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One of the biggest annoyances of Black Hole is indeed that it's very hard to tell things are phased. Dark <Anything> effects tend to be subtle compared to most other powersets, because its effects are negative light instead of positive. Only the blackest of them stand out clearly.
No one I knew every had an issue with Black Hole anything like that Arcanaville described. My biggest problem with the power was that it just wasn't sufficiently necessary, because existing powers were generally better utility much more of the time. So is the problem with Black Hole, or Dark Miasma's other powers? Choosing powers is about prioritizing opportunity costs, and Black Hole always fell off the bottom of the list of available powers. It's not that it's completely useless, it's that DM's other tools mean you need that utility only excruciatingly rarely. -
Yep, I meant to mention that about the DWs in my write-up and totally forgot. (Obviously!) Thanks for that.
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That may be doom mongering. They may have made it like that so people don't run the mission on a level 15 and bring in a level 50 to pwn the EB's face for the badge.
I'm not saying I like that precedent either, but I think you're jumping to conclusions about it being because of incarnate level shifts. We can't even create them yet. -
Nope, for the reasons Umbral said. Either it would make the power's regen small enough to just not be that helpful, or make it have some really obnoxious side effect that would try to dissuade us from using it. In a world of IOs pouring endurance on us and inherent Fitness, there's no way they'd just make it cost more again.
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Quote:It's an easy to understand mistake, I think. When we say "don't add more Regen" that's a reference to using IOs to add more in terms of set bonuses. Focus those on +Recharge and +Defense, yes, but don't neglect Regen's intrinsic healing and regenerative abilities. When we say "don't add +regen" we're assuming that the out-of-the box powers are well-slotted.K....
You're critique seems to be "more regen" when all the advice in this thread has been "first recharge, then defense, and don't worry about regen."
If certain powers seem over or under slotted, it was because I was going for the recharge and the defense I heard was more important than recharge.
If you want to save slots, I recommend you choose to do so on Fast Healing, putting the better slotting in Integration. The reason is simple - FH is the bigger +regen contribution, and it has an armor toggle's cost. Giving Integration the larger slot allocation gives you the better return on slot investment. Six slotting Integration probably isn't common, but I've got it on my own DM/Regen currently for the +Def(Ranged) bonus.
The same logic applies to Resilience and Tough. They both can accept the Aegis set, so you really should move the Aegis pieces you have in Resilience to Tough. You can probably get by with three or four pieces of Aegis if you want more slots elsewhere - the 5-slot AoE defense bonus is nice, but AoE defense, while not negligible, is probably the least critical position to get high defense in.
Dull Pain and Reconstruction are really important powers to a high-performing Regen. You want them to be really well-slotted. You can do quite well for them with five pieces of Doctored Wounds - using all but the end/recharge piece is my preferred slotting for both powers on a Scrapper.
Moment of Glory really doesn't need any defense slotting, because it's going to cap your defense without any defense slotting help. The main thing you want is to get it back as fast as you can. I would two or three slot it with level 50 common IO recharge slots, and add a slot at the end for an LotG +7.5% recharge. (My Regen builds commonly use two recharge slots and the LotG.)
Weave is an important base for your +defense sets to rest upon. You can take those extra LotG pieces out of your MoG and put them in Weave. As Umbral said, I would three- or four-slot that power. For four slots I prefer one of the following:
- Umbral's suggestion of Def/End, Defense from both LotG and GotA sets
- Def/End, Defense, +7.5% and a Def/End from some other set (often Red Forutne)
- I'm three-slotting it I usually slot LotG Def/End, Defense and either Def/End/Rech or +7.5% (depending on whether I have some other place to put the +7.5% or if I can afford the end cost of Weave with weak endred slotting)
Dark Blast is a great place to put an Apocalypse set for more +recharge, but it's clear from the build and your comments that this may be above your price threshold. Barring that, using TS to get +def(range) seems reasonable to me. However, if you can keep your ranged defense no lower than ~20%, I think +Recharge probably serves a Regen better than that ranged defense. You might therefore consider five pieces of Decimation. They're a lot cheaper than purples but still give decent +recharge. You could use then use the sixth slot elsewhere or add a damage proc.
If you can find another slot for it somewhere, Shadow Meld is a great place for another LotG +7.5%. Possibly too rich for your blood, but Membranes are very nice in that power. Otherwise, the two L50 common Recharges look good to me.
If you can find the slots, I think it's going to be worth adding some real slotting to Maneuvers. It's not cheap to run, so if nothing else I would try to get a level 50 common end reducer in it. The LotG +7.5% is good, though, so you would be adding a slot to do that.
