Jump to content

brian9824

Members
  • Posts

    105
  • Joined

  • Last visited

Posts posted by brian9824

  1. On 10/31/2023 at 8:49 AM, SeraphimKensai said:

    I haven't seen any of the sequels on leprechaun, despite having liked the original as a kid. Given that he put together a go-kart from hell in a barn in about 30 seconds I'm not surprised he's wielding lightsaber as he must be strong with the force.

     

    @brian9824 you're likely looking at an old wiki either paragonwiki or the fandom one, which show the game as it was when it was live. Check the homecoming wiki, which is updated based on these servers. The Leprechaun does not give an influence increase in homecoming, otherwise literally everyone would have them all the time in game.

     

     

    I had, based on the history it looks like the Homecoming wiki got updated based on this thread after I posted the question so now its correct 🙂

     

    Here was the old page on Oct 29th - https://homecoming.wiki/w/index.php?title=Vanity_Pet&oldid=314319

  2. 3 hours ago, Nightmare Shaman said:

    How do you plan on playing:
    1) Solo or in team, or both?
    2) Do you plan on actively tanking?  (herding, pulling, essentially leading the team)
    3) Will you play on +4/8 if soloing?
    4) Do you plan on doing high end content at +4/8?  (ITF, DA missions, PI arcs)
    5) What is your skill and/or comfort level with making builds?

     

    This one mostly teams, and like to be the main tank focusing on defense.  Pretty comfortable with builds, just been years so getting back in the groove.  

  3. 10 hours ago, Grimm2 said:

    I've done a few bio/ tanks, with bio/spines one of them i can scare up a build later. My takes are as follows: 

     

    Bio: awesome set, tank values and ATOs make it beastly. Loves recharge and slow resist. I enjoy 3 slotting Ablative and Parasitic with 3 +5 heal/rech IOs, DNA Siphon for heals, get e/n def to softcap or above, 27-30 s/l def is just fine. Ageless radial for debuff resistance when def or regen debuffed. 

     

    Spines: it is what it is! I like Spines, and its single- target damage is lacking. Bio helps with that (I also like Stone Armor for that too). Find a boss and flail, the minions and Lts. will go down by association.

     

    I take Barb Swipe, and avoid Impale, to keep the attacks flowing. Ripper slots a FF +recharge. Ice Mistral's Torment can be pieced in to reach for 100% slow resist, or just for it's proc. I put the full ATO sets in Quills and Genetic Contamination, the procs go off enough for me in there. 

    Thx that would be great, came back after 3+ years so no idea what has changed

  4. You shouldn't have to spend a bunch more endurance to play a tank thank you should for any other class.  Even if you're only making a so-so tank you're still running class toggles.  If you're trying to cap your def, like i was with SR, you spend a LOT more.  Just so you can fill your role as tank.  This needs to be addressed.

     

    fyi - got the brute to 47%+ def, realized i couldn't get him much past 50% and after some testing I rolled a tanker.  tankers get more def bonus from class toggles.  would have been nice to know that before lol.

     

    You don't need to spend a ton of endurance on being a tank.  Any set that buffs def and resists includes def/resist and endurance reduction. 

     

    You also have plenty of slots to buff both defenses and attacks but at 26 you won't be able to fully slot both yet so you need to prioritize.

     

    That applies for every class with a defensive stat.  If you want tank defense on a brute you might need to toss in an extra toggle, but that's the trade off for more damage and for balance. 

     

    Your endurance issues are not from your defenses, it's from your attacks.  You seem to be in denial over that and refuse to listen to anyone

     

    My brutes and tanks spend way more then .6 end/s and have no issues with endurance because I slot all their skills appropriately.

  5. Firstly, thank you to everyone who chimed in with helpful suggestions.  Here's what I did to work around the end issue.  panacea + performance shifter is good but not good enough.  The most costly endurance things in the older build were my attacks.  I needed attacks I didn't have to spam if i wanted to have a lot of def.  So after some thinking I decided to make Spines/SR.  Reason being spines has a huge aoe that i can use to aggro everything.  currently lvl 29 w/ 34.56% def and does not run out of end(that'll go up after a few more lvls).  Only downside is I don't attack super often which is pretty boring lol. 

     

    Still standing firm on my "You shouldn't be penalized for wanting to tank" aka, defensive toggles cost too much.

     

    I love how you think .59% end/s is too much, its almost nothing.  Sprint for instance takes up as much endurance as 1/2 your defensive toggles.  Same with maneuvers.  You just horribly slotted your char and were missing and doing no damage meaning your attacks were what used up your endurance, not your toggles. 

