
Hedgefund
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This is your experiment, but I don't think you can accurately judge a primary until the second upgrade is included., robots especially so. They're painful without the second upgrade. I'm thinking of doing something similar for Cold. I've already got 50s of all but Beasts, Mercs and Ninjas so might as well finish the set.
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I'm going to generally say all buff/debuff sets are dandy. Some are dandier, some could use a little updating to meet the current standards for dandy (looking at Emp) but there are no turds.
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Penelope Yin: The ultimate psychic badass?
Hedgefund replied to Cancrusher's topic in General Discussion
Here's the downside to Penny's bad-assery: if Malaise or MM (or any mob) defeats you and your corpse is still on the ground when Penny defeats either of the 2 Dimensional Warder targets, you don't get defeat credit. I had this happen with Malaise, he put me down, I stayed on the floor and she finished him off. When I had finished what I thought would get me the Dim Warder badge I checked Null to see who I was missing - it was Malaise. But yeah, if I'm soloing that arc with one of my characters that's normally not someone I'd want to solo Prae AVs with, I still crank it up to AVs when she tags along. -
Dark/TA/Mace - Most fun I have had with a blaster
Hedgefund replied to KaizenSoze's topic in Blaster
I have a dark/ta and I agree with every point you made. Leet damage dealer? Nah, not in Blaster world but it's a hoot to play. I went with Flame Mastery. Here's how I rolled: -
Level 31 is hardly the time to throw in the towel. The 2nd upgrade is transformative for all the primaries, certainly for Thugs. I play a lot of MMs and frankly, Thugs/Time is easy mode, one of my best MMs, one of my most powerful characters period. Like anything it takes a build to ratchet up the difficulty. With MM def and res uniques, Enforcer Maneuvers and Farsight and the so called "weak heal" I don't do a lot of resummoning.
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How good is Weaken Resolve, actually?
Hedgefund replied to oedipus_tex's topic in General Discussion
The proc chances for a 3.5 ppm proc are .9 even when recharge is slotted to ED max with this power. Putzing around in Mids this looks not too shabby: The HO is a Lysosome, found in the bargain basement bin of the AH but it boosts everything this power can use: acc, -tohit, -def. Historically I've taken this about 3 different times, each on a buff heavy set where I was looking to throw in a -res debuff. For example, MMs with FF and Kin, plus a Nature Def, I think that's it. Despite taking it less than 3% of the time, my official take on it is - "not too bad". If you've got better things to do (like spam procced Infigidate) then do those things. If you're a FF MM otherwise waiting for the 3:59 mark to start reapplying shields, it's useful. -
Yes indeed. You can monitor pet combat to see their to-hit chances.
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I've seen this a few times. It does seem to boil down to the timing of the death of the last fluff + Rommy's death. Like, for an instant all were dead and objectives met but Rom was able to rez off the corpse which hadn't despawned. Maybe? Whenever it's happened I can't say I paid mega close attention to the state of the AVs, I just noticed when the objective changed and he was still around.
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If you do missions cooperatively you won't get credit for either the Hopp or Belarosa rescues if the mission selected is a teammate's and completing them cooperatively in tandem. That's what I've found to be the cause of why I wouldn't get Buddy Cop and/or Incarnate Rival. Ever since I figured out I needed to rescue them only one time each before the Dream Doctor's penultimate mission, I've never had a problem with those badges awarding. So even if I had done the DA arc cooperatively, I'd make sure to get a solo Heather done where I completed both of those objectives.
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Any other Starcraft based heros/villains?
