Dissapointed in Hybrid


Arkyaeon

 

Posted

Got one of each at tier 4, and i must say i cant even really tell the difference with them on. Possibly because too many orange numbers already and defense is already too high to matter.

as bots/ff

Damage core hybrid - Did some testing with hero stats on this one. The core version didnt seem to have an effect with damage per minute, around 7,000 per minute both with it on and with it off.

Damage radial - Does nothing for pets!

Control - I was thinking of pairing this with spectral interface, since one gives an immobilization proc and the other gives damage to controlled enemies. I know the immobilization from interface sucks and doesnt look like it works either, but maybe i would still get damage out of it. Didnt notice anything significant.

Melee radial - the taunt works. Clumped up the enemies for assault bots missles.

support tree - the damage bonus, didnt notice anything. defense bonus, already softcapped so didnt make a dent. Also the buff numbers were wrong, For the Core version i was only getting 6% for me and 12% for the pets. when its supposed to be 12% and 24%.

the only buff icon i ever saw on a pet was the support tree.

Hoping they fix this stuff. Just read the other thread about people complaining about it not being on all the time blah blah.

I just want the crap to work. And since its an incarnate power, be noticeable! Like destiny, alpha, interface, lore, and judgement. When those are on, you know it.


 

Posted

Well it is nice to know the Taunt aura works. I am wondering if it can be a replacement for Provoke or at least I was considering Melee to stack with Provoke to a more solid attempt at keeping all aggro on me instead of the pets.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

the taunt aura is pretty cool actually. But there is the 2 minute cooldown

So stacking would probably work well, but not a replacement.


 

Posted

Redname just posted that the damage bonus is bugged for pets....not working at all apparently.


 

Posted

Quote:
Originally Posted by CyberGlitch View Post
Redname just posted that the damage bonus is bugged for pets....not working at all apparently.
But it should be fixed around i39....

What? Me PO'd about how the devs ignore MM? No, why?


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Posted

Quote:
Originally Posted by Atilla_The_Pun View Post
But it should be fixed around i39....

What? Me PO'd about how the devs ignore MM? No, why?
QFT

I just unlock it on my masterminds and wait for the fix or suppose fix. I have too many 50 IOed incarnate toons to keep farming mats to change the the Hybrid to one that is working or the least broken one.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by CyberGlitch View Post
Redname just posted that the damage bonus is bugged for pets....not working at all apparently.
I'm not seeing this post in the dev or community trackers, could someone provide a link please?


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Posted

Quote:
Originally Posted by CyberGlitch View Post
Redname just posted that the damage bonus is bugged for pets....not working at all apparently.
I just searched for 30 minutes and couldn't find anything about this either.

Now if the OP testing is correct it would appear that at least one side of the damage hybrid isn't working for pets... sad but not surprised.


 

Posted

Quote:
Originally Posted by Arkyaeon View Post
You have to turn on the power then summon yes?
I read that somewhere also. But that pretty much ensures i will never use it if thats the case. Dismiss, use hybrid, summon, buff, then attack... every 2 minutes? I dont effin think so.


 

Posted

They Hybrid slot just seems a waste of my time until they fix the bugs as most of the powers have little or no effect on MM's,

Assault---has no effect on pets
Support-- does not provide the double values for pets
Control --has little benefit to MM's other than the status resists
Melee----unless your a tankermind its pretty pointless

just feels like another rushed issue which TBH i have come to expect and as usual no love for the MM since the level shift bug in the Mag trial makes MM's unwanted for a NON-farm run lol


 

Posted

So am I correct in that the control radial embodiment power does not work on pets? That is, each pet attack does not have a chance for fear, chance to immob, or chance to stun? Because I don't see any of that happening when I use that power on my bots/pain MM.

