A Guide to Hamidon Enhancements
[ QUOTE ]
As an Illusion/Rad Controller, my EM Pulse lasts 55 seconds base. I'm gonna put one HO in there with ACC no matter what, just to make sure I'm at 95% chance to hit almost any mob, and it might as well be an Acc/Mez. But 6??? That's 220 seconds if you're a Controller, or 180 for a Defender. If it takes you that long to defeat mobs, you might want to consider adding some slots to your Brawl. Or better yet, take an attack power! :-)
[/ QUOTE ]
Doesn't the Defender Rad effects last longer since its a primary for them?
AFAIK, Defender Primaries should always last longer then Controller Secondary (exception possibly being Kinetics because it finally got the larger buff in Issue 3 over Controller Kin)
This space is intentionally left blank.
Defenders buff, Controllers control. According to Verxion's Hero Planner, Controller's EM Pulse lasts 56 seconds, while Defender's last 45. I'm sure about the first number, and I've heard the second number from someone in my SG (Buffer Overrun, all Rads). It would be interesting to compare actual damage numbers (against robots) to see how Defenders and Controllers compare.
On the other hand, my mostly HO slotted Radiant Aura (AoE Heal) does 457, but I would expect a Defender to heal for around 571 if slotted the same.
In general, I believe powers have certain stats, and AT modifies those stats. Electric/* Blasters do more damage than */Electric Defenders because Blasters as an AT do more damage that Defenders. But I expect Defenders drain more END because as an AT they buff & debuff more than Blasters.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Radiant Aura caps out at 535, same as healing aura.
Good Point
This space is intentionally left blank.
[ QUOTE ]
Defenders buff, Controllers control. According to Verxion's Hero Planner, Controller's EM Pulse lasts 56 seconds, while Defender's last 45. I'm sure about the first number, and I've heard the second number from someone in my SG (Buffer Overrun, all Rads). It would be interesting to compare actual damage numbers (against robots) to see how Defenders and Controllers compare.
On the other hand, my mostly HO slotted Radiant Aura (AoE Heal) does 457, but I would expect a Defender to heal for around 571 if slotted the same.
In general, I believe powers have certain stats, and AT modifies those stats. Electric/* Blasters do more damage than */Electric Defenders because Blasters as an AT do more damage that Defenders. But I expect Defenders drain more END because as an AT they buff & debuff more than Blasters.
[/ QUOTE ]
In your example you are comparing the electric Prime vs the secondary and the Prime does more damage. Are there any examples where a secondary power does more then another classes Prime?
his point is ryvin, the the electric prime drains less endurance than the electric secondary. AT should determine a power's effectiveness.
As far as I know there are five areas where powers overlap. It isn't just a question of Primary and Secondary powers.
There are two Primary Blaster powersets that are also Defender Secondary powersets, Energy Blast and Electrical Blast. For Damage, it's well known that Defenders do less damage (a fixed percent I think) less than Blasters. All of the Defender Primaries excluding Dark Miasma are also Controller Secondaries. The Brawl Index lists 4 attacks in all of those powersets, though apparently Ian missed at least the EM Pulse damage against robots. I can compare EM Pulse damage against robots, and even Fallout on the test server if I can find a willing dead body. But I'm not sure it will be very useful. It will just tell us how Defenders and Controllers compare, and I can see it going either way.
Power Pools can be taken by any characters, and the Devs have often said that different ATs will gain different benefits from them. I expect Scrappers and Blasters to do more damage than anyone else with Boxing for example. However Defenders grant the biggest buffs from Leadership, Controllers second, and everyone else third. Epic power pools are a somewhat new area that gives us more things to test. How does the Blaster EPP Dominate compare to the Mind Controller Primary?
And finally, temporary powers. How long will the Clockwork Immobilizer Mk IV hold the Clockwork King when wielded by a Blaster, Defender or Controller? I bet you'll see different numbers. And you may be surprised. If the duration on Tesla Cage in Verxion's Hero Planner is correct, it looks like a Blaster may hold longer than a Defender or even Controller. Blasters and maybe Scrappers will probably do the most damage with the Nemesis Staff.
