Mm dps
Yes, it activates every 0.8 seconds, so that is the tick frequency. You're looking at 26 ticks over a 20 second period (the first tick always happens immediately at time 0). 86.84 over 20 seconds if the enemy takes the full duration.
Incendiary Missiles will be hard to classify, since its damage can vary wildly depending on number and positioning of targets. It really depends how close enemies are stacked and if they get hit by multiple burn patches at once or not, as well as whether or not they are able to run out of it.
Incendiary Swarm missiles, however, does 30.56 damage to each target, and from the looks of that power, it also summons a burn patch... under each target hit. That's why it does such insane damage when it hits a lot of targets. The burn patches themselves can hit up to 5 targets with each tick (8' radius).
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Commando on paper looks good. He has several aoe but they are cones and it's much easier if it's a target aoe like the missiles.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
@Codewalker: I'll probably just leave the fire damage out for now. Anyone who has played bots knows how crazy that damage is, and that bots are going to outdamage the others in the right circumstances (which you can easily manufacture in most cases).
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Not like Commando or merc/ in general needs any help making sadfaces :P.
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It's frustrating that the Soldier's full auto only has 20' arc. That is so narrow.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I'm having a lot of fun with the set (Ninja/Thermal). I just did the Tsoo attacking the Museum arc for Deadly Combatant the other night as -1x2 with bosses on for big even-level ninja vs ninja brawls. More enemies seemed to give more inspirations too, so Genin tend not to go down if I'm vigilant with heals and greens, unless they get knocked down by an ancestor spirit while both heals are unavailable.
I honestly did not know about the recharge intensive pet category and that makes me sadface. Not only are Ninjas weak, but they can't actually go get the defense buffs others can? Yikes... Hopefully the devs will take that into account if they buff the set, and give them decent extra defenses or resistances.
I'm going to push on though. The concept remains as not a solo MM like most seem to think of them, but as a dedicated healer. Obviously with MM HP I will be the weakest healer possible with /thermal, so as long as my MM pets chop of enough damage to beat a defender/corruptor and balance that out I'll be okay with it. Again, not saying I've accomplished that yet, but so far at low levels I definitely feel way more offensive than any defender or corruptor I've played.
I also notice my pets have fantastic alpha. If I do GoTo Passive then Attack Passive on a yellow con Tsoo Sorcerer, that guy is dead like disco on Teusday morning. Not only is it great damage, but they animate faster than the enemy NPC's. The enemies all sort of turn and look at my ninja, think about it for a second, and then get around to attacking. Response time is even better if I do Goto Aggressive.
Huh? MM are the toughest healer possible, or what do you mean with the HP comment? I mean with BG mode your nigh on invincible. A brute or scrapper may be tougher, but not by much.
Then again your ninja/thermal, so i see your point .
P.S.: Please use BG mode, hearing you talk about pets in passive feels like a throwback to the dark ages :/.
I'm having a lot of fun with the set (Ninja/Thermal). I just did the Tsoo attacking the Museum arc for Deadly Combatant the other night as -1x2 with bosses on for big even-level ninja vs ninja brawls. More enemies seemed to give more inspirations too, so Genin tend not to go down if I'm vigilant with heals and greens, unless they get knocked down by an ancestor spirit while both heals are unavailable.
I honestly did not know about the recharge intensive pet category and that makes me sadface. Not only are Ninjas weak, but they can't actually go get the defense buffs others can? Yikes... Hopefully the devs will take that into account if they buff the set, and give them decent extra defenses or resistances. I'm going to push on though. The concept remains as not a solo MM like most seem to think of them, but as a dedicated healer. Obviously with MM HP I will be the weakest healer possible with /thermal, so as long as my MM pets chop of enough damage to beat a defender/corruptor and balance that out I'll be okay with it. Again, not saying I've accomplished that yet, but so far at low levels I definitely feel way more offensive than any defender or corruptor I've played. I also notice my pets have fantastic alpha. If I do GoTo Passive then Attack Passive on a yellow con Tsoo Sorcerer, that guy is dead like disco on Teusday morning. Not only is it great damage, but they animate faster than the enemy NPC's. The enemies all sort of turn and look at my ninja, think about it for a second, and then get around to attacking. Response time is even better if I do Goto Aggressive. |
Yes, Ninjas are incredibly aggressive, which is both a gift and a curse. Especially the Genin.
