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Hedgefund

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Everything posted by Hedgefund

  1. See the far right? Choose the level difference right for you. If you want .39 you'd choose +4. I default to +3 (.48) because that's really what I'd encounter solo (including alpha shift). If fighting higher then there's invariably some to-hit buffs from teammates to help out. The "why" is simple, you want to see your final to-hit against the type of enemies you'll be facing.
  2. In a league it's not entirely variable. Personally I have target binds for the 4 EBs, then eliminate each one from the bind text as I get the appropriate badge. If its taken 10 minutes for any of my characters (I've done this about 20-25 times this season) I'd be surprised.
  3. I can press 1-2-3 (and maybe 4 for a slower recharge build) over and over until either I'm dead or there are no more targets. That's all it takes to be elite in this game. Real talk tho - I'm sometimes shocked at how movement has declined as I've gotten older. I used to be whatever the highest score was, would deliberately try to land Super Mario precision jumps while running around zones but those days... gone.
  4. You may consider this cheese, but if you are short on time and need to log off you can just let the timer run out, which will award you some "pity" xp/inf. It's not a lot but it's something for nothing. The worst that happens is the contact gives you a tsk-tsk.
  5. You only need to save Hopp once. The Destroy Diabolique mission gives you a second chance in case you missed it with Heather. I do this arc with all my characters and my MO is to save him in Heather's mission and ignore him in the next one and I always get the Buddy Cop badge awarded. If you don't save him, he'll still show up in the Dream Doctor's penultimate mission but when you click him you get no badge and just some text that basically says "womp womp". Madame Bellerose is similar in that I rescue her in Heather's Tsoo mission, then ignore her in Duncan's first mission. Afterward in DD's penultimate mission you defeat her and get that badge.
  6. Might want to re-read. For the moment let's ignore DefDebuffs. Specifically look at the table named "Level-Based Accuracy and ToHit Modifiers for Critters Attacking Players" Their to-hit modifier doesn't change but the accuracy for level difference does. Meaning, in a straightforward encounter (no def debuffs on you, no enemy to-hit buffs) against a +3 with 45% def you get (50 - 45 ) * 1.3. No additional def is going to modify that parenthetical part. So when people talk about a min of 5% chance to hit, it's really 5% * accModifier. For +3s that means they'll have a minimum 6.5% chance to hit (5 * 1.3). I'm not going to paste it but note the next table named "Rank-Based Accuracy Multipliers for Critters Attacking Anything" so lieuts and above get additional acc modifiers. Again, no def is going to counter that.
  7. Hamidon is addressed in the CoC See https://forums.homecomingservers.com/code-of-conduct/#multiboxing-policy MSRs, or any player event for that matter, can have rules set by the league leader and very frequently you'll see MSR leaders have that policy. I did see an exception to 2-boxing on an Indom Hami I joined. Let's just say a multi-boxer taking up an active player's spot isn't an issue for them.
  8. I could certainly fill a long list for this, my favorite AT despite these frustrations. I'm just going to pick one right now that drives me batty - Minion passivity after entering a new door, like an elevator. What immediately comes to mind is the jailbreak on mayhems. When you click the elevator to go to the level with the prisoner, you get whaled on while the pets just sit there, for what, 5+ seconds. Those 5 seconds are eternity at that point if you have a +3 PPD boss hitting you with his -def attacks. Most of the time when you go through an elevator in a normal mission you have enough time for minions to re-engage, but not always. Yes I can give attack orders but that takes me out of BG which I want to keep in that scenario. Oh here's a bonus one - when a teammate assembles and you have the tp prompt on and decline, the minions still get ported and then come back.
  9. One word - /kick And for the record I was on a non-speed, +4 MLTF Sunday night.
  10. Here's my A#1 rude activity and I hope everyone heeds this and acts appropriately. If you're a 50 and the team lead within a league, even involuntarily, please, I implore you when you're ready to leave, find another 50 in the league that's not a team lead and work with the league leader to get another 50 to take over the star for your team. I'm sure most everybody reading this has been ToTing and suddenly found themselves fighting EBs +20 to them. Yes it takes a little bit more of your time but otherwise the league leader has to scramble to fix. Secondarily, bring a 50 when the league is light on them. Once I found myself the league lead in KW and for a full 6 team league I had 5 50s in total choose from. I couldn't even leave when I was ready to.
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. 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).
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. 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
  23. These links should answer fundamental questions. https://homecoming.wiki/wiki/Limits https://homecoming.wiki/wiki/Attack_Mechanics
  24. 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.
  25. 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.
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