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Everything posted by Luminara
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Feijiqiluo288 joined the community 25 minutes ago
Luminara replied to Troo's topic in General Discussion
50 hungry cats. -
Talk to the origin contacts in the basement rooms in City Hall. You can talk to them at level 1, 50, any level between, and any standard contacts you don't have will be added to your contact list. It's not just effective, it's so efficient that I've soloed half a dozen characters to 50 without doing a single tip or talking to a police detective, and never had to street sweep.
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Procs don't have to be attuned, but the LotG +Def/global +Recharge IO isn't a proc. There are actually three different types of IOs which are referred to as "procs". Procs check a random number, and if it's greater than X, trigger. Globals are always on. <- LotG is here Specials or Proc120s are on only as long as the power is on or was clicked within the last 120s. Purples are natively attuned, the same way the Winter and Overwhelming Force sets are. They don't have the fancy round border, but they're attuned. So using catalysts on them is just wasting catalysts. Procs are level-independent. As long as the power is available (not greyed out), they're functional. Globals require both power availability and being no less than -3 to their level. In the case of the LotG global, if it's level 34 and you exemplar down to level 30, it's gone, because 34 - 3 = 31. Attuning it means it remains active all the way down to level 22 (the IO has a minimum level of 25. 25 - 3 = 22). Specials are level-independent as well, but require "maintenance", meaning they have to be in an auto, a toggle which is on, or the click power in which they're slotted refreshed before the duration expires. As for PvP IOs, I wholeheartedly disagree with the "common wisdom", as it's derived from the perspective of power-leveling. A level 50 IO can't be slotted at level 7. An attuned IO can. At 50+, sure, swap in unattuned IOs and boost them if you want to, but not using attuned PvP IOs while leveling is hamstringing yourself.
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Two very random questions (KB/KD and Regen vs. Res)
Luminara replied to Story Archer's topic in General Discussion
https://homecoming.wiki/wiki/Purple_Patch Enemies above your level resist nearly anything you do to them. You deal less damage, your secondary effects are reduced (including KB), et cetera. Enemies below your level are weak to nearly anything you do to them. You deal more damage, your secondary effects are increased, et cetera. -
Correct. JumpHeight and SpeedJumping are two separate and discrete mechanics. A power can have one and not the other. Kismet; +ToHit is one of the special IOs, like the Stealth IOs, which applies a 120s buff. In an auto or toggle power, that duration is refreshed every 10s. In a click, it's applied whenever the power is activated. If it's slotted in a toggle, the toggle has to be on for the effect to be reapplied, or turned back on before the duration expires. The Luck of the Gambler 7.5% +Recharge is applied as a set bonus. It's a global effect, it applies even if it's in a power you never click or toggle on. As long as it's slotted, you get that 7.5% +Recharge. If, however, you exemplar more than 3 levels below the level of the enhancement (if the enhancement is level 37 and you exemplar down to 30, for example), the effect is no longer applied. All set bonuses work that way.
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Sentinel ATO range boost...not displaying on power data?
Luminara replied to Force Redux's topic in Sentinel
It's a set bonus (global). Power info never accounts for set bonuses, only slotted enhancement values. -
Yomo's New and Improved Bang-Up Salmagundi Spectacular!!!
Luminara replied to Yomo Kimyata's topic in General Discussion
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HELP! New laptop has huge ping when playing
Luminara replied to Flintlock Burnfur's topic in Help & Support
In the game, type /priorityboost 1 . -
Sentinels aren't comparable to corruptors or blasters. Sentinels are comparable to scrappers. Good question. We'll come back to that. True, but intentional. As a ranged-by-design archetype, toggle PBAoE aggro magnets would serve little purpose, and a click Taunt power with 75% -Range built into the primaries would give them the capability to use all of their attacks while keeping an enemy/enemies out of melee range (in other words, overfuckingpowered). Sentinels aren't comparable to blasters. Sentinels are comparable to scrappers. Because they're comparable to scrappers. Scrapper target limits are 5 for cones, 10 for AoEs/PBAoEs. Sentinel target limits are 6 for cones, 10 for AoEs/PBAoEs. You didn't think sentinel target caps were randomly selected, did you? Or that the archetype which was designed to deal less damage than a blaster was given lower target caps "just because"? The developers have clearly and unequivocally stated that sentinels were designed to be comparable to scrappers, though. Their secondaries are tweaked scrapper secondaries. Their scalars and modifiers were carefully selected to emulate scrapper values without surpassing them. The original version of Opportunity was specifically intended to bring sentinel damage up to near-scrapper level. So yes, there is a "ranged scrapper" mindset. The only people who haven't adopted that mindset are the ones stuck in the "it go pewpew, it a blaster!" mindset. Sentinels aren't comparable to blasters. Sentinels are comparable to scrappers. And looking at it from the other perspective, since the sentinel already has status protection and damage mitigation, it doesn't need those team buffs, thus the team can use more combat-oriented buffs which would be beneficial to the sentinel. Team buffs aren't restricted to "stuff that keeps blasters from humping the floor". The street goes both ways, champ, and sentinel can benefit as much from being on a team as blasters can. Oh, circling back to that obfuscation issue, what's the deal, yo? Why you tryin' to obfuscate?
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Tall buildings. Leap tall buildings in a single bound. Unfortunately, the enhancement doesn't make you more powerful than a locomotive, or faster than a speeding bullet. That's why we have Viagra and meth.
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Costume Creator category on the forum home page
Luminara replied to Mr. Apocalypse's topic in Suggestions & Feedback
https://forums.homecomingservers.com/forum/63-website-suggestions-feedback/ -
It adds 8' of Jump Height above and beyond what any powers or enhancements grant. It stacks with non-stacking travel power buffs. Extra mobility in combat. Extra jump height if you're using Ninja/Beast/Athletic Run.
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I use Cross Punch on several characters (fully synergized with Boxing and Kick). It's a good T3/T4 substitute on sentinels, and from a DPA perspective, better than some T3/T4 attacks (fuck you, Frost Breath). Treat it like a single-target attack and don't waste time trying to line it up for maximum cone saturation, just take whatever extras happen to be in the arc as a bonus. Boxing is okay as a filler attack at lower levels (T1 attack numbers), but even a shit build can have a fully fleshed out attack chain with higher damage attacks by the late game, so it has limited value. Kick isn't worth using for any reason other than the animation. The DPA is abysmal, even with Boxing and Cross Punch.
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Costume Creator category on the forum home page
Luminara replied to Mr. Apocalypse's topic in Suggestions & Feedback
https://forums.homecomingservers.com/forum/62-art-amp-multimedia/ -
If the poster was referring to a hypothetical sentinel design, I'm pretty sure he wouldn't have used the word "blaster". Three times. While asking what a sentinel brought to the table in comparison. There's context, and there's context. This is the latter.
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I'd argue that the adjustments to the secondaries for sentinels more than compensate for the slightly lower numerical values. None of the secondaries were copied without alterations, and it's the way they were altered that pushes sentinels into comparable survivability statistics. Example: I have a level 50+ /Willpower brute, a level 50+ /Willpower scrapper and a level 50+ /Willpower sentinel. Numerically, the sentinel is slightly below either of the other two, as I've built them... but only superficially. Both the brute and scrapper rely on saturation of Rise to the Challenge to maintain survivability. The brute's +Regeneration might be 1207% when she's surrounded by enemies, but that drops to 762% when she's fighting a single foe. And if all of her enemies are keeping their distance, 515%. By contrast, my /Willpower sentinel's +Regeneration is always 924%. It's 924% when she's standing in the middle of a spawn, it's 924% when she's fighting one enemy, it's 924% when she's pewpewblasting, it's 924% when she's being sniped while running to a mission door... it's always 924%. When the scrapper or brute is red-lining because enemy numbers or proximity have created a dearth of sources for Rise to the Challenge, the sentinel is still at 924%. Yes, the /Willpower sentinel has a lower HP cap, but she's also less dependent on a higher HP total than the brute or scrapper, because her +Regeneration is invariable. Yes, her +Def totals are a couple of points below that of the scrapper and brute, but she's also better equipped to handle the slight increase in incoming damage, because her +Regeneration is invariable. There's far less variability in survivability for sentinels. That reduction in variability doesn't simply make them better in edge cases and hypothetical scenarios, it's an improvement that encompasses the whole of the play experience. Referring back to my example, you're never going to maintain full target saturation during combat and keep Rise to the Challenge "topped off", because the mere act of engaging in combat removes targets from the field. My scrapper or brute will certainly start combat with a higher +Regeneration total, but that advantage lasts all of a few seconds, the time it takes for a couple of AoEs/PBAoEs to knock out half the minions. From that point onward, their survivability is lower than the sentinel's, even accounting for the slightly higher typed Defense totals and Rise to the Challenge's -ToHit, because the sentinel's stats are constant. Less variability is directly translatable to improved survivability. Sentinels do fine with a lower HP base and cap, and lower +Def cap (which is still far, far above the soft cap, or even the Hard Mode 4* soft cap), because their damage mitigation is more consistent and reliable.
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Sentinels are scrappers with ranged attacks. Sentinels are not blasters. You're stuck in a faulty comparison. Pop a Break Free.
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Sentinels aren't blasters with status protection and damage mitigation, they're scrappers with ranged attacks. And they're definitely not "less survivable".
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This entire arc needs a Vigilante branch, and this mission in particular needs a "Blow up the warehouse with Janet Kellum, the lying double agent who framed Countess Crey and is working for Malta, locked inside" option. Just a thought.
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Huh. Most peoples' first words are "momma" or "dada". Never heard of anyone who said "in german".
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Chain Lightning is shit for procs. Slot it in Cloudburst.
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What kind of snacks do you eat while playing?
Luminara replied to Glacier Peak's topic in General Discussion
OTC painkillers don't affect me adversely. I was dosing myself with 1000mg/hour for months after my lung surgery (chronic pain, resistant to opioids), and again when I broke my collarbone. Liver's still healthy. It's the prescription medications that do a number on me. I stay away from those, since I rather enjoy not being dead. -
Turn those off, one at a time, and test each. Troubleshoot mode exists specifically for resolving issues. You have an issue. Install another and test.