As for the lack of a place to put RIP IOs, I think that, as well as giving a tad more survivability, their T7 power should be changed. Perhaps it is just because I always pair nins with an active secondary, but I stop using Smoke Flash in the mid 20's. It costs too much endurance. You could conceivably give them something like Gang War instead, with a few alterations. For instance- ninjas strike from the shadows, yes? Then make the ninjas that appear have Hidden on, and give them only melee attacks. This way, they all strike out with a critical at the same time. Have them stick around about 2/3 the time of the Gang War thugs. Give them higher damage but lower health. In this way, not only do Ninjas gain a place to put more of those pet uniques, but they further cement their place as the MM damage kings.
Well that's my first idea for them, my second is this: Giving each ninja the inherent Conservation of Ninjitsu, which works thusly: In any martial arts fight, each side has only a finite amount of ninjitsu in a given encounter. Therefore, one ninja is death incarnate, while an army is nothing but cannon fodder. So give all the ninjas a weakened Vengeance ability that goes off when they die, much like Nemesis lieutenants. The fewer the ninjas remaining, the harder they are to kill and the harder they hit. This effectively turns their squishiness into a weapon.
Installing one or both of these suggestions would make Ninjas an actual force to be reckoned with, as they should be. If both, then of course the extra T7 ninjas should NOT have the vengeance power. Also, make the Oni better at prioritizing, either take away his sword or teach him to use it with one hand and throw fire with the other.
For Mercenaries, Serum is almost universally regarded as suckish. I've personally never tried Mercs so can't comment. However, here be an idea to replace it: Air Strike. You hear a plane fly overhead and bombs drop on parachutes. Each bomb acts like a pseudo-pet so you can slot RIP IOs in it. The bombs do high damage and knockdown, so provides some mitigation too. They would take a bit of time reaching the ground, and would probably be used like Seeker Drones- and alpha absorber. Make the Soldier's Full Auto a wider cone. Shorten the recharge on all of Spec Ops' support abilities by a ton. Take Flash Bang down to 35 seconds and increase the stun. Change Rifle Butt to the ranged stun in Assault Rifle so they run in less. Tear Gas should have a recharge of ~60 seconds and the damage debuff should last the same. Increase the damage on SCAR Snipe. Increase the Immob on Web Grenade so it can be perma without enhancements. If these guys are supposed to be the support then make them actually be support! Also, you should probably change all of the knockback to knockdown, the scatter really hurts damage. Most of their AoE is cones.
Necro is mostly fine, though conceivably you could lower the recharge on Soul Extraction and increase the time they stick around, giving you the oppurtunity to have, say, two at all times. This would give the set even more control and damage, as well as more to-hit debuffs and survivability. Give the zombies Lethal resistance.
Beast's T7 you really couldn't change without changing the basis for the entire set, unless instead of replacing it you are just adding something in. Perhaps change the Hawk in Call Hawk to a pseudo-pet so you could slot in that. Give all but the Dire Wolf a Flashing Steel clone on a very shot recharge (Reppu's idea, one that I like), and give the Dire Wolf's PBAoE a much shorter recharge (10 or 15 seconds) and more damage. This is really the only good AoE Beasts have, make it good enough to make up for it.
I also have an idea for bots which works like Hell On Earth only with gears, but they don't need it. Demons and Thugs of course also don't need improvements.
Anyhow, these are my ideas. And damn, this is the longest post I've made and the first time I've ever consulted City of Data.
If my nonexistent calculations are correct, this should put them all about the same level, or close enough that there is no longer a huge discrepancy.
