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Quote:Here is my opinion for how the inf sinks compare in terms of total inf sunk:Also, if a-merit conversion isn't statistically significant, where would you rank it among the other inf sinks?
1. WW Fees
2. A-Merit Conversion
3. IO Crafting Fees
4. Vendors (SO purchases, inspirations and common IO recipes)
5. Prestige conversion
Now the important thing to realize here is that WW fees encompass the vast majority of these sinks. If you look at 2 3 and 4 the total is tiny compared to WW fees. For example it costs less than 6 million to outfit a level 50 with SOs and less than 50 million in crafting fees to make a full set of 100 level 50 IOs (the max is 103 but few people bother to slot all of the sprint variants). Now I think A-Merit conversion probably does come in a bit above those, I can't prove it but just logically if every SO'd character makes 1 or 2 conversions or slightly more for an IO'd character that would make it a slightly larger sink.
Which brings us to WW fees. Given the current market prices each A-Merit that is made into a recipe and then sold sinks about 10million in WW fees which accounts for half of the A-Merit inf sink. Toss in the fact that a lot of items pass through WW's twice (due to either being flipped or crafted and resold) and that a lot of high value items are not produced through A-Merits (each purple recipe sold sinks as much inf as two A-Merit conversions) and I think that WW probably sinks quite a bit more inf than A-Merits although I'm not really sure how much more. I would guess that WW fees account for somewhere between 50% and 75% of the total inf destroyed in game but really that's nothing more than a WAG. -
I'd say don't give it a cooldown at all. Most people I know who are really into costumes tend to do incremental changes they make a change see how it looks and then go back into the editior to tweak things a bit more.
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I'd say take Leadership, all the suvivability in the world doesn't matter if your bots can't hit anything and Tactics really helps the lower tier bots.
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Quote:je_saist's point was that making money off the market requires either price variations or crafting. If everyone used the market in a perfectly logical manner then price variations would (theoretically) vanish and the markup for crafted IOs would be equal to the crafting costs + salvage costs + WW fee in which case no one would be able to make any money from the market.I don't know if the market can make everybody rich, but it sure can make anybody rich who tries. It made me quite happy.
So to summarize:
1. Anybody who wants to make money from the market can do so
2. If everyone wants to make money from the market no one can -
This would decrease market volatility (i.e. the difference between the high price and the low price on an item) but would not actually change the general trend. If the amount of inf relative to the amount of items is increasing as seems to be the case then prices will go up. People bidding more intelligently won't change the overall price trends, it will simply decrease the spread.
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Quote:Have you verified this in game? My understanding is that in a pseudo-pet power like bonfire it's have a change to proc once on you when you cast the power but any subsequent procs will be applied to the pseudo-pet and not you.You mentioned your Procs but you either failed to look or decided not to mention that my Force Feedback +recharge proc has a chance to go off every time a mobs hits my Bonfire. And when it goes off my Proc that I spent 5k on and single slotted in a silly power like Bonfire just beat all that recharge you spent BILLIONS to obtain..
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Quote:No they are all useful, I'll try and explain a bit better. This is what I've been told but I'll admit I've never figured out a way to test it myself, all I can say is that from a programming point of view it makes sense.So...question then....in my enforcers I have
2 accu, 2 damage
1 def buff
1 Achilles heel chance for resist debuff...
Does that mean the last two are wastes of slots?
OK...I see the proc firing from time to time..so that's good
When you are slotting your powers you can only slot certain set IOs in them. For example you can't slot a Lockdown set in Dual Wield because Dual Wield does not take Hold sets. Well powers that your pets have work the same way, they will only take certain enhancement types and ignore all enhancements that aren't of that type that are slotted in the power. With SOs, HOs and generic IOs this isn't really an issue since the pet powers are allowed to use all of the types that they can benefit from so it works as you would expect. However for Set IOs this is a problem since a power would sometimes benefit from being enhanced by an IO it can't use.
As a basic rule of thumb look at what the primary enhancement type of the set is (i.e. pet damage sets are type damage) and any powers the pet has that could naturally use that enhancement type will benefit from the set but other powers will not.
To use an example from your slotting the Achilles Heel proc has a chance to work on every attack your Enforcers use except for Blast Clip. Blast Clip does not have a defense debuff component (unlike their other attacks) so it does not benefit from Defense Debuff Enhancements even when those enhancements contain something that would benefit. As another example if you were to slot Force Feedback: Knockback/Damage/Endurance into Call thugs the two thugs would benefit from the Thugs would only benefit form the Damage/Endurance portion on Dual Wield and Empty Clips while the Arsonist would get no benefit. -
I thought they were in sight of the mission contact. Dang, it's been to long since I did the Preatorian Tutorial. I hope soemone can help you
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Quote:Another useful trick is to summon a Gun Drone or place a Trip Mine and use the defiance damage bonus from that to buff FA.Personally now that I have Cardiac Alpha slotted I might look to pick up a respec and possibly remove one slot from stamina and back to Full Auto. Basically I am seeing I am almost killing the mobs But just not enough. I would like if Full Auto can take out the minions. ATM I am firing Full Auto and then Flame Thrower to finish off mobs. Or eating a red inspiration to do the damage needed. So 5 slotting Full Auto might be the trick.