Finally, I think it's worthwhile to add slots to Quick Recovery, if not it and Stamina. I don't know what sort of pace or solo nature you have in mind for this character, but even though some of my suggestions will give you a somewhat better end burn rate than you have now, you're going to need a decent amount of end to fuel the attack rate the character will have available due to +recharge bonuses and slotting. Don't put the +end proc in QR by itself like that. You get more average EPS from QR and from Stamina using a level 50 enhancer instead. The ideal place to add the proc is in the second slot you add to either power (third slot total). If you can't find slots for that, then stick the proc in Stamina's base slot and at least slot QR for end mod.
Hope that helps. -
The most expensive rare salvage has ever gotten was on the order of 10M, not 100M. Since the introduction of the AE, rare salvage is usually around 2M or less, with some pieces sometimes wandering into the 3-4M range.
Common salvage is high-priced right now because an AE exploit is producing lots of inf, and the AE produces no automatic salvage. You have to roll for random common salvage, and people are too busy spending their tickets buying "the good stuff". Thus there are people with more cash than normal who want salvage to craft recipes they've rolled up and none of them are producing salvage. Increased demand, reduced supply, and increased currency. That's not just inflation, folks. -
So, just to test out my theory about being able to push harder, I ran five paper missions today, treating them as "defeat all". Except for one spot, I didn't stop playing missions to sell recipes or salvage. I was much more aggressive, simply running into spawns and hoping for the best, rather than more deliberately pulling them around corners for large Soul Drain + Shadow Mauls. I did die once, running into a spawn of +3 Council and pulling them right into a spawn of +2s. I didn't see that I ran right up to a +3 Galaxy Archnon. "Why hello, mister 'my Tough+Resilience does nothing to reduce your attack damage.' Yes, it's a very nice day."
I ran from mission to mission as fast as was reasonable, stopping at the Quartermaster to sell commons if it was on the way. By the middle of the 5th mission, I filled up on salvage.
The game cursed me a bit with lots of Circle of Thorns missions. Death Mages can slow me down a lot, because my build has no direct way to deal with their toHit debuff. Instead, I rely on my +defense powers to get in close and slather them in debuffs. The toHit debuff in their version of Chill of the Night can miss, so if I do this right and am lucky, they won't debuff me (much). I wasn't lucky much today.
Despite this, I clearly did improve. Over the course of the time I stayed in combat I did a better job of sustaining an average closer to 6M (raw) inf/hour with .

Other things of note: I got two more Crushing Impacts, and I sold a crafted Sirocco's Dervish Acc/Dam for 18M(!).
I am going to go back and tweak the parser to include inf from common IOs as though they were an inf reward equal to their store value at the time of the drop message. I can spit out the graphs in a way that shows the updated totals in the same number of bars, just putting the recipe values on top of the defeat values in a different color. I'll update the posts in-line. I may not do that today. Edit: It wasn't very hard, so now done around 3 CST.
As an aside, I maxed out my WW/BM sales count badges today, the "old fashioned" way - just selling salvage and other stuff.
So anyway, circling way back to the original point, I'm well on track to earning multiple billions of inf per month on a richly outfitted but in many ways fairly inefficient character. The charts showing how my defeats-only earnings vary over my logged in time show that I am on track even once we account for my "real" hourly earnings and drop rates, not just heavily filtered, combat-only rates such as those taken by Herostats only while in combat.
So I call baloney on the notion that people have to farm or resort to RMT to create richly outfitted characters in relatively short timeframes. People who do those things may be outright dumb, or they might just not know any better, but they definitely have other options. If they're just too impatient, that's their problem. -
Yep. Same character I posted info for before, same logs, except I added data from the logs for the 26th. This is the breakdown of only my Inf creation messages ("You gain X inf*.)", which is indicative of combat or similar activity.
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Quote:I totally forgot about the that Clear Mind example. That's almost certainly it. So it's what seebs said after all, at least sort of.IIRC back in the days before ED it was easy enough to stack group invis. When you did this, you became instantaneously visible, I suspect for the reason described.
A similar effect stopped them removing stacking clear minds.
It's not an intentional removal-before-replacement, per-se. They're not explicitly saying "hey, we don't want it to stack, so let's remove it first." They did flag it "doesn't stack from same caster". This is just how all things flagged that way work. It's an implementation detail, and one even Castle didn't expect and presumably didn't exactly want.
Edit: That suggests it's always been like this. -
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Oh, lordy. This again.

Price caps do nothing good. If players can sell or otherwise trade things off of the market, savvy ones will. Plenty of people mentioned this.
I have a sub-thread going on the market forum where I'm playing a level 50 character and making something like 300M inf every 10 days or so playing content pretty normally. Now, a bunch of that income is from market sales, but so far all of them have been small-ish. 5-10M inf. (I've been withholding selling the good stuff.) Unless we're talking about some super draconian price caps, I'd probably still be able to do that in an aggressively price-capped CoH market.
Now let's say I want a purple Apocalypse: Acc/Dam/Recharge. There aren't many of them being produced in the game, and lots and lots of players have 50s they might like to slot one in. Let's say the price cap is 50M inf. Well, hell, I am making that every day and a half! I can afford that, so I'll throw out a 50M bid. And so will everyone else remotely like me...
