The Guide to Hamidon Enhancements Version 2.0
Great Guide Link!
One thing to note, Travel Ends have been promised to be fixed, but I don't think they are fixed yet. (One person pointed out that the fix was promised 09-2004 also...)
Also, Cytos are best in Inv on tanks since it uses all three.
Sorry, I was going to mention Invuln Tanks Invincibility for Cyto's but I didnt think about it
And I know the Travel/End bug issue. I just didnt bring it up in guide because it is fixed internally and is coming soon so I figured I wouldnt bring up hte bug issue since it will be fixed soon
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ToHit Buffs, ToHit Debuffs and Defense Debuffs are 33.3% @ SO level. The only 20% ones are Resistance, Defense Buff, Range and Cone Range.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
well this is depressing, their noting that really any use to my bubbler i mean i either waite a triple or get nothing with defense Buff/end
what we need is a powe r y power break down on hammy effectiveness...maybe ill make one since i dont see any use in geting them on pink
AE # 67087: Journey through the Looking Glass - Save the World
LLX VirtueVerse! - Check out my crazy Toons
This is the size of group that we have balanced AVs for, 6.
-Positron 06/07/06 07:27 PM
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well this is depressing, their noting that really any use to my bubbler i mean i either waite a triple or get nothing with defense Buff/end
what we need is a powe r y power break down on hammy effectiveness...maybe ill make one since i dont see any use in geting them on pink
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Well, here's a few thoughts from a fellow FF/Rad.
DefBuf+End is wonderful for FF. Yeah, you waste the ToHitBuf, oh well. Going from 6 slots of def to 6 slots of def+end reduces the end cost of bubbles to 1/3 normal. If you slot an end normally, you get less "savings" but your bubbles are slightly more effective. [This is the Cytoskeleton enhancement.] Admittedly the various repels and knockbacks get no love. Feel free to slot a Nucleolus in Force Bolt to make the damage a hair less feeble, but keep in mind that knockback is not "mez" so Peroxisome and Endoplasm have no effect beyond a normal SO.
For /Rad, if you slot for debuff you can increase accuracy or reduce end cost [Lysosome and Enzyme respectively] in addition. You can always use the standard blaster-style acc+dam[Nucleolus] in anything, dam+range in Proton Volley or Electron Haze (remember, HO range includes cone length) [Centriole]. Cosmic Burst's disorient benefits greatly from added duration, and with dam+mez [Peroxisome] you don't have to give up damage to do it; there's even the option of acc+mez [Endoplasm] if you *really* want stun. Aim benefits from either of the ToHitBuf enhancements, with THB+DefBuf+Recharge [Membrane] probably more useful than THB+DefBuf+End [Cytoskeleton].
APPs have a few common threads for HO use. All have a resistance toggle, and getting resist+end [Ribosome] is hard to beat. Mez options were discussed above. Power Build Up works just like Aim for slotting. Conserve Power admittedly gains nothing.
Travel powers are straightforward once the travel bug is fixed. Slot to desired speed and enjoy your free bonus end redux [Microfilament]. Except for Teleport... but what can you do? Hasten profits greatly from Membrane, especially for an FF where a few extra % def can be very visible. Combat Jumping and Hover could go either the Microfilament route or the Cytoskeleton route, depending on whether you want speed or more defense. Pool attacks slot just like other attacks. Whirlwind gets nothing.
Concealment gets great use from Cytoskeleton, just like the FF primary. Phase Shift gets nothing... oh well.
Medicine is our chance to get some use out of Golgi, both in Aid Other and Aid Self.
Leadership's Tactics and Maneuvers gets good use from Cytoskeleton, and if you're one of the rare few who has Vengeance, you get to use all 3 parts of Cyto. Assault gets nothing, oh well.
Fighting's attacks slot just like every other attack, Tough takes Ribosomes and Weave takes Cytoskeletons (and Membranes if you see a need to improve recharge).
Presence appears to get nothing. I doubt Taunt counts as "mez", but Fear might. Anyone know for sure?
