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Everything posted by macskull
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Your computer likely has an M.2 slot if it's only 5 years old. If it does a higher-quality 1TB M.2 NVMe drive runs around $100 right now. You will probably not get peak performance out of it (or any SSD really, at that age) but it'll still perform better than a standard SATA SSD and when you upgrade in the future you'll be able to use it in your new PC at MAXIMUM POWER.
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Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
While the snake egg farm could probably be classified as an exploit, none of the other ones on your list are. I'd maaaaaaaaybe give you wolves but giving a mob zero ranged attacks in a game where players can fly is more an oversight than anything. Additionally, each thing you've listed here ended up getting nerfed because they seriously had seriously skewed risk vs. reward or reward vs. time and I don't think either of those applies to the "email yourself stuff" discussion. -
The tohit/accuracy discrepancies are kind of funny to me because there are a few places ingame where the devs acknowledge they aren't consistent about it and say they're working on fixing it. I've maintained for a very long time that while CoH is a pretty casual-friendly game because of how easy it is to just pick up and play, it's remarkably casual-unfriendly as soon as you start digging around under the hood and trying to figure out how the game actually works.
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While everyone has answered the OP's question, it's also worth pointing out the game isn't always consistent with its own definitions or how it displays data.
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Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
Enforcers, possibly. I can see that being useful for maybe one slot to help boost their Manuevers and Tactics at the same time but the enhancement values from the level 50 boost those from 8.466% and 2.5% to 10.16% and 3%. A level 53 would make those numbers 10.41% and 3.08%. Not exactly worth that much inf. -
Touch of Fear is explicitly coded this way and is the exception rather than the norm. The Perfect Zinger proc works the same way in taunt and placate powers. EDIT: Seems this is also incorrect, while only the fear and -tohit affect the main target the procs for those effects can fire against any of the targets. EDIT 2: Nope, I was right originally. The -tohit and fear portions are explicitly only flagged to affect the main target. The reason taunt and melee AoE procs will still work is because ToF actually executes two powers to achieve its effects.
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Right, but one of the chief complaints about the set's performance is the randomness of the insight mechanic. Sure, using Boggle makes it more likely but I can't imagine many cases where you wouldn't get more mileage out of simply continuing your attack chain instead of spending the time to cast Boggle in the hopes of a DPS boost.
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I'm told the current version of CIT which tracks all your character's items is unlikely to ever come to Homecoming because it would cause severe lag whenever the character database is pinged for updates. It works fine on a server with a few dozen regular players, but Homecoming's baseline player numbers are orders of magnitude higher.
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Just tested this ingame and this is not correct - damage procs slotted in the power will have a chance to trigger on any mob hit by the power regardless of whether they're actually held or stunned. This behavior is consistent with how procs work in all other powers, where the proc will have a chance to fire each time regardless of whether the attribute it's for actually occurs.
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The Hami-O trick stopped working a while back when those enhancements were specifically adjusted to not boost attributes the power couldn't be slotted for because it let you do things like bypass ED caps in defense powers by using the defense debuff/* Hamis. Set IOs are handled differently and will sometimes allow you to boost attributes that otherwise can't be enhanced (like recharge in Vengeance or Mind Link). I just tested the Blaster version and found that slotting it with an endmod set with damage aspects didn't change the damage dealt. I'll check the Trick Arrow version next but I feel like the results will be identical - and at any rate the best bang for your buck is to load the power up with hold set damage procs since those will deal damage to any target regardless of whether they're "electronic" or not. EDIT: The Trick Arrow version is also unaffected by damage enhancement. Definitely go with some acc/rech and max out on damage procs if your goal is to use the power to deal damage.