Hedgefund replied to TreesAreTough's topic in General Discussion
If I could make something moderately close to an Archon I would and go for this badge asap: https://hcwiki.cityofheroes.dev/wiki/Power_Overwhelming_badge- 3 replies
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Mapserver Madness! (Four-One 2022 Invasion Event)
Hedgefund replied to Cobalt Arachne's topic in Events & Contests
These are mobs with 10x scale xp, which let's assume means 10x the normal xp. That's not bonus xp like experienced or the 2x booster, that's the mobs xp, so 2x that is, well 2x that mobs xp. No need to be theoretical about it. I took a lowbie, level 33, all by himself and defeated a minion. There were no other players around to affect the enemy's hp. I earned 2500 xp. I then deleted the 2xp booster, another minion appeared and I defeated it - 1250 xp. Therefore, 2xp booster double the xp. If the booster were additive, making it 10X + X then the xp after deleting the booster would have been 2272 (or 2273 depending on how rounding is done). -
What are your tips for managing a large character roster?
Hedgefund replied to oedipus_tex's topic in General Discussion
I'm in the triple digit 50 club so getting better at character inventory management has been a priority for me lately. I can't even imagine not using a spreadsheet (Google sheets for me, it's free!). Make a field for whatever is important to you. For example, has the character done Market Crash? What was the date of the last WST? Has it defeated Eochai and Jack? Does it have Elusive Mind? The last one, for example, helps me when I see a Rikti invasion - I can query to see who needs Elusive Mind and log them in. Not only can you have a personal SG, you can have many of them. As an owner of a lot of stuff, I have multiple bases focused on particular stuff. For example there's a base for defense and resist ios. Despite that, I'm starting to simplify more. Not to pick on the screenshot but there's just no need to store an Efficacy Adaptor. There may be good reasons, like it's short-term storage while you wait for a character to hit a certain level but storing something like that because you might need it later is just too much headache. At this point I just buy anything that's not a purple, PVP, ATO, WO, Def or Res. It was getting too onerous to look through my storage for a Dark Watchers Despair recharge/endo when, with some patience (at least a 24 hour window) I can buy it for a price I like. I find it very important to have a "big daddy" or "big momma" for an account. After a character has hit 50 and done all the boosting needed, I just "color up" my merits whenever I get more than 50 and e-mail the hero merit to the "big momma". Likewise for Transcendent Merits once T4s are all done. I don't convert merits to inf, they're all just an asset class to me. As for influence, I don't any marketeering so I don't have wild fluctuations for any characters so a very approximate inf amount is one of the data fields on the spreadsheet. -
There are no coincidences...
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Erm no Null doesn't. See https://hcwiki.cityofheroes.dev/wiki/Null_the_Gull then click the link to "Team Teleport" on this line: "Accept or deny Group Fly/Group Energy Flight/Team Teleport." there you will see this option refers to the Teleportation pool power "Team Teleport" https://hcwiki.cityofheroes.dev/wiki/Teleportation#Team_Teleport It does not apply to any other form of teleportation. Erm.
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First off, I do appreciate the time taken to provide feedback. I'm going to hopefully add some clarity about my request with this post. * This would be an additional option. Existing options to disable or enable the tp prompt would remain unchanged. Ideally, this is a 3rd parameter for "Promp Team Teleport" under Options>Team Options. * I wasn't considering P2W Team Teleportation as part of this. I would like for that to NOT be included in this request since that box doesn't show up in combat, with the exception of engaging enemies in zone. The same applies to Mission Teleport, I would like for that to NOT be included for a "decline all teleport" options. I know this one is self-evident but just stating it to state it. * 1) I'm requesting a menu setting, not a Null the Gull setting. I would like to be able to change it on the fly. * 2) That's certainly not part of my request, I'm not asking to nerf an enemy's ability to use their powers. As for the Teleportation pool's Team Teleport power being auto-declined at Null, I suppose you could say that. A major distinction is that the existing settings to enable or disable the tp prompt do not affect that pool power. You can only change your preference for (Teleportation.Team Teleport) at Null.
