Haunt perma?


BrokenPrey

 

Posted

Is it possible - and if so, how much recharge? The in-game info doesn't say how long they last.

Curious how people are slotting Haunt...

Dark Control looks slot hungry but not as bad as Time Manip. Looks like the confuse, single target immob, and cone immob are the only ones that can do without 5-6 slots.

Fun set though so far.


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Posted

3:30 recharge, 1 min duration, can make them perma


 

Posted

Quote:
Originally Posted by Erhnam View Post
3:30 recharge, 1 min duration, can make them perma
I haven't looked at the set at all yet, but if the power's recharge is no more than 5x the duration, it can be made permanent.

Assuming the numbers above are correct, you'd need a total of 350% recharge. 100% is the base amount, assume 95% from slotting, that leaves 155% from buffs and set bonuses. If you slot less recharge, you'll need proportionately more global recharge.

Assuming it's 3-slotted for recharge, Hasten needs about 120% global recharge on top of its 70% bonus to be made perma. So if you've got perma-hasten, you'll need about 60% recharge slotted in the power (or two recharge SOs) to make it perma.


@Roderick

 

Posted

definitely can be made perma but it will be expensive to do it (i plan to..)



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Posted

Hello,

I have told several people in game about the Haunt Power and they are shocked at how long the recharge time for that power is compared to how long it lasts (Recharge: 3min 30 sec and Durations: 1min). Can the Devs shorten the recharge for the Haunt Power by 1 min or make the duration last 1 min longer? I would prefer to have the duration last at least 2 mins so that they do not suddenly dissapear in the middle of fighting a large group just becuase the NPC I originally targeted died.

Thanks for hearing me out!


 

Posted

By my understanding, the way Haunt works is that it summons the two pets near the target, and grants the target an autopower that gives it a REALLY strong taunt aura that only affects the Haunts. If the target dies, the pets are free to roam about attacking whatever they notice. If they have no targets, they follow their summoner until they find one or expire.

The pets are rather fragile. They aren't meant to last any long duration, though if you've got a buffing secondary, you can probably ensure that they survive their entire duration.

Haunts aren't meant to be your permanent pet. Like other pets earend at similar levels (Carrion Creepers, Phantom Army, etc), they have a set duration, but can be made permanent with a fair amount of work. The benefit to Haunt is that since the duration and recharge are so short, three recharge SOs will drop their recharge to 1:45, giving them 1 minute up, 45 seconds down. If the duration were doubled, the recharge likely would be too. You'd get 2 minutes up, followed by 1:30 down - the same ratio, but twice as much continuous time without a pet. And if they were killed 15 seconds after I summoned them, I'd rather wait 1:30 than 3:15 to resummon.
It's fairly unlikely that their duration would be extended without adjusting the recharge. Doing so would make it possible to not only perma them, but to overlap the summons on SOs alone, which doesn't seem to be the devs' intention. The same is true of shortening the base recharge.

Once you get to 32, you'll have a permanent pet to follow you from one fight to another. He kinda sucks right now, but that's entirely due to an AI glitch that is apparently already fixed, and just waiting for the next patch to go Live. Dev comments suggest that the patch will be live in a week or two.


@Roderick

 

Posted

Duration and recharge seems fine to me. The power has one thing that needs fixing tho:
- If your targeted enemy dies during the activation of the powers (corpse punching), no shades will appear. This should be fixed imo


 

Posted

I posted a makeshift build for my dark/dark permadom in the Dom post of nearly the same name. It was at 38. With that haunt was perma and hasten was down just a second or two. That was 90% recharge I think(have to check that post). Now that build is up to 44 but when exemplared has permadom down to level 30 with 102% recharge and some 45+5s on hasten. Haunt has 4xcall to arms and one recharge IO, I believe. I will post the build when Mids comes around, if no one else posts one. It was about 600-700 million + the 5 LotG I had laying around. Hope that post helps.