The nice thing about Devices is that you can keep people away from you. I specced into Mu Mastery for the AoE immobilize and find that between that and Caltrops it's easy to keep most enemies at range (I try to avoid werewolves obviously). Mu Mastery actually has the worst AoE immobilize of the PPPs, I went with it for thematic reasons and because I wanted the shield. Admittedly I don't go in for toe bombing though so keeping at range is a more viable strategy. -
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Quote:Pretty much.1) The point of Praetoria is new content? You get to move your toon from lvl 1 to 20 with content you haven't gotten tired of? (And you get to play with the opposite-side ATs)
Quote:2) Once you hit 20, what happens? Do you choose a side and go? I don't think you stay in Praetoria.
Quote:3) If you make a Praetorian and do not want to stay there (meaning move to blue or red sooner) is it possible to leave and not go back? -
Quote:No, generic IOs, SOs and HOs will affect all of a pet's powers that can use the enhancement type.Well actually i was jut going to slot an END reduction IO? do i need i to be part of a set for it to affect all of their powers?
There is however an... issue... with the pet damage sets (I'm not sure if it's a bug, unintended behavior or what) that means that the enhancement bonuses from Pet Damage sets will only apply to the pet's attack powers. Utility powers (such as the Enforcer's Leadership powers) do not benefit from the enhancement in Pet Damage sets even if they can use some of the enhancement types. As such with high level MM builds it's often preferable to make use of HOs to increase your enhancement rather than pet damage IOs unless the pet has no utility powers.
In the case of the Arsonist he will benefit from endurance reduction in Pet Damage sets but not Knockback or Defense Debuff sets so you probably don't want to slot those (the regular thugs benefit from those though). In the case of the Enforcers I'd advise skipping Set IOs for the purposes of endurance reduction (although the Acc/Dam ones will work fine) and using generic IOs, SOs or HOs (useful tip, Enzyme Enhancers will provide end reduction and boost the defense of Maneuvers). -
Quote:I doubt they will, the devs in general don't seem to mind pulling as a tactic, the only time when they act to stop it is when it serves to nullify an enemies "powers" (such as Trapdoor and the Khan TF).It is still definitely soloable, although given what the devs did to prevent trapdoor from being pulled, I wonder if they'll do the same for the honoree/holtz at some point. *That* would be annoying, but as it stands I don't think there's really any overall problem with the difficulty level.
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The area isn't that much larger (both are 180degree cones, CC is 8ft, Pendulum is 7ft) the big difference between the two is that CC has a target cap of 10 while Pendulum has a target cap of 5.
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Quote:I see where you're coming from. Personally my take on this has always been that powersets should be designed to have as little influence on a character's theme as possible (it's why I generally dislike the idea of a "power armor" set unless it's an EAT). If a person wants to make a character who knows they are a character in a video game that's fine by me but I think it's not something that needs a special powerset.The question, for a superhero game, is not whether or not to have self-referential and genre-savvy humor. The question is how much of it to have. CoH does have some amount of self-referential material, though mostly just in random NPC dialogue. Implementing one of these sets wouldn't change CoH from a totally serious superhero game into a totally silly one; it'd change CoH from a silly game with room for serious players and stories into a sillier game with room for serious players and stories.
For example a Grav/Kin Controller would work well for such a character, similarly to The Matrix, he knows he's inside a computer program and is able to use that knowledge to his advantage. Adjusting the apparent time flow for allies or manipulating the apparent gravity to defeat his enemies. -
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I'd say Ice/Energy. Ice Blast has a bit more ST damage than the other sets due to Bitter Freeze Ray and has extra control which a ST focused Blaster will probably like. Energy Manipualtion has some strong single target attacks and Power Boost to further boost your control.
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I'm with Sam on this one. I like a bit of humor and occasionally breaking the 4th wall but I think a powerset based solely on breaking the 4th wall would be pointless. It's a one shot gimmick that's funny the first time you hear it and silly after that.
If the devs made an April Fools joke where they said they were going to do this I'd find it funny, if they actually did it I'd ask for Carp Melee so I could smack them about with a dead fish. -
Quote:You don't even need to do that now. Simply accept one of them and then abandon the mission. The paper will provide you with a new set.Okay here's something you can do to avoid those Kidnap missions. It's annoying but it gives you a little bit of control over what the random mission generator gives you.
When you get a bunch of missions you don't like go to the ferry or Pocket D entrance and switch zones then come back. That will get you a new list of missions. Do that as often as you need to to get the paper/radio mission you want. -
Also the change to defense bonuses mean that the way the rule of 5s applies ot them is a bit... odd. The wiki has an explanation:
http://wiki.cohtitan.com/wiki/Invent...nt_Set_Bonuses -
Quote:This pretty much matches my feelings on the matter. I don't think it's practical to really balance buffs/debuffs within the current system. The changes needed wouldn't just violate the cottage rule, they'd whack it on the back of the head shoot it into space and make off with it's wife.This. At the point the game is at right now, pretty much any change to buff mechanics would cause immediate and severe AT imbalance and would take CoH much further in the direction of That Other Game and "holy trinity" teaming than anything in the Apex and Tin Mage TFs could.
