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Hedgefund
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Everything posted by Hedgefund
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This was a brain fart on my part, you don't get SOs when exemping. Never have, never will (there may be an exception for AVs, I don't recall).
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Power Boost not working on Ice Shield/Glacial Shield
Hedgefund replied to Illuminant's topic in Bug Reports
Can't boost Fade, you say? No PB: With PB: -
The exemp to 49 suggestion was veruh nice. I noticed an oddity, I didn't get 1, nary a single SO drop. Certainly in the grand scheme of things that's a drop in the bucket but I did a full cave run (I found one that exemps to 49) and the entire 2915 arc, with 3 toons. Usually either the cave or the 5 asteroid missions yields a good 10 or so SOs per character. This seems like a statistically significant sampling to conclude SOs don't drop while exemping with XP on. Recipes and salvage drops seemed normal. Did you get SO drops? Again, this is just a curiousity, the 40% additional inf more than makes up for loss of SOs, multiple times over.
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I was thinking it was time to go all-in on a Sentinel and this was the combo I'd settled on. Actually I was planning out a Sonic/Plant blaster and just thought "I really should make a Sent one of these days". I whipped up a build in Pines, wasn't thrilled, in fact was so unthrilled I went back to favoring a blaster, but then I found this thread and you've reinvigorated my interest. This is what I had whipped up (it's just a first draft). I'm not even looking for feedback, just an fyi, I can already think of some changes I'll make after looking at yours. I see how you snuck in some s/l with the immob and slotting in Brawl. It seems like 33ish def for S/L and take a purple insp if you need it is the way to go. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! A question if I may - did you take Parasitic Leech and found it not worthwhile? On paper it looks pretty good, except for the very very long recharge.
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Attuned Enhancements upper level isn't capped by set level?
Hedgefund replied to MrSnottyPants's topic in The Market
Absolutely a display issue. I've confirmed this with Cloud Senses (caps at 30). Even though the attuned IO gave a lvl 50 number, the sum of all the attributes within the power were those of lvl 30. -
The bolded is what second accounts are for. Buying and selling in real time to yourself mitigates the risk of someone swooping in while you swap characters.
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The "proper play" is simply E(IO on hand) + (cost of converter*) ~ 1 / (n-1) * (E(IO1) + E(IO2) ... E(IOn-1)) If the left hand side of the"~" is > the right hand side, don't convert, if the right hand side > the left hand side, convert. E(IOx) is just a shorthand for expected sale price of an IO set piece. *As someone mentioned above, there is no such thing as a "free" converter, they all have an opportunity cost. ETA - I didn't define "n" - which is the total number of pieces within a set.
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Base Teleporters and the Enter-Base-With-Passcode Slash Command
Hedgefund replied to sbloyd's topic in Suggestions & Feedback
This is amazing. Thank you for this. I need to dig upthread to see who gets a "like". -
I searched this thread for the term "Jolting" and didn't find it and "chain" seemed to be talking about something else, so I do want to pose a question about the suitability of proccing out Jolting Chain. First I'll come clean that these discussions on PPM have caused my eyes to roll back into my head and for me to hit "close tab" whenever I've started digging into the details. However, I'm making a build for an Elec controller and I suspect that Jolting Chain would be a good candidate for heavy proc usage. So I've been digesting PPM info recently. Here's my analysis of Jolting Chain for the build I've made. First some values to some of the variables involved: the added recharge to the power comes solely from the alpha: .33. Activation = 2.244 Which makes the multiplier of the PPM = (6 + 2.244) / 60 = .1374 (er, right?) These are the procs I am evaluating and their corresponding PPM: Apoc = 4.5 Devastation Hold = 3 Glad Javalin Toxic = 3.5 Tempest End Drain = 3.5 Explosive Strike Smash = 3.5 Plugging those PPMs * .1374 (from above) gives: apoc = 4.5 * .1374 = .74 Hold = 3 * .1374 = .4122 Toxic, End Drain, Smash = 3.5 * .1374 = .4809 This makes (I think) E(Damage from procs) = .74 * 107.1 + 2 * .4809 * 71.75 = 148.26 Not too shabby for a power with base dmg = 9.18. So not shabby I figure I've got this all wrong. With global recharge, Mids shows this with an actual recharge (not including activation + arcanatime) of 2.5 seconds. I should have asked first, but does the chaining effect affect the probability formula? Even if it does it seems like it would have to be a significant reduction to make proccing JC not worthwhile.
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Thank you very much for this. I was able to meet my objective of creating Popmenus to give directions for Valet badge in Market Crash. Not sure how to give rep on new forums, but I would if I could.
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Breaking - I'm able to get the Rikti MSR one to work (Hyperstrike's attachment). I'll use that as my template for now.
