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Posted

Slotting to make Fold Space work for +4s, two +5 Acc? Or does it need more? I have it on a Scrapper, but only 1 slot of +5 Acc, and it fails more often than not at +4, basically pointless. I see others use it to great effect....and I'm left wondering.

 

Thanks,

-WT

Posted

The TP magnitude determines if something can be TP'd. I'm not privy to the exact math for this but assuming you're 50 and have a t3 alpha for the level shift you're up against +3's at most generally. At this level difference you can't TP bosses without an ultimate inspiration.

 

The amount of accuracy you need depends on the rest of your character. You usually get some accuracy from set bonuses, kismet, tactics, etc. If you use mids you can check the accuracy of the power after setting the mob level to +3 with the dropdown at the top of the mids UI. 95% is the goal. In game you can check the combat tab to see what your hit chance was.

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Posted
14 hours ago, dukedukes said:

At this level difference you can't TP bosses without an ultimate inspiration.

So everything but a boss would be TP'd so long as I have 95% acc in the power? 

 

My Scrapper has more than that...maybe I'm using it poorly somehow.

Posted
16 minutes ago, WuTang said:

So everything but a boss would be TP'd so long as I have 95% acc in the power? 

 

My Scrapper has more than that...maybe I'm using it poorly somehow.


Yes, assuming the level difference is +3. As a general rule if the minions have a purple name you can't TP lieutenants, if the minions have a red name you can't TP bosses. Orange named minions is +2, you can TP bosses in this case.

 

Keep in mind there is a 16 target limit, if there's 2 packs of enemies you won't be able to pull them together until you defeat a bunch. Keeping the target limit in mind should set your expectations right.

 

 

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Posted

The base 2 minutes demands some recharge, and the ToHit mechanics demand some Accuracy.

 

Even on high recharge builds, for most mission content my experimentation with Fold Space has led me to believe that there is always a better use of both slots and power picks... because it requires 2 additional power picks from Teleport pool, and Combat Teleport does everything, and more(*1), that I want on the characters that would use Fold Space. It is (to me) a little like a sunk cost fallacy.. I was making very specific build choices to get Fold Space to work (or to optimize it) and I found that the builds (and clear times) improved when I redirected teh slots and power choices elsewhere in each build. I understand the appeal of the power, but it's never going to work on those +4 bosses, and RNG will cause you to miss some fraction of the ones you could otherwise effect.

 

(*1) such as being able to BAMF directly to a teammate.

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Posted

It's a combination of magnitude and the Purple Patch. Bosses have mag -3 TP protection, lieutenants -2 and minions -1. Fold Space is mag 4.1, however this is reduced against higher level foes due to the Purple Patch (your powers are 90% effective against +1s, 80% against +2s, 65% against +3s and 48% against +4s). As a result, Fold Space is mag 3.69 against +1s, 3.28 against +2s, 2.66 against +3s and 1.97 against +4s. Excluding Incarnate level shifts, Fold Space can only TP bosses up to +2 and lieutenants up to +3.

 

https://homecoming.wiki/wiki/Purple_Patch

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Posted

Learning something new each day, thanks team HC!

 

Tidge hit my feelings pretty well:

 

2 hours ago, tidge said:

Even on high recharge builds, for most mission content my experimentation with Fold Space has led me to believe that there is always a better use of both slots and power picks... because it requires 2 additional power picks from Teleport pool, and Combat Teleport does everything, and more(*1), that I want on the characters that would use Fold Space. It is (to me) a little like a sunk cost fallacy.. I was making very specific build choices to get Fold Space to work (or to optimize it) and I found that the builds (and clear times) improved when I redirected teh slots and power choices elsewhere in each build. I understand the appeal of the power, but it's never going to work on those +4 bosses, and RNG will cause you to miss some fraction of the ones you could otherwise effect.

 

Who run Bartertown?

 

Posted
1 hour ago, Yomo Kimyata said:

Learning something new each day, thanks team HC!

 

Tidge hit my feelings pretty well:

It's a good summary.  I have skipped it when I just don't have the room for it, but I tend to like TP as a travel power, and TP Target is useful for a lot of reasons.  So many of my builds can use it and it works as an aggro tool as well.  And for a niche case, it helps in the Font as long as you keep eating Draughts (which drop a lot there)

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Posted
5 hours ago, tidge said:

The base 2 minutes demands some recharge, and the ToHit mechanics demand some Accuracy.

 

Even on high recharge builds, for most mission content my experimentation with Fold Space has led me to believe that there is always a better use of both slots and power picks... because it requires 2 additional power picks from Teleport pool, and Combat Teleport does everything, and more(*1), that I want on the characters that would use Fold Space. It is (to me) a little like a sunk cost fallacy.. I was making very specific build choices to get Fold Space to work (or to optimize it) and I found that the builds (and clear times) improved when I redirected teh slots and power choices elsewhere in each build. I understand the appeal of the power, but it's never going to work on those +4 bosses, and RNG will cause you to miss some fraction of the ones you could otherwise effect.

 

(*1) such as being able to BAMF directly to a teammate.

 

I was already picking up, TP, TPT, and CTP from the Teleport pool and thought it'd be fun to get Fold Space to work....but alas.... Hasten it will be.

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