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Resist to Endurance Draining attacks, where are they?
macskull replied to Solarverse's topic in General Discussion
There's no way to see a total affecting your character, no. There is specific "endurance drain resistance" which is usually represented as "res(endurance)" ingame. Only a few powers grant it. EDIT: Here's an example screenshot from the power information for Accelerate Metabolism. -
Resist to Endurance Draining attacks, where are they?
macskull replied to Solarverse's topic in General Discussion
Are you talking about the ingame combat attributes display? If so, you can't see end drain resist because end drain resistance isn't debuff resistance. -
Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
Ooh yeah, I forgot those have been going for a lot recently. Shows how much I've been ingame the last couple months. I can't figure that one out though, the only power I can think of off the top of my head where end/tohit/def might be a useful enhancement pick is Invincibility. No idea why the level 53s are going for 200-300m. -
Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
Yep, an enhancement is an enhancement and will continue to function (subject to enhancement scaling below level 32) as long as you aren't in a flashback/TF challenge setting that specifically disables enhancements. Only set bonuses follow the 3-level rule which means "special" or "proc120" enhancements like Kismet +tohit or Miracle +recovery will continue to function as well provided the power they're slotted in is available for use. -
I'm going to go out on a limb and say the reason winter packs are 25m vs 10m is primarily due to the attractiveness of the winter-O set bonuses for fire farmers - same reason AE XP got cut in half, and same reason double XP while exemplared was disabled. They're all means of inflation control on a higher-population server, since the other servers which share HC's code base do not have those differences (except maybe the exemplar bit).
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Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
Set bonuses, sure, but at least personally I am not too concerned with set bonuses in my travel powers. The enhancements themselves will continue to function no matter what level you exemplar down to. -
Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
If you're referring to microfilaments I'm not really sure there. It's really easy to hit the new runspeed cap without excessive slotting - two 50+5 travel/end in Super Speed, a 50+5 runspeed in Swift, and a 50 travel/end in Sprint gets you just over the cap without any outside bonuses - and the speedrun meta has shifted in favor of the teleport pool which gets no benefit from microfilaments. An argument could be made for PvP builds since diminishing returns requires players to seriously overslot speed even get close to the new higher caps. Microfilaments have been the most expensive item in the game since Homecoming's launch and I don't really see that changing anytime soon. Yeah, I'm a cheap bastard and don't see the point in spending 40 million on a single slot when 6 million gets me 99.4% of the enhancement value. If I really want to eke out every bit of performance I can get for a PvP build and I already have one in base storage somewhere I might consider it but probably not even then. -
I think the "special" D-syncs (the ones that don't have HO/SHO/Titan-O/Hydra-O equivalent) are all over the place because the only way you're getting them is running the ASF which makes the supply inconsistent. From what I can see there are items listed for sale for each of them but they're probably listed for strange prices because it's anybody's guess what they're actually worth right now. The last 5 sales for every one I've seen go back at least 2 days, some more than 4. I don't understand the market for these either - the last 5 for the level 50 threat/acc/rech one is 45/45/51/100/47.5 which is so confusing to me because I can't think of a single power they'd be worth slotting in.
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Can anything solo LRSF/Miss Liberty TF?
macskull replied to DarknessEternal's topic in General Discussion
If the game were balanced around inspiration use, sure - but it isn't. But I suppose while we're at it we could just make players unable to claim any character items while inside missions too. And let's be real here - with the multitude of ways to very quickly get to one's SG base and back to a mission inspirations are functionally infinite anyways. (And before anyone brings it up, I'm aware the new difficulty tiers partially or completely disable inspiration usage - those settings were designed to provide an actual challenge and are entirely optional. A blanket ban on claiming email attachments in-mission is neither a challenge nor optional.) EDIT: In response to OP, though - if you're trying to come up with a character that can solo the MLTF because you think Hami-Os are expensive, you're going to lay out a whole lot more inf building that character than you'd spend on the Hami-O's. For the vast majority of builds a 50+5 dual-aspect IO provides 99% of the enhancement value as a level 50 Hami-O for significantly cheaper. As a current example, a level 50 Microfilament (end/travel) runs 40 million inf and provides a 33.3% enhancement value. A level 50+5 Quickfoot end/run is 1 million at buy-it-now prices or 200k if you're patient, plus another 5 million for the 5 boosters which totals 6 million inf for a 33.1% enhancement value. Sure, if you really want to squeeze every bit out of that slot and you spring for a level 53 Micro it'll run you 150-160 million for 38.3% enhancement value, but is that 16% boost worth paying 2500% more? -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
macskull replied to Nerva's topic in Suggestions & Feedback
The rub here comes from the survivability-to-damage relationship. The four melee ATs sort of have this figured out already though there is some muddying of the waters between Scrappers and Stalkers if you aren't factoring in the ATO procs. The powers guy has gone on record as saying Sentinels will not get increased target caps and a damage scale increase to anything more than 1.0 (maybe 1.05 if someone's feeling lucky) is probably off the table as well. They weren't really intended to compete directly with Blasters but that's how it's shaken out. The question then becomes "what is good enough?" and I'm not sure there's a good answer to that question. The mechanics of the game ensure that you'll always be able to bring a Blaster up to Sentinel survivability levels but you'll never be able to bring a Sentinel up to Blaster damage levels. Clearly, just adding more damage isn't the answer. Sentinels have been intentionally kneecapped in too many different ways to be able to compete on an even footing with other damage-centric ATs, so they need to bring something else to the table. Like you said: they don't need to be a tank, and they don't need to be real support, but if they can offer some support ability they'll at least be more desirable as a "damage dealer/force multiplier" than "damage dealer that deals less damage than the other damage-dealing ATs and doesn't bring anything else." I'm not a fan of click powers for things like this because it's one more thing the player has to time and juggle with the rest of their powers. Domination is an annoyance as a click power and I'm sure Opportunity would end up the same way. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
macskull replied to Nerva's topic in Suggestions & Feedback
Here's some food for thought: Opportunity now has two distinct components - one which functions similarly to its current form (which we'll call the "current" component), and another which provides a wide-radius non-line-of-sight PBAoE buff to teammates (which we'll call the "new" component). The damage resistance debuff tied to the T1 and T2 powers goes away. Opportunity now works based off two inherent toggles, Offensive Opportunity and Defensive Opportunity. These toggles have no endurance cost and a 30-second recharge time. Opportunity gain/loss is reworked similar to the way Fury builds - attacking and being attacked builds the bar, builds faster on teams, decays over time, etc. The current component no longer relies on activation of T1 or T2 powers to trigger but rather is set to a value which is determined by the amount of Opportunity the Sentinel has. It wouldn't be 1-for-1 but maybe something in the range of 1/4 to 1/2 - call it 1/3 for now. In other words with a full Opportunity bar I'd have a 33% chance that any of my attacks would trigger the Opportunity bonus. Offensive Opportunity debuffs do not stack from multiple attacks, but they do stack from multiple Sentinels. The duration of the debuff is shortened as well since it is easier to maintain. Defensive Opportunity buffs are unchanged. The new component adds in a PBAoE buff that scales with the amount of Opportunity the Sentinel has. Offensive Opportunity provides a small recharge and tohit buff. Defensive Opportunity provides a small defense and resistance buff. These proposed changes ensure the Sentinel can make more consistent use of Offensive Opportunity while providing support in the form of team buffs. Sentinels already get some support abilities in their epic/patron pools so it isn't a stretch in terms of existing AT design. The different team and self buffs allow the Sentinel to adapt their role in the team on the fly depending on the team's performance. Team not doing so great or a tough fight is coming up? Turn on Defensive Opportunity to give you and your teammates a bit of a survival edge. Trying to clear a pesky AV or two? Turn on Offensive Opportunity to speed up the fight a bit. The overhaul to how the enemy-affecting and self-affecting portions of Opportunity work bring the Sentinels more in line with their vision as "ranged Scrappers" - Sentinels now get criticals but instead of being damage criticals they're debuff criticals or self-buff criticals.