved him.

Recreated him earlier this week with much excitement. Only to now find my bots taking a shot and charging to their death. This is really frustrating and now has me curious how my Thugs/Traps faired.
I'll have to check him out later tonight to see if thugs are busted too.

So, he meant Missiles will be fixed, not updated in patch notes. That's a relief. Now could we get word on when to expect the a.i. bug to be looked at, or is it just going to be considered WAI now? Since a fix would probably end up breaking Demons again.

Edit: Man, I don't envy these guys. The sheer amount of work that's gone into GR is astounding. Issues like this are inevitable but I'm sure his workload has doubled by now! As bothered as I am with this hiccup I'm still really impressed with how smooth the expansion's release has been.


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Posted

still not fixed...


 

Posted

They are tinkering with burn with the new patch on Test, but no idea if it includes the fix.


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Clowning Around- arc id: 408447

Down the Rabbit Hole- arc id: 193055