From my understanding of the game, every power has a certain set of stats that define it, and every AT has a certain set of modifiers for some of those stats. The Brawl Index recognizes this, and lists the base damage for powers. Note that the Blaster and Defender Energy and Electrical Blast attacks all have the same Brawl Indexes, as do the Defender Primary and Controller Secondary powers that do damage. That's because they're the same powers. But they do different amounts of damage when used by different ATs because those ATs do different amounts of damage with Brawl. That's due to the different Melee Damage modifier for different ATs.
What does all of this have to do with Hami Enhancements? Um... Nothing really. So just ignore it, and stay on topic!
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
The Psi primary for Defenders isnt in the Controller Secondary either
*edit*
I'm a noob. Its in the Secondary, I think (too busy to look it up )
This space is intentionally left blank.
Im having problems with this table, which seems to be the agreed upon list of HOs and what they do:
Name ..................... Bonus Given .................... Best in:
Nucleolus ----- 50% DAM + 50% ACC ----- Any attack
Centriole ------ 50% DAM + 30% Range --- Any ranged attack
Peroxisome --- 50% DAM + 50% "Mez" ---- Total Focus, etc.
Endoplasm ---- 50% ACC + 50% "Mez" --- Controllers, Total Focus
Golgi ---------- 50% HEAL + 50% END ---- Regen Scrappers, Empathy
Ribosome ----- 30% RES + 50% END ----- Unyielding, etc.
Microfilament - 50% Travel + 50% END --- Fly, Super Speed
Lysosome --- 30% -ToHit + 30% -Def + 50% ACC -- Smoke Grenade
Enzyme ----- 30% -ToHit + 30% -Def + 50% END -- Radiation Infection
Membrane --- 50% ToHit + 30% DEF + 50% RCH ---- Fortitude
Cytoskeleton- 50% ToHit + 30% DEF + 50% END ----Invincibility, Ice Tanks
To me, parts of this is confusing.
Where it says -ToHit should I take that as meaning its an Accuracy DeBuff? I would prefer that phrase be used, as its easy to miss the little - sign.
For Membrane and Cytoskeleton, it says 50% ToHit. How is this different from just saying 50% ACC like it says earlier in the table? If it is not different, then it should be consistent, I would think, so the thick-headed ones like me find it easier to grasp.
Finally, Im not entirely sure I can trust this list. Many people seem to confuse RES with DEF. Someone said that Membrane would be good for Force of Nature, but FoN uses RESISTANCE buffs, not DEFENSE buffs. Only the recharge component would be useful in FoN.
Comments anyone?
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
I believe the best way to describe the difference between ToHit and Accuracy is that Accuracy enhancements go directly into the power that gets more accurate, while ToHit goes into a power that affects another power's accuracy.
As far as I know, Accuracy debuffs and ToHit debuffs are the same. But to be consistent with the convention mentioned above, ToHit debuff or -ToHit (to save space) is the correct term to use.
"Goodbye, Jean-Luc. I'm gonna miss you... you had such potential. But then again, all good things must come to an end..." -- Q
Wow, this is just an amazing mass of hami-o info. thanks to all.
There's one thing that I'm still a bit confused about though: the ToHit Debuff and Def Debuff from the Lysosome and the Enzyme are both shown as a 30% buff, but I was under the empression that SOs of these types gave a 33% buff. So wouldn't they give a 50% buff in Hami-O form?
AFAIK, the only SO enhancements that give 20% are Def, Res, Range, and Cone Range. Is this incorrect?
[ QUOTE ]
Microfilament - 50% Travel + 50% END --- Fly, Super Speed
[/ QUOTE ]
This is wrong. The Travel Enhancement part of this slightly less than an SO, so I'm guessing 30%. I finally found a very accurate way to determine movement speeds (by parsing demo files). In testing various movement powers with SOs and HOs, I found that replacing a SO with an HO made me move slower. I didn't do the math yet (and I'm at work without my data), but I'll try to do it tonight.
I expect this is a bug, as HOs are supposed to be 50% better than SOs. Travel Enhancement SOs are 33%, so HOs should provide 50%.
[ QUOTE ]
For Membrane and Cytoskeleton, it says 50% ToHit. How is this different from just saying 50% ACC like it says earlier in the table? If it is not different, then it should be consistent, I would think, so the thick-headed ones like me find it easier to grasp.
