Mastermind Fixes on Test


Biowraith

 

Posted

Can we have some L50 Masterminds head over to Test and check on the following, then report back...

  • Reward tables for endgame events have been adjusted based upon collected data.
    • Players will now find their chance of being awarded higher tier rewards has been slightly increased.
  • Pets should now apply the Reactive Interface DoT as expected.
  • All Lore support pets now provide positional defense as well as typed defense.
  • Mk. VI Essence attacks now appear in the Pets Combat Log.

I suspect that there is a chance that Mastermind participation issue may have been "stealth fixed" and put under the "adjusted" moniker above. Of course, being an EU player I can't go test this out for you myself!

Also, Reactive fixed for those of you who are DoT fans!


 

Posted

Important consideration, before thinking a "working" Reactive Interface will solve everything (and launder your clothes, and make your children behave!).

As we already know, there's a "cap" as to how many times any given Interface can be active on a $target. Conveniently enough, this means that diversification of Interface choices yields greater collective results than everyone going after the exact same thing (Reactive, in the context of this thread of conversation).

My point is that if a set of MM Pets applies the Interface Slot at full strength (and there's no reason to think they wouldn't) ... then it's going to be very easy for MMs to be hitting that "Interface Effects Cap" all on their own, and quite possibly without needing to resort to any attacks in their own Primary powers. 6 Pets = 6 Players, as far as Interface is concerned, is what I'm driving at here (or indeed, 7, if the MM is also dishing out damage). And while that *sounds* great as far as being able to "Interface Cap" almost from the get-go on a single target (since unlike every other AT, a MM can attack through their Pets in parallel, not just in sequence) ... it's also almost certainly going to mean a lost potential return on investment too.

I'm talking about stepping on other people's toes (so to speak), as well as your own. If the Interface Cap is at 5 ... and I have a hard time imagining it being set any higher than that ... the Interface slot can rapidly become an "all or nothing" proposition for a MM, if they're "using the same brand" as anyone (and everyone) else. So although a MM could apply Interface Effects faster than anyone else, and quite possibly maintain them more easily than any other AT ... if other people are slotted for the exact same thing then there's going to a rather significant "wastage" of Interface slotting, simply due to exceeding the "cap" so reliably.



All I'm really saying here is that if Reactive Interface works "just as well" for Pets as it does for Players, we may actually see something quite counter-intuitive ... an entire (set of) choice(s) for Interface that are far more powerful when soloing, than when in a group (let alone a League).

Think about it ...


It's the end. But the moment has been prepared for ...

 

Posted

BUT, in massive 24 man leagues 1/5th of the league needs to have the reactive interface slot trigger on their first attack against a single target to reach the cap anyway.

Saying that masterminds will provide a lower return on investment is really just the same as saying any big group of players (50 man hammi and ship raids) will eventually cap out.

There are 8 main areas of focus for interface (2 in each branch) so if that cap for all is 5, then 40 players can cap everything on their first hit if they spread out enough and get lucky on the hit.

thats still leaving 10 people in big groups to do what they want, they wont make a difference.

The problem with reactive being desirable is both form and function.

In Form, damage is percieved as being teh ubers, it helps bring down enemies in a quantifiable way.

In Function because its the best (really) even if AVs resist some of the damage, AVs resist the debuffs of the other sets by just as much. Since the -regen numbers, for example, reach a piddly -10% when fully stacked that impact on a target is meaningless, AV resists will drop that to 2%.

Bring a trapper or a dark miasmist into the fray, and they leverage a -500% or resisted to like -100% regen (permable)

Interface is by it's very function at the moment, never going to make up for a missing piece of a good team, regardless of how its leveraged (destiny can, if multiple users of the same power stagger their casting) however the bit of damage that comes off reactive is always going to help even the AV fights more, the small fights alot more, while everything else does less and less. (whats -10% regen on a minion, assuming it survives 5 hits)


But anyway, thats not the point of this thread, Zap aint saying "ZOMGEE everyone go and roll up reactive". It was broken, now its fixed, it needs testing and me and him can't test it at the moment due to our test server being offline for the forseeable future.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
But anyway, thats not the point of this thread, Zap aint saying "ZOMGEE everyone go and roll up reactive". It was broken, now its fixed, it needs testing and me and him can't test it at the moment due to our test server being offline for the forseeable future.
^ This.

