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Everything posted by Maelwys
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TBF it doesn't have to be a global IO or a Null the Gull setting... although coding a power as a Set Bonus that gets triggered by one of those would be a very technically straightforward method of achieving the desired effect. It could be a START purchase, a craftable Temporary Power, a Prismatic Aether or Incarnate currency unlock... or even a new Alpha Slot ability that contains a large Negative amount of KB % slotting. Anything to avoid having to stick more of those bloody Sudden Acceleration procs everywhere (never mind that some powers such as RoTF can't take those in the first place!!)
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Which is kind of ironic TBH... 😛 For my part, I would appreciate having a means available to turn my KB powers into KD powers that didn't involve having to utilise a separate enhancement slot within each relevant power. For any build designer worth their salt those enhancement slots (other than possibly the Overwhelming Force unique) are "wasted" because you're utilising them to tweak the secondary effect of the power, rather than utilising them to boost its aspect enhancement or gain additional damage output, utility or survivability via set bonuses, procs or globals. It is indeed IMO an unnecessarily harsh enhancement slot tax on anyone who wants to reign in the effects of their own KB powers. And it's not just the obvious powers like Energy Blasts that benefit from taming KB. I recently redid my Fire/Ice/Fire Blaster in order to shuffle slots around, and sticking an Overwhelming Force KB>KD IO into Rise of the Phoenix effectively triples its damage output because normally any foes around you will get knocked back from the first tick out of range of the two followup ticks. All that said... I appreciate that we have any KB>KD options available at all. Because I remember the days back on live when the only method of taming them was hard mez like holds and a few very specific immobilizes.
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There is whenever your chart is literally titled "Total of Accuracy Enhancements + Acc Set Bonuses needed to get 95% ChanceToHit" and yet a character who attains the Accuracy values listed within it will not in fact achieve a 95% ChanceToHit! I double-checked the results of several of the lines on that chart; and none of them actually attain a 95% Hit Chance or above; they all fall short by up to half a percent. For example: versus unbuffed +3 enemies a Kismet plus 75.0% acc slotting will only result in a Hit Chance of 94.5%, you actually need >75.9% acc slotting (which is not a negligible difference if you're trying to fine-tune various enhancement combinations!) in order to hit the 95% threshold. So if you're using 0 decimal places then that figure should be rounded *UP* to 76% instead of being truncated/rounded down to 75%. It may seem pedantic to quibble over a 0.5% difference in Hit Rate; and doubtless in most cases 94.5% Hit Rate is going to be "good enough"... but your target audience here would seem to be those few CoH players who are reading a forum post about Accuracy and ToHit and have a high enough tolerance for boredom and bullshit to have made it 3+ pages in. I very much suspect that anyone who has taken that much interest in this topic is going to care about the accuracy of their accuracy numbers (ha!) and whether their character is actually reaching this very well-known and established performance threshold or falling a little bit short. (Never mind the fact that there are still some maverick builders out there who care so much about a few hundredths of a percent that they'll ignore ED and six-slot Hasten...) I'd also question the wisdom in trying to maintain a separate static chart for "Tactics" whenever the value of its ToHit buffs (even unslotted!) vary drastically depending on the AT's Ranged_Buff_ToHit modifier - Brutes/Scrappers/Stalkers will get 7.0%, Dominators/Masterminds will get 7.5%, EATs will get 9.0%, Tankers/Blasters/Controllers/Corruptors/Sentinels/VEATs will get 10%, Defenders will get 12.5%... and slotting can be anything from a full Gaussians set to a single Cyto HO in the base slot! Not saying it's impossible, just that all those possible variables would seem to suggest a classic use case for an accurate character builder utility.
