Speed Boosted Pets
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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Took a while to find it but got this from ParagonWiki
http://wiki.cohtitan.com/wiki/Patch_Notes/2009-04-08
- Pet Powers Change:
- Recharge times on pet attack powers will no longer be affected by any outside source. This includes buffs and debuffs. What this means is that pets can no longer have the recharge time on their powers increased by player buffs (like Speed Boost) or their recharge time decreased by player or NPC debuffs. This change was made to allow pets to correctly cycle through their attacks instead of getting locked on using the same attack over and over and neglecting to use other available powers.
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Took a while to find it but got this from ParagonWiki
http://wiki.cohtitan.com/wiki/Patch_Notes/2009-04-08
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Wow I didn't know this either. So this must of really nerfed Fire/ Kin Controllers ?
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The decrease in damage for a fire/kin troller from this is minimal.
Not sure what you mean here. If you mean "the added speed as they ran from one guy they had attacked over to another guy," yeah, that's nice, but if you're under the impression "they attacked faster because of the recharge benefits of Speed Boost," you've misunderstood what you were seeing, as recharge buffs do not affect pets.
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This is exactly what I am saying "they ran from one guy they had attacked over to another guy". It's more than nice, it affects their AI, too, because they aren't 'locked' into an attack which requires re-positioning. The recharge isn't there, but the execution time of procedures in their attack cycle is improved. Jack Frost is a JUGGERNAUT when he has triple speed boost because he doesn't grind on a certain activation. Of course the fulcrum shifted ice sword circle attacks are just snazzy, too. It might sound lackluster but players should really see it to enjoy it.
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It was done to prevent certain pets (earth and ice? I think) from getting stuck in their AI script where they would only do certain attacks over and over again (typically the ones you'd rather them not do over and over.). So instead of firing off their range attack and then moving into range and using their hard hitting melee attacks, they'd just sit there plinking away at ranged.
The decrease in damage for a fire/kin troller from this is minimal. |
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I love it when Kins speed boost my zombies. Since they like to melee and switch targets, they get to where they're going quickly. This also means that after grabbing agro, they quickly run out of range forcing the mobs to run around chasing them and the mobs wind up doing a poor job keeping up with them since they're so fast.
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It was done to prevent certain pets (earth and ice? I think) from getting stuck in their AI script where they would only do certain attacks over and over again (typically the ones you'd rather them not do over and over.). So instead of firing off their range attack and then moving into range and using their hard hitting melee attacks, they'd just sit there plinking away at ranged.
The decrease in damage for a fire/kin troller from this is minimal. |
Graveknights only spamming shadow power at range, lich stuck at fear, mercs only casting melee brawl or the commando stuck on buckshot and ninja's only trowing stars.
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To my knowledge, mastermind pets will still do that on occasion. Not being affected by recharge might've made it happen less often but there's still something wonky with pet AI in this game.
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To my knowledge, mastermind pets will still do that on occasion. Not being affected by recharge might've made it happen less often but there's still something wonky with pet AI in this game.
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Sometimes i believe the custom mobs in AE seem to work better then the various MM pets.
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IIRC I think the set that was hit the hardest by the pet recharge change was storm. Lightning Storm in ultra-high recharge builds was a sight to see, especially since Hasten carries over to the pet.
Fire/kin was never really about the imps. It's fulcrum shifted hot feet + cages that does the majority of the damage, since containment effectively doubles your damage cap.
Took a while to find it but got this from ParagonWiki
http://wiki.cohtitan.com/wiki/Patch_Notes/2009-04-08
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Arc #40529 : The Furies of the Earth
IIRC I think the set that was hit the hardest by the pet recharge change was storm.
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Also, it's easily demonstrated that recharge modification can badly mess up enemy critters' AI as well. So why shouldn't critters be made immune to recharge buffs and debuffs too? If it makes sense for pets, it makes sense for critters. But if it doesn't make sense for critters....
IIRC I think the set that was hit the hardest by the pet recharge change was storm. Lightning Storm in ultra-high recharge builds was a sight to see, especially since Hasten carries over to the pet.
Fire/kin was never really about the imps. It's fulcrum shifted hot feet + cages that does the majority of the damage, since containment effectively doubles your damage cap. |
What is weird about the whole +Recharge not affecting pets thing is that they are not immune to -Recharge. If Recharge really did affect their scripts, then it probably still does.
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Took a while to find it but got this from ParagonWiki
http://wiki.cohtitan.com/wiki/Patch_Notes/2009-04-08
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IIRC I think the set that was hit the hardest by the pet recharge change was storm. Lightning Storm in ultra-high recharge builds was a sight to see, especially since Hasten carries over to the pet.
Fire/kin was never really about the imps. It's fulcrum shifted hot feet + cages that does the majority of the damage, since containment effectively doubles your damage cap. |
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
Six of our coalition and allies did a Moonfire WST last night. Our team composition was a bit unusual, not your atypical healer/tank/damage holy trinity. Kinetic defender, ice/kin troller, earth/kin troller, Dark/DP defender, Energy blaster, and a super buffed tanker.
In short we had a lot of transfusion, siphon power, fulcrum shift, speed boost and increase density. What really amazed me was the change in AI in the boosted pets even though their powers didn't recharge faster.
In my own personal experience, I know what slows do to foe NPC AI. They go to great lengths trying to escape tar patch, glue arrow, or caltrops. There is animation time in their powers and recharge time, but also, npc foes take time to get in position. Certain spawns like to run into your team's position, others are melee power users. If they are slow, even if they have a power recharged their time to setup an attack is often delayed as well.
Rocky was my pet, and he was quick to battle. Jack Frost was simply breathtaking, zipping to snipers and one shotting them with fulcrum shifted ice sword attacks. Dark Servant was literally a fuzzy blur. I realize the fact that damage was amped up that we went through spawns very fast, but the pets performance to me was unprecedented. The added speed of the pets between attacks was pronounced.
So have others found this kind of experience in trials or other support heavy teaming? In the past, certain ATs, stone tankers, are not shy about asking for kinetics on the team. Is this another paradigm where controllers, dark defenders, masterminds would be more assertive in teaming with kinetics?
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.