Hedgefund
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Beast Mastery pets can't path to vault doors
Hedgefund replied to ZorkNemesis's topic in Bug Reports
Yes this is the answer. It's a weird thing and sure, I don't oppose it being logged as a bug but if the door isn't in LOS, they won't attack even if given that specific command. Go to then attack will get them involved. -
I just did 3 runs on an asteroid with ambushes upon destruction of objects. Each run featured a farmer build with vet levels > 99 and a sitter, level 50 with vet levels less than 99. Here are the results Run 1 Over VL 99 - 2 yellow, 2 orange Unfortunately I had pre-existing white salvage so I'm not including that for this data dump. I also didn't think to include the sub vet level 99's results Run 2 Over VL 99 - 3 yellow, 2 orange, 7 white Sub VL 99 - 3 yellow, 2 orange, 1 pvp (not included with other 2 orange) 5 white Run 3 Over VL 99 - 2 yellow, 1 orange, 15 white Sub VL 99 - 3 yellow, 1 orange, 1 purple (whoop whoop!) 12 white My friendly advice, data is much more meaningful than "I talked to people in a chat channel who think drop rates are lower". I'm not saying it has to include null hypotheses or confidence intervals (though that would certainly help) but all I see is a run of bad luck being reported.
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This looks quite good and I detect no derping. I do want to point out that with current acc slotting, bonuses and to-hit, everything that has a to-hit check is at 95% against +3s without the Kismet slotted. Personally that's my threshold, 95% against +3s so I'd do something else with that Kismet slot. Any other comments I may have are all of the "season taste" variety and not really worth typing out. Well, I'll share one - if you add a recharge to FS (and +5 it) FS's recharge goes from 24.5 to 20.1 seconds, I think that's worth an extra slot.
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Empathy vs other secondaries, Darkness team stealth
Hedgefund replied to malleable1's topic in Mastermind
Though I was no fan of playing Empathy on live, I was enthused to try it on an MM, because I had always thought it would be very good for MMs. And sure, it is buuuuut.... your attention cannot waver at all. Once Fort is up it needs to be cast. Once all the minions are buffed you have to remember who to cast Fort on next since they'll all have the buff icon. Being content with AB on 1 minion (Bruiser for me) and Fort on the other 5 helps the frenetic pace a little bit, but there's still the question "who gets the buff?" once you get rolling. Now, I made a Thugs/Emp when HC opened. That's a good pairing and I haven't tried other minions (yet). That makes Empathy, when very attentively played, a strong MM soloer. Once you're on a team and buff your teammates, then the minions are rather exposed, with really only your heals and occasionally Regen aura to help them survive. That makes MMs paradoxical to the conventional wisdom for Empathy, which has been "great for teams, terrible solo" since the opposite is true for MMs. To your specific question "Are Empathy's buffs better than other secondaries?" I say no. Not even close, except for small teams. Newer buff sets like Nature, Time and Elec Affinity have surpassed Emp for buffs by a lot. That said, the Emp that gives me Fort + AB (+CM if I'm squishy) is my favorite teammate. To your next question set - though Stealth doesn't stack with Shadow Fall, a Stealth IO does as well as Super speed. Not sure if Infiltration stacks with SF. With recent changes to MM minion cast times, it's less cumbersome to stealth to objective then summon than it used to be. So with Shadow Fall you can use SS to get to objective undetected or toggle on Sprint (whatever variety you may be using) slotted with a stealth IO to do the same. Using Shadow Fall to move minions undetected in a mission will not worth though, unless you take Grant Invis and cast it on each minion individually. You'd be much better off dismissing then resummoning. -
issue 27 Patch Notes for April 20th, 2021 - Issue 27, Page 2
Hedgefund replied to Jimmy's topic in Patch Notes Discussion
Does this refer to any type of car in particular? I was unable to "idspispopd*" through any vehicles I tried, and I tried both those in zone and, thinking it may relate to targetable vehicles, tried to phase through cars in mayhems. All of them obstructed my movement while I had the power on. Someone teamed with me and confirmed both cases. *Old Doom cheat code for no clipping (walk through walls) -
MMs are my jam. I don't know the answer right now so I'll type through my though process: All of these listed are fully T4d except the WIPs. These are listed in the order on my spreadsheet. Beast/Sonic - tough (the pets + MM) but not notably fun. Not near the top for overall effectiveness either. Demon/Storm - this came to mind first when I saw this topic. Loads o' fun, very effective but a small notch below other's performance. Merc/Elec - Um... elec is a pretty good secondary. Good enough to actually give Mercs a fighting chance. Let's move on. Necro/Rad - This was probably the most surprisingly effective MM I've made on HC. Not going to call it out as more fun than others though. Ninja/FF - Moving on. Well, I'll mention that FF does well at keeping Ninjas alive then move on. Robot/TA - awww yeah, strong competitor for most fun. Thugs/Emp - No, just no. This is the opposite of fun. A fine performer actually, at least solo, but you have to be completely mindful of refreshing buffs, notably Fortitude. Beast/Kin - Mucho fun, mucho strong. Thugs/Time - Crazy powerful. Fun but as I go through this list not at the top of the "fun list". Demon/Cold - Not the most fun, but I do rank this as most powerful out of my inventory. Bots/Traps - Thugs/Traps - I'm lumping these together just because. High performers, not compellingly fun. Current WIP: Thugs/Dark - pretty darn fun, pretty darn strong. This one's 50 and working through the incarnates. So after all that I'm going to go with my first instinct - Demons/Storm for most fun, with Beast/Kin not far behind.