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I'm ready, after years of game-play, to finally get into pop-menus. So my questions are noobish in nature. First note, when I followed directions for the chat sample, after I typed into the chat box, then hit shift-enter, I got this error: Now, when I started this and went to my <game install>/data directory, I only saw a subdir called texture_library. No "texts". I added that as well as \English\Menus. The content of your first sample is in a file named "chat.mnu". I don't get the error mentioned above if I type "/bind shift+enter popmenu "chat"" but nothing happens. I assume if I had been successful a menu would have appeared at my mouse location, and then I could move this menu. Just for yucks, I also copied the menu file found in Using "/bind shift+enter popmenu "RTR"" also did nothing. Do you, or anyone else for that matter, have any thoughts as to how I can most effectively proceed debugging this? Just to note, I did completely exit and game and tequila and restarted tequila and the game after making the changes.
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I find it "perfectly fine". Probably right where a game designer would want it to be, not OP, not gimped. It seems like it might be a notch below a couple of the other new ones (I won't name names) but still, I like it and have no "re-roll" plans.
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Sister Psyche's Oro arc for stalkers... 50 Merits an hour.
Hedgefund replied to Frostweaver's topic in Stalker
I haven't made a real stalker yet, but I did try S&M with a blaster today, was around 7.5ish. I'll have to include that in my "stuff to do within a 10 minute timeframe". I still find tips to be a good merit/time activity. Just do them after you've acquired a few, certainly going tip hunting offsets the efficiency. Once you're familiar with them you know which ones to discard and which ones to run. -
Darkness Control / Dark Assault Build Question and Build
Hedgefund replied to IneptAdept's topic in Dominator
Attuned leveling is THE way to go. I'll never go back to any other way. Just keep upcoming IOs in your tray and the ride to 50 is smooooth. It's almost like an additional leveling process. Not just that you unlocked a 5th slot in an important power, you also just got 8.75% global recharge! It takes planning to make the build beforehand and then acquiring the attuned IOs, but so so worth it. As for a Dark/Dark dom, I had one that I gave up on around mid to late 30s. I hate giving up on a dom before achieving perma, but every fight was such a chore, endurance constantly bottoming out. Safe, by the time mezzes wore off their to-hit was down a notch or two, but it's one of the slowest killers I've played. That could be a "me" problem, maybe I wasn't doing something right, but it was still a problem. -
The tooltip says "Ranged" Pines lets you slot PBAOEs. It actually takes Melee sets. WTH? I suppose they're all consistent on it taking universal travel sets.
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Reasons Your Dominator Isn't As Strong as it Could Be
Hedgefund replied to oedipus_tex's topic in Dominator
I would add to the list of what could make your Dom stronger an item I consider as important as the insp one - you're not using base empowerment buffs. Most specifically the "increase attack speed" empowerment which provides an additional +20 recharge for 90 minutes. You know how you wouldn't blink an eye at spending 150-200M inf for 20% recharge? All this costs is 1 uncommon and 2 common pieces of salvage. The other buffs range from equally great to, at worst, helpful. In my vault I keep a big stack of each of the 3 types of salvage needed for recharge. I tend to just peruse the other buffs and craft what I can with whatever salvage is on me. -
I had a fire/time/dark on live and decided to try the other side of the coin with a time/fire/dark. While I miss Scourge against AVs, I'm very happy with the offense+defense+special teams the Defender provides. Just a thing to think about - if you put the Panacea proc in Temporal Mending, it will not only have a chance to proc for you when you use it, but also your teammates that get hit by the heal. Would give you back a slot too. Obviously you've got a strong build and it wouldn't proc while you're not using your heal but I'm happy with that slotting, just something to consider. Another significant difference between my corr and def is that I went with Agility (I think) on the corr and sometimes end management was tricky, I would fire off conserve power every now and then. Now I went with Cardio for the fender and all is good on that front. I would have gone Clarion Radial, but I don't have Rune to fill in that 30 second gap so Clarion Core for me. I might re-address at some point.
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I just started playing around with this. I was excited about the prospect of exiting a mission, switching to a travel build (with 6 slotted TP, for example, to go along with the other 3 legacy travel pools) then switching back the latter of reaching the next mission door or 60 seconds. Now, you warned us: It was a little bit distressing seeing Heat Loss, a long recharging power (at least on my lowbie working up to decent global rch) reset, but it's something I can live with. More problematic though, is that it also resets temp powers, such as mission teleport or team teleport (the one that calls the Longbow/Arachnos Uber, not the pool power). These are fixed at 30 minutes and are reset to 30 whenever a build is swapped. Note - I'm not poo-pooing the original guide, I still think it's great info. I just wanted to share my findings for anyone else considering a travel build to quick swap between missions.
