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Messages - Redlynne

#91
Quote from: mercury rising on Oct 16, 2024, 03:58 PMLevel 28: Hasten
A: Superior Winter's Gift: Slow Resistance (25%)
29: Superior Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
43: Superior Winter's Gift: Run Speed, Jump, Flight Speed, Range
No recharge enhancement in Hasten.  ???
No Force Feedback procs slotted in any of the powers that could have been slotted with it.

Brave choices ...
#92
Quote from: mercury rising on Oct 15, 2024, 11:50 PMNo witty comeback?

None needed.
You DON'T GET IT.
Even if I tried to explain it to you, you WON'T GET IT.

This is now the third time in this thread that you've demonstrated that you are incapable of understanding what's going on here.
Three strikes ... you're out.
Thank you for playing.
#93
Quote from: mercury rising on Oct 15, 2024, 01:23 PMI actually do get it

It's cute that you believe that ... when everything that you've said proves that you DON'T ... and even worse, WON'T.

#94
Quote from: mercury rising on Oct 15, 2024, 01:36 AMwith suppressive fire you are just maximizing the minimum , why not make a damaging power a proc monster that's where it sings like executioners shot perhaps or any of the others that have multiple options. Proc away if the power does damage but a power that has no damage?

I had been giving you the benefit of the doubt ... but this reply of yours proves that doing so is a waste of my time (and yours). So I'll make this simple.

You DON'T GET IT.
Full stop. :-X

Quote from: mercury rising on Oct 15, 2024, 01:36 AMwhy not make a damaging power a proc monster that's where it sings like executioners shot perhaps or any of the others that have multiple options.

If I put did a 5 slot Superior Winter's Bite + 1 slot Decimation Build Up proc slotting, what would be the proc chance for Decimation (1 PPM)?

  • 1.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 11.29%
If I put the Decimation Build Up proc into Suppressive Fire and deliberately avoid slotting any recharge enhancement into the power, what would be the proc chance for Decimation (1 PPM)?

  • 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
Hmmm ... 3.17x the proc chance per animation.
1 in 9 proc chance for Executioner's Shot versus 1 in 3 chance for Suppressive Fire.
Hmmm ... so hard to decided which is better. :o

Except, it isn't hard to decide at all. ???

With 67.5% global recharge, plus 20% recharge from 1x Siphon Speed ... a 20s recharge power like Suppressive Fire will recharge in 20/(1+0.675+0.2)=10.67 seconds. Obviously, "deeper" stacks of Siphon Speed will increase that recharge rate even further.

And just to Show My Work ... if a Force Feedback proc (or two) gets involved, that recharge time is going to drop down even lower, because 20/(1+0.675+0.2+1)=6.97s if Force Feedback "is continuous while it matters" (which it won't be, but I'm not reaching for that extreme level of granularity). Point being that the recharge time on Suppressive Fire will typically hover around the 7-10.7s range ... which isn't that bad for an attack chain that has Dual Pistols attack powers that animate in ~1-2.5s each, and the Kinetics powers tend to have animation times of ~2 seconds each for attacks, so that 7-10.7s range of recharge time for Suppressive Fire is just about right in the context of the build and how its animations "assemble" in combat.

Quote from: mercury rising on Oct 15, 2024, 01:36 AMProc away if the power does damage but a power that has no damage?

Sigh.
Because the Build Up proc "carries forwards" into follow up attacks due to its 5.25s duration. The build up proc is most damaging when the follow up attacks are AoEs, because any build up procs automatically buff the damage dealt to each $Target of AoEs during the buff duration. So being able to follow up a Suppressive Fire build up proc with Piercing Rounds, Bullet Rain and Empty Clips is THREE AoE attacks, which can stack up a LOT of -Resistance debuffing (more with Standard Ammo), has 2x Force Feedback proc chances (Bullet Rain AND Empty Clips!) ... and there's more, but I hope I've made my point.

The REAL trick with the Decimation build up proc is that it can only go into a single target ranged attack, and it's 1.0 PPM, meaning that with most single target ranged attacks the proc rate is LOW (6.5-17% being somewhat typical). I've figured out a way to make it proc OVER 35% of the time(!!) in a power that is MASSIVELY advantaged by global recharge buff factors ... which when stacked deeply enough means that Suppressive Fire can become a part of a standard attack rotation, rather than being another "in emergency break glass" type of power.

Furthermore, I don't NEED Suppressive Fire to be a "big damage dealer" all by itself, with Superior Damage rating built into the power description. I've got damage procs that can do that job (capped at 90% chance) while also being able to stack on top TWO +2 Mag Hold procs (89-90% chance!) for some seriously deep mez mag stacking with just a single shot, so as to be able to neutralize threats (to myself and others). And because there is +32.5% global range buffing going on, the default 60ft range of Suppressive Fire increases to 60*1.325=79.5ft ... assuming that T4 Clarion Radial isn't buffing range (and on power mez durations...) even more at the time that shots are being taken.



So to answer your questions as politely as possible ... I have my reasons. ::)
Granted, they're not YOUR reasons, but that's why we post things ... so as to be able to learn from each other's example. It helps when the thinking behind the decisions is explained, so as to be able to examine the thinking behind those decisions and weigh the relative merits of each choice.
#95
Quote from: mercury rising on Oct 13, 2024, 11:06 PMLevel 24: Hasten
A: Invention: Recharge Reduction
40: Invention: Recharge Reduction
40: Invention: Recharge Reduction

I've seen quite a lot of people do this, and I honestly think it's a mistake.
If you're using SOs, it makes sense, particularly when accounting for ED, but with common IOs it doesn't.
Allow me to demonstrate.

