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Burk

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Everything posted by Burk

  1. The optimal implementation would be for the levels of all pets to be tied to the level of the summoner and update when the summoner's level updates. This would eliminate the need for culling (except in instances where someone is exemplared low enough that the pet should be unavailable) but also the annoyance of a mastermind leveling and having to resummon the henchmen for them to benefit from a higher level. Unfortunately CoH's code was not set up originally with that in mind and would probably take a massive overhaul.
  2. Looking at the detailed info for those powers, it looks like Mesmerize is including the containment damage, so it is reading as double what it should otherwise be. On the other hand, Dominate doesn't even list the containment damage and is not including it in the calculation. Mesmerize and Dominate if similarly enhanced should be doing the same damage. Edit: Wait, this is for dominators, not controllers and so containment shouldn't be part of it. But Mesmerize is still listing two different psi damage sources despite only doing one of them as if containment was wrongly being added to the ingame detailed info. So it's not that Mesmerize is doing the wrong amount of damage and more that the detailed info is listing the wrong stuff.
  3. The majority of AVs are only semi-immune to most mezzes (gain 50 mag protection for 50s of every 75s) but Immobilize and Sleep are intentional exceptions where they only have the basic 3 mag boss-level protection (not even the 6 mag elite boss protection). There are definitely exceptions like incarnate trial AVs will just have a flat 1000 mag protection to all of them. I suspect the issue here since its happening in ITF is the Shout of Command power cast by the romans. That gives mez protection to nearby allies and definitely could have been applied to the AVs in question.
  4. Unfortunately, unlike Crey that are all over the Dr. Q task force among others, there is no task force that involves Carnies aside from a single mission in Ice Mistral (technically Vanessa appears in Kahn, but she doesn't actually share the lethal vulnerability). So the only place lethal damage actually shines is nearly nonexistent in task force content.
  5. Hmm, seems kind of weird for it to not stack like that, but it would explain a couple of things. Main thing was that the AoE immobs should not have the protection, just the resistance so that Knockdown isn't completely removed.
  6. You are confusing KB protection with KB resistance. Fire Cages for Sentinels does 10000% KB resistance and mag -100 KB protection while for Controllers it just does the 10000% KB resistance. What resistance does is a multiplier on any incoming knockback, and for that large of resistance it will reduce it to the cap of 1% distance. However the protection straight up subtracts from the knockback and if that difference hits zero or less it outright negates the knockback. Hence for a controller, a fire caged enemy that is hit by a 50 mag knockback will have that reduced to 0.5 mag which is a postive number less than 1 and thus results in a knockdown. For a sentinel that same 50 mag knockback will be reduced to 0.5 mag by the resistance and then have 100 subtracted from it, resulting in a very negative -99.5 magnitude and no knockback/down at all.
  7. Transfusion does two things: heal players around the target and drain a small amount of endurance from the target. Enhancing for end mod boosts that endurance drain but does not add endurance to the players. To be honest, the drain part of Transfusion is too small to be worth enhancing. Go for heal or recharge to be more effective.
  8. Oh, I see. The Brute Forced page links to the Hero Defeat Badges page, but the latter doesn't link back. I'm guessing a number of those kind of collections pages are in need of updates. I went ahead and added those two badges to the Hero Defeat Badges page. If I get more time, I may go through it and some similar pages to make sure they're correct. I already see that the In-Game Sequential List subsection is definitely outdated.
  9. Which wiki are you looking at? Flying Nuisance and Brute Forced are new badges added by Homecoming in Issue 27. They would not be on Paragon Wiki since that wiki only has content that was on live or planned by the developers at the time of shutdown. I would suggest looking at the Homecoming Wiki, https://homecoming.wiki/, for more updated info. The new badges and the update to Visionary were all added to Homecoming Wiki in November 2020. Even better if you are serious about badging, people have made some great badge tracking websites. I use City of Badgers, https://cityofbadgers.com/, for easy tracking of what badges my characters have and don't have, but Badger, https://n15g.github.io/badger/, works really well. Both sites are consistently updated when Homecoming releases new badges.
  10. One thing that I think is sometimes the cause is difficulty settings. For some reason bosses who are supposed to run at low health will start running immediately if they are downgraded to spawn as a lieutenant instead. I'd be interested to learn if that was the issue here and if changing difficulty gives you the time to restrain the boss before he escapes.
  11. Skull Buster is given for completing "The Lords of Death (Kings Row, Ch. 2)". This is arc 24.02 near the bottom of the "Guardian (Level 15-19)" category of blue-side Ouroboros. You should see the other guy. is given for the followup "Deadlock's Personal Story (Solo Mission)" which is arc 24.03. So it is definitely possible to have the second one without the first unless you ran through Eagle Eye's arc naturally instead of through Ouro.
  12. It doesn't taunt, but in order to modify the self buffs based off the number of enemies around you, it still affects the enemies and the enemies still notice this.
  13. Just going to be lazy and quote the wiki page on Set Bonuses:
  14. The tips should not disappear just because you go to the other side's zones. For instance you are vigilante and earned a villain tip in Grandville. If you then zone into Peregrine Island, that tip will no longer be visible, but if you rezone back into a villain zone, it will show back up. You should be able to hold 3 blue-side tips and 3 red-side tips at once (at least as a Vig or Rogue) but won't see all of them unless you are in a mixed-alignment zone (RWZ, Ouro, sg base, etc).
  15. In my experience, Maelstrom always spawns at 24 in that mission. I believe Chief Interrogator Washington also spawns as 24 in one of the other level 20 preatorian alignment arcs.
  16. Multiple toons farming healing in Mercy Island is not a problem, but a benefit. For some reason it boosts the heal credit you get if the soldiers are already affected by a Rebirth Core. When farming it on all of my toons, I actually brought in multiple accounts specifically to boost my main account's credit. Having multiple players only becomes a problem if the first person to arrive doesn't first reset the area until they get all 6 spawns and instead settles on inefficiently farming 2-3 spawns.
  17. Veracor's gotten 20,000 in slightly under 4 years. Given that is 1/50 of a million, at that rate we'd be seeing vet level 1 million in a maybe 190 to 200 years. Well, dragons do have a very long lifespan, but here's hoping Homecoming lasts that long.
  18. Burk