Thanks,


Princess Pon lvl 50 Controller / Virtue

 

Posted

Quote:
Originally Posted by Cybofreak View Post
They Hybrid slot just seems a waste of my time until they fix the bugs as most of the powers have little or no effect on MM's,

Assault---has no effect on pets
Support-- does not provide the double values for pets
Control --has little benefit to MM's other than the status resists
Melee----unless your a tankermind its pretty pointless

just feels like another rushed issue which TBH i have come to expect and as usual no love for the MM since the level shift bug in the Mag trial makes MM's unwanted for a NON-farm run lol
Not surprizing. A friend of mine had a chance to talk to a former coh dev about the game at a convention last year. The ex-dev said Masterminds and bases were the two things they always wished they could uninvent!


 

Posted

Quote:
Originally Posted by Swergen View Post
Not surprizing. A friend of mine had a chance to talk to a former coh dev about the game at a convention last year. The ex-dev said Masterminds and bases were the two things they always wished they could uninvent!
Masterminds are so much fun! I would uninstall the game instantly if they ever got removed. What other game gives you command over several demons/soldiers/zombies/thugs/ninjas/robots and call them your own personal, loyal army?


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Posted

Quote:
Originally Posted by Zul_Vakirol View Post
Masterminds are so much fun! I would uninstall the game instantly if they ever got removed. What other game gives you command over several demons/soldiers/zombies/thugs/ninjas/robots and call them your own personal, loyal army?
Age of conan. If I remember right you could have up to 8 pets as a necromancer, but it was nowhere near as fun, or useful.


 

Posted

I have the Support Core Embodiment. This is the tier 4 power on the left side of the Support tree.

The passive boost applies a -9.08% Endurance Discount. This boost is always on with the actual MM.

When I toggle on the Hybrid power, the actual MM has an Accuracy Bonus of +0.06x, Damage Bonus of 6.00%, Healing Bonus of 6.00%, and Ranged/Melee/AoE/S/L/F/C/E/NE/Psi Defense of 6.00%. These Bonuses are in line with set-bonuses I receive from IO sets.

When looking at the henchmen, there is NO passive boost applied. However, when I toggle on the Hybrid power, the henchmen each receive Bonuses that are double the actual MMs. For example, when the Support Hybrid toggle is activated - my Ember Demon has his Ranged/Melee/AoE/S/L/F/C/E/NE/Psi Defense increased by 12.00%. This typed Defense is significant in PvE and stacks quite nicely with other typed Defense I have on the henchmen.

The downside to all Hybrid powers is that they are toggle type powers. These toggles also have significant(2 mins) down time between their being available. I have heard of players disregarding the toggle affects of the Hybrid and instead focusing on the passive bonus that each Hybrid provides. This stance is taken with the forethought that the player will NOT constantly activate the toggle during game play.


 

Posted

Just retested damage radial tier 4 in hero stats.

Did 6 ambush farms, using nothing but pets. 3 with hybrid running, 3 without hybrid running. I couldnt see anything significant. Sometimes damage was higher without hybrid running. There was basically no difference.

Did not see anything in combat logs or hero stats that said double hit. Orange numbers looked about the same.

This crap still doesnt work for pets.


 

Posted

Quote:
Originally Posted by atomicdeath View Post
Age of conan. If I remember right you could have up to 8 pets as a necromancer, but it was nowhere near as fun, or useful.
Also Champions Online, you can start as a technologist, the main pets class, and once you get to a certain level, you can choose any powers from any sets, of course, and bam, you can run around with 12 pets or more.

Only my /thugs can exceed it by pulling Gang War out, and that's just a short period of time.



Plus you get dual machine gun turrets and dual healbot floaters to take care of 'em all, one of the more irritating aspects.

You'll note I back here though more often than not =D


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Posted

I'm heavily management-based MM, not pew pewing at all, just throwing traps or whatever while lackies do all the work.

So...I really need a good description of what works with pets. Which apparently will have two columns: What it's supposed to do and what it actually does

Also some of these things do +Special, without saying what that is.