1x +0 SO Recharge (Schedule A) = 33.33%

2x +0 SO Recharge = 66.66% (no ED modification)

3x +0 SO Recharge = 99.99%
99.99% (Raw-A) = 94.993% Post-ED

So with SOs, under ED, the 3rd SO adds 94.993-66.66=28.333% more recharge enhancement throughput into the power at the expense of a 3rd enhancement slot. In terms of return on investment, this is worth it.



Now compare that with Level: 50 IOs

1x Recharge IO Level 50 (Schedule A) = 42.4%

2x Recharge IO Level 50 = 84.8%
84.8% (Raw-A) = 83.32% Post-ED

3x Recharge IO Level 50 = 127.2%
127.2% (Raw-A) = 99.08% Post-ED

So with common IOs, the third IO adds 99.08-83.32=15.76% more recharge enhancement throughput into the power at the expense of a 3rd enhancement slot. In terms of return on investment, this is wasteful, since you're mostly "feeding the ED monster" with that 3rd slot.



Now compare the above with Level: 50+5 IOs

1x Recharge IO Level 50+5 (Schedule A) = (42.4% * 1.25) = 53%

2x Recharge IO Level 50+5 = 106%
106% (Raw-A) = 95.9% Post-ED

3x Recharge IO Level 50+5 = 159%
159% (Raw-A) = 103.85% Post-ED

So with common IOs that are +5 boosted ... the 2nd IO adds 95.9-53=42.9% more recharge enhancement throughput into the power at the expense of a 2nd enhancement slot. In terms of return on investment, this is extremely good!

By contrast, adding a 3rd slot on top is incredibly wasteful, since the 3rd IO adds 103.85-95.9=7.95% more recharge throughput into the power at the expense of a 3rd enhancement slot. In terms of return on investment, this is incredibly wasteful (especially since it isn't going to give you a global set bonus of that value!).



If you're wanting to min/max recharge with ED in mind, what you really want is 2x Recharge IO Level 50 and then split +7 (which is a 1.05x multiplier per +1) between the two of them (either +5/+2 or +4/+3, doesn't really matter).
Why?
Well ...

42.4 * 2.35 = 99.64%
99.64 (Raw-A) = 94.748% Post-ED

42.4 * 2.40 = 101.76%
101.76 (Raw-A) = 95.264% Post-ED



Bare minimum, I'm of the opinion that with IOs in a build, triple slotting for common IOs is a waste.
Your mileage may vary, of course.
#96
Quote from: mercury rising on Oct 13, 2024, 10:26 AMLooks like another roller coaster build

That's Kinetics for you.

Quote from: mercury rising on Oct 13, 2024, 10:26 AMWhen using repel and telekinesis together your end recovery is less than your end use.

Repel isn't necessarily a "always on" toggle.
The way I intend to use Repel is in opposition to World of Confusion.
  • Repel ON = World of Confusion OFF
  • Repel OFF = World of Confusion ON
That's because Repel isn't "always useful in all contexts and circumstances" (such as diving in for a Fulcrum Shift). And because Telekinesis is the Level 49 power, use of it can be judicious.

As for blue bar "balance issues" with Repel and Telekinesis running simultaneously, there's the +END proc in Transfusion and the use of Transference to mitigate blue bar draining (when in close).

So although it LOOKS BAD in Mids', that isn't the entire picture in actual gameplay.

Quote from: mercury rising on Oct 13, 2024, 10:26 AMYou have nice defense but almost no damage resistance that might pose a problem if you are in melee range.

Ah, but Dual Pistols has Chemical Ammo that deals Toxic damage and debuffs damage from affected $Targets.
Additionally, -Resistance debuffing will AMPLIFY the damage debuffing that Chemical Ammo applies to $Targets.

Optionally, use of Cryo Ammo can stack -Recharge debuffing, creating an alternative route to reducing DPS output by $Targets.

The difference between defense/resistance buffing to self (seen in Mids') and debuffing to $Targets is that the debuffing benefits everyone those $Targets attack ... not just yourself.

Quote from: mercury rising on Oct 13, 2024, 10:26 AMYour damage even with your procs is not amazing.

Not trying to "Be A Blaster" (per se) ... but Siphon Power and Fulcrum Shift goes a long way towards reaching the damage buff cap.

Quote from: mercury rising on Oct 13, 2024, 10:26 AMmaking a proc monster with suppressive fire would be great if it did more damage but minor damage scale cant live up to what you want to happen. Added a pic of your vitals from mids.
Suppresive Fire > Piercing Rounds > Bullet Rain > Empty Clips
Suppressive Fire > Executioner's Shot > Pistols > Dual Wield > Pistols ... etc.

The build up proc will apply to 2-3 follow up AoE attacks, maximizing the throughput of that build up proc onto groups of $Targets in the attacks that follow after Suppressive Fire.
#97
/reloadgfx

Probably the closest thing to what you're talking about.
#98
Quote from: jordan_yen on Oct 11, 2024, 08:39 PMThat's some awesome detail. Personally, I find it hard to play defenders these days where there are corruptors RIGHT THERE.

This basically comes down to a question of "What is more important to you?" ... buff/debuff or chances for bonus damage when your $Target(s) fall below 50% HP.

The theorycrafting behind the "value" of this choice hinges upon the idea that Scourge is not "overkill wasteful" when delivering bonus damage. The real measure of the benefits of Scourge comes down to an accounting of how many attacks need to be animated in order to achieve a defeat. When Scourge means you only need to make 2 attacks instead of 3 (for example), that's a context where Scourge bonus damage is making a useful difference. But if you need to make 3 attacks with or without Scourge to achieve a defeat, is Scourge really "helping" you all that much?

Needless to say, working out how many attacks Scourge will "save" you from having to make is a very fuzzy thing to try and work out on a spreadsheet or theorycrafting analysis. However, my feeling/sense for the question is that Scourge is not as much of a difference maker as a lot of people make it out to be.