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Back in early 2006, I was happily running around heroically whacking stuff on my very first toon: a barely-SO'ed Katana/Regen Scrapper. They were a "Boss Handler" on teams; and whilst they didn't always have the Spike Damage Output to end +4 Bosses quickly, they sure as heck could "remove them from the fight" by keeping them tied up bouncing up and down on the floor indefinitely whilst I gradually whittled their HP down. It wasn't uncommon for me to juggle more than one such Boss simultaneously (whilst Soaring Dragon and Golden Dragonfly alone couldn't quite do that; in those crazy long-gone days I purposely chose to take Air Superiority and eventually Laser Beam Eyes for a "backup non-lethal-damage attack chain"... 😹) The Maelwys of back then definitely approved of Knockdown; and to a lesser extent, Knockup (knocking things too far up has a nasty habit of momentarily interrupting the flow of an attack chain)... but as for Knockback? They hated it. The Fitness pool wasn't inherent yet and newbie Mael had chosen to take the Teleport pool for their Travel Power (because it looked fun; and for some reason I could headcanon the character having access to a device that let them "bodyslide by one" cable-style) so they hardly had any unsuppressed movement to speak of. Chasing after runners was painful; let alone running after enemies that I was already actively whacking at which suddenly got punted away from me by a total idiot well-intentioned teammate. Eventually I ended up respeccing into the Fitness pool (for Hurdle) and the Leaping Pool (for Combat Jumping) out of sheer frustration. My second toon on Heroside was a Human form Peacebringer. They had oodles of Knockback: Gleaming Blast. Radiant Strike. Solar Flare. Photon Seekers. Dawn Strike. However I took my earlier bad experiences with Knockback from my Scrapper to heart; and I made damn sure that (i) I had lots of unsuppressed movement and (ii) the team knew in advance that anything I knocked back was "mine" (e.g. I'm responsible for killing it now). I also tried wherever possible to only use my AoEs on the outer edge of a mob so that they were all knocked in a single "useful" direction rather than scattered to the winds (although that wasn't always possible when toebombing with Seeker Drones!). I never had any complaints... but I still would have killed for a global KB>KD switch/IO.
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The guy on the left is apparently a bit of a legend in the "Bullshido" community (and good grief internet... I really didn't need to go down that particular rabbithole today!) See: I had tried to embed the below linked FB reels also; but the HC Forums (probably for the best!) seem to not automatically recognise + translate FB links... 😉 https://www.facebook.com/reel/814110690846243 https://www.facebook.com/reel/740099061632099
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In the olden days it was "Push for 45% S/L defense; and run Clarion Core". I had a Sonic/Elec Blapper for years back on Live that was built that way; and they did pretty well as a "Scrapper lite". However currently I personally would have a hard time justifying the sort of build compromises that pushing for that much defence requires. The new Blaster sustains are rather good at letting them survive in Melee range (at least temporarily) and in most cases whenever you're standing next to something that has enough oomph to kill you then you're going to kill it first. Exceptions certainly exist (e.g. constantly surrounded by mobs in an AE farm or on specific TFs) but in those cases I tend to go with "I need more damage" over "I need more defense" ...and maybe keep a Rise of the Phoenix (slotted for damage and recharge + an Overwhelming Force KB>KD IO) in my back pocket...
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Fair enough. I think for the purposes of most people; Mids is going to be a pretty good yardstick for accuracy estimation (given that you can set the target enemy level and active buffs with a few clicks, and the resulting estimate *IS* being demonstrably accurate to within a few hundredths of a percent). However there are definite shortcomings. As an example; I've got an active request open with the Mids Devs to get the BaseHitChance override setting working again so that it's easier to display + predict the effects of specific static enemy Defence Buffs such as you encounter on 4 star content etc. (In Mids Reborn this setting is currently hidden under Options --> Advanced --> Homecoming Database Menu --> Server Data Editor --> Base Values; and accessing that menu requires you to first toggle DB-edit mode on via CTRL+SHIFT+ALT+A... unfortunately at present if you change the listed base value to something different it does not actually do anything!) It does indeed. And that is, in fact, the main draw of using Mids. Being able to observe the effects of tweaking enhancement values and toggling/untoggling specific powers on your totals (including Hit Chance) in realtime is extremely valuable whenever you're trying to squeeze more performance out of your