Some odd results in-game on the live server that I discovered today, because I needed to train up to Level 6 on a new (Mercenaries/Nature Affinity Mastermind), which I then needed to decide what to slot.
The Level 6 and 32 Mastermind primary powers permit:
- Endurance Reduction
- Range
- Recharge Reduction
The problem is that that Recharge Reduction only affects the Mastermind Primary Power ... not any of the Grant Power effects that use of the powers add to Pets. Worse, the in-game Detailed Info window in the Enhancement Slotting screen will show Recharge modifying the recharge times for powers Granted to Pets if you slot recharge into the Level 6 and 32 powers (I tested).
However, a quick perusal of City of Data v2.0 for Mercenaries (as an example), will show that for the Level 6 power,
Equip Mercenaries, the power that the Mastermind casts IS affected by recharge reduction (although, with a base recharge time of 6s for a 30ft Target AoE around Own Pet, that's hardly something that "needs" recharge reduction!). However, if you click through onto the individual powers granted to Pets, they will ALL show that
Strengths Disallowed RechargeTime is included in the Activation Details listing.
All of this was done "relatively early on" following the release of Masterminds in order to "unbork" the Pet AI decision process for choosing which attacks to use when.
Recommendation:
Remove Recharge Reduction as an enhancement type that can be slotted into Level 6 and 32 powers of ALL Mastermind primary powersets.
S imple
E asy
E ffective
... hasn't been done yet ...