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SB is cast on your allies. I'm not sure if the proc was changed to not stun allies or not. Regardless, if it does, you'd be stunning your allies. If it doesn't, then it's not doing anything. You should take that out for... anything else. If you've put thought into not taking Transfusion, I can respect that. It's got quirks (won't fire off if target dies mid animation, center of heal sphere is too high on giant creatures, finding the right target to heal your teammate) so I'm not going to try to convince you it's needed. Truth be told, I think at least half of the time I use it in teams is for my own benefit. 22 seconds for FS is respectable. The last build you posted still has a few slots available and might as well use one of them to shave 3 seconds off FS with a Recharge IO. With another free slot slot, maybe a steadfast -kb in Tough. I know you have 3 pts -kb from set bonuses, but I'm not sure how that would play out in the real game. Meaning, I find 4 to be sufficient on a squishie, but I suspect a good amount of kb comes in at a number just above 3. I don't know that though. I'd love to hear the experiences of someone that had exactly 3 points. If you're looking to go into Psychic Mastery, I'd say Mind over Body would provide greater mitigation than World of Confusion. With MOB you actually reach 75% (cap) s/l resists. Not too shabby. Something else to consider - I'm not going to say Assault on a Kin is a bad choice, it's going to be a decent source of damage in an AV fight when there aren't enough mobs to fuel a saturated FS, but I'm a big fan of Increase Density, it's one of the game's unique powers. I do believe it's the only source of -repel in the game. Teammates would love you against mobs with Hurricane. Regarding your comment about my build not loading Choking Cloud or Rad Infection, I don't have those powers on my Kin/Sonic. There seem to be so many versions of Mids/Pines that I certainly can't say I'm using the "standard" so maybe there's some error on my end. I reloaded the chunk I posted and it was for the Kin/Sonic with 45% fire def and 75% fire res. I can try again using the data link. Just a reminder, I don't actually play this, it was just a thought experiment. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Kin Def with Fire cap: Level 50 Magic Defender Primary Power Set: Kinetics Secondary Power Set: Sonic Attack Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Flame Mastery Hero Profile: Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Absorb%(5), Prv-Heal/Rchg/EndRdx(21) Level 1: Shriek -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(17) Level 2: Siphon Power -- Acc-I(A) Level 4: Howl -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Rchg/ImmobProc(29) Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(40) Level 8: Increase Density -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(9), Ags-Psi/Status(48), Ags-ResDam/EndRdx(48), Ags-ResDam/EndRdx/Rchg(48) Level 10: Shockwave -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(11), SprVglAss-Acc/Dmg/EndRdx/Rchg(11), SprVglAss-Dmg/Rchg(36), SudnAcc-KBtoKD(42) Level 12: Speed Boost -- EndMod-I(A) Level 14: Boxing -- EndRdx-I(A) Level 16: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam/EndRdx(50), Ags-EndRdx/Rchg(50) Level 18: Weave -- Rct-Def(A), Rct-Def/EndRdx(19), Rct-EndRdx/Rchg(19), Rct-Def/Rchg(46), Rct-ResDam%(46), Rct-Def/EndRdx/Rchg(46) Level 20: Amplify -- GssSynFr--ToHit/Rchg(A), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(31) Level 22: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(23), LucoftheG-Def/Rchg(23), LucoftheG-Def/EndRdx/Rchg(31) Level 24: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(25), AdjTrg-ToHit/EndRdx(25), AdjTrg-ToHit(37), AdjTrg-ToHit/Rchg(37) Level 26: Transference -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(27), PrfShf-EndMod/Acc/Rchg(27), PrfShf-Acc/Rchg(37), PrfShf-EndMod/Acc(43), PrfShf-End%(45) Level 28: Siren's Song -- FrtHyp-Sleep/Rchg(A), FrtHyp-Acc/Sleep/Rchg(29), FrtHyp-Acc/Rchg(33), FrtHyp-Sleep/EndRdx(34), FrtHyp-Plct%(34) Level 30: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(31) Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(33) Level 35: Char -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(36), UnbCns-Acc/Rchg(36), UnbCns-Dam%(40), UnbCns-EndRdx/Hold(43) Level 38: Dreadful Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Dmg(39), Arm-Acc/Rchg(39), FuroftheG-ResDeb%(43), FuroftheG-Dam/End/Rech(45) Level 41: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(50) Level 49: Rise of the Phoenix -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------
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I'm intrigued at the thought of a "travel build". I'm going to do this for a toon or two to see it in practice. Thanks for this.
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The base empowerment buff provides 10 points kb protection. It lasts 90 minutes.