    Immortal badge

    I strongly suggest either Total Core or Core Epiphany since they have twice the AoE radius of Partial Core. You can nearly hit the entire platform in Mercy. Since Core Epiphany is no more effective at heal farming than Total Core, I usually make the Total Core and after farming the badges use it to craft Radial Epiphany instead.
  19. Since the game was originally designed around teams and the league system was built on top of it, this is the same behavior for every defeat badge. Giant Monsters are actually no different. They just have enough HP for multiple teams to damage them and get credit, but if one team on the league does all the damage, the others won't get credit.
  20. Another way you might view this bug is that despite the game replacing your powers with Deadlock's, you keep your own HP. So a MM without pets would actually have an unfair DISadvantage being the lowest hit point AT.
  21. If you move the badge window the no-tooltip region doesn't move with it. It stays in the center of the screen. Not entirely convinced its your own character blocking it since it doesn't seem to scale when you zoom in or out and remains there even in first-person view.
  22. The missing factor here is that maximum Stealth Radius scales by level. For instance I took my main (also a stalker) and exemplared him down to 7 (lowest I could get in Ouro) and despite having Hide at 150ft, my stealth was capped to 88.13ft. That is easily short enough for a sniper to see me.
  23. The problem here is that it does "auto dump" players out of the mission when the leader calls the contact. However, when the next mission is automatically given to you without having to call the contact, the game instead waits to update the mission until after everyone has exited. I don't really see an obvious way to fix that other than to change the TFs to require a contact call between every mission (that would also require writing contact dialog for all those missions, too).
  24. I assume that you had the Shield Breaker and Analyze Weakness enhancements put in there months ago? In the Page 4 patch notes from back in August: "All/Radiation Armor/Beta Decay: Removed the ability to slot Accurate ToHit Debuff and Accurate Defense Debuff sets. This power is auto-hit and never should have accepted these IO sets. "
  25. Wasn't able to test until now, but it does seem to be working.
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