Results 1 to 17 of 17

Thread: A thought about MP's

  1. #1

    A thought about MP's

    Why were MP's given melee energy weapons like "the argument" and access
    to weapons like Sword of dawn/dusk, and still to this day not even have a buff line let alone acess to symbs that could help us out? And If looking at it even more indepthly our "profesional weapons" are 1hb and 2hb, and yet we don't get a buff line for that. Now I know our proffession was never ment to be high powered damage dealers, but we wern't ment to be gimps either.

  2. #2
    We're not gimps and yes we are a high dmg rollerssssss. : )

    Our skills fall under Nano's first. Our weapon choice and skills are secondary to that.
    Thusly a nano line for such a skill is not needed. As we can recieve buffs to enhance
    those skills properly. The same goes for any other prof. For example! Solja's do not
    have a Nano skill buff to boost their nano to help them cast AMS and such, because
    it is a secondary skill compared to their weapon skills....


    Seeeee???... I hope that makes sense. You can't have 'everything'... :P Inless you're an adv.
    MEGGY
    RK1 Metalain ~ 220 (21) MP
    RK1 Magz ~ 220 (15) DOC


    When in panic, when in doubt, run in circles, scream and shout.
    Rk4 Solja in Sunglasses?

  3. #3
    No i understand completely, but what I was meaning was I would like to see at least a minor line for nanos or perks, that directly benefits us. For exampl even if it's a ten perk skill and it only adds another 120 points total for perk 10. Thats more what i'm meaning. I also believe we need something to even out the fact that our pets still got nerfed damage wise by almost 50%.

  4. #4
    We do, they are called OMG LOok 100 POINTSSZZ!!!111

    And it is the 'only' perk for all 'perks' of the perky perk perk-o-ness world that effects
    Melee Energy.
    MEGGY
    RK1 Metalain ~ 220 (21) MP
    RK1 Magz ~ 220 (15) DOC


    When in panic, when in doubt, run in circles, scream and shout.
    Rk4 Solja in Sunglasses?

  5. #5
    do not use "the argument" it sucks.
    i tried it and had to reset .
    the perks from champ of heavy inf onlie work with 2HB and 2HE.
    Charlemagne Bolivar, when asked what he wanted, replied:
    The usual; hundreds of grandchildren, total dominion of the known worlds, and the satisfaction of knowing that all my enemies have died in unfortunate accidents that cannot be traced to me

  6. #6
    What about generic nanos or Wrangles? Or temporary implants? We also get a 1hb-buffing perk, and even trickeldown helps a bit.

  7. #7
    If anything should be done, I'd expect it more on our nano damage side.
    Mind Quake is so out of date now that my eyes bleed each time I'm casting it (and see it does only min damage).

    The focus on the pets was well needed of course but that still leaves behind our other profession defining characteristics.
    Malusz, Fist of Chronos.
    Raised by the Guild of Meta-Physics.

  8. #8

    Weapons

    My MP is level 63 and I put all my implants and everything towards pets, I am still using the Shaolin Supporting Bow from noob island....My bow skills is only 81 and thats the highest wep. skill I have...We don't need weapons

    The problem is is that they should give us 2hb buffs for things like the Viper Staff and such weapons that we may summon...

  9. #9
    Quote Originally Posted by Ishark166
    We don't need weapons
    Ow, i so wish i was innocent again
    Sorry to be the one to tell this to you but, damn do we need weapons. You
    want teams later on, standing around doing squat and being on the bottom of most dd lists, thats fine, but trust me people will remeber you.

    And no 2hb is not the first choice we need for a nano line. the viper staff and later versions were not disigned for sl and for the most part do little more than buff your skills, the damage output is minimal. You will also findout when you get
    to using SL pets that they have been greatly decreased in damage output, to the point of almost uselessness. at 216 i am ODing my pet which is fully buffed by almost 200 points a shot. This leaves me more often than not to attack and needing to defend myself, and as you will learn MP pets no matter meatballs or demons, can not hold aggro.

    I'm sorry to have blow apart your belief we don't need weapons, but unfortuntly
    you will learn i'm right.

  10. #10
    before 150 i used fling pistol nukes pet. stole agro allot.


    cdr + coh bracelet is 1337 as off hand if ur lower 150 doh.


    Ranged for the lazy pwnz!

  11. #11
    Just before Shadowlands was released and in Shadowlands itself, a series of these shared profession specification weapons appeared. The vast majority of them were like the Argument in that they used rarely used weapon skills for the MP: 2HB, Melee Energy, 1HE, Sharp Objects. All of the weapons were targeted at a specialist for that weapon skill with MP tacked on in addition.

    They were usually bizarre weapons for MPs to be given access to them. While a few MPs did try them, on the whole the weapons have been unused. There was a great deal of discussion at the time in the Professionals Progamme about what in blazes was going on... The exception was the Panther series which came out a little later and became an important bridge between the ToTW and IS 2HE weapons that quite a few MPs like to use.