[/ QUOTE ]
There is a difference between Accuracy and ToHit. Accuracy goes in attack powers, like melee and ranged attacks. ToHit buffs go in things that increase your chance to hit with any power, like Aim, Build-Up, and Targeting Drone. ToHit debuffs go in powers that decrease an enemy's chance to hit with all attacks, like Radiation Infection.
[ QUOTE ]
There's one thing that I'm still a bit confused about though: the ToHit Debuff and Def Debuff from the Lysosome and the Enzyme are both shown as a 30% buff, but I was under the empression that SOs of these types gave a 33% buff. So wouldn't they give a 50% buff in Hami-O form?
AFAIK, the only SO enhancements that give 20% are Def, Res, Range, and Cone Range. Is this incorrect?
[/ QUOTE ]
I believe it's incorrect. When SOs were being balanced long ago, maybe in Beta, the Devs realized that 33% on range and defense oriented things was just too much. I know that they reduced Range and Damage Resistance because I can see those numbers easily. I believe they also reduced Cone Range, Defense Buffs, and Defense Debuffs. They left Accuracy alone, and I don't remember whether or not they adjusted ToHit Buffs and Debuffs.
Unfortunately it's moderately hard to test these things. But at least it's possible now with the Arena.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
[ QUOTE ]
To me, parts of this is confusing.
Where it says -ToHit should I take that as meaning its an Accuracy DeBuff? I would prefer that phrase be used, as its easy to miss the little - sign.
For Membrane and Cytoskeleton, it says 50% ToHit. How is this different from just saying 50% ACC like it says earlier in the table? If it is not different, then it should be consistent, I would think, so the thick-headed ones like me find it easier to grasp.
Finally, Im not entirely sure I can trust this list. Many people seem to confuse RES with DEF. Someone said that Membrane would be good for Force of Nature, but FoN uses RESISTANCE buffs, not DEFENSE buffs. Only the recharge component would be useful in FoN.
Comments anyone?
[/ QUOTE ]
I can comment. I wrote the table above, compiling it from test results from myself and others on the board.
-ToHit IS an Accuracy Debuff. You're right about that. I was trying to find a compact way to write that. One tip off is that they are good in Smoke Grenade and Rad. Infection, which are known to do BAD things to their targets, not good things.
ToHit is different than ACC. A ToHit bonus goes into something like Invinciblity, Focused Accuracy, Build Up, etc. So if Build Up gave a 20% ToHit bonus, with a ToHit SO in Build Up, it would now give a 34% bonus (20% times 1.33) to each attack. An ACC bonus goes straight into any attack, and just gives that bonus in Accuracy. So a ACC SO gives you +33% chance to hit. But in just that one attack.
This list represents the best information available on the boards. It may not be 100% accuracy, but it's our collected knowledge. I'm sure its pretty darn close. All the RES and DEF entries are in the right place.
One correction, which is on more up-to-date versions that I've posted to the boards -- The Travel bonus of Microfilament has been tested as being 30%, not the expected 50%. We don't know why that is.
- Jeremy White
Looking at the Hamidon Enhancement list above, I see it's somewhat out of date (or has been incorrectly modified). Our best current knowledge is:
*** Blue One's Clip 'N Save of Hamidon Bonuses ***
Name ............ Bonus Given ................... Great in:
Nucleolus ----- 50% DAM + 50% ACC ----- Any attack
Centriole ----- 50% DAM + 30% Range --- Any ranged attack
Peroxisome --- 50% DAM + 50% "Mez" ---- Total Focus, Controller Attacks
Endoplasm ---- 50% ACC + 50% "Mez" --- Controller Powers
Golgi --------- 50% HEAL + 50% END ---- Regen Scrappers, Empathy
Ribosome ----- 30% RES + 50% END ----- Unyielding, etc.
Microfilament - * 30% Travel + 50% END --- Fly, Super Speed
Lysosome --- 50% -ToHit + 50% -Def + 50% ACC -- Smoke Grenade
Enzyme ----- 50% -ToHit + 50% -Def + 50% END -- Radiation Infection
Membrane --- 50% ToHit + 30% DEF + 50% RCH ---- Fortitude
Cytoskeleton- 50% ToHit + 30% DEF + 50% END ----Invincibility
* Strangely, tests on the Travel power for Superspeed is only showing a 28% to 30% bonus for the Microfilament, as opposed to the expected 50%. In any case, the HO has been tested to do LESS for Superspeed than an equivilant SO. We don't know why.
