
Hedgefund
Members-
Posts
1089 -
Joined
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Hedgefund
-
Here's how I roll: First some background, I don't care, at all, about using inf "efficiently". 0) Determine what I'm intending to play 1) Make Mids build 2) Acquire the pieces I have stored, put bids in for what I don't. Do this in Pocket D, by the time this is done LRT is unlocked. For planned purples acquire the K-Mart versions (Posi for Ragnarok, Stupefy for Abs Amazement, etc). Bids on items I'll need in the 30+levels get long-term bids, with the expectation they'll get filled within a week. Anything I need sub-30 gets a "24 hour bid". 3) 8 hours of amplifiers 4) Commence play! 5) At lvl 2 buy SOs, emphasizing dmg over acc while beginner's luck is in effect 6) At lvl 7 slot Pana proc. Steadfast and Glad Armor uniques get slotted if possible. 7) No, not even lvl 10 do I start with ATOs, unless there's a recharge bonuses within slots 2-4. SO enh values are just so much better at this point. 8.) At lvl 22 it's time to start slotting set IOs, especially LotGs. Stick with SOs for the lvl 30+ sets. 9) By 32 all in on IO sets and common IOs (e.g. recharge, jump and run) At this point any IO sets are attuned but I may make exceptions for low level sets where I'm willing to eschew the bonus below their level to make them more effective. A current example is Explosive Strike, I wanted the 3-slot bonus but the set caps at 20. So I +5d the 2 boostable pieces to make those enh values less sucktastic. I'll just have to live without that bonus on Posi or Cavern. 10. At 47, I MAY start using some HOs (and variants) 11. At 50 I have to make a game time decision on what's less onerous - unslotting pieces for purples, HOs and lvl 50 basics or a full respec. The answer varies. Get catalysts from salvage bank character. 12. On to incarnates! To answer questions specifically asked: Are you looking for a maximum damage, or maximum survivability? For a tank, the latter. For anyone else, enough damage to be able to kill mobs while I'm still alive and enough survivability to keep me alive during the time it takes to kill mobs. Are you looking to lean heavily into your powers secondary effects or endurance management That's such an "it depends" it would take too much text to go into. Do you have character concepts that cause you to limit your slotting choices? Nah, I can't say for sure it's never happened but it's rare if it has. Do you slot out a character over time or do you hand the character the platinum card and send them on a shopping spree? Answered in 2) above.
-
I imagine, OP, you're the person I was discussing this in help about, oh, 37 minutes ago. I did log on my Water Spouter and used the power analyzer and never saw a mob's "terrorize" attribute change. Also noteworthy that it can't be slotted with fear enh. This CoD entry is kind of confusing. 0% chance of a .5 second effect. I'd say just consider the answer to "does Water Spout cause Fear?" to be no. https://cod.uberguy.net./html/power.html?power=villain_pets.water_spout.water_spout_fear&at=minion_pets
-
Definitely not too late. Hope to see you there! Just join the global channel ((/chan_join "Justice Superteamers")), include the channel on your chat screen and let us know you're on.
-
Against +3s (choosing +3s assuming fighting +4s with a +1 alpha shift) you have tohit = (.48 + .44) acc = (1 + .8 + .45) so an unadjusted to-hit of 207%. (Quick, someone give me a "well akshully" that it's capped at 95%) Mids will give you an adjusted (and unadjusted) final to-hit based on the level difference you select. As mentioned previously though if you are doing hard mode tfs, those numbers change. 4*s get +30 def, so with your current slotting that becomes (.48 + .44 - .3) * 2.25 still > .95. I find global accuracy is a bonus that comes along the way while chasing a bonus I'm pursuing so I never chase global acc. If you are, you may want to consider other alternatives.
-
The 21st day of September? That's today! This guy made a series of increasingly elaborate 21-Sept videos from simply dancing around his apartment to... well watch all 6 and see (you'll have to click "watch on youtube" to see the whole playlist).
-
My gut reaction was "no" since Acid debuffs resistance to -tohit, but doesn't debuff to-hit itself. Still, I prefer empirical data to gut reactions so I dusted off the mothballs of that /TA MM. She happened to have a lvl 53 Lysosome slotted in Acid (Acc/-ToHit/-Def), aka no doubt the odd HO you're referring to. I unslotted the HO, started a lvl 51 mission then checked the numbers mentioned above for to-hit and recharge after using a chain of flash, glue then acid. Then I reslotted the Lysosome, let the debuffs wear off then repeated that chain. The numbers were identical. So, in summary, I am slotting that oddball HO, simply because a lvl 53 version gives the best acc/defdebuff numbers for one slot, it did not provide Acid a bonus -tohit though.