  6. Curious if anyone sees anything I missed or ways to improve damage/survivability. 

     

    Villain Plan by Mids' Villain Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Science Corruptor

    Primary Power Set: Beam Rifle

    Secondary Power Set: Force Field

    Power Pool: Speed

    Power Pool: Sorcery

    Power Pool: Leadership

    Ancillary Pool: Soul Mastery

     

    Villain Profile:

    Level 1: Single Shot

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (3) Superior Winter's Bite - Damage/RechargeTime
    • (3) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (7) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (9) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (9) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 1: Personal Force Field

    • (A) Karma - Knockback Protection

    Level 2: Charged Shot

    • (A) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
    • (25) Superior Malice of the Corruptor - Damage/Recharge
    • (25) Superior Malice of the Corruptor - Accuracy/Damage
    • (27) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
    • (27) Superior Malice of the Corruptor - Damage/Endurance/Recharge
    • (29) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge

    Level 4: Deflection Shield

    • (A) Red Fortune - Defense
    • (5) Red Fortune - Defense/Endurance
    • (5) Reactive Defenses - Defense
    • (7) Reactive Defenses - Scaling Resist Damage

    Level 6: Cutting Beam

    • (A) Annihilation - Accuracy/Damage
    • (19) Annihilation - Damage/RechargeTime
    • (21) Annihilation - Accuracy/Damage/RechargeTime
    • (21) Annihilation - Accuracy/Damage/Endurance
    • (23) Annihilation - Accuracy/Damage/Endurance/RechargeTime
    • (23) Annihilation - Chance for Res Debuff

    Level 8: Disintegrate

    • (A) Apocalypse - Damage
    • (13) Apocalypse - Damage/Recharge
    • (15) Apocalypse - Accuracy/Damage/Recharge
    • (17) Apocalypse - Accuracy/Recharge
    • (17) Apocalypse - Damage/Endurance
    • (19) Apocalypse - Chance of Damage(Negative)

    Level 10: Insulation Shield

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (11) Shield Wall - Defense/Endurance
    • (11) Shield Wall - Defense
    • (13) Shield Wall - Defense/Endurance/Recharge

    Level 12: Lancer Shot

    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Damage/Endurance
    • (36) Thunderstrike - Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge

    Level 14: Hasten

    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO

    Level 16: Detention Field

    • (A) Recharge Reduction IO

    Level 18: Penetrating Ray

    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (42) Thunderstrike - Accuracy/Damage/Endurance
    • (42) Thunderstrike - Accuracy/Damage
    • (43) Thunderstrike - Damage/Endurance
    • (43) Thunderstrike - Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Recharge

    Level 20: Dispersion Bubble

    • (A) Reactive Defenses - Defense
    • (40) Reactive Defenses - Defense/Endurance
    • (40) Reactive Defenses - Defense/Endurance/RechargeTime
    • (40) Reactive Defenses - Endurance/RechargeTime

    Level 22: Mystic Flight

    • (A) HamiO:Microfilament Exposure

    Level 24: Aim

    • (A) HamiO:Membrane Exposure

    Level 26: Piercing Beam

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (37) Superior Frozen Blast - Damage/Endurance
    • (37) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (39) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (39) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (39) Superior Frozen Blast - Recharge/Chance for Immobilize

    Level 28: Repulsion Field

    • (A) Endurance Reduction IO

    Level 30: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Endurance/Recharge
    • (33) Luck of the Gambler - Defense/Endurance/Recharge
    • (42) Luck of the Gambler - Defense/Recharge

    Level 32: Overcharge

    • (A) Superior Scourging Blast - RechargeTime/PBAoE +End
    • (33) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
    • (33) Superior Scourging Blast - Damage/Endurance/RechargeTime
    • (34) Superior Scourging Blast - Accuracy/Damage/RechargeTime
    • (34) Superior Scourging Blast - Damage/RechargeTime
    • (34) Superior Scourging Blast - Accuracy/Damage

    Level 35: Repulsion Bomb

    • (A) Absolute Amazement - Stun
    • (45) Absolute Amazement - Accuracy/Recharge
    • (46) Absolute Amazement - Stun/Recharge
    • (46) Absolute Amazement - Accuracy/Stun/Recharge
    • (50) Absolute Amazement - Chance for ToHit Debuff

    Level 38: Force Bubble

    • (A) Endurance Reduction IO

    Level 41: Soul Drain

    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO

    Level 44: Power Boost

    • (A) Recharge Reduction IO

    Level 47: Dark Embrace

    • (A) Aegis - Psionic/Status Resistance
    • (48) Gladiator's Armor - TP Protection +3% Def (All)
    • (48) Unbreakable Guard - +Max HP
    • (48) Unbreakable Guard - Resistance
    • (50) Unbreakable Guard - Resistance/Endurance
    • (50) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 49: Summon Mistress

