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Everything posted by Uun
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The update mechanism hasn't been working for me since July. Zed has been posting the updates on Mid's Discord channel (I don't believe their website is up to date). Make sure you read the instructions about which Windows runtimes you need. .
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Change color of EMP Arrow or allow customization
Uun replied to Uun's topic in Suggestions & Feedback
I've take Trick Arrow to 50 three times, twice on live and once on HC. Since it was reworked in i27p1 (November 2020) it's become one of the best performing support sets in the game. It isn't as visible as other sets because it has no buffs and players take less notice of enemy debuffs. I see no reason why the persistent EMP Field colors can't be customized, since Faraday Cage (which uses the same animation) can be. -
I'm not planning any respecs. I will make slotting changes to the upgrade powers now that they accept something other than endred and recharge. There are a few other minor changes required to powers that no longer accept the slotting I have.
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DFB limits you to using your lvl 1, 2 and 4 power picks in the first section, adding lvl 6 and 8 picks by the final section. I don't think there's any combo in the game that can be fairly evaluated based on only 3-5 powers.
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I have 42 lvl 50s, all T3 or T4 Incarnates. I have MoKeyes on 3. For comparison, I have MoMagi on 25.
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EMP Arrow can't be customized at all (nor can any other power in Trick Arrow). I find it very hard to see the "dome" which delineates the EMP ally buff field (which persists for 4 minutes), It has static that moves but is very pale, making it hard to see its boundaries. It would be appreciated if the color could be altered to make it more visible, or if the ability to customize the color could be added.
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What should I be looking for when choosing Enhancement sets?
Uun replied to Luminis's topic in General Discussion
If you're slotting attacks, most of the sets within a category (i.e., Ranged Damage) have more of less the same enhancement values for slotting 5-6 pieces. The difference between them is what set bonuses they provide and, if they have a proc, what that proc does. (The same holds true for categories like Healing, Holds, Stuns, etc.) Within the current meta, set bonuses that provide global recharge and ranged or melee defense are highly sought after, although there are also some very good resist bonuses to be had. Categories like Defense and Resist Damage are a little different, since you generally don't need more than 3-4 pieces to get the enhancement values you want. Slotting 6 pieces is almost exclusively done to get set bonuses. -
It's useful to understand how these foes are built. Out of the box they have 30% S/L and 35% F/C/E/N/T resistance. Unstoppable (which has a 45s duration) adds 65% S/L and 60% F/C/E/N/T resistance, taking them to 95% resistance to everything except psi. While damage resistance caps at 90%, the additional 5% resistance makes it more difficult to debuff their resistance (https://homecoming.wiki/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs). There are a couple of ways to deal with Unstoppable: Psi damage - Cyclops and Minotaurs have no resistance to psi whatsoever. -End/-Recovery - if you can floor their endurance before they pop Unstoppable, they won't be able to fire it (or the animation will occur but will have no effect). Wait for Unstoppable to expire - fighting them while Unstoppable is up is pointless. Kite them or beat up something else for 45s. https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss If you're fighting the Incarnate versions, base E/N resistance is increased to 50% and E/N resistance from Unstoppable is reduced to 45%. https://cod.uberguy.net/html/entity.html?entity=romans_minotaur_boss_endgame Not sure what you're referring to regarding 1000% regen. Neither Cyclops or Minotaurs have any regen buffs, whether from Unstoppable or otherwise.
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I wanted to share some testing I did with Detonator on my Beast/Traps. If you're not aware, Detonator looks to the slotting of the henchman targeted for its dmg/acc and ignores dmg/acc slotted in the power itself. In addition, the relative level of the henchman affects the resulting damage. As a result, on Live the T2 is lvl 49 and the T1 is lvl 48, while on Test all henchmen are lvl 50. There is no change in damage if the T3 is targeted as it is lvl 50 in both tests. The damage from the T2 increases 11.5% due to the 1 level increase, while the damage from the T1 increases 25.7% due to the 2 level increase. Because my base slotting of the T1 isn't at ED max for damage, I did an additional run in which a %dmg proc is replaced with a dmg IO to increase the damage slotted to ED max. -
You don't need to put it on a spreadsheet. If you use Mid's, pull up the Power Graphs window and select Damage/Anim. Piercing Rounds DPA is inferior to Executioner's Shot, Hail of Bullets, Pistols or Suppressive Fire (using Cryo or Incendiary Ammo). [Note, Mid's information on Suppressive Fire is incorrect for non-standard ammo types and it doesn't appear in the Power Graphs window.]