    In general, there's a great difficulty in this game, which is that Nano-based professions may pick up weaponry and add this to their overall damage. In particular, MPs and Bureaucrats cause problems because the bulk of their nano-based damage is their pets which don't suffer from interaction issues - where using weapons and casting at the same time affect each other. Essentially, if you balance MP nano-tools so that they alone will do the job... then adding weapons on top puts MPs way ahead of the true damage professions causing serious balance issues.

    Adding nano/perk damage increasers would help of course.. but they'd add damage on top of weapons still... thus contributing to imbalance again. The best solution is probably a cyber-deck like range of summoned weapons. They would add to nano power and to the power of pets when equipped, while preventing the use of normal weapons.

    X
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  12. #12
    That's certainly a solution to the dilemna.

    Just a statement from playing the game and using the damage parsers at our disposal:

    My damage currently is roughly equally divided between me and my pet. Talking Damage over Time here. Individual hits from me are higher, I crit for a lot more but Zhok still does hit a lot faster.
    With all perks used on time and landing, with timed Mind Quake during bow recharging time and with Zhok fully buffed, on full offense, I'll be around 55% of total damage.
    While slacking as to avoid aggro (soloing, and slacking may be replaced by playing strategically) Zhok is around 70% of the damage.

    Normally and on full offense, weapon damage represents 73% of my damage. Nano damage is down to some 20%, perks filling up for the remaining 7%.

    For a non weapon profession, this could be interpreted as a sign that our weapon vs nano damage is out of balance at the current time.
    Malusz, Fist of Chronos.
    Raised by the Guild of Meta-Physics.

  13. #13
    Maybe a bit off topic, Just how do dual hammers do dmg wise? i heard there just a bit under the pistols. As being trox mp, ql 300 cm is viable and wondering about the hammers. Atm i use maul of gydawg, and with spaming mq and some perks, i od my pet (ettu atm). Kinda sad tho :/
    Sometimes I wish we could use TMS instead of condoms.....

  14. #14
    Quote Originally Posted by XtremTech
    In general, there's a great difficulty in this game, which is that Nano-based professions may pick up weaponry and add this to their overall damage. In particular, MPs and Bureaucrats cause problems because the bulk of their nano-based damage is their pets which don't suffer from interaction issues - where using weapons and casting at the same time affect each other. Essentially, if you balance MP nano-tools so that they alone will do the job... then adding weapons on top puts MPs way ahead of the true damage professions causing serious balance issues.
    X

    This is why they nerfed MP pets by almost 50%. If they hadn't xtrem is right we would have been at the top of the DD lists. enf's would mongoing nonstop just to try and keep the agg on them. and now saddly at 215 using sword of dusk, on RK I OD and am equal to the damage of my pet in SL

  15. #15
    I OD zhok in SL (55% / 45% usually), but on RK the low maximum damage of my pistols puts me fairly far behind zhok. For aliens I use a kick pistol as my offhand, but the split AR and my lack of a 15% scope hinders its efficiency.

    215/15 | Lagerlad Atrox Adventurer | eqp | Mostly indestructible
    214/13 | Xpie Atrox Meta-physicist | eqp | Supernova!
    Member of Ragnarok

  16. #16
    Another connected issue here that should be mentioned, is that weaponry is often added to the game in minor patches, usually increasing in damage or effectiveness. Also, both damage add and weapon-skills budgets generally increase in power much more incrementally through addition of buffing items. Traditionally, corresponding pet and nuke damage adjustments are hardly ever made - at least in part because these elements are more difficult and time-consuming to adjust in development.

    Recently, the AI expansion in particular had this effect, massively increasing weapon skills and weapon power with little or no corresponding increase on the nuke/pet side.

    The overall effect is that weapon power constantly rises while the MP core toolset of Pet and Nuke hardly ever rises, so weapons become more and more important as new patches come out. It has long been argued by the nano/pet professions that some mechanism for increasing nuke/pet power elegantly should be introduced in order to neutralise this effect somewhat.

    X
    Xtremtech: MetaPhysicist currently resident on Test. (209 + 21 AI Levels).

    Various other test MPs of differing levels and builds available.

  17. #17
    I use 2he because it looks cool. In fact, that's what I want, a new perkline that makes me look even cooler

    On topic tho, there are a few probs with the MP profession that need to be fixed waaaaay before we need bigger/better weapons. First prize would be a new mezz pet, second prize is a nuke that's a bit better than the one I have been using since level 90 or so. I wouldn't say no to NSD checking less than 160% (iirc) NR either. Or being able to control my pets while flying. Or a init debuff that's worth casting, or a damage debuff that finishes casting before the mob's dead. Or...

    My weapon atm (at lvl 192) is a ql150 Kyr'Ozch Sword - Type 112, does about 790 per hit and 1400 or so on a crit, add to that another 700 - 800 for MQ inbeteen hits, and all the extra FA, brawl, bluntness and dimach damage, on top of the 600 - 700 my pet does per hit, and it's quite a nice little setup as far as I'm concerned.

    If I went 1hb or 2hb I could prob do way more than that, but dealing uber damage is not really my job. And, honestly, it just doesn't look as cool...

    Bullvine 205 (11) Meta-Physicist
    Fantastical 180 (8) Enforcer
    Medicool 139 (12) Doctor

    Proud Member of Rubi-Ka Bounty Hunters - Join us!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •