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Everything posted by Jacke
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The current Kheldian Powers do scale up as the Level of a Kheldian increases. Sure, they're still T1-T4 attacks, but that can be adjusted as well as these tables (looking at the Kheldian column). https://cod.uberguy.net/html/modifiers-table.html?mod=melee_damage https://cod.uberguy.net/html/modifiers-table.html?mod=ranged_damage
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Also, like the click-mez-protection Powers on Super Reflexes, Shield Defense, and Ninjitsu, for good performance when Exemplared, Hasten needs to have 2 Extra Slots for 3 Slots total. Else with Exemplaring down to lower Levels, the reduction of Recharge Reduction enhancement by: https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements hits those Powers hard. 3 Slots total is needed for the click-mez-protection to keep them perma. Hasten is harder to perma, but with only 2 Slots, the downtime gets significant.
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@Sovera goes for a Graniteless Stone Armor builds, as Granite has so many drawbacks and suppresses all the cool other protections in Stone Armor. Covered in this topic here:
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What are the actual mechanical benefits of Domination?
Jacke replied to Story Archer's topic in Dominator
= ( ( Base_Recharge_of_Power / Desired_Recharge_of_Power ) - 1 ) x 100 [ to get a % value ] = ( ( Base_Recharge_of_Domination / ( Duration_of_Domination - Arcanatime_Cast_Time_of_Domination ) ) - 1 ) x 100 = ( ( 200s / ( 90s - 1.32s ) ) - 1 ) x 100 = ( ( 200s / 88.68s ) - 1 ) x 100 = ( 2.255... - 1 ) x 100 = ( 1.255... ) x 100 = 126% [ rounded up to be sure ] -
badges @TheUnnamedOne's BadgeReporter Popmenu version 20250528a
Jacke replied to Jacke's topic in Tools, Utilities & Downloads
New version of the BadgeReporter popmenu now released! Download it here! Changelog in the 2nd post of this thread. Installation and usage covered in the 3rd post of this thread. BadgeReporter.20250420a.mnu -
True. But I love AR/Dev Blasters so much, I'm levelling another. As a Completist. A Goldside Completist. Expecting a lot of "Dwarf Fortres Fun". 😺
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Trip Mine is a must-take Power on /Devices, as is Gun Drone. Both are Pets and for the vast majority of Pets (including these 2) they don't benefit from the Caster's Global Buffs (Mids Reborn is wrong about this, but it's so big a bug it's not fixable). To reliably hit +4 Targets (ie. get close to 95% final ToHit, and without Global Buffs, like Level Shifts, it is really is +4 to the Pets), have to follow my 2 Pet Rules (so as not to have to calculate every case): Slot the Pet Summons Power with ED-capped Accuracy. If important Pet Powers have less than 1.2 Base Accuracy, needs either Tactics (even just the Base Slot) or -Def on the target. Fortunately for both Trip Mine (which ignores external boosts like Tactics) and Gun Drone, their attacks do have 1.2 Base Accuracy. /Devices Trip Mine is the best Trip Mine, having no Interrupt time. Gun Drone is a mini-Tanker for the Blaster, especially with the Expedient Reinforcement Special slotted, as that gives it 90% Resist to all. Here's my current AR/Devices/Arsenal Mastery build. (I've got a //Force Mastery and //Mu Mastery builds too, only Toon I have with multiple builds as they are a pain, but it's my main. 😺) Blaster AR-Dev.1.20250414.ArsenalM TT MF Assault Weave Maneu [i28p1] @Jacke - Jacke Dark.mbd Hasten is not needed in a build unless it has a critical or several important Very Long Recharge Powers, like Illusion Control's Phantom Army or the Powers in Nature Affinity. Better to get Global Recharge from enhancement set bonuses, especially those from Purple, PvP, ATOs, and WOs, as they don't go away when Exemplared. Combat Jumping is nice to have but not essential. A build can only have 4 Power Pools; this is one of the tightest constraints on a build. I see no reason to automatically take either Hasten or Combat Jumping in a build, because they both need a Pool Pick to add one Power. Beam Rifle I take all but the T2 from. Its ST chain doesn't use either T1 or T2, but all of the ST remaining (usually T4 - T8 - T7 - T6), so I take the faster recharge Power from T1 and T2 and with an interesting effect, the T1. Don't have a Beam/EnerM Blaster build, but here's the current builds for my Beam/Devices and SonicA/EnerM Blasters. Blaster BR-Dev.20250401.ArsenalM CJ TT Aim Assault Weave Maneu [i28p1] - Jacke Beam.mbdBlaster SonicA-EnergyM.20240720.MaceM CJ Stealth Cross-Punch Maneu GI [i27p7] @Jacke - Jacke Erg.mbd
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[OPEN BETA] Patch Notes for April 15th, 2025
Jacke replied to The Curator's topic in [Open Beta] Patch Notes
Those normally-time-linked flags can be enabled separately. Just logged onto Brainstorm now. There are Time Capsules being deployed and the Badge for opening 25 of them shows progress. But still no "Cheers!" Badge. -
Also, Blaster Sniper Powers, Quick or Slow, provide a 10s +50% Range Enhancement. Useful for putting AoEs out farther.