    • (A) HamiO:Nucleolus Exposure

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Scourge

    Level 1: Sprint

    • (A) Unbounded Leap - +Stealth

    Level 2: Rest

    • (A) Empty

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Flight Speed IO

    Level 2: Health

    • (A) Panacea - +Hit Points/Endurance

    Level 2: Hurdle

    • (A) Jumping IO

    Level 2: Stamina

    • (A) Performance Shifter - Chance for +End
    • (45) Endurance Modification IO
    • (45) Endurance Modification IO

    ------------

    ------------

    Set Bonus Totals:

    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 6.13% Defense(Melee)
    • 4.56% Defense(Smashing)
    • 4.56% Defense(Lethal)
    • 19.88% Defense(Fire)
    • 19.88% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 8% Defense(Psionic)
    • 18% Defense(Ranged)
    • 21.75% Defense(AoE)
    • 4.95% Max End
    • 47.5% Enhancement(RechargeTime)
    • 5.5% Enhancement(Max EnduranceDiscount)
    • 53% Enhancement(Accuracy)
    • 10% Enhancement(Range)
    • 12% SpeedFlying
    • 200.8 HP (18.75%) HitPoints
    • 12% JumpHeight
    • 12% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 71.25%
    • MezResist(Held) 71.25%
    • MezResist(Immobilized) 71.25%
    • MezResist(Sleep) 71.25%
    • MezResist(Stunned) 71.25%
    • MezResist(Terrorized) 71.25%
    • 20% (0.33 End/sec) Recovery
    • 46% (2.05 HP/sec) Regeneration
    • 30% ResEffect(SpeedFlying)
    • 30% ResEffect(RechargeTime)
    • 30% ResEffect(SpeedRunning)
    • 13.25% Resistance(Smashing)
    • 13.25% Resistance(Lethal)
    • 26% Resistance(Fire)
    • 26% Resistance(Cold)
    • 14% Resistance(Energy)
    • 14% Resistance(Negative)
    • 9.5% Resistance(Toxic)
    • 14.5% Resistance(Psionic)
    • 0% Resistance(Smashing)
    • 0% Resistance(Lethal)
    • 0% Resistance(Fire)
    • 0% Resistance(Cold)
    • 0% Resistance(Energy)
    • 0% Resistance(Negative)
    • 0% Resistance(Toxic)
    • 0% Resistance(Psionic)
    • 12% SpeedRunning

     

     

     

     

  7. There are more than few ways to define DPS.

     

    It would be helpful to identify/define those and give them terms like;

     

    Theoretical maximum DPS - Not including endurance drain, assuming all procs fire at every interval, all attacks chained in the most efficient order, and including damage buffs.

    Average DPS - Not including endurance drain, Calculating the average benefit of all procs combined including change to fire, and all attacks being chained in the most efficient order.

    Burst DPS - The maximum possible DPS of a single attack

    Proc burst DPS - Maximum possible DPS of a single attack assuming all procs applicable fire

    Sustained DPS - Maximum DPS calculation that takes into account "crashing." Not totally relevent at high level play, but very relevant at low level play especially on builds that have a lot of toggles/end drain issues.

     

     

    Thats just an example, there are def more and more variables can be included.

     

    I also don't feel like this should be an engine or game feature, it should be a feature developed in a separate more modern hero building app. Putting it in the game proper encourages more min/maxing and in a way can discourage creative thought.

     

    That's the problem though, dps is variable and based off a thousand different things.  I mean there single target and aoe builds.  There are builds that do s/l damage so what enemies are you fighting?  There are builds whose attacks or powers have secondary benefits, and so on. 

     

    Like as a crab soldier how are you factoring the extra 21% defense I add to team, as well as damage and leadership buffs on top of my dps?

     

    Trying to quantify the value just doesn't work as too many factors come into play

  8. Will this ever be a possibility?

     

    I don't really ever see those as being useful as both of those metrics are very narrow.

     

    DPS with the amount of AoE and effects isn't really something that's consistent or easy to calculate.  Situational powers, buffs, debuffs, etc effect it drastically.

     

    Likewise healing is such a narrow definition and wouldn't take into account increasing defense, regeneration, resists, etc. 

     

    Neither of those two numbers has any applicable value in being displayed, as they don't give you any actionable information. 

  9. How useful is combat jump? Do you use it much it is it a way to slot an LoTG?

    I took it "accidentally" on my warshade (I brainfarted and thought it was an auto/passive ability) but since it's a toggle I never use it. I'm rarely I human form long enough to bother, and use TP/niva flight to get vertical movement.