Fitness really does get nothing. Probably just as well, as if Fitness gained from HOs it would just increase the gap between the haves and the have-nots.
than you very much, atlease now i have a reason to do hammy be been running with a singe dmg/mez in my dominate APP because well t was the only worth wile i got
AE # 67087: Journey through the Looking Glass - Save the World
LLX VirtueVerse! - Check out my crazy Toons
This is the size of group that we have balanced AVs for, 6.
-Positron 06/07/06 07:27 PM
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ToHit Buffs, ToHit Debuffs and Defense Debuffs are 33.3% @ SO level. The only 20% ones are Resistance, Defense Buff, Range and Cone Range.
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Are you sure? 33% seems way overpowered for something like those. Can only buff defense by 20% each SO but can debuff it by 33% (rinse repeat with others)? For some reason that doesnt feel right but I could be wrong. If so, ill have to do 2.0.1
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It was confirmed a couple of times in the old thread; by Blue_One even [who you credit in the guide for giving you accurate numbers]...
Each SO won't debuff defense by 33% it will increase the effectiveness of the debuff by 33%, of course you understood that it's just your wording was a bit off. Tohit Buff/Debuff are both 33% so they're equal there and there's no Res Debuff enhancement.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
Blue must've corrected it later on then because I took the numbers off his first post of the breakdown. Oh well, I'll get to 2.0.1 tomorrow or something
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Just FYI, I tested this:
Microfilament Exposure Travel Speed Increase (Run, Fly, and Jump) plus Endurance Reduction: This is helpful in most travel powers. The Travel portion does not affect Teleport, only the endurance reduction part. Travel is 33% and Endurance Reduction is 33%
and Flight speed is still only 30% I don't know why they wont fix it but there it is.
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ToHit Buffs, ToHit Debuffs and Defense Debuffs are 33.3% @ SO level. The only 20% ones are Resistance, Defense Buff, Range and Cone Range.
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Are you sure? 33% seems way overpowered for something like those. Can only buff defense by 20% each SO but can debuff it by 33% (rinse repeat with others)? For some reason that doesnt feel right but I could be wrong. If so, ill have to do 2.0.1
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I don't have the numbers so this could be completely off but if the base values for damage resistance and defense debuff powers are across the board significantly lower than having debuffs operate at 1/3 instead of 1/5 wouldn't be too overpowered. Plus it's typically a lot easier to kill someone running a debuff toggle than someone running Unyielding or something similar.
Can anyone tell me if Damage/Range Hammios work for cone or AOE range?
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
I am have been told by others that it no longer does, though I have not tested it myself.
Two things. First, another tip for a good use of Lysosome: Laser Beam Eyes. Because the dmg isn't phenomenal, I slot it for DefDebuff anyway, so adding the acc buff from the hami is nice.
Second, I'd like to see a discussion of the relative benefits of using a L50 Hami versus a L53 SO. Seems like you're sacrificing some effectiveness of one trait in order to have the dual trait bonus (e.g., giving up some dmg so that you can have both dmg and acc). What's the tradeoff value? When is it better to use a Hami, when is it better to use a SO?
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Second, I'd like to see a discussion of the relative benefits of using a L50 Hami versus a L53 SO. Seems like you're sacrificing some effectiveness of one trait in order to have the dual trait bonus (e.g., giving up some dmg so that you can have both dmg and acc). What's the tradeoff value? When is it better to use a Hami, when is it better to use a SO
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A level 50 character using a level 50 HO will gain a 33.3% Boost to either two effects or three effects (20% for DEF, Damage Resist, Range and Cone Range)
A level 50 character using a level 53 SO will gain a 38.3% Boost to a single characteristic (23% for a DEF, Damage Resist, Range and Cone Range)
IMO it's a judgement call that each player may have to make for himself/herself.
@Deadboy
Thanks, that's exactly the info I wanted. I'm sure it's elsewhere on the forums, but it seems fitting to have the info included on this Guide thread.
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Thanks, that's exactly the info I wanted. I'm sure it's elsewhere on the forums, but it seems fitting to have the info included on this Guide thread.