Stateman incorrectly reported a while ago that Hamidon triples gave a 30% bonus to each thing, but actual testing give the numbers above.
- Jeremy White
the ToHit and ACC thing was explained so i'm not going to comment there.
There seems also to be a bug where an enhancer will buff the power even if it doesn't accept that type. For instance a power has resistance but you can only enhance for defense or endurance reduction, if you put a Res/End reduction the Res part will boost the power.
I don't beleive that's intended and seems infrequent in some powers.
[ QUOTE ]
the ToHit and ACC thing was explained so i'm not going to comment there.
There seems also to be a bug where an enhancer will buff the power even if it doesn't accept that type. For instance a power has resistance but you can only enhance for defense or endurance reduction, if you put a Res/End reduction the Res part will boost the power.
I don't beleive that's intended and seems infrequent in some powers.
[/ QUOTE ]
Also with the dam/ranges. Currently on live they will increase the range that you can fire off cone attacks at but do not actually increase the range that the damage will have an effect. This makes it so that if you fire it at something at max range the enemy will not be hit.
On test there is a patch to make it so that this enhancement is Dam/Range/cone range. I am looking forward to that.
Wow, if its dmg/rng (including cone now), *drool* I cant imagine something like Full Auto or Energy Torrent with 6 dmg/rng
This space is intentionally left blank.
*Drool* is right, if they enhance all cone range...
although I'll be the first to admit they ought to look long and hard at doing so for scrappers. >: )
FEAR SHADOW MAUL!
*goes off to test Golden Dragonfly*
Kam
Confirmed.
I have Golden Dragonfly slotted 2x dmg/acc, 4x dmg/range.
I now have a short ranged attack. I can hit mobs about twenty or thirty feet away - and everything in between.
I can't imagine this makes it live, but if it does, I repeat:
FEAR SHADOW MAUL!
Kam
[ QUOTE ]
Confirmed.
I have Golden Dragonfly slotted 2x dmg/acc, 4x dmg/range.
I now have a short ranged attack. I can hit mobs about twenty or thirty feet away - and everything in between.
I can't imagine this makes it live, but if it does, I repeat:
FEAR SHADOW MAUL!
Kam
[/ QUOTE ]
Oh thats almost too good to be true. Sheeeite!
I had been thinking in terms of cone ranged attacks but it working in shadow maul, that IS nasty indeed!
This is, like, the only known list I've found on Hami-Os.
The reason, I heard, was that everyone else that tried were found goo'ed to death at their keyboard.
Be careful.
[ QUOTE ]
This is, like, the only known list I've found on Hami-Os.
The reason, I heard, was that everyone else that tried were found goo'ed to death at their keyboard.
Be careful.
[/ QUOTE ]
I grew suppression to the goo. From Issue 1 til Issue 3, I was gooifyed but when all servers started doing it, well, the goo wore off to others hence why this mini-guide came about
This space is intentionally left blank.
[ QUOTE ]
I have Golden Dragonfly slotted 2x dmg/acc, 4x dmg/range.
I now have a short ranged attack. I can hit mobs about twenty or thirty feet away - and everything in between.
[/ QUOTE ]
It would be truly ugly if this affected PBAoEs, too... The Lotus Drops, or, Ghu forbid, Burn...
"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers
[ QUOTE ]
As an Illusion/Rad Controller, my EM Pulse lasts 55 seconds base. I'm gonna put one HO in there with ACC no matter what, just to make sure I'm at 95% chance to hit almost any mob, and it might as well be an Acc/Mez. But 6??? That's 220 seconds if you're a Controller, or 180 for a Defender. If it takes you that long to defeat mobs, you might want to consider adding some slots to your Brawl. Or better yet, take an attack power! :-)
[/ QUOTE ]
Think PVP ;-)
Also its sometimes fun to EMP 4 enemy groups into oblivion and watch as your scrappers and blasters try to take them all out before they wake up. ;-)