Conversely, the differential of buff/debuff values that a Defender can deliver relative to a Corruptor will be small per each power, but those differences can stack up into meaningful amounts of buff/debuff which can in turn be decisive (especially in team/league contexts).

However, all of these points are ultimately a matter of "FEEL" and a judgement call for individual Players to make ... meaning that there is no One Size Fits All "RIGHT" Answer for everyone.

The beauty of the above build is that it CAN be ported from Defender to Corruptor if that's what you would prefer to play. You'll need to reorganize the sequencing of power choices (and thus some slotting associated with them, of course) due to the flop between primary/secondary power sets, but otherwise it's mainly a matter of "reshuffling" powers and slots, rather than a wholesale urban renewal. You'll also be using Corruptor ATOs instead of Defender ATOs, but the difference in set bonuses and proc effects there are almost trivial ... so if that's what you want, there's not much stopping you!  8)
#99
In case anyone looks at the above build and really wishes it had Hasten in it ... well, it's actually possible to do ... provided you're willing to sacrifice the utility of Telekinesis and reshuffle the order of powers slightly.




BEFORE

Level 24: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 30: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 41: Assault
  • (A) Endurance Reduction IO: Level 50+5

Level 49: Telekinesis
  • (A) Endurance Reduction IO: Level 50+5




AFTER

Level 24: Hasten
  • (A) Recharge IO: Level 50+5

Level 30: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 41: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 49: Assault
  • (A) Endurance Reduction IO: Level 50+5




Other permutations are possible (of course), but this rework looks like the most "broadly useful" variation on the theme available.
#100


Alright.
Let's do this (again) ...





Level 50 Natural Defender
Primary Power Set (9): Kinetics
Secondary Power Set (9): Dual Pistols
Power Pool (3): Leadership
Ancillary Power Pool (3): Psychic Mastery

Praetorian Loyalist Profile

Level 1: Transfusion

  • (A) Theft of Essence - Accuracy/Heal: Level 27+5
  • (40) Theft of Essence - Accuracy/Endurance/Heal: Level 27+5
  • (43) Theft of Essence - Accuracy/Endurance/Recharge: Level 27
  • (45) Theft of Essence - Heal/Recharge: Level 27
  • (45) Theft of Essence - Heal: Level 27+5
  • (45) Theft of Essence - Chance for +End (3.5 PPM): Level 10
    • 3.5 * ((8 / ( 1 + 38 / 100 )) + 1.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 40.64%

Level 1: Pistols
  • (A) Superior Vigilant Assault - Accuracy/Damage: Attuned
  • (3) Superior Vigilant Assault - Damage/Recharge: Attuned
  • (3) Superior Vigilant Assault - Damage/Endurance/Recharge: Attuned
  • (5) Superior Vigilant Assault - Accuracy/Damage/Endurance: Attuned
  • (5) Superior Vigilant Assault - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Vigilant Assault - Recharge/PBAoE +Absorb (5.0 PPM): Attuned
    • 5.0 * ((4 / ( 1 + 95.90 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 25.35%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((4 / ( 1 + 95.90 / 100 )) + 1.00) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 30.42%

Level 2: Siphon Power
  • (A) Accuracy IO: Level 50+5

Level 4: Repel
  • (A) Knockback IO: Level 50+5
  • (13) Knockback IO: Level 50+5

Level 6: Dual Wield
  • (A) Superior Defender's Bastion - Accuracy/Damage: Attuned
  • (7) Superior Defender's Bastion - Damage/Recharge: Attuned
  • (7) Superior Defender's Bastion - Damage/Endurance/Recharge: Attuned
  • (9) Superior Defender's Bastion - Accuracy/Damage/Endurance: Attuned
  • (9) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Attuned
  • (11) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal (5.0 PPM): Attuned
    • 5.0 * ((6 / ( 1 + 95.90 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 39.44%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((6 / ( 1 + 95.90 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 47.33%

Level 8: Empty Clips
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (13) Rolling Barrage - Damage/Endurance: Level 27+5
  • (15) Achilles' Heel - Chance for Resist Debuff (3.5 PPM): Level 10
    • 3.5 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 36.40% per $Target
  • (19) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 20.80% per $Target
  • (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 40 * (11 * 30 + 540) / 30,000))) = 62.41% per $Target

Level 10: Swap Ammo

Level 12: Siphon Speed

  • (A) Witchcraft - Accuracy/Recharge: Attuned
  • (33) Witchcraft - Accuracy/Endurance/Recharge: Attuned
  • (34) Witchcraft - Accuracy/Universal Debuff: Attuned
  • (37) Witchcraft - Universal Debuff: Attuned

Level 14: Increase Density
  • (A) Steadfast Protection - Resistance/+3% Defense: Level 10
  • (15) Gladiator's Armor - TP Protection/+3%Defense: Level 10

Level 16: Bullet Rain
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (17) Rolling Barrage - Damage/Endurance: Level 27+5
  • (17) Overwhelming Force - Damage/20% Chance for Knockdown/Knockback to Knockdown: Attuned
  • (19) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 24.40% per $Target
  • (33) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (34) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((18 / ( 1 + 0 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 73.19% per $Target

Level 18: Speed Boost
  • (A) Blessing of the Zephyr - Mag 4 Knockback Protection: Level 10

Level 20: Suppressive Fire
  • (A) Neuronic Shutdown - Accuracy/Endurance : Level 27+5
  • (21) Neuronic Shutdown - Chance for Psionic Damage (3.5 PPM): Level 10
    • 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 125.42%)
  • (21) Ghost Widow's Embrace - for Psionic Damage (3.5 PPM): Level 20
    • 3.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 125.42%)
  • (23) Decimation - Chance for Buildup (1.0 PPM): Level 25
    • 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
  • (27) Lockdown - Chance for +2 Mag Hold (2.5 PPM): Level 30
    • 2.5 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 89.58%
  • (27) Devastation - Chance for +2 Mag Hold (3.0 PPM): Level 30
    • 3.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 107.5%)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 215.00%)