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Posted

Quote:
Originally Posted by Zul_Vakirol View Post
Quote:
Originally Posted by Swergen View Post
Not surprizing. A friend of mine had a chance to talk to a former coh dev about the game at a convention last year. The ex-dev said Masterminds and bases were the two things they always wished they could uninvent!
Masterminds are so much fun! I would uninstall the game instantly if they ever got removed. What other game gives you command over several demons/soldiers/zombies/thugs/ninjas/robots and call them your own personal, loyal army?
I know, wtf.

The two things that kept me busy and here were MMs and building my base.

They're sorry...they invented popular, fun stuff because it was popular so thus, ummmm, distasteful?


"Hey! You knocked generic cola all over your precious D20 books!"

ED: Now I know how Nancy Kerrigan felt: "Why...?!? Why...?!?"

 

Posted

Update:

For those that dont know, seems hybrid assault radial is working for pets now, (only one i cared about). I was seeing double hit in the combat log, but the numbers dont make any sense.

My battle drone was doing 40 damage with one of its laser shots. But double hit was hitting for 200-300? How is that double, IDK. But its working atleast, I'm content for now.


 

Posted

Quote:
Originally Posted by atomicdeath View Post
Update:

For those that dont know, seems hybrid assault radial is working for pets now, (only one i cared about). I was seeing double hit in the combat log, but the numbers dont make any sense.

My battle drone was doing 40 damage with one of its laser shots. But double hit was hitting for 200-300? How is that double, IDK. But its working atleast, I'm content for now.
Pets already out or summoned during.



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Posted

Quote:
Originally Posted by Arkyaeon View Post
Pets already out or summoned during.
Already out. For testing purposes i used just one battle drone so i could watch the battle log. It works now, but it still aint as good as the rest of the powers. Well it might be for number crunchers, but there is no zing to it like judgement or w/e.

But now that it works, i can move on to better things. Like complain about how its a 2 minute toggle XD.

Edit: Still dont know if its fixed. Read through the combat log with all 6 pets fighting and doublehit was missing. But when one was fighting it went off rather often. So maybe its too much to process? IDK, but I'm pretty tired of the situation.


 

Posted

Did some testing on my 50+3 Mercs/Pain MM with the T3 Hybrid Assault Radial Graft. All 6 pets are getting doublehits if they are summoned after Hybrid is activated. They also get the doublehits with each Hybrid activation after the initial (Without needing to resummon).

None of my pets are getting doublehits if summoned first, before Hybrid activation and still do not get doublehits each Hybrid activation after.

I am not sure if zoning will affect the need to reuse Assault/resummon pets or if the distance of pet to MM matters.

By the looks of the amount of doublehits they are getting, it's pretty strong.

