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Everything posted by Jacke
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tidge, was it more fun than a barrel of Rikti Monkeys? 😺 (Which you can now get in Adv Mode LGTF.)
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But Flea, it sounds like an AH-1 Huey helicopter. 😺
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I currently grind out Inf these days mostly by crafting some IOs and selling them in the AH. I've got way less experience than the Market Giants like @Yomo Kimyata, but I do know a thing or two. It would help if there was a good simple, detailed, and exacting definition of AH Binning. With Binning of related enhancements in the Market, if there's a Buy Order for one of them, the Market will look at all of items in its Bin and if necessary, convert one other item in the Bin to that needed to fulfill the Buy Order. The Last 5 Sale Price Record is even for the Bin. That Last 5 Sale Price is very little information to go on. If you're trying to make Inf on the AH, it helps to focus on a few items, so you have a feel beyond that. I mostly craft and sell a few IOs and I know the price point I need to roughly meet in order to make a profit. I have a feel for the Reserve Prices to post at to get that price point I want. However, things also change. The range of usual selling prices for items will change. When there's enough change, I have to adapt the Reserve Prices I post at. Or wait out a time of low prices on the items I'm selling. I hope my thoughts here help. Welp, to keep the costs of equipping my Toons as low as possible, I tend to craft all the IOs I need for builds. I'd prefer to get non-crafted enhancements from the cheapest sources, but in the short run, I will buy them off of the AH. To keep those prices down, I will usually craft an IO at the lowest Level it comes at. For some, that's what I want (pure Globals or Procs with no enhancement aspects). Otherwise, I will Market-convert the IOs to highest Level or more often Attuned. To keep my costs down on Catalysts, I try to make do with just the drops I get on my L50s and only use them for making Superior enhancements. Here's another place where having a 2nd Account helps a lot. I have only a few Toons there, just an Anchor Toon and a Farmer ATM, who both are where I stockpile a lot of stuff, like Catalysts. Helps to know to go to just them. The 2nd Account also helps a lot when using the Market to convert IOs from one Level form to another, as I probe the Market to get a feel for the best price to use, then post the Buy Order on one Account and then put the IO for sale on the other. That way, the cost to me is just about 10% of the Sale Price for Market Fees.
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Just because they're not doing a timed speed run doesn't mean there's no end to other Players' tolerance for things that cause delays and frustrations. Players are generally tolerant. They're usually not on a tight timer. That doesn't mean they won't get irritated by actions that keep delaying things or otherwise frustrate them. Like excessive and massive KB. Keep pushing the envelop and discover there's soft limits that will become hard, with consequences. Okay everyone, time to roll, level, and slot those unrestrained Energy/Energy Blasters. In fact, boost that KB! Let's see how long UltraAlt lasts. 😺 You're the one claiming an absolute. I'm saying there's a limit to how much screwing around other Players will put up, like massive amounts of KB. Which Task Force is "WTF" ? 😺 I look at the general speed at which content in City is now run and I rue that I can't fit Vengeance into every build and need Radiation Emission for Fallout. Because a lot of them are run like I was back with Faithful Fans of Fallout and we pushed it hard in a crazed manner because we knew that when defeated we become the next Nuke to go off. ☢️ It's one thing to say that Players aren't doing a timed speed run and will tolerate some delays. And quite another they will put up with endless stream of frustration that uncontrolled KB will produce. The logic of social situations is very fuzzy and inexact. You can go on thinking you can continue to frustrate and slow down the Team. You will eventually become enlightened.
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As @ScarySai says, that's darn near self evident. As well concerning KB, everyone dislikes having their targets knocked out of range, out of patches, ie., screwing up their gameplay and causing delays. Because sometimes Players care about getting more XP + Inf / Time and their Toons can take more Notoriety than that. -1x1 is only for when the non-XP/non-Inf goals are foremost and keeping time to an absolute minimum is desired.
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I've not read all of the posts here, but I do think about KB. I try to fit in one of the two KB->KD IOs in AoE attacks with significant chance of significant KB. But I don't do it in all such attacks, especially ST ones with well under 100% chance of KB, due to needing certain enhancement sets and not having room for a KB->KD IO. I'm contemplating making an Energy Blast Toon sometime in the future. That Powerset has 100% chance for significant KB in all of its attacks. Maybe I could afford the KB->KD tax on AoE attacks, but on all of the ST attacks ?!? I figure I'd better make an Energy Blast Blaster, inclining more to staying at range, with a Secondary who's Tier 1 Immobilization attack actually suppresses KB to KD.... Ie. has an effect in CoD2 saying something like "+10000% Knockup, Knockback Resistance (all affected targets) for 15s ". That's only 8 of the 15 current Blaster Secondaries (with only some of them also having -Fly): Atomic Manipulation Devices Earth Manipulation Electricity Manipulation Fire Manipulation Ice Manipulation Plant Manipulation Tactical Arrow I've got a number of Devices Blasters already. And I only pair Tactical Arrow with Archery (which I already have). Going for the fastest Cast Arcanatime of 1.32s cuts out Earth and Plant as well. So that's down to 4: Atomic, Electricity, Fire, and Ice. I'm inclined to go with an Energy/Atomic Blaster, with Atomic having 2 Buff/Debuff Toggles (one of them being the zero-cost Sustain) and 2 ST Ranged attacks, with using both ST attacks producing a secondary effect of more ranged AoE damage. With its version of Build Up (Ionize), that's 5 Secondary Powers, leaving more room for flexibility in the rest of the build. If the KB power doesn't have a -Fly effect, the flying target spins around and stays flying, but still loses the same amount of time as if on the ground and KB'ed. This applies to both Toons and Mobs.
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Dev Request if Easy and Fast... Data Mine Task Force and Trial Times
Jacke replied to BlackSpectre's topic in Help & Support
@Bionic_Flea again getting a good bite into the situation. 😺 The devs do gather data to help them see where the game is going and some of the details on how changes are affecting the game. Some of that analysis affects which things should be considered for changes in the future. When looking up data that's been shared on these forums, we have to be careful not to read too much into the data. Especially if that data is even a couple years old, because the game is changing in significant ways. (Example: I've yet to make up new builds for all my Toons for the big changes in Issue 27 Page 5, because those changes affected all Toons.) BTW, the Apex and Tin Mage II Task Forces are also locked at Notoriety +4. I asked about this and was told this was to allow them to keep their current rewards. I highly suggest having at least a Tier 3 Alpha Boost slotted so it's only effectively +3 to a Toon (but virtually all Pets don't inherent the Castor's Global Buffs, so it'll still be +4 or worse to them). -
Welp, you can always create them. 😺
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Welp, if it's a conspiracy, that means.... 😺
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Please help me be able to see this Ninja/Trick Arrow build
Jacke replied to TG BrainFog's topic in Mastermind
@TG BrainFog, I decided to update my old build for a Ninjas/TA Mastermind. I'm not planning to make this Toon anytime soon as I have many existing Toons that need work. I also confirm a build while levelling the Toon, so it's likely I would revise this build in light of my experience with it. Posting it here so you can look at it and perhaps get some ideas from it. Mastermind Ninjas-TA.20240627.MaceM Stealth CJ Maneu Weave GI - Jacke Ninjamaster.mbd -
Please help me be able to see this Ninja/Trick Arrow build
Jacke replied to TG BrainFog's topic in Mastermind
I am not privy to the internal discussions and actions of the MRB devs. From what I can figure out, there's a lot of confounding factors at work here. There'll be a new MRB release when they are comfortable releasing it. As for @TG BrainFog, I suggest he join the MRB Discord with this link here. https://discord.gg/PdPX34EG Linux is unsupported by the MRB devs, but there are Linux users who have installed under WINE both the required .NET 6 Desktop Runtime as well as the latest MRB and got them to work. Best to connect with them there. One big limitation on MRB is it has bugs, many of a nature or scale to be unfixable, that means some MRB numbers don't always match the game numbers. MRB is a vital guide (I really need it to make a good build too), but you've also got to check some things either in-game or in CoD2. -
But Flea, how will @Number Six know if you don't tag him. And perhaps @Jimmy's only failing is being irritated by...Fleas. 😺
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Please help me be able to see this Ninja/Trick Arrow build
Jacke replied to TG BrainFog's topic in Mastermind
[Not an MRB dev but I know things.] There is a bug in the current release of MRB preventing pasting into MRB. It's fixed in development but not yet released. Because of the rough nature of current MRB datachunks, it's far better to attach the whole .mbd file to a post, like this one. (One of my AR/Dev Blaster builds.) Blaster AR-Dev.1.20240501.MunM MF TT Weave Maneu [i27p7] @Jacke - Jacke Dark.mbd -
REQUEST: A Little More Storage for SG Bases
Jacke replied to BlackSpectre's topic in Suggestions & Feedback
It's 18 storage racks that can take 100 items each that rack can store. And I suspect both numbers would be very hard to change for various reasons. Each SG Base is a database entry that besides all the other items in the base stores 1800 each item references, date reference, and character references (last 2 in the log, which will have its own overhead) as well as the SG entry's overhead, depending on the implementation. While structures in databases can be updated, it's a non-trivial transition that has to be done right by a few key devs who have a lot on their plate already. As well as the increase in data storage. For every SG Base in HC. I'd consider it equivalent to transitioning Fitness from a Pool Powerset to 4 grouped Inherent Powers, but with much more storage increase for an SG Base change. Like @tidge, I work to clear items out of the storage racks. Turn them into Influence, much easier to store and control. -
I'm familiar with issues like you've encountered, @tidge, though I didn't realise that some Powers suffer from it directly. My Ice/Cold Controller has two click-binds and macros to deliver 2 Location patches: /bind LCTRL+LBUTTON "powexecname Ice Slick"$$macro tIS "powexeclocation target Ice Slick" /bind ALT+LBUTTON "powexecname Sleet"$$macro tSlt "powexeclocation target Sleet" I normally uses the macros. Sleet always works. My experience with click-binds is they always work too (though with your experiences I wonder now). The macro for Ice Slick often doesn't fire. Good example is during MSRs: Ice Slick only fires in well under half the times I try. Because I think whatever code is used to turn the location of a target into a location for Ice Slick to be cast leads to an illegal location for Ice Slick. Also, I used to use "powexeclocation cursor ...." macros but they were harder to use and often didn't work in a similar fashion to the problems I had with the target macro for Ice Slick. The next paragraphs are my conjectures of what's going on here. It's likely down to the definition of the ground and how that compares to the location of a mob walking upon that ground. The code for "powexeclocation target ...." likely in the cases that fail for Ice Slick somehow return a location that's above or below the ground. Considering the massive number of maps with multiple defined ground surfaces, this would be impossible to fix by modifying maps. It may be fixable by changing the code for "powexeclocation target ...." to be better at getting that location for the Power. That could be easy or very hard. Alternately, it could be fixed by changing the Location code to allow for a greater range of vertical space for legit locations for them to be cast. One way or another, they would involve being better at placing a pet at a nearby location, even a short distance above or below the surface, just correcting it to the actual surface.
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I agree. Without transformations, HEATs wouldn't be so hot. 😺 There's also several experienced HEAT Players who are Testers on the Gold Standard Discord to provide thorough testing and feedback on HEAT proposed changes whenever they come up.
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By crafting IOs for my own uses and for sale, I've already maxed out 2 Toons on all Invention and Auction House Badges. Have 2 others doing the crafting now, one of whom has maxed out the Auction House Badges. Currently splitting sales across most of my Toons to have them get the 4x 50ea AH Badges.
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If you take a look at the HC Wiki--most content of which was copied from the much older Paragon Wiki--the enhancement values are always referred to as aspects. https://homecoming.wiki/wiki/Invention_Origin_Enhancements
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It's cheaper still to Market-Attune own crated IOs (ideally minimum Level) as much as possible and save dropped Catalysts to make Superior ATOs, WOs, etc. Market-Attuning uses the binning in the Auction House to turn non-Attuned IOs into Attuned IOs. Alas, there's no good reference for binning and it's rather easy to understand but complex to explain.
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ATO, WO, Universal Damage, Purple, and PvP sets always keep their set bonuses, no matter what. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements PvP sets only have pure Procs and Globals without any enhancement aspects, so I get the PvP Procs and Globals at L10 for ease in slotting. Like the set bonuses, PvP Globals always provide their benefit. https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects I would suggest you have at most 2 sets of Attuned PvP IOs for use by Leveling Toons. Then at L47+, use Enhancement Unslotters to remove the Attuned PvP IOs and replace them with L50 PvP IOs. Please don't use the term "aspect bonuses" as it is confusing. All IOs and Special Enhancements (ATOs, WOs, etc.) have multiple enhancement aspects (Accuracy, Damage, etc.) as well as set bonuses.
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There's several dozens of Powers packed into this Popmenu, including some Emotes. Take a look at the Usage section of the 3rd Post (the one above yours). That's just 3 submenus of this Popmenu. Nearly all those Powers in this Popmenu I no longer have to put in my Tray Slots. Even with this Popmenu, for my L50 Toons, I still have 70 Tray Slots or more of the 90 possible filled with Powers or Macros. To me, having this Popmenu is a vital part of my UI. Also at the bottom, I have menus allowing me to see what Zones a particular Toon has unlocked for the LRTP, without needing to use it.
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INSTALLATION USAGE To select powers with the mouse, hover your mouse in the upper left of your screen, then press the key to trigger the bind. You'll then see the main menu with each entry cascading to a submenu or a power. If a power is available, its name is bright aqua. If not available, either not owned, not recharged, or disabled (as are self-rez powers if the toon isn't defeated), its name is greyed out. The White Letters are the menu entries' Hotkeys, allowing quick entry of commands. For example, to invoke the Ouroboros Portal Power, I press "P T O". To invoke Rest, I press "P R R", then after recovered, press "P R R" again to turn it off. At the bottom are extra entries and menus to show by being bright aqua whether the Long Range Teleport Power is unlocked ("LRT Available Zones") as well as what Zones are currently unlocked for LRT access.