Level 22: Inertial Reduction
  • (A) Jump IO: Level 50+5

Level 24: Maneuvers
  • (A) Reactive Defenses - Scaling Resist Damage: Level 20
  • (42) Reactive Defenses - Defense: Level 22+5
  • (42) Reactive Defenses - Defense/Endurance: Level 22+5
  • (42) Reactive Defenses - Endurance/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/RechargeTime: Level 22+5
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22+5

Level 26: Transference
  • (A) Accuracy IO: Level 50+5

Level 28: Executioner's Shot
  • (A) Superior Winter's Bite - Accuracy/Damage: Attuned
  • (29) Superior Winter's Bite - Accuracy/Damage/Recharge: Attuned
  • (29) Superior Winter's Bite - Accuracy/Damage/Endurance: Attuned
  • (31) Superior Winter's Bite - Accuracy/Damage/Endurance/Recharge: Attuned
  • (31) Superior Winter's Bite - Recharge/Chance for -Speed & Recharge Slow (5.0 PPM): Attuned
    • 5.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 56.47%
  • (31) Force Feedback - Chance of +Recharge (2.0 PPM): Level 21
    • 2.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 22.59%
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((10 / ( 1 + 95.84 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 67.76%

Level 30: Tactics
  • (A) Hamidon Origin: Cytoskeleton Exposure++ (+Defense/+ToHit/Endurance Reduction)

Level 32: Fulcrum Shift
  • (A) Accuracy IO: Level 50+5

Level 35: Piercing Rounds
  • (A) Rolling Barrage - Accuracy/Damage: Level 27+5
  • (36) Rolling Barrage - Damage/Endurance: Level 27+5
  • (36) Annihilation - Chance for Resist Debuff (3.0 PPM): Level 20
    • 3.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 39.95% per $Target
  • (36) Superior Witchcraft - Chance for Resist Debuff (6.0 PPM): Attuned
    • 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 79.91% per $Target
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • (37) Hamidon Origin: Centriole Exposure++ (Damage/Range)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((15 / ( 1 + 0 / 100 )) + 2.5) / (60 * (0.25 + 0.75 * (1 + 80 * (11 * 5 + 540) / 30,000))) = 79.91% per $Target

Level 38: Hail of Bullets
  • (A) Superior Avalanche - Accuracy/Damage: Attuned
  • (39) Superior Avalanche - Damage/Endurance: Attuned
  • (39) Superior Avalanche - Accuracy/Damage/Recharge: Attuned
  • (39) Superior Avalanche - Accuracy/Damage/Endurance: Attuned
  • (40) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Attuned
  • (40) Superior Avalanche - Recharge/Chance for Knockdown (3.5 PPM): Attuned
    • 3.5 * ((105 / ( 1 + 72.25 / 100 )) + 2.47) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 97.05%)
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 * ((105 / ( 1 + 72.25 / 100 )) + 2.47) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 166.37%)

Level 41: Assault
  • (A) Endurance Reduction IO: Level 50+5

Level 44: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep: Level 50+5
  • (46) Fortunata Hypnosis - Sleep/Recharge: Level 50+5
  • (46) Fortunata Hypnosis - Sleep/Recharge/Accuracy: Level 50+5
  • (46) Fortunata Hypnosis - Recharge/Accuracy: Level 50+5
  • (48) Fortunata Hypnosis - Sleep/Endurance: Level 50+5

Level 47: World of Confusion
  • (A) Coercive Persuasion - Confusion: Level 50+5
  • (48) Coercive Persuasion - Confusion/Recharge: Level 50+5
  • (48) Coercive Persuasion - Confusion/Recharge/Accuracy: Level 50+5
  • (50) Coercive Persuasion - Recharge/Accuracy: Level 50+5
  • (50) Coercive Persuasion - Confusion/Endurance: Level 50+5
  • (50) Coercive Persuasion - Chance for Contagious Confusion (4.5 PPM): Level 50
    • 4.5 * 10 / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 39.47% per $Target
  • Hybrid Assault Radial Embodiment (6.0 PPM)
    • 6.0 *10 / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 52.63% per $Target

Level 49: Telekinesis
  • (A) Endurance Reduction IO: Level 50+5




Level 1: Vigilance
Level 1: Brawl

  • (A) Hamidon Origin: Nucleolus Exposure (Accuracy/Damage)
Level 1: Prestige Power Slide[/b]
  • (A) Run Speed IO: Level 50
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 15
Level 1: Prestige Power Surge
  • (A) Run Speed IO: Level 50+5
Level 1: Prestige Power Dash
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Quick
  • (A) Run Speed IO: Level 50
Level 1: Prestige Power Rush
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Inexhaustability - Out of Combat +Hit Points/Endurance: Attuned
Level 2: Swift
  • (A) Run Speed IO: Level 50+5
Level 2: Hurdle
  • (A) Jumping IO: Level 50+5
Level 2: Health
  • (A) Preventive Medicine - Chance for +Absorb: Level 20
  • (8) Preventive Medicine - Heal: Level 22+5
  • (16) Preventive Medicine - Heal/Endurance: Level 22+5
  • (23) Preventive Medicine - Heal/Recharge: Level 22+5
  • (25) Preventive Medicine - Heal/Endurance/Recharge: Level 22+5
  • (25) Preventive Medicine - Recharge/Endurance: Level 22+5
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 21
  • (12) Performance Shifter - EndMod: Level 27+5
  • (22) Performance Shifter - EndMod/Accuracy: Level 27+5
Level 4: Ninja Run or Beast Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition

Level 50: Alpha Intuition Radial Paragon
Level 50: Judgement Vorpal Radial Final Judgement
Level 50: Interface Cognitive Core Flawless Interface
Level 50: Lore Robotic Drones Core Superior Ally
Level 50: Destiny Clarion Radial Epiphany
Level 50: Hybrid Assault Radial Embodiment
Level 50: Genesis Socket Radial Flawless Genesis





Set Bonuses:

15% Accuracy (Superior Vigilant Assault: 4)
15% Accuracy (Fortunata Hypnosis: 4)

4% Confuse (Coercive Persuasion: 3)

3% Damage (Theft of Essence: 5)
4% Damage (Superior Vigilant Assault: 5)
4% Damage (Superior Witchcraft: 2)
4% Damage (Coercive Persuasion: 4)

3% Defense All (Steadfast Protection: 1)
3% Defense All (Gladiator's Armor: 1)
5% Defense Melee, 2.5% Defense Smashing/Lethal (Superior Avalanche: 5)
2.5% Defense Ranged, 5% Defense Energy/Negative (Superior Wiitchcraft: 3)
2.5% Defense Ranged, 5% Defense Energy/Negative (Superior Winter's Bite: 5)
5% Defense Ranged, 2.5% Defense Energy/Negative (Superior Defender's Bastion: 5)
5% Defense Ranged, 2.5% Defense Energy/Negative (Coercive Persuasion: 6)
5% Defense AoE, 2.5% Defense Fire/Cold (Superior Vigilant Assault: 6)
2.5% Defense AoE, 5% Defense Fire/Cold (Superior Avalanche: 6)

3.75% Endurance Discount (Reactive Defenses: 5)
3.75% Endurance Discount (Preventative Medicine: 5)

5% Improved Healing (Theft of Essence: 4)
8% Improved Healing (Superior Defender's Bastion: 4)

Mag 4 Knockback Protection (Blessing of the Zephyr: 1)

1.8% Max END (Theft of Essence: 3)
3.6% Max END (Superior Vigilant Assault: 2)

1.88% Max HP (Reactive Defenses: 3)
1.88% Max HP (Preventative Medicine: 3)
1.88% Max HP (Performance Shifter: 3)
3% Max HP (Superior Defender's Bastion: 2)

7.5% Movement (Performance Shifter: 2)

7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
7.5% Range (Rolling Barrage: 2)
10% Range (Superior Defender's Bastion: 3)

8.75% Recharge (Reactive Defenses: 6)
8.75% Recharge (Preventative Medicine: 6)
10% Recharge (Superior Defender's Bastion: 6)
10% Recharge (Superior Vigilant Assault: 3)
10% Recharge (Superior Witchcraft: 4)
10% Recharge (Fortunata Hypnosis: 5)
10% Recharge (Coercive Persuasion: 5)

4% Recovery (Superior Winter's Bite: 4)
4% Recovery (Superior Avalanche: 4)
4% Recovery (Fortunata Hypnosis: 2)
4% Recovery (Coercive Persuasion: 2)

10% Regeneration (Theft of Essence: 2)

1.5% Resistance Smashing/Lethal, 2.5% Resistance Mez (Reactive Defenses: 2)
2.25% Resistance Smashing/Lethal, 3.75% Resistance Mez (Neuronic Shutdown: 2)
2.25% Resistance Smashing/Lethal, 3.75% Resistance Mez (Preventative Medicine: 2)
3% Resistance Fire/Cold, 5% Resistance Mez (Reactive Defenses: 4)
3% Resistance Fire/Cold, 5% Resistance Mez (Preventative Medicine: 4)
6% Resistance Fire/Cold, 10% Resistance Mez (Superior Winter's Bite: 2)
6% Resistance Fire/Cold, 10% Resistance Mez (Superior Avalanche: 3)
6% Resistance Fire/Cold, 10% Resistance Mez (Fortunata Hypnosis: 3)
4.5% Resistance Energy/Negative, 7.5% Resistance Mez (Theft of Essence: 6)

15% Resistance Slow (Superior Winter's Bite: 3)
15% Resistance Slow (Superior Avalanche: 2)
#101
Off-topic / Re: What about Mosquitoes?!
Oct 07, 2024, 08:37 PM
Among mosquitos, it's the females that are the blood suckers (they need it to supplement their energy reserves). Males do not drink blood.

So speculating that could have been a male mosquito ...?
#102
Tech Issues / Re: forum icons non-existant
Oct 07, 2024, 04:54 PM
Quote from: jordan_yen on Oct 06, 2024, 03:02 PMAre you referring to these?



No.
Referring to these.

#103
Tech Issues / Re: forum icons non-existant
Oct 05, 2024, 08:39 PM
I can verify the above observation.
I too see no thread image icons.
#104
Warning: Critique Incoming ... ^_~

Quote from: mercury rising on Sep 19, 2024, 10:14 AMA well rounded MM with great ranged damage,heals,buffs and debuffs.

That's Time Manipulation for you. ^_-

Quote from: mercury rising on Sep 19, 2024, 10:14 AMAlso a 101.25% recharge

In my experience, getting somewhere between 90-110% global recharge really isn't all that difficult with Time Manipulation.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMhoarfrost has my 3 global procs for damage resist.

I haven't done extensive research on the topic, but are there other alternative pool or epic/patron pools that would enable you to add a power that enables the slotting of these globals with fewer power picks required?
Just wondering if Chill Mastery is the exclusive option for this.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMPrimary powerset: Robotics
Secondary powerset: Time Manipulation
Pool powerset (#1): Flight
Pool powerset (#2): Leadership
Pool powerset (#3): Experimentation
Pool powerset (#4): Fighting
Epic powerset: Chill Mastery

No Speed pool for Hasten?
Guess you're not reaching for perma Hasten, perma Farsight or perma Chrono Shift.