Simply removing stacking, for example, would make it useless to bring more than at most 2 or 3 (depending on powersets) out of the spectrum of Defender/Controller/Corruptor/Mastermind, and would sharply limit what you could bring within those groups (sorry, Thermal corr, you'll have to sit out because we already have a sonic defender).
Nerfing the actual strength of buffs and debuffs is similarly thorny. By the time you were done nerfing them enough to actually solve the problem, the Defender AT would be nigh unplayable and a worse drain on teams than pre-buff Stalkers, and VEATs, Controllers, Corruptors and Masterminds would also be severely hurt (never mind that MMs already have enough problems with the fact that the purple patch is whacking their pets mercilessly in the Incarnate content). You'd either see people bringing truly absurd numbers of support ATs to things (to the exclusion of every other AT in the game), or none at all because a lone non-healing defender would be essentially useless and you'd be better off just taking something that can do damage instead. Of course, they could buff Defenders' and Corruptors' and possibly VEATs' and Controllers' and Masterminds' damage to compensate for the loss of buff power, but then where does that leave Blasters or Scrappers? Or Kheldians?
My fondest hope for CoX2 (if and when it ever comes out) is that the devs manage to set things up so that buffs are reasonably balanced without breaking the "casual teaming" element of CoH that I love. -
It's a personal preference but I'm actually favoring Musculature or Nerve for my mastermind rather than Spiritual or Cardiac. Of the boosts Musculature and Nerve are the only ones that really help the pets which helps compensate for the fact that you can't really impove your pet's base effectiveness through IOs. Given that the new TFs are locked to +4 (making them +6 to your T1 pets) the Nerve boost is pretty useful even if you have your pets ED capped for accuracy (and close to essential if you don't) while the Musculature is one of the few ways fo boosting your pet's damage without needing other teammates.
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Quote:I realize that, my point was that the reason Defense bonuses ignore the ED cap is that they don't interact with enhancements at all they are direct boosts to your character. Heal bonuses, on the other hand, do function as enhancement bonuses but ignore the ED cap since they aren't actual enhancements.Good info, but I wasn't implying they work the same mechanically. My dark/dark scrapper will never benefit from any fear improvment set bonuses due to not having a fear inducing power. I was using defense as an example of how set bonuses ignore the ED cap.
Both types ignore the ED cap but the implementation is VERY different so extrapolating from one to the other is risky. -
Quote:Powers that are tagged as "Not affected by buffs" do not get any benefit form set bonuses. All powers that can slot Resistance Enhancements are tagged as such but there are probably a few more scattered about that are also tagged to not use buffs but don't take resistance enhancements. Powers that boost resistance but don't take resistance enhancements generally do benefit from the bonuses. It's a minor distinction but it does come up occasionally.Also something to keep in mind, but don't heals with Resistances in them not get affected by +Heal bonuses?
For example Deflection Shield provides toxic resistance but doesn't take resistance enhancements so it is boosted by Power Boost while Ice Shield has enhanceable resistance bonuses so does not benefit from Power Boost. -
It's after ED. Heal set bonuses function identically to the heal bonus form power boost, they increase your characters natural "healing enhancement" value and as such are unaffected by ED. Functionally it's the same as when your damage is buffed by Build Up or Fulcrum shift, it increases the character's "damage enhancement" bonus.
Regarding display, Mid's adds the healing bonus into the total healed in the power window but the actual bonus is shown in the "totals" pane rather than the "power enhancement" since it isn't, functionally, an enhancement it's a buff. In game the power details window will not show the buff at all, you will need to use the combat log if you want to verify it.
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Quote:I'd just like to clarify something here. Defense set bonuses function VERY differently from Healing set bonuses.I could be wrong, but based on the way other set bonuses (such as +defense) work, I'd say it's applied after ED. On my /SR scrapper for instance I get the full benefit from +def set bonuses even though I hit the ED cap.
Set bonuses can be considered as one of two categories Direct Buffs and Enhancement Buffs. Direct Buffs are the more common type and boost an aspect of your character power directly and cover things like Defense, Resistance, Hit Points, Regen etc. The Enhancement Buffs function like additional enhancements in individual powers (except they aren't affect by ED) and include Accuracy, Damage, Recharge Time, Range, Improved Healing and all of the "increased mez duration" ones.
Direct Buffs, like defense, provide a static effect that is always on (subject to the exemplaring rules) and as such are completely independent of your powers.
The Enhancement Buffs, on the other hand, are increasing the effectiveness of your powers so only work if you have suitable powers. Functionally the game adds these bonuses to the enhancement bonus in the power itself before calculating the effectiveness of a power. This is why, for example, Improved Healing and Recharge set bonuses don't work on Reconstruction, since Reconstruction can take Resistance Enhancements it does not benefit from global enhancement buffs.