EDIT: The reason I am suggesting new T7s instead of sumply making it possible to slot pets with the RIP IOs, is... well, that woul be two more slots that you would have to give up in your pets, who need all the slots they can get for acc, end, and damage. There are already three, with a fourth coming out. Sets with that can slot RIP IOs in their T7 would still have the advantage due to saving 5 (soon 6) slots in their main pets. Not only does this mean overall less powerful pets, but that you can't even benefit from set bonuses as well due to not having room to slot a full set.
I do like ninjas a lot, but they do need some work on survivability- More def would be nice, and some lethal resist (they have body armor). But yea, Ninjas should have more def than Beasts for sure. As is, the Jounin is the only one with outstanding defense. |
The set is actually pretty playable without them. With them, you deal more damage but you have to work for every point of it, by continually resummoning and rebuffing them. That's fine if you're a hard working and industrious type person. I'm not. I prefer to spend my leisure time leisurously.
Last point i think was the slotting imbalance. Ninja/Thermal will not only be unable to slot the 10% res and 5% defense auras from recharge intensive pets, they will also be forced to slot the 3 auras they can fit into the actual MM pets(and you do need them) lowering the amount of slots available for actual combat/damage purpose. For example if you put an aura into each pet, and an achilles heal proc into jounin, you can only 4 slot them for accuracy/damage/endurance. A thugs, necro, demon or any /storm will be able to get all 5 auras without sacrificing any petslots. So not only will he gain +10% res and 5% defense over you, he will also have 3 more slots available for stuff not dedicated to survivability in his pets. Also the ranged pets that can accept them will apply procs like achilles heel -res alot faster than melee pets who have to physically run over to their target to apply them. |
Achilles Heel is a waste on Jounin. His single target damage is high enough he mostly drops his opponents in two or three hits anyway. So, every 2 or 3 targets it will trigger once, and it's roughly 33% likely it will be the kill stroke it triggers on.
It's an awesome proc on mercs, and perhaps grave knights, though.
Achilles Heel is a waste on Jounin. His single target damage is high enough he mostly drops his opponents in two or three hits anyway. So, every 2 or 3 targets it will trigger once, and it's roughly 33% likely it will be the kill stroke it triggers on.
It's an awesome proc on mercs, and perhaps grave knights, though. |
If you just want to do 4/8 radio missions ... yeah i wouldn't bother. Then again i wouldn't bother with ninja/ for that at all. Well maybe ninja/storm just for the lulz and because it would probably actually work without having to constantly resummon.
Achilles Heel is a waste on Jounin. His single target damage is high enough he mostly drops his opponents in two or three hits anyway. So, every 2 or 3 targets it will trigger once, and it's roughly 33% likely it will be the kill stroke it triggers on.
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AH and Negative procs on Jounins are great especially in tough fights. You have two pets triggering it and don't forget that each -20% resist debuff translate into a much bigger critical hit.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I was more thinking about slotting AH proc for team situations or ST damage in the context of soloing AVs. Every bit counts against the big bad baddies and -res helps your whole team.
If you just want to do 4/8 radio missions ... yeah i wouldn't bother. Then again i wouldn't bother with ninja/ for that at all. Well maybe ninja/storm just for the lulz and because it would probably actually work without having to constantly resummon. |
-res proc also goes well in summon wolves.
I think nin/therm can be a pretty solid team mm, I just wouldn't want to solo one. Pretty much ever. Much of that can be attributed to my dislike of thermal though .
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Unfortunately, 38.16 is wrong. For player powers it works fine, and for the base pet powers as seen on the summoned pet page it will be accurate. However for powers that are granted by an upgrade, CoD currently has no way to know what class's damage tables to use. A while back as a workaround I modified the dropdown to just show all three MM henchmen types, so you can pick the right one. In this case, the power is being used by the Assault bot, so you need to change it to Class_Boss_Henchman in the AT dropdown.
So Swarm missiles is a 20' targeted AoE that does 8 * 7.49, or 59.92 damage to each target in the radius.
Incendiary Swarm missiles, however, does 30.56 damage to each target, and from the looks of that power, it also summons a burn patch... under each target hit. That's why it does such insane damage when it hits a lot of targets. The burn patches themselves can hit up to 5 targets with each tick (8' radius).
I'll update the others tomorrow as I find time.
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