build. And since Mids' does not automatically clamp its Hit Chance estimations at 95%; it allows its users to see just how much each of their attacks are currently "overshooting the mark" and tweak things accordingly ("OK, Mids is showing 98.2% for this power which means it's a smidge over the 95% Hit Rate softcap... so I might be able to swap that Acc/Dam HO for this Acc/Dam Set IO and gain a set bonus whilst still remaining capped - hurrah; it worked!") However if all someone is looking for is a rough estimate of what ballpark of accuracy to aim for ("75-ish"); then taking a quick glance at a graph might well be good enough + is certainly a lot less time consuming. So it'll depend on the use case. I'm not downplaying the usefulness of tables/charts by any stretch (I certainly compile enough of the bloody things in my dayjob); just highlighting that you may want to round the listed accuracy requirement figures in your earlier chart *UP* in order to avoid any confusion! 👍
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They do, actually. "+0 needs 26% acc enhancement" "+1 needs 46% acc enhancement" "+2 needs 69% acc enhancement" "+3 needs 97% acc enhancement" Note that in each of these cases, the estimated Final Hit Chance calculated by Mids (labelled as "Accuracy" on the bottom left) is just under 95%. Whilst there is a slight discrepancy here (it's not quite reaching the 95% clamping threshold due to truncating/rounding errors; which I'll get to in a minute!) this is close enough to show that "on paper" Mids is pretty much matching up with your expectations. And when we factor in the Kismet? "+3 needs 75% acc enhancement" Once again; Mids is showing an estimated Final Hit Chance of just under 95%. Now... let's check that slight discrepancy in the numbers between what your chart predicts and what Mids' estimates. As shown above, with 75% Accuracy and a Kismet Mids' is estimating a 94.5% Final Hit Chance vs +3s; whereas your chart predicts a capped Hit Chance (95%) So what is the actual Hit Chance observed in the game itself? TL;DR: Mids still appears to me to be giving accurate figures; and they mostly match up with what your chart is predicting. Your chart's listed numbers are roughly right; but it seems to be slightly underestimating the required accuracy slotting (likely due to rounding/truncation) This is true; and it's definitely worth folk remembering that this doesn't just apply to "mobs attacking players" (e.g. pushing your defence to the clouds won't mean that mobs will always have a 5% chance to hit you - because higher level/rank foes and specific higher-inherent-accuracy attacks will end up with a higher "floor") Whilst it's rare that player HitChance against PVE enemies ever gets completely floored; "overslotting" accuracy does indeed have occasional benefits. That said... I honestly can't remember the last time I was in a situation where I couldn't get away with countering incoming ToHit Debuffs (via toggling on Focussed Accuracy; etc) or simply powering through the issue by popping a yellow Insp or triggering a temporary Tohit buff (Aim, Gaussian Proc in Build Up; Geas of the Kind Ones accolade, etc).
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In addition to what was said above, it can be a useful place to stick a Rectified Reticle +Perc if your secondary doesn't have an inherent Perception boost. I've fought enough stealthing CoT/Tsoo/Knives/etc over the years that the idea of playing a toon with just the default perception gives me the heeby jeebies.
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I'm looking for a Budget Ninja/ Empathy build ??
Maelwys replied to smnolimits43's topic in Mastermind
Define "Budget". Ninjas can be made to work without much in the way of Set IOs, other than the pet +Res and +Def Auras and ideally some -Def damage procs in the Jounin. However Empathy wants +Recharge; mainly to get as many simultaneous Fortitudes up as possible and decent uptime on Healing Aura. If you get Fortitude's cycle time down to <20s then you can keep it up on all your Henchmen simultaneously. Aside from lots of Global Recharge, the most important thing will be to decide if you want to simply softcap your henchmen; or go all-in on +Defence buffs. The Henchmen can hit the regular softcap without much effort (~21.09% from Train Ninjas + ~17.72% from Fortitude + 10.00% from 2x Aura IOs = ~48.81% Def) but you'll need to push higher on teams and Incarnate/4star content. Taking Manuevers plus Power Boost and/or Clarion Radial (to magnify Fortitude's +Def) can hit some decent buff values; but locks you out of +Resistance Epic Armors and Bonfire etc. Here is a very tossed-together example build that focuses on +Def and +Recharge without taking any HOs or Winters or Purples (and only two ATOs; including the important SMoS proc). The pet damage output should be pretty decent; but but be warned that the MM's personal Defences are pathetic so it'll be relying on Healing spam and Bodyguard mode Mastermind (Ninjas - Empathy).mbd -
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So what you're saying is you've been a bit of a.... pain in the neck?
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If you look here: https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects Then you'll see some IOs that are listed as "Globals" and others that are "Proc120s" and others that are simply "Proc" The ones that are listed as "Globals" function as a Set Bonus. They start applying as soon as you slot the enhancement into a power. Their effects will only ever apply to YOU. They will not apply to your target(s) or to your pets/pseudopets. A good example of this is the Preventive Medicine unique The ones that are listed as "Proc120s" or "Proc" apply an effect (NOT as a set Bonus). "Proc120s" have a guaranteed activate chance and last for a set duration of 120 seconds. "Proc" is essentially the same, except that they have a chance to activate (which caps at 90%) rather than being guaranteed and their duration varies from proc to proc. They all start applying after the power you slot them in gets activated (which can be nearly instant in the case of toggles or auto powers). Their effects will kick in on the caster of the power that they're slotted in, as well as on any additional entities targeted by that power... providing that they're one of the valid targets listed within the enhancement itself - e.g. Panacea is "(all affected targets)" but Regenerative Tissue is "(self only)". So it's that second category - "Proc120s" or "Proc" that can kick in on other targets such as Pets... however there is a particularly interesting interaction with the Mastermind Upgrade Powers. Normally there are very few "Set IO Procs" that are usable on other targets (an example is Panacea, which works just fine in AoE heals like Empathy's Healing Aura) but the Mastermind Upgrades are not regular AoE powers; instead they function by granting new auto/passive powers to the henchmen... which means that technically it ends up being each henchman's own passive powers affecting them rather than the MM's powers. And a LOT of nice procs have a valid target of "(self only)". ((Also I did find this testing writeup after hoking through some old forum/discord detritus...))
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Just checked - no obvious sign of Panacea kicking in on subpowers like Siphon Life etc... but it's definitely getting a chance to kick in every 10 seconds via the passive.
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It looks like the passive power that Necromancy's second Upgrade Ability grants to all your henchmen takes Healing Enhancements... and it also grants a few other powers (such as Siphon Life and Life Drain) which ALSO take Healing Enhancements. I wouldn't be surprised if all of those subpowers are getting independent chances to trigger Panacea procs + if so then it could indeed increase Necro pets' survivability by quite a bit. Two of the other reworked primary sets (Bots and Ninjas) also have upgrade abilities that take Healing Enhancements, but unfortunately the passive powers that these abilities actually grant your henchmen do not take Healing Enhancements - instead they're empty. So you'll only get the Panacea proc kicking in on cast + not every X seconds thereafter.
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FWIW Whirlpool (Water Blast) is for all intents and purposes a Rain Power; and as such behaves very nicely with Tar Patch + Scourge... but it looks much nicer graphically.
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Are you planning to farm Cold damage enemies? Most cold attacks contain a fair bit of Lethal or Smashing damage so I suspect it'll struggle to survive on +4x8 AE farming maps. Your S/L resists are poor and with all the accolades + Hoarfrost your MaxHP is well short of the cap + Passive Regen is just ~18.1 HP/Sec so AFK farming is out. Fire Resistances aren't capped; but they're pretty close so I'd recommend trying to get those to 90% and then use it to actively Fire-Farm.
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Has the drop rate for Prismatic Aether changed?
Maelwys replied to Scarlet Shocker's topic in General Discussion
Bullseye (see below). Peter Kay also does a brilliant skit about it. -
Building a new character with SO's and other tips
Maelwys replied to Diantane's topic in General Discussion
My suggestion is is here. And then here. And finally here. -
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The upgrade powers grant henchmen a passive ability which also takes "Resistance" or "Defense" set enhancements, so Kismet and/or Achilles' will constantly reapply. Slotting Healing Set IOs won't do much unfortunately aside from the Panacea proc (which has a chance to activate on every henchmen each time you cast the upgrade). I've toyed with the idea of slotting Panacea into the likes of Kuji-In Zen/Upgrade Robot/Dark Empowerment and using it as a ghetto heal; but it's decidedly unreliable. It might be viable on a /FF who really doesn't want to take the medicine pool though...