I actually care more about the modification to iTrial rewards and recommend Diamagnetic more to Masterminds since -ToHit is effective +Def which helps henches more (plus, since every man and his dog has Reactive, then you're good to go!)

Just mentioning it, so that Masterminds now know they have a full choice of Interface on their hands.


 

Posted

My understanding was that interface debuffs stacked 4 times (6 for the fire DoT), and that the -regen one was -15% per stack (which admittedly is still pretty useless given the only targets it's really valuable for resist it so much).

Has something changed with the numbers that I've missed?


 

Posted

Quote:
Originally Posted by Biowraith View Post
My understanding was that interface debuffs stacked 4 times (6 for the fire DoT), and that the -regen one was -15% per stack (which admittedly is still pretty useless given the only targets it's really valuable for resist it so much).

Has something changed with the numbers that I've missed?
I may have been thinking of the res numbers. Regardless the levels of regen thrown against an AV are piddly.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Noone been able to take an hour out on US Test to get us some intel? Seriously, if there has been no improvement for Masterminds, then we need to feed that back while it's on Test, not when it gets to Live.

Don't suppose any rednames could even post what their findings were for Masterminds? Assure us that henchman and pet contributions to the "Participation" threshold are being counted.


 

Posted

Quote:
Originally Posted by Biowraith View Post
My understanding was that interface debuffs stacked 4 times (6 for the fire DoT), and that the -regen one was -15% per stack (which admittedly is still pretty useless given the only targets it's really valuable for resist it so much).

Has something changed with the numbers that I've missed?
Uhh. Interface debuffs are unresistable.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
Uhh. Interface debuffs are unresistable.
Could you link to where that's confirmed? I'd seen a thread where people speculated that it was, but nobody seemed to be in agreement.

(not trying to argue that they're definitely not unresistable, just losing track of what's rumour and what's confirmed fact at this point)


 

Posted

Would like to see some proof of that "unresistablyness" for interface slot.

I suppose I could get a power monitor temp, go find an AV and see... or mayble i'll comb dispari's thread again, but ive never read anything other than speculative guesses.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

So I decided to do some testing myself: Diamagnetic -tohit version, used against an even level Manticore (in AE), monitoring via Power Analyzer temp. For tl;dr version, skip to the last paragraph.

NOTE: all this was done on live, so if the cited unresistable is a change on test server, I didn't test that.

Numbers:

Base -tohit on my Darkest Night: 29.53%
My character has alpha level shift, so expected base -tohit when used on an even level foe (counting as 1 level below me): 1.11*29.53 = 32.78%
Manticore's base tohit: 50% (double checked with Power Analyzer - he sometimes runs Maneuvers for +10% but I waited for that to be disabled to avoid any conflicts).

So I did two tests. First I applied Darkest Night to Manticore and used Power Analyzer to check his stats:
Darkest Night debuff showing in combat attributes: 32.78% (as expected).
Manticore's modified base tohit: 45.08%

So Manticore was only actually debuffed for -4.92%. His debuff resistance is 85% (consistent with level 50 AV, but I double checked with Power Analyser to be sure), so debuffs only apply at 15% normal value. 0.15*32.78 = 4.92.

All of the above is as I'd expect - I did it to confirm the baseline (and to be sure how it'd be displayed via power analyser).

So now I used attacks with Diamagnetic slotted (the pure -tohit version).
Single application of Diamagnetic debuff showing in combat attributes: 5%.
Manticore's modified base tohit: 49.25%

So Manticore was only debuffed for 0.75% tohit. 0.15*5=0.75.


So the conclusion of this testing is:
1) AV debuff resistance (and any other debuff resistance I guess) has full effect against Diamagnetic -tohit debuff. Presumably the same applies to the other interface debuffs.
2) Interestingly, the purple patch does not appear to apply - with my level shift I should have been getting 1.11*5 = 5.55% debuff, but I just got the base 5%.