     

    Just curious and trying to be more educated, not a criticism.

     

    Mainly just to slot a LoTG, also why I took all the stealth powers and maneuvers.  Just helps boost that recharge up.  I do create a macro where I just spam one button and it turns on combat jumping, SS, and cloak so that it makes stealthing and traveling easier.  I've made a few tweaks, dropped hasten to 2 slots as 3rd wasn't needed so i'll have to post my updated build tonight. 

     

    Working quite well so far, once I hit ecclipse im a damn tank and its nearly perma atm.  Can stack mires, and unleash damage and sometimes i'll switch to dwarf form if it drops and i need extra defense before I can fire it off again.

     

    Drop in and out to fire off holds, disorients, etc.  Loads of fun, and i've tanked for teams in dwarf form if we didnt have one ,and been a major dps contributor when we do so lots of versatility and most importantly its fun (to me at least)

  10.  

    That would be a horrible fix.  The problem with AE farms is you can build them with a weak custom made mob, make the map all bosses, and make them have a NPC that follows and buffs you and other crazy stuff.  That makes AE farms able to be farmed far easier then any other map.

     

    Way back on live the rewards table for AE missions put a severe decrease on rewards for spawns that lacked any of the three lower classifications (minion, lieutenant, and boss). This was done to discourage what was a popular lowbie farm type in which a large map like a city map or the troll cave would be filled with spawns of just one AV or EB. Since these farms were usually locked at a low level, layers would gang up on the enemies one at a time and try not to aggro more than two or three. It was actually some good mindless fun for a bunch of low-level characters, with the occasional bit of excitement from accidental aggro. Too bad it got fixed.

     

    You can still use solo spawns or other configurations for storytelling reasons, but it will not be worthwhile for the rewards.

     

    As well, mods that cannot hit you at range or do poor damage will not give full rewards. There is a very low cap if you try that.

     

    I think you are probably ignorant of the popular farm maps in normal game content, also. They're set up on big open maps with spawns waiting around to be mowed just as you describe. People could multibox some support in, but that would just slow down any proper farmer. If I were to multibox farm, I'd make multiple scrappers with leadership pool powers giving them tank-level defense and maxing their DPS. Or maybe Arachnos, since they can double that effect. Then I'd go into a demon farm and use the whole team as one to herd like before the aggro cap.

     

    No AE needed. AI spiking like mad just the same.

     

    Nope, im quite familiar with the non AE farms, one of the most popular being the good ole werewolf farm that I like to run.  I have absolutely no issue with farming in general and don't mind it.  However AE can/will always be able to be made into the absolute best farming method by a significant factor as the mobs, powers, support, etc can all be customized. 

     

    As such there will always be the temptation to use it as such which is bad since its so resource intensive and hurts the general population of the server. 

  11. The problem with AE farms is you can build them with a weak custom made mob, make the map all bosses, and make them have a NPC that follows and buffs you and other crazy stuff.  That makes AE farms able to be farmed far easier then any other map.

     

    Nope.

     

    The only problem is that AE takes up more resources for the same number of mapserver instances, because most player-made content turns on morre AI and the cores get over-used as compared to 'normal' missions.

     

    That's it.

     

    Anything else is moral judgement against what some people see as Evil Powerleveling.

     

    The only problem is physical/virtual resources.

     

    Umm yes I know that as I was responding to his quote where I said exactly that.

     

    I was explaining why the dev's lowered the xp to discourage it because they don't want it farmed for those reasons......

  12. Except it is 100% without a doubt effecting everyone.  It's already been confirmed that the AE missions use up FAAARR more resources then normal missions to the point that 1 AE mission might use the same resources as 20-25 normal missions. 

     

    That is the reason the homecoming devs are against it, it LITERALLY kills the servers.

     

    Simple fix for the devs; Make the rewards the same as normal missions. I never noticed I got more for doing AEs, but that's probably just me not noticing it. :/

     

    That would be a horrible fix.  The problem with AE farms is you can build them with a weak custom made mob, make the map all bosses, and make them have a NPC that follows and buffs you and other crazy stuff.  That makes AE farms able to be farmed far easier then any other map. 

     

  13. Degenerative adds procs for debuffing the Maximum HP of enemies. It can also add a Toxic damage-over-time proc. The chances for the procs to hit depend on what is slotted. The Max HP debuffs deal -3.5% Max HP for enemies of class Elite Boss or lower, and -1000 HP per stack for enemies of class Archvillain or higher. A single target can have up to 4 Max HP debuffs, even from different casters.

     

    So does that mean i can stack this 4x on an AV and drain 4k health?  Then as the proc's wear off start stacking more and more of em back up to 4 active at a time?

×
×
  • Create New...