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Hedgefund

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Everything posted by Hedgefund

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. Same for how one would actually do proper play with video poker too.
  8. 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.
  9. ♪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!
  10. Hedgefund

    Earth Blast

    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.
  11. Just curious, have you tested to see if total damage is better with the Annihilation -res proc in lieu of the TotH proc?
  12. 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.
  13. 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.
  14. I'm honestly not sure if this is some schtick to be a "General smartalec" or what. Are you seriously suggesting that a legitimate means of earning around 1200 VMs is RWZ missions and general Rikti mobs? Given the 90% reduction in VM reward for mobs that means around 10,000 rikti, I'm adjusting down for mission rewards and lt/boss rewards. So, let me spell out what should have been obvious but apparently not. "If one wants to receive that particular set of rewards, around 1200 VMs, in a reasonable amount of time, then the RWZ is the only way to do it". 45 minutes all told for a raid (including gathering) vs however many hours it would take outside of the raid.
  15. The link I quoted says there's a 10% chance of a drop. I can quote it again if needed. That's not "any Rikti will give them" that's 10% of Rikti giving them.
  16. No, you're quite wrong. You can learn the details of how Vanguard merits are awarded here: https://hcwiki.cityofheroes.dev/wiki/Vanguard_Merit#Earning_Merits Most notably "While on the Rikti Mothership Raid, you get a Merit for each Rikti defeated if you or any of your teammates (including pets) did any damage to that Rikti. (In other words, everyone on the team gets a merit for the defeat.)" and "Away from the Rikti Mothership Raid, a defeated Rikti will drop a Merit 10% of the time. Minions drop one, lieutenants drop two, and bosses and higher ranked Rikti will drop three. This is only if the Rikti cons Green or higher." And "third", again no, Lady Grey rewards a Hero One shard. 150 Vanguard merits can be exchanged for Grai Matter.
  17. I do them for 1) a bigger sack 2) a big ol' bot 3) a grai matter or two There's no other way to get these so "don't do activity you don't like" doesn't apply here. I want those things, I have to raid, so be it. Then never ever ever again (until the next 50 [I only do them at 50 once I have a destiny+lore to contribute]). IMO this is the worst activity in the game. My own mini game is how long can I last before I check the timer. Last time there was 25:00 remaining, I knew I was in for a long, long raid. The best was with a tank when I was actively pulling and I think the first time I checked there was about 7 minutes left. That was a good one.
  18. If you played Poison w/o VG*, you didn't play Poison. *MMs excluded.
  19. I found a DM exchange I had with someone in June of 2019 that gave examples for 1, 2 and 3 characters and the results match up with that chart. So, apply the XP multiplier then divide by Team size to determine share.
  20. I certainly wouldn't say that Poison for a Controller, Def or Corr needs help. MM though, yeah, that could use re-evaluating. The uptime rate for Noxious Gas (base 300 second recharge with a 20 second duration) is abysmal. The varying strength of debuffs based on minion applied to means except for Thugs and Beast you have to either use a lower tier pet (with corresponding lower debuffs) or move a boss pet into melee that's more effective at range. That said, the party trick of Noxious Gas> Gang War > Burnout > Noxious Gas on a Lt > Gang War is a hoot. Still I'd rather have consistent debuffs like the other 3 classes.
  21. Cold Shields (including FW) + Demons = extraordinary layered mitigation. Here's a post where I summarized the results for mine:
  22. Power Boost never worked on Cold Shields. Not on live, not now. Working as intended.
  23. I checked my /FF MM when the OP brought this up on help chan and saw the same issue. I have Force Feedback slotted such that KB is enhanced 166.6% and should be > Mag 34.75 according to Mids. (I say > because in Mids I'm slotted to 133% kb enhancement and it shows Mag 34.75, so higher enh should give higher kb) Higher mag kb is indeed supposed to increase distance. See https://hcwiki.cityofheroes.dev/wiki/Knockback Specifically: "Increasing knockback increases both the magnitude of KB and the resultant distance thrown." My screeny: 14.96 is the unenhanced value: https://cod.uberguy.net./html/power.html?power=mastermind_buff.force_field.force_bolt&at=mastermind
  24. You'll get a proc rate = .9 in a BU/Aim power when their recharge is as much as .7.
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