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Team Teleport: PBAoE 30ft radius. Range...25ft ?!? https://cod.uberguy.net/html/power.html?power=pool.teleportation.team_teleport
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Snarky, that's Slapfight Club!!! And you're not supposed to talk about that either!!! 😺
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Hmmm. Someone's missing.... Who should have already commented.... Better light the @Bionic_Flea Light! 😺
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@Psyonico is a very good TA/Archery Defender Player. I have some differences from him. Two examples: I always have stealth on every Toon. And I feel Trick Arrow's Oil Slick Arrow's Base Recharge is just too long to work well versus other Powers and uses for the Extra Slots. Flash Arrow is the key debuff of the build, especially when kitted out. That big -ToHit provides so much protection. When stealthed, can apply Flash Arrow a few times (60s duration of Effects with a short Recharge) ahead of combat as the Power doesn't notify the mobs. https://cod.uberguy.net/html/power.html?power=defender_buff.trick_arrow.flash_arrow&at=defender On this Toon, the stealth is from Infiltration as well as the Celerity: Stealth IO slotted in it. I have a keybind that will stop that Power as well as Sprint, etc. I do that shortly after starting combat to cut out unnecessary Endurance use as all of its stealth and Defense is suppressed in combat. I have another keybind to start them up so the Toon can quickly run at speed. Here's my build from last year, which should be still good. Has all the Extra Slots as I think they should be added while Levelling, with the final Enhancements slotted into the build. Most non-PvP non-Purple non-Boosted IOs at Max Level should be Attuned. Those at Min Level should be that Level (Pure Procs for earlier slotting, Pure Globals for better Exemplaring). Defender TrickA-Archery.20240816.MuM Infil TT CJ Veng GI [i28p1] - Jacke Archer.mbd
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What @Frozen Burn and @tidge said (I skimmed the thread, so I may have missed some good advice). What @Psyonico said.... HAHAHAHA HAAAAAAA!!! If you only knew the power of the AR/Devices Blaster....mu hahaha ha!!! (My main since late 2005/early 2006. 😺 )
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Hey Psy, it's been a while since I played my Kins, but the last time I did, they were just as awesome as they always have been. I suspect what is the case here is @Ultimo is just unfamiliar with how to run Kins well: bouncing into melee range, then back out, rince repeat. Or if the Toon is tough enough, the Level is high enough, and the Toon is well known, familiar, and practiced, live at close to melee range. It's why I have a Kin/Electric Defender, a Fire/Kin Corruptor, and a Kin/Rad Blast Defender. 😺
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[OPEN BETA] Patch Notes for April 15th, 2025
Jacke replied to The Curator's topic in [Open Beta] Patch Notes
EDIT: I see @lemming already pointed this out. Like last year with these Badges: Gardener for defeating 25 Old School Circle of Thorns Zeta Reticulan for defeating 25 Old School Rikti I think they spawn from the Anniversary Time Capsules that are opened. Like with the new Anniversary Badge, Cheers!, those TIme Capsules probably show up when the flag that indicates it's the May Anniversary Event turns on for the month of May. It can be switched on independently, especially for testing, but appears to still be off. Seeing that Anniversary Badge will be the sign that the Event has been turned on. -
[OPEN BETA] Patch Notes for April 15th, 2025
Jacke replied to The Curator's topic in [Open Beta] Patch Notes
I just logged in on Brainstorm and I didn't get the "Cheers!" Event Badge. Nor did I see it in my BadgeReporter Popmenu. Is this because it's technically not May yet? -
Scaling Resist Damage; how does it actually work?
Jacke replied to Scarlet Shocker's topic in General Discussion
What @Snarky and @Andreah said. Also, have to remember the opportunity cost of boosting increasing Resists, especially when the Resist values are low. What else could that Extra Slot, containing that Resist-boosting IO, what else could that Extra Slot do elsewhere in the build to add to another Power with the effects and bonuses from adding a different IO. It's complicated and judging between different variations of a build is hard. But that is the route to making the build better for how a Player plays it in game. -
I'm just waiting until someone with Ion Judgement knocks out a Star Destroyer. 😺
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Welcome! I've had my main as a Blaster since late 2005/early 2006. Assault Rifle/Devices. Which nowadays brings its own Tanker in the form of /Devices' Gun Drone. 😺
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How can Radiation heroes justify using their powers?
Jacke replied to Zombra's topic in General Discussion
"Great Scott!!! Marty, we've gotta go back in time and prevent this long discussion about comic book radioactivity versus radioactivity in reality. You see what the consequences are in 17 years time!?!" "Doc! That's horrible! What were they thinking?!?" "Sometimes it's not obvious what the consequences truly are. Always in motion the future is." "But what about the danger of unforeseen complications from changing what happened in the past?!?" "Marty, sometimes you've got to try no matter what! Risk is our business!" "Let's go! .... Doc, what are you doing?" "Just getting some extra Plutonium. I'm sure I've got some in one of these cupboards...." 😺 -
The second point is very interesting. In a similar case, I'd likely carry Large Dual Def+Resist Inspirations and pop 2 of them. But your point about keeping Def over softcap to allow for Def Debuffing (especially without Defence Debuff Resistance) is very important too. However, the duration values for break frees in some of the in-game and external documentation do not match what is current in the game. I've just tested all of them in the last 2 days and submitted a text bug report for the /linkinfo Info tab, which is in-game and at the top of their pages in CoD2. I submitted a similar typo report to the HC Wiki and it has already been fixed. There are 3 durations for Break Frees: 30s for the Small Break Frees available from Nurse and Contact stores, which also drop frequently 60s for the Medium Break Frees (Emerge) 90s for all other Break Frees: Large and Super, as well as all Team (Medium, Large, Super) https://homecoming.wiki/wiki/Inspirations