-
Acid is an odd, somewhat subtle power. Look at the CoD link above (for Defenders) in addition to -def you'll see it does -40% Resistance (Endurance, ToHit, Regeneration, Recovery, RechargeTime, EnduranceDiscount) (all affected targets) for 45s +40% Resistance (Heal Dmg) (all affected targets) for 45s Lowering an enemy's resistance to these effects ends up boosting other TA powers. I do have screenshots I could post but that would require multi steps of copying from Discord to here and I'm not going to do that at this moment but I will copy the text summarizing my findings using the power analyzer on some even con 50s with a /TA MM. I hit mobs with Flash and Glue then noted their -tohit and -rch, then hit them with Acid to see the new numbers. With an application of Acid, -tohit went from 16.73 to 19.24. -Recharge went from 32 to 41.6. So, for me, Acid is mandatory in any TA I make.
-
Full Procs vs. Limited Procs: A Pylon DPS Comparison
Hedgefund replied to Ston's topic in Archetypes
Poor Kin melee. Billed as an ST specialist it's DFL, at least for the heavy proc attacks and almost DFL for single proc. I also offer thanks, I loves to see me some empirical data. -
Among MM secondaries TA is uniquely qualified to stop this behavior (not truly unique, Traps can too) with Entangling Arrow. I'm guessing you weren't spamming that. I do know what the OP is talking about though, they (AVs) seem to not like being debuffed and seemingly dots cause even more freak-out. I had a fight with Nosferatu (as AV) where he wasn't even a threat, I think he engaged in fighting for about say, 10 seconds then he spent the entire duration of the fight running the whole expanse of a Crey lab floor, posing no threat whatsoever, he never even bothered attacking. This secondary was Cold so I didn't have the toolkit to immobilize him like TA does. It was very frustrating.
-
I've spent some quality time with Ninjas, Necro and Mercs since the changes. By quality time I mean grinding from the tutorial to all T4d. Unfortunately I had just "finished" a bots MM when the changes went live so they're at the back of the queue and I won't get to have such quality time. I don't think you can make an absolute "tier list" of primaries, some primaries interact with some secondaries better or worse than others. I've done NO empirical comparisons, so I'm going to answer with what I "feel like". Ninjas - ST killers deluxe. Again, no stopwatch but AV fights seem shorter with new ninjas than any other primary. Being 83% melee has its downsides though. I just fought Envoy of Shadow and his dmg aura was nasty, I had to make everyone go-to just outside the damage effect. Still defeated him but not with sword crits. Having Kuji-In Sha (self heal) added was huge for their survivability. Necro - what I'm currently playing. I quite like it, player attacks create additional entities to spread out aggro and if you really want to spread out aggro there's Soul Extraction. Will clear out a /8 spawn faster than ninja (probably) but won't kill an AV faster. Mercs - Before the change I remember fighting an AV or 2 and it was just a slog. Not so with new mercs, it was "reasonable" Decent aoe, VERY well mannered, they were significantly improved. My current little project is to pair all the primaries with Cold. I've done all the primaries multiple times across various secondaries but for now I'm focusing on Cold. I've done all but Beasts at this point. I bring this up to say here's my tier list and it's for (variable primary)/Cold. Might be a different ranking for TA, or Time, or... you get the idea. S - nobody. I'd reserve this for AV/GM hunting + /8 room clearing while being easy to manage and nothing checks all those boxes. A - Ninjas, Necro B - Merc, Demon, Thugs C - Bots (I don't have a LOT of hands-on experience post update, VERY close to B, I arguably moved them to C just to have someone in this tier). D - nobody E - Beasts* (I haven't combined with Cold yet, this is speculation from prior experience with Beasts though (2 T4d 50s) F - nobody
-
It does. I actually find perma CS so easy to achieve many (not all) of my Time toons only slot one lvl 50+5 IO in Hasten to get perma hasten + CS, no incarnate boosts needed.
-
Force bomb has .67 kb, so actually a knock down effect and slotting a KB2KD piece is unnecessary. https://cod.uberguy.net./html/power.html?power=defender_buff.force_field.repulsion_bomb&at=defender
-
These links should answer fundamental questions. https://homecoming.wiki/wiki/Limits https://homecoming.wiki/wiki/Attack_Mechanics
-
Bumping cause this is the day! If you're unsure about the time zone you can just google "8 PM Eastern time" and it will return your local time. Please remember that VEATs need a few more minutes of prep to go to Pocket D to visit Null the Gull to switch to a blue (vigilante preferable) alignment. As ever, I'm looking forward to it and hope to see y'all there.