 

Posted

Quote:
Originally Posted by Erhnam View Post
Duration and recharge seems fine to me. The power has one thing that needs fixing tho:
- If your targeted enemy dies during the activation of the powers (corpse punching), no shades will appear. This should be fixed imo
Could of sworn they'd fixed that already for psuedopets.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Could of sworn they'd fixed that already for psuedopets.
Corpse punching is failing on Live. Didnt test on beta, but currently, you risk getting no shades if you target an almost dead mob


 

Posted

Once its perma do we get multiple pairs cf Dark Extraction or does any summonned replace existing ones cf most pets.


And they definitely fail to appear if the target dies during the activation at present.


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Posted

Quote:
Originally Posted by Roderick View Post
I haven't looked at the set at all yet, but if the power's recharge is no more than 5x the duration, it can be made permanent.

Assuming the numbers above are correct, you'd need a total of 350% recharge. 100% is the base amount, assume 95% from slotting, that leaves 155% from buffs and set bonuses. If you slot less recharge, you'll need proportionately more global recharge.

Assuming it's 3-slotted for recharge, Hasten needs about 120% global recharge on top of its 70% bonus to be made perma. So if you've got perma-hasten, you'll need about 60% recharge slotted in the power (or two recharge SOs) to make it perma.
This is off slightly, as powers don't begin to recharge until the casting has finished, while the duration begins at casting. This can significantly affect powers where Rech Bonus Needed * Cast / Base Rech is not small. Anyway the formula for required recharge to make something perma is:

RechNeeded = BaseRech / (Duration - Cast) - 1

For Haunt that's...

RechNeeded = 210s / (60s - 2.33s) - 1
RechNeeded = 2.641 = +264.1%

So that's +14.1% more than calculated ignoring the Cast time above. Not small in terms of Set Bonuses, but since you're going to need Hasten to get there getting it's - Hasten's that is - up time improved with each bonus helps.

Without going crazy and listing all the math... it should be possible with about 93% Global using soft-capped slotting in Haunt, a Spiritual or Agility T3 and putting Hasten on auto-fire with 2 L50 IOs in it. That gives no margin for delay in casting Haunt though, of course. That formulation is roughly what I consider the minimum possible Global needed. 3-slotting Hasten could lower that a bit, but I'm usually slot-poor, so my base formula assumes 2.


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Posted

Quote:
Originally Posted by Kosmos View Post
This is off slightly, as powers don't begin to recharge until the casting has finished, while the duration begins at casting. This can significantly affect powers where Rech Bonus Needed * Cast / Base Rech is not small. Anyway the formula for required recharge to make something perma is:

RechNeeded = BaseRech / (Duration - Cast) - 1

For Haunt that's...

RechNeeded = 210s / (60s - 2.33s) - 1
RechNeeded = 2.641 = +264.1%

So that's +14.1% more than calculated ignoring the Cast time above. Not small in terms of Set Bonuses, but since you're going to need Hasten to get there getting it's - Hasten's that is - up time improved with each bonus helps.

Without going crazy and listing all the math... it should be possible with about 93% Global using soft-capped slotting in Haunt, a Spiritual or Agility T3 and putting Hasten on auto-fire with 2 L50 IOs in it. That gives no margin for delay in casting Haunt though, of course. That formulation is roughly what I consider the minimum possible Global needed. 3-slotting Hasten could lower that a bit, but I'm usually slot-poor, so my base formula assumes 2.
I believe that in the past Cast Time was needed to calculate the Recharge needed to "perma" powers. In the modern game this is no longer necessary. I suspect that at some point powers were normalized to where Cast Time no longer affected Power Duration time.

The formula (RechNeeded = BaseRech / (Duration) - 1) seems to be the rule. This means getting that figure or more will make the specific power perma. I am not aware of any exceptions though I wouldn't doubt it if any outliers existed.

If this is incorrect I would like to hear an explanation of how it works in game.


 

Posted

Quote:
Originally Posted by Gaia View Post
Once its perma do we get multiple pairs cf Dark Extraction or does any summonned replace existing ones cf most pets.


And they definitely fail to appear if the target dies during the activation at present.
You get multiple pairs but each pair last for a min so you might not have them for that long of time. I tested it with burnout today and was happy to see four pets out.


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