Eagle-Eye: Eagle-Eye snipes Mummified Husk with their SCAR Snipe for 154.55 points of lethal damage.
Eagle-Eye: Your Doublehit hits for 130.62 points of Energy damage!
Smokescreen: Smokescreen snipes Mummified Husk with their SCAR Snipe for 154.55 points of lethal damage.
Smokescreen: Your Doublehit hits for 130.62 points of Energy damage!
Smokescreen: Your Reactive Interface continues to burn for 18.63 points of fire damage!
Cliffjumper: Cliffjumper blasts Death Shaman with their Assault Rifle Burst for 19.18 points of lethal damage and slightly lowers their defense!
Cliffjumper: Your Reactive Interface continues to burn for 17.69 points of fire damage!
Cliffjumper: Cliffjumper blasts Death Shaman with their Assault Rifle Burst for 19.18 points of lethal damage and slightly lowers their defense!
Smokescreen: Smokescreen rattles Death Shaman with their SCAR Heavy Burst for 17.26 points of lethal damage and slightly lowers their defense!
Smokescreen: Your Doublehit hits for 56.23 points of Energy damage!
Smokescreen: Your Reactive Interface continues to burn for 17.74 points of fire damage!
Cliffjumper: Cliffjumper blasts Death Shaman with their Assault Rifle Burst for 19.18 points of lethal damage and slightly lowers their defense!
Tailgate: Tailgate blasts Death Shaman with their SMG Burst for 16.86 points of lethal damage and slightly lowers their defense!
Tailgate: Your Doublehit hits for 35.68 points of Energy damage!
Eagle-Eye: Eagle-Eye rattles Death Shaman with their SCAR Heavy Burst for 17.26 points of lethal damage and slightly lowers their defense!
Eagle-Eye: Your Doublehit hits for 56.23 points of Energy damage!
Eagle-Eye: Your Reactive Interface continues to burn for 17.74 points of fire damage!
Windcharger: Windcharger blasts Death Shaman with their Assault Rifle Burst for 19.18 points of lethal damage and slightly lowers their defense!
Windcharger: Your Doublehit hits for 42.47 points of Energy damage!
Windcharger: Your Reactive Interface continues to burn for 17.69 points of fire damage!
Smokescreen: Smokescreen rattles Death Shaman with their SCAR Heavy Burst for 17.84 points of lethal damage and slightly lowers their defense!
Tailgate: Tailgate blasts Death Shaman with their SMG Burst for 17.42 points of lethal damage and slightly lowers their defense!
Eagle-Eye: Eagle-Eye rattles Death Shaman with their SCAR Heavy Burst for 17.84 points of lethal damage and slightly lowers their defense!
Windcharger: Windcharger blasts Death Shaman with their Assault Rifle Burst for 19.82 points of lethal damage and slightly lowers their defense!
Ironhide: Ironhide hits Totem with their M30 Grenade for 19.99 points of smashing damage!
Ironhide: Ironhide hits Totem with their M30 Grenade for 57.13 points of lethal damage!
Ironhide: Ironhide knocks Totem off their feet with their M30 Grenade.
Eagle-Eye: Eagle-Eye blasts Totem with their SCAR Burst for 21.77 points of lethal damage and slightly lowers their defense!
Eagle-Eye: Your Reactive Interface continues to burn for 17.74 points of fire damage!
Eagle-Eye: Eagle-Eye blasts Totem with their SCAR Burst for 21.77 points of lethal damage and slightly lowers their defense!
Smokescreen: Smokescreen blasts Totem with their SCAR Burst for 21.77 points of lethal damage and slightly lowers their defense!
Smokescreen: Your Doublehit hits for 35.78 points of Energy damage!
Eagle-Eye: Eagle-Eye blasts Totem with their SCAR Burst for 21.77 points of lethal damage and slightly lowers their defense!
Smokescreen: Smokescreen blasts Totem with their SCAR Burst for 21.77 points of lethal damage and slightly lowers their defense!
Eagle-Eye: Your Reactive Interface continues to burn for 17.74 points of fire damage!
Smokescreen: Smokescreen blasts Totem with their SCAR Burst for 21.77 points of lethal damage and slightly lowers their defense!
Ironhide: Ironhide rattles Totem with their Burst for 25.7 points of lethal damage and reduces their defense!
Ironhide: Your Doublehit hits for 42.72 points of Energy damage!
Ironhide: Your Reactive Interface continues to burn for 17.79 points of fire damage!
Eagle-Eye: Your Reactive Interface continues to burn for 17.74 points of fire damage!


 

Posted

I have unlocked my hybrid on two of my characters. One being a dominator and the other being a controller. I have the tier 4 control core. Chance for +1 mag. Frankly I don't see anything different on my character with it on. I was kind of upset on that. What with the amount of time you have to get hybrid unlocked and completed. Also maybe it was just my but I totally misunderstood the passive to the control tree. I thought I gave mez protection not resistance. So much for not being held. Don't like the 2 min cool down. I would have just let it stay on cause we earned it or make it a straight toggle.