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It's certainly not a mute set!
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Wormhole + Stupefy : Chance for KB, breaks the teleport aspect.
Hedgefund replied to icepir8's topic in Bug Reports
I made a suggestion post to change Stupefy's proc to... well anything else and I was surprised at the number of players who are proponents of random, not reliable, but random knockback. It really is a shame, Stupefy would be something I use frequently if not for that proc. As is I'll sometimes use it in ST stuns, like in Sonic and Arch blast sets. -
I don't want to see this Pain Dom\Enforce Morale bug get lost:
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According to HC Wiki (see https://hcwiki.cityofheroes.dev/wiki/Veteran_Levels) attainment of vet level 72 should reward 10 Empyreans. I have attached a screenshot that shows: 1) Attained vet level of 72 2) A reward of 5 Empyrean merits Wiki is not infallible, but this is what the reward schedule would look like if 72 was the beginning of the 5 Emp reward: Vet level: Number of Times Emp Rewarded 0-24 (20 Emps): 8 27-48 (15 Emps): 8 51-69 (10 Emps): 7 72-99 (5 Emps): 10 I'm going to restate the table shown in the HC wiki page to reflect number of times rewarded rather than total Emps, just to compare the same units: 0-24 (20 Emps): 8 27-48 (15 Emps): 8 51-75 (10 Emps): 9 78-99 (5 Emps): 8 Bottom line, I received 5 Emps at 72 and it should have been 10 Emps. I would imagine this affects anyone.
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A note on Rune of Protection changes
Hedgefund replied to Captain Powerhouse's topic in Open Beta Testing
Here's a "my 2 inf" post on this change. I've never used RoP as mez mitigation, at least as a primary usage. I handle that issue via Defense Amp, Clarion and insps, in no particular order. I do use it as a de facto orange insp (with effectiveness varying by AT), mostly pre-emptively in fights for which a Defense reliant character might need a boost in other forms of mitigation. Maybe reactively if there's an unexpected spike in def debuffs. I have found in reality though, that I don't use RoP frequently, going entire play sessions without using it. So at the end of day, here's where RoP lands for me - not going to respec out of it for old toons (mostly due to annoyance with the process of respeccing) and won't be using it for future toons, the ROI just isn't there any more. I will note this is the second straight nerf of my "contingency powers". First Demonic is fixed at 10 minute rehcarge, which may seem like a buff but in actuality it recharged in 8 minutes typically for my toons, now this. Just don't hinder my ability to access insps in e-mail. -
I'm too lazy to respec old toons especially ones that exist just to autocomplete something every 3 days, but I used to take Rune frequently and NOT for the mez protection. That was nice but not the reason to take it. The Defender and VEAT resist values were outstanding, I would not argue if someone said too much. Uptime isn't the problem though. I took it frequently for Def based melee toons and assorted Defs/Veats/Trollers/MMs. I don't see doing so in the future due to the high opportunity cost mentioned above. Mystic Flight is ok, the other requirement frequently gets taken off my tray to save real estate space. So, too bad but it frees me up to take 3 useful powers.
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guide How to Unlock All Mayhem Missions in a Hurry
Hedgefund replied to Robotech_Master's topic in Guides
x2 for sure will do it. x8 is waaay overkill and unnecessary.- 12 replies
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None of the plaques for Technofreak are registering for 1 character
Hedgefund replied to Hedgefund's topic in Bug Reports
Special thanks for GM Lines for the time. This was partially (mostly) a pebkac issue. Technofreak does get awarded but doesn't always (ever?) display a progress bar, a known (but not by me) bug. I'm going to not delete this post so if someone searches for Technofreak like I did they can see this issue and to double/triple/quadruple check to make sure the 3 plaques are clicked and that a lack of a progress bar does not indicate a greater problem granting the badge. -
I asked myself the question "what would be good for Fold Space?" and I settled on Ice/Poison for my newest lowbie. At 17 now, I can't kill things, but teammates can a little bit safer and a little bit faster. I'm hoping it gets much safer and much faster once the good stuff opens up.