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Currently, even with teleport prompt enabled, whenever someone attempts to teleport you, a box appears on your screen requiring you to select either to accept or decline the teleport. The problem, as I see it, is that incandescent spammers create this prompt very frequently and it's rather disruptive. Yes, choosing to disable the prompt keeps the menu from appearing but also teleports the player from their current location even if they'd rather not move to the teleporter's location. So, I'm requesting a "decline all teleports" option that does not cause a box to appear on your screen requiring a selection and does not teleport the player to the teleporter's location.
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The Superior version of the proc has PPM = 5. You can put it in a power with slotted recharge of 9.6 seconds* and still have max probability of firing. Without consideration for the whole set (which does take priority) I'd put in an attack in your regular chain. The formula for pseudopets (like the rains) make them suboptimal for procs. *Not accounting for activation time
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Good stuff folks. The MC sims look pretty close, like a smoothed out version of the empirical set, at least at a glance. I certainly haven't done a fit test (and I'm not going to) but it looks reasonable.
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Not complaining, but 14 conversions...in a 3 to a set?
Hedgefund replied to Ukase's topic in The Market
Same for how one would actually do proper play with video poker too. -
I would broaden the scope of the question to be - does Melt Armor, in any of its forms, need love? Even within the Thermal Radiation powerset, it has a 40 second duration with a 150 (200 for any of the epic versions) second recharge. While that may result in a reasonable duration:recharge ratio, in practice 40 seconds is longer than the debuff is needed and a reasonable adjustment that's not even a buff is to half both of those numbers, to give it more spawn-to-spawn usability, at least for Thermal and would be more useful in epics too.
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Timey Whimey - Time Superteam Fridays 8pm EST/5pm PST starts Feb 25
Hedgefund replied to Perfect Square's topic in Excelsior
♪Tomorrow, tomorrow, this starts up tomorrow ♫ If you can, please go ahead and get your 2xp and whatever other goodies you like from the p2w vendor before we begin. The 3 amplifiers (offense, defense, survival) will never be cheaper. Looking forward to it! -
I'll call it "decent" damage. The nuke delay results in a lot of corpse blasting on speed teams at low difficulties. There are some neat tricks to play with the delay. Timing Upthrust with it was just mentioned and you can even use an out of combat snipe which will go off around the time the meteor lands. A nuance is not "spamming" Aim since it uses up your Seismic Shockwaves which are pretty cool to have. Further, it has pretty decent procability, with most attacks having -def.
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Just curious, have you tested to see if total damage is better with the Annihilation -res proc in lieu of the TotH proc?
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I was on an all TA team that did Posi 1 and it was by far the most nightmarish Posi 1 I've ever experienced.
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Edit 1 - to point out that Bobbor below pointed out that the formula to use should have been the pseudopet one, not the taoe formula. I'm leaving the below as is but no need to "well akshually" this, I see the error. Edit 2 - I did a little more digging, was curious why I saw the line for "you reduce your targets (sic) damage resistance temporarily" so frequently. I found a solo mob and I saw the line repeat itself 8 times for one mob. So the number of times it shows up in the log seems to be meaningless, at least for determining how many mobs were affected by the proc. -------------------------------------------------------------- I have my own calculator but it's not public so using Macskull's (found in his sig) and inputting parameters from CoD2 and my own typical slotting for local recharge, I get around 65ish percent chance to go off. I've pasted the table for transparency so errors can be pointed out. PBAoE/TAoE/CONE Radius 20 ft Arc 360 degrees PPM amount 3.5 Activation time 2.03 seconds Base recharge 60 seconds Recharge slotting 75.00% in Pines/Mids Chance to proc 65.18% Curious if this seemed reasonable, I went to TV for the mega spawns to see if 65% "smelled" right. Here's what I got from one spawn: Note - this is NOT a formal analysis. I hit up 3 spawns and saw similar results where "a lot" were affected by the proc. Enough so that I'll buy the 2/3 chance number. Does that make it worth it? Only you can determine what's worthwhile for you. I certainly put it in the "if you've got a slot for it go ahead" category.