Time Manipulation is pretty much the only powerset that I personally will reach for Hasten to achieve perma buffs on duration vs recharge (on the spreadsheet) for Farsight and Chronoshift.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 1: Time Crawl
A: Superior Witchcraft: Chance for Res Debuff
7: Superior Witchcraft: Universal Debuff/Endurance/Recharge

Are you sure this is the best place to put your Superior Witchcraft slotting?
Time Crawl is both single target and a Slow ONLY power.

I find that 4-slotting Witchcraft into Time's Juncture is a superior option.
You can choose the Debuff, Accuracy/Debuff, Debuff/Endurance/Recharge and Chance for Res Debuff for those 4 slots.

For Time Crawl, because of proc chance math, I prefer ZERO recharge (caps proc chance @ 90%), Accuracy enhancement (necessary!) and optionally one or both of the Slow Set Procs (smashing damage and/or -recharge). The Pacing of the Turtle proc turns Time Crawl into a "poor man's hold" due to the recharge debuffing (so higher priority) with the Impeded Swiftness proc for smashing damage being "nice to have" but by no means necessary.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 2: Temporal Mending
A: Preventive Medicine: Chance for +Absorb
9: Preventive Medicine: Heal/RechargeTime/Endurance
9: Preventive Medicine: Heal/RechargeTime
11: Preventive Medicine: Endurance/RechargeTime
11: Preventive Medicine: Heal/Endurance
17: Preventive Medicine: Heal

If you don't have Temporal Selection (or the slots for it), this is the best place to put Preventative Medicine with the Time Manipulation powerset.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 4: Pulse Rifle Burst
A: Decimation: Chance of Build Up
37: Decimation: Accuracy/Damage/Recharge
37: Decimation: Accuracy/Endurance/Recharge
40: Decimation: Damage/Recharge
40: Decimation: Damage/Endurance

After playing around with Decimation in Snap Shot for quite some time, I ultimately found the results to be a bit lackluster (hence why I dropped it in my most recent build). Let me explain why.

Unlike other procs (damage or status effect), Decimation is more of a "delayed gratification" type of proc. Its best use is at the point in an attack chain prior to 1+ (preferably 2+) AoE attacks that you can use reliably following the power you've got Decimation slotted into. The Decimation Build Up is HIGHLY advantageous when used during AoEs (especially 2+ of them). However, that introduces the difficulties of "delayed gratification" where the damage isn't instant, but only appears during followup attacks (which can result in Corpse Blasting). In extremely dynamic combat situations where HOT MURDER is being poured into the Kill Sphere™, that can potentially result in significant "wastage" of the potential of your Build Up procs.

Then there's the problem of how infrequently they happen. You simply CANNOT control or plan for buildup procs to occur at any time ... and if you're watching your buffs for the icon to appear, when it DOES proc, it's going to be too late to alter course into an alternative attack rotation (because the buff only lasts for 5.25 seconds, which isn't that long!

So far, my best success with "proc chance manipulation" using Decimation has been in Suppressive Fire for Dual Pistols, thanks to the (base) 20s recharge time with the 1.0 PPM. The final yield (with zero recharge enhancement) is a proc chance of:
  • 1.0 * ((20 / ( 1 + 0 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 35.83%
Not exactly "reliable" ... but it's the highest I've been able to manage for a single target ranged attack (that does token damage, because the attack is mainly a mez power). Most single target ranged attacks have MUCH shorter recharge times (and thus commensurately lower proc chances).

Don't get me wrong, the Decimation proc is NICE when it procs!
The problem is the low chance to proc, making it remarkably "unreliable" in actual practice ... and that's before getting into the low base damage of Mastermind personal attack and the fact that you've only got ONE AoE personal attack if you aren't dipping into pools for AoE attacks.
Your Mileage May Vary warnings attached.

Something that I pretty much never see anyone doing is 5-slot Pulse Rifle Burst with a set and then add a Force Feedback proc into the 6th slot. Could be an easy work around to not taking Hasten (if you've got the slots for it).

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 6: Time's Juncture
A: Superior Winter Storm: Recharge/Chance for Cold Damage
34: Superior Winter Storm: Damage/Endurance/Slow
34: Superior Winter Storm: Accuracy/Damage/Slow
34: Superior Winter Storm: Endurance/Recharge
37: Superior Winter Storm: Accuracy/Slow

On balance, my "read" on things is the Winter Storm (slow only) works best in Distortion Field (slow only), while Witchcraft (universal debuff) works best in Time's Juncture (slow AND tohit debuff).

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 8: Photon Grenade
A: Annihilation: Chance for Res Debuff
21: Annihilation: Accuracy/Damage/Endurance/RechargeTime
33: Annihilation: Accuracy/Damage/RechargeTime

I'm worried that this might be sub-optimal slot investment going on here.

One thought that occurs would be to turn Photon Grenade into more of a status effect delivery power, rather than a raw damaging power.
(Superior) Frozen Blast has a Mag 3 for 8 seconds Immobilize proc (2.5 PPM normal, 3.5 PPM superior), while Razzle Dazzle has a Mag 2 for 8 seconds Immobilize proc (3.5 PPM).
Absolute Amazement will apply -7.5% ToHit Debuff for 10s (and can stack up to 10x ?!?!) so could be useful as a "Time's Juncture At Range" effect from Photon Grenades (4.5 PPM).
Stupefy has a Mag 6 KnockBACK (3.5 PPM) ... while Ragnarok has a KnockDOWN (3.5 PPM).