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These Hami's can be slotted even if it can only use 1 part of the power, but usually not recommended since its better to go with an SO that is 50++ or 51 and Higher.
I said it more generically but I DID include a reason why its better to sometimes slot a double instead of just one.
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Question, since Sprint can take both run and jump enhancements, if you slot it with Microfilament Exposure, will it boost both of them (+run & +jump)?
Yes as far as I know.
If you take a look at the enhancement percentages of a power slotted with a Microfilament, you'll see it has Run, Fly, Jump, and END Reduction.
And FYI, if you do the same for a power slotted with a Slow, you'll see it also has Run, Fly, and maybe even Jump. Based on that, I expect Microfilaments can function as Slow Enhancements as well.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
Just imagine an all natural character (no lvl 14 travel power) with the following:
Sprint 3x Microfilament
Combat Jumping 3x Microfilament
Swift 3x Run
Hurdle 3x Jump
I'd love to see how fast and manuverable a character like that would be.
Well I made my first hami raid today at level 45. Was Sk'd at the time when Hami died. Got a crappy level 46 Hamidon Acc/Mez which I can't use and no one wants at all. Yeah!
Might want to mention something about not getting 50 Hamidons all the time and that you can can get Hamidons that are lower than 50 and can break later.
How are Hami's effected by ED?
Hami-O's are affected the same as any enhancement by ED. The same rule-of-thumb applies: don't slot more than three of a type. The fun part of this is that you have more than one enhancement of the same type. So if you have a Nuc (Dam/Acc), a Cent (Dam/Range) and a Damage SO, don't slot anything else with damage. Replace your SO, if anything. Basically, a Hami-O is just mutliple SOs in one slot.
Well, recently Hamidon Enhancement's %'s were adjusted to be even-con SOs. Some of the playerbase disagree'd with the decision while others were happy to see it. I for one, looking at all angles agreed it was needed. So now I have come to Version 2 of the guide. Clearing out hopefully any mistakes I typed up to make it more current. Some of this will look familiar because im just copy/pasting it and updating whats needed.
There are 11 varieties of Hamidon Enhancements. I am going to provide a small run down of what a Hamidon Enhancement (for the rest of the guide referred to as Hami's) is, how to obtain one, and their effectiveness. I will also give a brief rundown of what Hamidon is for anyone who doesnt know who this amoeba, or commonly referred to as Jello is and basic info. on The Hive.
Hamidon is an amoeba that has 34 mitochondria around him. These mitochondria vary from Yellow, which are the damage dealers, Blue which do stuns with a little damage, and Green which are the healers. Hamidon is in the center of this primordial soup.
Where is Hamidon located? Well, he is in a zone called The Hive. To access it, you have to be at least Security Level 45. To get to The Hive, if you start at Atlas Park, hop on the tram to Steel Canyon, then go to Talos. Next go to Founders Falls, then head into Eden. At the far western edge of Eden is the entrance to The Hive.
The Hive is full of level 48-level 50 Monsters. They range from Quarry to Thorn to Lattice to Mushrooms. These beasts are not solo friendly anymore and the XP given by them is better now but still not as great as before. Devouring Swarms also exist in the zone if you fly really high but awhile back the developers made it so they dont insta aggro on you like they previously did. They have a fly and teleport component to them if you do get hit by any, so be careful!
What are Hami's? Well, they are a special enhancement that enhance 2 parts (ie: Damage/Accuracy) or 3 parts (ToHit/Defense Buff/Increase Attack Rate). These Enhancements are given when Hamidon is defeated. You get 1 random enhancement as long as you either do damage to Hamidon or are in Hive on a Team when Hamidon is defeated.
How special or effective are these enhancements? Well, it depends. In Powers where you can either enhance both parts or 3 parts, they are effectively Dual or Triple SOs. In parts that only enhance one part, its better to stick with a Level 50++ or 51 and Higher SO as Hami's right now are just an even-con SO as said (ie: a level 50 SO% instead of 51 or higher).
Now, youre probably wondering, what kind of enhancements are given. As said above, there are 11 varieties. I also will put how much the buff is for a level 50 Hami if you are Level 50.