-
The Disagreeable Dr Quarterfield and The Mortifyingly Cruel TF
Hedgefund replied to Tobogon's topic in General Discussion
Here's another line item for "why Quaterfield sucks" - unspecified kill-alls. The Wiki helps identify these at least but for a LOT of the "defeat boss and guards" missions if you run to the boss room and only defeat him and his guards, you won't see the "Exit mission" button. That's just infuriating. Just so I can provide A positive - most of the named bosses are Monty Python characters. -
Task Forces Still Setting to First Player who Enters Zone!
Hedgefund replied to Solarverse's topic in Bug Reports
From Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. It's standing again and I mean consistently and not a new thing either. Thanks to OP for bringing this up, I noticed just last night on a SF. While doing a Renault set at +2, someone entered before team lead made it to the zone (Mercy) and the mobs were 30-31. For every other mission (team lead was always in zone for these) they were 32-33. -
Rikti pylon knockback - That knock magnitude ...
Hedgefund replied to EnjoyTheJourney's topic in Archetypes
If you're just looking for a way to do pylon testing w/o being knocked back get the base empowerment buff for kb protection, mag 10 for 90 minutes, that plus your normal 4 (or whatever) seemingly will keep you upright (based on info in this thread). -
The humble Doctored Wounds set is my go-to for Wild Bastion. Swapping in all 6 pieces lowers the recharge from over 70 seconds to a shade under 66.
-
For me, at least, the link doesn't do anything, just 5 words underlined.
-
He was a massively successful album for Soundgarden.
-
The long distance clicking was also changed with the great Cavern nerf, you have to be in the usual range now. Easy enough to verify (or disprove) , crank up a cavern and try clicking from a distance. The good news is, you can get behind an obelisk and they act as an obstruction for visual line of sight so even in a crowded room you can get behind the obelisk and click. Yes, CoT can still be soloed you just have to defeat Koaga AND survive the ambushes which, after 8 glowie clicks (rate of ambushes increases with each click), will be pretty consistent.
-
Please provide some means of giving players access to reward cooldown timers. One question I've seen repeatedly in help channel is "How do I tell if I've done the WST for a week already?" and the answer I have to give is "write it down when you do it". I'm sure there are some more effective ways than literally writing it down, regardless it's still a manual task performed by the player. I'm requesting for the game to provide the answer to that question (and others) on demand. Currently if you run a WST after you've already received the rewards for the week on that character, there's no warning, you just don't get the bonus merits, the PAPs or the NotW. Let's also look at the Lord Recluse Strike Force as another example. If you run one at 9pm on Tuesday, select the SHO and then run it again on the next day at noon, the SHO will not be selectable. Now this, to me at least, isn't as egregious, I know if I ran the LRSF the night before and even if I do get this I can leave the reward menu up for a period of time and select the SHO later. Still, this is an example of having the cooldown data available would allow the player to make a more informed decision. Other similar cases that I, personally, am less likely to remember is an SSA, which has a 1 week cooldown for the max reward of 20 merits. Another would be the DA repeatable missions (Ephram Sha and Maharaj) which have a 20 hour cooldown but unlike an LRSF these don't stick in my memory. Let's get hypothetical and say certain GMs get a cooldown associated with them. For this purpose let's just use Kronos Titan as an example. Speaking for myself, when I see a call for GM team and I have time and proximity, I'll go give it a punch. These aren't memorable encounters (to me) so no way will I remember in an evening session that I fought a Titan in the morning. Yet in this hypothetical I'll only know when I fight the Titan a second time within the cooldown window when I see no merits rewarded. Now currently there's one example, that I can think of at least, where a player can see exactly when a cooldown expires. That's for autocompleting missions. Here's what you see when you attempt to autocomplete while the cooldown is in effect: So I'm proposing something that lets the player see all current cooldowns in effect. Note - I suck at crafting mockups so ignore the aesthetics, but this is the data a player should have access to in order to make more informed decisions about what content to run: Just to propose a "where" I'll suggest another line item from "Menu", call it "Currently on Cooldown". Or whatever, I'll kick that can down the road, for now I just want to request access for players.
-
It's an open world and the GMs are fair game and you're frankly wasting support time submitting a petition. What you can do, if you've got teammates in transit, is make an appeal either locally or in broadcast, that whoever is attacking back off for a few seconds while teammates get there and urge those teammates to hurry. There is a 10% chance this will work but it's > 0% for not asking. If they don't back away, then I'd advise your team to begin attacking, as is, and it's unfortunate for those in transit but better for those that are ready to get the rewards than wait and get nothing. If it's truly a solo/duo then they're not going to defeat the GM THAT quickly. There is still a 10% damage threshold, with the notable exception for Jack and E, for getting the badge awarded.
-
I have an old ice/fire that I used for farming when I was of a mind to actively engage rather than afk. For yucks just now I decided to see how it fared in a p5 world. I'll let Pete Campbell summarize: