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Hedgefund2

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Everything posted by Hedgefund2

  1. The Firebug badge requires completing 10 arson side missions in mayhems. Unfortunately, only one team member can get badge progress on this within a mayhem, that being the team member that clicks the last bomb. I'm going to guess (and it's just a guess) this is due to some technical reason because I can't think of an in-game reason why teammates would share credit for destroying newspaper bins and pay phones (you young folks can Google what those are since I'm guessing you've seen neither) but not for planting bombs. So the suggestion here is to ask for a dev to take a look and see if a fresh set of eyes can determine a solution that allows for all teammates to get credit for an arson, rather than just the last clicker.
  2. I've got a build I could share but tbh at this point I'd put any bots planning on hold until p5 comes out with some fairly radical changes for how I plan to slot my various Bots MMs.
  3. I'm with you there. When I think about what's going to be most affected, which is the 20s, a level range already filled with content that teams mercilessly plowed through already, I'm having trouble envisioning the actual consequences. These are the tfs/sfs in that range and the typical run time I see and I ain't the speediest out there (though 80% of teams I join are from channels with experienced players who are speedy) Penny - which takes around 15ish minutes. Is that going to shrink to... 14? Citadel - will it go from 30ish to - 28ish? Renault and Silver Mantis also seem to be in the 30ish range. Hess, like, 15 minutes, Moonfire in the 30 minute range. I just don't see these times going down because of FS or a nuke when what drives lower times is travel to doors and ability to get to objectives quickly. All that said I don't really care, just leave the secondary first pick to include the choice for the t2, that I'm excited about.
  4. I'm not asking how do you get it, I'm asking how do you get there. You can get it by logging off anywhere in that walled-off area. I tend to go to the exploration badge location, but again, that's not my question. I'll restate with an example, if I want to log off at an Arachnos base, I lfg to Renault, same for a helicopter, that drops me off right beside either. I don't know of a similar trick for Psychologist and I'm wondering if someone does know of a way to get there quickly w/o traversing the whole zone.
  5. I'm going to hijack this thread to ask a tangentially related question, but not worthy of its own thread. Does anyone know of a quick way to get to the Psychologist day job location? Like, is there a contact whose first mission takes you to a door somewhere around that hospital? That way I could start the arc in ouro and use mission tp but as it stands now, I just zone in to First Ward and hoof it. Pretty much every other day job I've got a way to get to in 15 seconds from anywhere in game, but not Psychologist.
  6. I recently made a lowbie that just hit lvl 7 which is when I usually slot some key PVP IOs, for example the Panacea proc gets slotted ASAP once the lvl 7 ding hits for any and all of my characters. The PVP IOs I planned to use were all attuned and therefore slottable at the lowest level. One piece though, the Gladiators Net proc, did not allow me to slot and on closer inspection I see that it says "This enhancement has a minimum level requirement of 10" and in red letters "Cannot use Enhancement until you reach Security Level 10." This character is level 7. All of the other PVP pieces showed a minimum level of 7 and allowed my character to slot them if desired. For example here is the Glad Jav proc. Further, here's the acc/hold piece of Gladiator's Net, which allowed me to slot at 7: So, to summarize, the Gladiator's Net: Chance for Lethal Damage proc has a wrong minimum slotting requirement of 10, when it should be 7.
  7. If you're using a pbaoe attack while you're confused that just means you're attacking your teammates or whatever may be friendly (pets, ally NPCs). You may be thinking of being placated or taunted where a pbaoe is helpful. When confused, unless solo, that's going to not be helpful.
  8. Here's a screenshot I took showing the text calling the pet a "Diviner" and the pets themselves with their actual names. "Diviner" is circled in red.
  9. Infrigidates -dmg is just to fire damage. See https://cod.uberguy.net./html/power.html?power=defender_buff.cold_domination.infrigidate&at=defender
  10. There is no chance team composition changed, at least with respect to me and PsyHeal, I paid very close attention to make sure we were never split. I can't say with 100% certainty the other 6 spots stayed static. As the raid leader PsyHeal did do some juggling, I think, but the two of us were never separated. 9 is weird to me in that it's 3 * 3 and you get 3 merits per pylon and I think I missed 3 pylons. I don't have a paper trail for that so it's speculation, but not baseless speculation.
  11. I just ran an instanced MSR with a tank. I asked someone on the team to track their VMs earned and the raid leader, Psyheal, graciously volunteered to provide me their beginning and end number. Psyheal assured me that they spend their raid time in the bowl. I made sure to spend at least 80% of my time out of the bowl, fetching Rikti. The results: Beginning End Raid Total Me 69 1181 1112 PsyHeal 17 1138 1121 There's a discrepancy of 9 Vanguard Merits that I can't account for. A trivial amount but it does annoy me. My hypothesis is that it's related to pylons, I got distracted early and missed on some pylon kills but this is irrelevant to the greater point that pullers are not penalized for spending time outside of the bowl for instanced MSRs
  12. I just fired up Mids for an Ice/ corr and saw the expected DMG for my proc heavy BiB and FR decrease when I changed to an alpha with recharge. I'm not a Mids pro, just a "veteran user" of it so I only have one suggestion which is to go to "Effects and Math" (sorry Mids devs but math is singular to this Yank) tab and make sure "Show Average" is enabled. Here's where that is: The Mids Discord is very helpful btw, either a dev or a pro user responds very quickly there.
  13. Those 3 attacks all have low enough recharge + activation that an increase in local recharge would lower the proc rate. Ice Blast: 8 (base) + 1.6667 (activation) Freeze Ray: 10 + 1 BIB: 12 + 1.067 All numbers from https://cod.uberguy.net./html/powerset.html?pset=blaster_ranged.ice_blast&at=blaster A 3.5 PPM proc would go (from - to) when increasing local recharge from 0 to .3333 (based on statement 2 posts above that the only recharge was from alpha) Ice Blast: .564 - .447 FR: .642 - .5 BIB: .76 - .587
  14. I quoted a post from user Apparition who seems to have credibility on the subject on instanced MSRs. I pointed to a line item they mentioned for advantages for MSRs. I'll quote it here for simplicity: So, there's a discrepancy between the OPs account and Apparition's. Maybe how VMs are awarded in instanced MSR changed? I dunno. Maybe OP was mistaken. I dunno. There is a discrepancy though, hope that helps clarify.
  15. Right, check out my reply, that you quoted. Perhaps wording was confusing? Let's try "If one does an instanced MSR, then there's no "tank penalty"."
  16. If you did an instanced MSR, then there's no "tank penalty". One advantage of instanced of instanced over zone MSR is that VMs are shared in the team regardless of proximity to bowl. See point #4: I try to make sure when I have a tank (I do 1 and only 1 MSR per character), I do the instanced MSR. I did this recently and got the usual 1200+ VMs. If I had to guess why OP got 800-ish that sounds like a team problem.
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