Nucleolus Exposure - Damage and Accuracy: This enhancement can be used in a variety of powers. Pretty self explanatory. Damage is 33% and Acc is 33%
Centriole Exposure - Damage and Range: This enhancement is a big thing for Blasters. If you 6 slot your snipe for it, you get some really good range on your snipe. Damage is 33% and Range is 20%.
Peroxisome Exposure - Damage and Mez: This is a common thing used in a power like Total focus or any powers that have a mez attached to them AND do pretty good damage. Damage is 33% and Mez is 33%
Endoplasm Exposure - Accuracy and Mez: This is very helpful for Controller Holds and a lot of Defenders. Self explanatory. Accuracy is 33% and Mez is 33%
Golgi Exposure - Heal and Endurance Reduction: This is something a lot of Regen scrappers can use in things like Instant Healing or Integration. Also, very helpful to Empathy Defenders and Controllers who want to cut down on the end usage of their healing powers. Heal is 33% and Endurance Reduction is 33%
Ribosome Exposure - Increase Damage Resistance and Endurance Reduction: This is helpful to a majority of Tankers and some Scrapper secondaries. Also helpful to Controllers with one of the Toggle Resistances. Resistance is 20% and Endurance Reduction is 33%
Microfilament Exposure Travel Speed Increase (Run, Fly, and Jump) plus Endurance Reduction: This is helpful in most travel powers. The Travel portion does not affect Teleport, only the endurance reduction part. Travel is 33% and Endurance Reduction is 33%
Lysosome Exposure - Increase ToHit and Defense Debuffs, and Increases Accuracy: This one can be used in a variety of powers. If it does any of the 3 mentioned, it can be slotted. This is the MOST effective in Smoke Grenade. Not as useful in powers that only enhance off the accuracy. ToHit Debuff is 20%, Defense Debuff is 20% and Accuracy is 33%
Enzyme Exposure - Increase ToHit and Defense Debuffs, and Endurance Reduction: This can be used in any powers that do either of the 3. MOST effective in Radiation Infection. Tohit Debuff is 20%, Defense Debuff is 20% and Endurance Reduction is 33%.
Membrane Exposure - Increase ToHit and Defense Buffs, and Increase Attack Rate: This can be used on powers that either increase the tohit buff, defense buff, or take recharge enhancements. This is very useful in Fortitude and Elude. Elude's recharge is alot higher now but it still makes a big difference to have 6 slots for defense AND 6 slots for recharge . Also, Hasten benefits from this when 5/6 slotted. ToHit Buff is 20%, Defense Buff is 20%, and Attack Rate is 33%.
Cytoskeleton Exposure - Increase ToHit and Defense Buffs, and Endurance Reduction: Same as above. Very useful for Ice Tanks, SR Scrappers and other various things that enhance defense in the form of a toggle and reduce the endurance cost. ToHit Buff is 20%, Defense Buff is 20% and Endurance Reduction is 33%
These Hami's can be slotted even if it can only use 1 part of the power, but usually not recommended since its better to go with an SO that is 50++ or 51 and Higher.
I hope Version 2.0 of my guide has helped clear up any further confusion about Hami's and other various questions you may have been wondering but never bothered to ask. If there are any errors/mistakes in this guide, please feel free to make a post and Ill look it over and make the change if needed.
Thanks and credit to the following:
Blue_One for providing more accurate data that helped me ensure it was correct this time.
TheDarkLord/Blue-Valkyrie for making sure some of my % questions were correct.
Everyone in Jagged Legion for letting me come along back when Hamidon was deemed impossible from Issue 1 until right before the open raids came into play. You all were fun to be around and hope I can be back around you guys in the future
Anyone and Everyone who replied to my guide. You helped shape alot of this game and its nice to see the devs are listening to everyone. Even with Hami's adjusted to SO %'s now, they are still worth it in some cases and well, this change could mean future End-Game content Finally!
To all developers of City of Heroes: Great game so far. Some of the changes I have disagreed with and still do but hope any change done helps the game overall.
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