Photon Grenade has a 15 ft radius (so pretty modest) and a 16s recharge for a 1.87s cast time (according to City of Data v2.0 for Homecoming). So with ZERO recharge enhancement:
  • 3.5 * ((16 / ( 1 + 0 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 38.79%
  • 4.5 * ((16 / ( 1 + 0 / 100 )) + 1.87) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 49.87%
Bare minimum, I'd be wanting to put the Annihilation, Absolute Amazement and Ragnarok procs into Photon Grenade as a frankenslotter. If I had room, I'd add in the Positron's Blast proc for extra "critical hit" damage.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 10: Fly
A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 14: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
21: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 16: Aerobatics
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
19: Blessing of the Zephyr: Knockback Reduction (4 points)
19: Shield Wall: +Res (Teleportation), +5% Res (All)

I presume you're angling for Group Fly, so as to help keep your Robots out of melee range.
Good choice, I was going to suggest doing so if you weren't moving in this direction already.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 18: Distortion Field
A: Lockdown: Chance for +2 Mag Hold
50: Lockdown: Accuracy/Recharge

Not how I would slot Distortion Field.
I prefer using Distortion Field as a "slow patch" (because that works 100% of the time) rather than as a "hold patch" (which works 2-3% of the time).
Adding the Lockdown proc "helps" with the chances to hold, but not meaningfully against anything above Minion/LT rank. It's POSSIBLE to hold Bosses with the Lockdown proc slotted, but it will happen so rarely as to be completely unexpected when (if) it ever happens.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 22: Time Stop
A: Unbreakable Constraint: Chance for Smashing Damage
23: Unbreakable Constraint: Endurance/Hold
23: Unbreakable Constraint: Accuracy/Recharge
25: Unbreakable Constraint: Accuracy/Hold/Recharge
25: Unbreakable Constraint: Hold

If you're slotting Time Stop for hold duration, why aren't you including a Lockdown proc in it so you can potentially Time Crawl+Time Stop+Lockdown proc hold Elite Bosses?

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 28: Farsight
A: Gaussian's Synchronized Fire-Control: Chance for Build Up
43: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
46: Gaussian's Synchronized Fire-Control: Recharge/Endurance
48: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
50: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
50: Gaussian's Synchronized Fire-Control: To Hit Buff

So ... every 90s or so, you'll get a 90% chance for a build up proc?
If the purpose is to 6-slot Gaussian's SOMEWHERE into your build, I would honestly recommend putting it into Tactics so as to use 2x HOs (+Defense, +ToHit) and a LotG global recharge slotted into Farsight.
There's even 2 types of HOs you can use ... +Defense, Endurance Reduction, +ToHit (Cytoskeleton) ... or the alternative of +Defense, Recharge Reduction, +ToHit (Membrane Exposure).

Use Cytoskeletons if you have Hasten and ~100% global recharge.
Use Membranes if you lack Hasten and want to make Farsight perma.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 30: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Kismet: Accuracy +6%31: Kismet: Defense/Endurance/Recharge

I've mentioned it before, so I won't belabor the point again.
I prefer to 6-slot Reactive Defenses into Maneuvers.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 32: Tactics
A: Adjusted Targeting: To Hit Buff/Endurance
33: Adjusted Targeting: To Hit Buff
33: Adjusted Targeting: To Hit Buff/Endurance/Recharge

There MUST have been better options to choose from than ... this ...

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 35: Slowed Response
A: Analyze Weakness: Chance for +ToHit
36: Analyze Weakness: Accuracy/Endurance/Recharge
36: Analyze Weakness: Defense Debuff/Endurance/Recharge
36: Analyze Weakness: Defense Debuff

I really don't understand this.
The Analyze Weakness proc will affect your Mastermind ONLY. Your Pets do not benefit.
Aside from that, all Slowed Response is doing for you is ... Defense and Resistance debuffing ... and that's it.
You could put in an Achilles' Heel proc AND a (Superior) Witchcraft proc for EVEN MORE Resistance Debuffing if you really wanted to.
Change Analyze Weakness for Shield Breaker and you could add a lethal damage proc into the mix.
Add Touch of Lady Grey for a negative energy damage proc.
You can actually get some pretty decent recharge slotted into Slowed Response before knocking the 3.5 PPM procs below the 90% chance to proc cap.

Missed opportunity here.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 38: Chrono Shift
A: Regenerative Tissue: +Regeneration
39: Regenerative Tissue: Heal/Endurance/Recharge
39: Regenerative Tissue: Heal/Recharge
39: Regenerative Tissue: Endurance/Recharge
40: Regenerative Tissue: Heal/Endurance

I must admit, this slotting has me stumped.
The only rationale I can think of for it is the 5-slot 5% global recharge bonus.

Personally, I would rather 5-slot Regenerative Tissue into Temportal Selection (so as to be able to cast it on 3 Allies concurrently, which includes Pets) and then simply 2-slot Chrono Shift with common Recharge IOs.
The "heal" and "recovery" portions of Chrono Shift only lasts 30 seconds, while the recharge boost lasts 90 seconds.
This is why you need ~300% recharge enhancement (from all sources, combined) in order to make Chrono Shift perma.
360 / (1+3) = 90s
If you don't have Hasten in your build, you're going to need to use Force Feedback procs in order to close the gap.

Quote from: mercury rising on Sep 19, 2024, 10:14 AMLevel 49: Upgrade Robot
A: Invention: Recharge Reduction

Why isn't this power taken at Level 32?
Why delay taking it until Level 49?
#105
Quote from: mercury rising on Sep 16, 2024, 01:33 PMnot much should be put in the masterminds personal attacks the damage scale is just too low.

There was a time when I thought the same.
Conventional Wisdom™ on the topic is that Mastermind personal attacks are "worthless" ... to the point of being a waste of animation time and endurance for negligible return.
The basic formulation is that Mastermind Pets deliver 2/3 of the archetype's damage output, while personal attacks deliver 1/3 of the archetype's damage output, as a sort of rule of thumb.
A lot of players look at that idea and think "why should I pay full price for 1/3 of the results?" and then just avoid personal attacks completely.