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While in the process of acquiring accolades I had a problem with Technofreak, a history badge with all plaques in Cap Au Diable. I searched the forums to see if anyone else had this issue and I found this thread: That's just for reference, no follow-up was provided by that OP. I've attached a screenshot. Within the image you can see all the History badges I have either acquired or am making progress on. There's no indication of any progress being made on Technofreak. At the time of this photo I had gone to each plaque twice. You can see that I'm at one of the plaques and have recently clicked it with the text still up. Note - the progress bar shows immediately after you click the first plaque for a history badge. I had noticed this a couple of minutes prior when I clicked one in Grandville regarding LR's arrival. Also I'll note I had done this on other characters just this week and did get awarded the badge. So I'm not saying Technofreak is bugged in general and no need to tell me how you, the reader, had no problem with this at all. I'll also note I had just acquired Lorekeeper minutes before the screenshot was taken, so it's not an issue for plaques in general. This includes, of course, the plaque in Cap. You can see I'm aligned as Rogue I'm hoping to get advisement from a GM as to how I should proceed. I'd let it slide but it's a requirement for an accolade (High Pain Threshold) and I'm not going to pursue Freedom Phalanx.
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I've monitored Achilles on my Merc Lts. and it's up pretty consistently. Because they're -1 to you the debuff gets further adjusted against higher levels,
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General Feedback: Issue 27, Page 2
Hedgefund replied to Arcanum's topic in [Open Beta] Focused Feedback
At a glance there's a whole lot to like. *Sadface* for Rune though, I get the rationale but I've got a lot of respeccing in my future. Not worth going 3 deep into Sorcery any more. Sort of freeing in a way, it was a "must have" for certain builds, now I can consider another pool with better prereqs. -
My second to last most recent MM was Necro/Rad. Grinded up old school from 1 to 50 and from 50 to all t4s. I'm a MM aficionado and this was created to answer "what's Rad like for MMs?" I chose Necro to get outside of my comfort zone of Demons/Thugs/Bots. I had low expectations when I began but... now I'm a fan. It's 100% true that toggles have to be up, full stop. So from 1-49 I HIGHLY recommend the defense amp from p2w then either Clarion at 50 or keep shelling out 2.5M/hour for Def Amp. The Def Amp provides 4 points mag protection to any and everything. Necros do provide interesting proc opportunities. MM ATOs offer some great recharge and of course Rad wants/needs recharge for AM and LR. Since zombies aren't the sturdiest pets, I included all 6 pet buff IOs. That may have sacrificed some damage procs but I'm satisfied with the results. One new "best practice" I have now for MMs is an Overwhelming Force proc in the T1 pets. Certainly from lvl 7 up to your final build. It gives 3 pets a chance to kd on every attack. Good extra mitigation early on. I took Gloom and skipped Dark Blast and Life Drain. Anyway, to the OP's final question - no, you're definitely not in a world of hurt. You'll be bringing the world of hurt.
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Cavern Trial not dropping a recipe upon completion
Hedgefund replied to Rejolt's topic in Bug Reports
CoT is the WST next week. I just ran a CoT to see if this was changed. I did not get the recipe reward. Just fyi. -
Sticking with HC only (nothing from live) Defender: Nature/Ice MM: Demon/Cold Corr: Water/Thermal Def: Time/Fire Def: Kin/Sonic Blaster: Fire/Plant Stalker: Fire/Rad Def: Sonic/DP The challenge for this exercise was in not considering sets and incarnates. By now it's hard to think of how these characters would play without those. My Time wouldn't have perma chrono shift for example, which would make her significantly less effective. Nevertheless, with Cold shields, Farsight and Maneuvers this team is easily soft-capped for most all defenses. Resists are hard capped. Nature adds a power boosted+Aborb for an additional layer of mitigation. Passive mez protection comes from Sonic. Kin/Sonic is Kin/Sonic. The blaster and stalker provided corpses. If we were to consider sets and incarnates I'm sure this would end up being some mix of blasters and stalkers, with maybe a scrapper or brute thrown in. Strongly considered but didn't quite make the cut: Def: Poison/Rad Corr: Arch/Cold Def: Cold/Sonic A couple of Doms, a couple of tanks.
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I'e got another positive for the list: 8. A team leader dropping does not cause an insta team wipe when the star falls to the next person who happens to be level 40. The instanced raid locks everyone at 50.
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Ready for action! I got my amplifiers (dirt cheap at level 1 or 2, 1000 and 4000 inf per hour respectively) and am ready to GOOOOOO! As always, looking forward to it.
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Powers with "Crunch"... and those without
Hedgefund replied to oedipus_tex's topic in General Discussion
If they ever do implement visual sounds, "SCRUNCH" will be used repeatedly for Battle Axe.