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Noob question: crafting enhancements at level 22
Uun replied to out51d3r's topic in General Discussion
I agree with this, however, be aware that most categories of set IOs have 2 tiers, one that goes from lvl 10-30 and one that goes from lvl 30-50 (some categories have more than 2 tiers). For this reason, I generally hold off on slotting set IOs until lvl 27 (when the upper tier sets can be slotted). -
This isn't possible without changing Posi 1 to an instanced TF.
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This has been requested many times and it wouldn't require any work. They just need to replace the version of Trip Mine in Traps with the version in Devices. Roughly half the cast time and no interrupt.
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Get rid of minimum level on most (non 50) IO requirements
Uun replied to Starhammer's topic in Suggestions & Feedback
This is what I was alluding to above. SOs were made available down to lvl 5 in November 2020. In the 5 years since, there has been no adjustment to the relative strength of IOs at lower levels, which has remained unchanged since their release in May 2007. An even-level Schedule A SO has a value of 33.33% and an even-level Schedule A DO has a value of 16.66%. In contrast, Schedule A IOs have values of 11.7% at lvl 10, 19.2% at lvl 15, 25.6% at lvl 20 and 32.0% at lvl 25. If you can afford to slot SOs, there is no reason to slot IOs before lvl 25. -
Get rid of minimum level on most (non 50) IO requirements
Uun replied to Starhammer's topic in Suggestions & Feedback
This bothers me less, since IO values are vastly inferior to SO values at those levels. I'm generally slotting SOs until lvl 25. -
Get rid of minimum level on most (non 50) IO requirements
Uun replied to Starhammer's topic in Suggestions & Feedback
Attuning them doesn't resolve this. You can't slot the attuned version below lvl 27 either. I'm not sure what the orignal devs were thinking in creating multiple tiers of IOs. Having sets cap at lvl 30 is bad too. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Until now, I really haven't pushed set bonuses on my MMs, as there was little reason to do so. With this change, would I? Unlikely, the return is too small. -
If you boost LotG +rech, the recharge buff will stop working below lvl 47.
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
As implemented, 40% of Set Bonuses (as defined) are so small as to be inconsequential, generally a 2-3% increase to the applicable metric. The 40% multiplier needs to be applied to a larger base (i.e., including globals and/or accolades) or the multiplier needs to be increased. -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Global bonuses (i.e., Steadfast Protection +def, Gladiator's Armor +def, Unbreakable Guard +hp) are not being applied to henchmen. -
I play mine like scrappers, mostly focusing on bosses. Depends somewhat on the primary, as some have more AoE (i.e. Ice) while others have none (i.e. MA).
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https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements#Special_IOs_from_Sets Go to the bottom of the page linked above. Procs don't follow the -3 rule and attuning them is unnecessary. The level of the proc doesn't matter as long as the power is active. On the flip side, globals do follow the -3 rule but don't need to be in an active power. Attuning globals (i.e., LOTG +rech) is beneficial if you exemplar.
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page 3 [FOCUSED FEEDBACK] Thugs Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Level 30 - Not a lot of difference. You still have 6 henchmen and both upgrades. Level 20 - You lose the 2nd Enforcer (and their Maneuvers), 2nd upgrade and the Expedient Reinforcement global. Also note that on Test you lose any defense enhancements slotted in Upgrade Equipment. On Live defense enhancements are slotted in Call Enforcer. -
Character is in RWZ.