For many many MANY years, I too subscribed to this notion that personal attacks were "worthless" and lacked return on investment.
Then, as a lark, I did a respec early on in Ku no Ichi's campaign through Praetoria to add personal attacks ... and it was such a game changing experience that I've never looked back.

Before: Tankerminding was difficult (needed to use the Presence Pool to get a Taunt) and unwieldy. No damage production from the Mastermind makes it really easy for the Ninjas to steal aggro off your Mastermind.
After: Tankerminding became EFFORTLESS and any kind of Taunt from the Presence Pool became completely superfluous. Grabbing initial aggro via damage from my Mastermind while at long range made ALL $Targets in a pack attack my Mastermind, engaging Bodyguard Mode most effectively and prompting retaliation by my Ninjas from range.

It's really hard to convey just how much of a difference taking personal attacks made.
By keeping aggro away from my Ninjas and on my Mastermind ... Bodyguard Mode turned my Mastermind into a "huge pile of HP" and also increased the effectiveness of Temporal Mending, because you can heal each Ninja in parallel rather than sequentially (they just need to be in PBAoE range). Soaking alpha using Bodyguard Mode after use of a personal attack to open with enabled SO MANY tactical possibilities that it was like I was playing an entirely new game at that point. My Ninjas went from being "pre-creased origami rice paper" eager to ... FOLD ... into being something more akin to "Feed Him To The Sharkticons" in terms of effectiveness. It was just such a NIGHT vs DAY type of difference!

Even now in iTrials, it's quite possible for Ku no Ichi to pull aggro away from her Ninjas using her personal attacks ... and Ninjas WITHOUT aggro are far more effective than Ninjas WITH aggro.
Ninjas without aggro can output DAMAGE without being retaliated against.
Ninjas with aggro are likely to be defeated ... SOON™ ... and as we all know, faceplants produce Zero DPS.
+Defense buffing and -ToHit debuffing goes a long way towards extending Time To Die for both Mastermind AND Pets ... and damage taken by the Mastermind while in Bodyguard Mode is easier to counter (using Temporal Mending) than is often the case for Masterminds, so it's really important for your Mastermind to get initial aggro and then work to keep that aggro. You can do so by animating attacks that deal damage or which debuff $Targets, but again ... Defeat Is The Ultimate Debuff ... and you inflict that Defeat result faster by dishing out more damage.

The longer that your Mastermind and Pets are "exposed" to incoming damage, the more opportunities that your Foes will have to "break" your protection scheme and potentially defeat YOU (and with you, all of your Pets) ... so speed is a consideration for how quickly your Mastermind and your Pets can clear away opposition. That speed is desirable not just for reasons of speedrunning, but is also a safety measure helping to ensure your own survival.

Fortunately, Time Manipulation is all about WE BE FAST/THEY BE SLOW ... and creating contexts in which Foes have severely limited capability to fight back (massive Recharge debuffing really helps here) can make a world of difference.

Quote from: mercury rising on Sep 16, 2024, 01:33 PMDamage comes from your pets primarily and even their damage scale is quite low.

Individually, yes.
Collectively ... no.
When my Mastermind and all of my Ninjas "dogpile" a single $Target together, that's 7 on 1 in my favor.
And it's not just the raw damage getting thrown outwards, since there are "so many casters" there's all kinds of status effects blended into the mix ... slows, holds, an immobilize, knockdowns, defense debuffs, tohit debuffs, regeneration debuffs, resistance debuffs ... it all starts stacking up REALLY FAST in ways that cause $Targets to just MELT because there are "so many casters" (in effect, breaking the limit on arcanatime for animations).

So what if my personal damage attacks and my Pets average around 0.5x damage scalar each? There's SEVEN OF US ... and if my Lore Pets are summoned, there's NINE OF US.
Pour all of that into a single $Target and they'll be hurting FAST. It's truly astonishing to watch it happen.
And when I exemplar with other Praetorians, the Ninjas just DEVOUR stuff with seeming impunity ... because I've got personal attacks, and I know how to use them to Control The Battlefield to my advantage.

Quote from: mercury rising on Sep 16, 2024, 01:33 PMSo much better to buff and heal your pets and augment their damage.

The funny thing is that with Time Manipulation, Ninjas don't need a whole lot of healing/resummoning. When the Ninjas DON'T get aggro is when they're at their most powerful and most survivable.
No aggro on Ninjas means only AoE can hurt them ... and with enough +Defense buffing and -ToHit debuffing going on, it can be hard for AoE to reach them.

Which means that if I had no personal attacks and was just sitting back waiting to use support powers ... I'd be REALLY BORED. I mean REALLY REALLY BORED!
But with Snap Shot+Fistful of Arrows ... Blink+Blink Blitz ... Time Crawl+Time Stop ... simply being a spectator of the action is a waste of my time. Much better to attack than to sit back and watch.

It's kind of like the difference between being a DEFender and an OFFender, in terms of mentality and build strategy (and I assume you're already well familiar with those differences).
Put simply, a Mastermind who relies on their Pets EXCLUSIVELY is renouncing ~1/3 of their damage output potential. That effectively increases the amount of attacks that the Pets need to do in order to defeat Foes by approximately +50%, with the commensurate increase in risk to those Pets because it takes them longer to defeat the Foes they're up against (because the Mastermind "isn't helping" with damage production) AND those Pets are going to get aggro onto themselves (reducing their own survival time).
(2/3) * 1.5 = 3/3

Throw in some useful proc effects (Chance for +2 Hold, Chance for Resistance Debuff) into your personal attacks and those personal attacks can become even more "decisively game changing" in their effects beyond the mere damage production that they do. A Foe that cannot fight back effectively is VERY easy for Ninjas to make short work of while incurring remarkably little risk to themselves. And as an added bonus, damage procs (when they happen) will be such damage multipliers as to feel like your Mastermind has gained a "Critical Hit" capability with their personal attacks.