Caps as people usually suggest them don't address the core reason that prices are high - enough people have the money to consistently pay a high price. Placing a price cap does nothing to change that - those people still have that money. But if you cap the price down at a level that lots more people can afford to bid for it, now lots more people with less money will bid, because, hey, they would like one too. But you haven't increased supply at all, so now you've got more people asking for the same number of goods.
All this does is replace high price with long lines. Now, what you do in game no longer has any impact on when you can buy that Apocalypse - you can only get in line and hope you get one some day. It becomes the CoH IO equivalent of a Soviet bread line. This would be pretty unsatisfactory to a lot of players - even if a price is high, some people will strive for it and consider achieving it a goal to work for. There is no goal to work for with a bread line. It's out of your hands - you throw in your bid and wait.
Moving on to another sub-topic/suggestion... Providing a store that sells at some fixed price is not creating a price cap, it's creating competition. Yes, that would effectively "cap" the price, but that's not "instituting a price cap". It's just providing a competing supplier who sells at a fixed price. Remember, this doesn't just change price - it changes supply. Once price rises to the level of this vendor's list price, supply becomes purely a function of available money. It's pretty unlikely the devs would approve.
There's some evidence of this lack of approval. Importantly, stores already exist - the Reward Merit and Alignment Merit vendors already provide this in effect. Bit they don't let you buy goods from them directly with Inf.
Every currency we can use to buy things in the game should be considered a proxy for elapsed time. If we buy something with merits, those merits have dev-assigned rates at which we're expected to earn them. Reward Merits are earned based on median task completion times, with some throttles on a per-day basis. Alignment Merits are earned on a strict per-elapsed-day rate. But Inf is far more flexible in value - if people use any objective approach to their Inf spending at all, they should pay an amount of Inf for something based how long it would take them to earn the item some other way compared to how much inf they would earn during that elapsed time.
But Inf earning rates are highly variable, and have no throttle. Because of the variability and lack of throttle, no one should ever expect Inf to be the basis of such a direct purchase store. While the rates at which Reward and Alignment Merits can be earned is variable in several dimensions, they have much stricter overall controls than Inf creation does. For related reasons they are generally far less vulnerable to relatively frequently discovered Inf (and XP) earnings rates exploits. Tying specific item creation rates to fixed Inf costs is far riskier than using merits if one assumes the goal (or at least a goal) is controlled item production rates. After all, Inf (and XP) creation exploits are far more common than merit creation ones.
Remember, there's should be no expectation that the devs want us to be swimming in, say, PvP +3% defense IOs. If you want some evidence of that claim, take a look at the Alignment Merit cost of one and figure out how many days it takes to earn one. So the dev-controlled time-proxy price of these things is high. It shouldn't be surprising then that their Inf cost is high, because Inf is simply not all that valuable on a per-unit basis, because it's very easy to produce for high-level characters. Prices for some things are very high for good reasons - there's a lot of inf chasing a few, desirable goods. Thus, we have to ask, what are we trying to achieve with the price caps, and are they addressing the perceived problem, or a symptom? -
It seems remarkably pedantic to point that out. I wasn't making any comment about Bad_Dog's claims and whether or not they (or the responses to them) depended on hit-chance mechanics. I said only that the people responding were intimately familiar with those mechanics, which is relevant because it is the context which gives them the familiarity with the 75% base value for hitting even-level foes. You have the pedigree to have come about that value before the rest of the mechanics were understood (given that you educated most of us in them), but that doesn't invalidate the relationship most people have in knowing that value in the context of the larger hit mechanics ruleset.
Really, was a response in the form of a correction needed there? -
Quote:That's not really correct. They only suppress on power activation* when you attack a foe. Using powers on yourself is permitted without becoming visible. I haven't tried it, but I suspect buffing allies is as well.Working as intended. The stealth bonus you get from those IOs (and most Stealth powers as well) is suppressed when you use most powers.
* They also suppress if you click a glowie.
I think this is just plain bugged. My bet would be it broke when they most recently changed how they work in toggles. They probably didn't have anyone testing this combo in that beta. I'm betting it's not a common slotting scheme. But... maybe it's always worked like this. I couldn't say. -
That shouldn't be necessary. All that's required to prevent that is "does not stack from same caster".
[The reason the Stealth IO in toggles stack when you zone is because all buffs "forget" who cast them on zone. Anything can be stacked by the same caster after the target zones, even when it's flagged not to.] -
OK, here we go.
I divvied up my rewards into 15 minute intervals. Here are charts of each day from the 17th through the 26th, omitting parts of the day where I received little or no reward.
The units of the Y-axis are in Inf, and each bar is one 15-minute interval. Intervals with no data mean I earned no Inf in that window. Generally speaking, I probably wasn't logged in 15 minutes before or after a given set of data. To turn a given bar into Inf/hour, multiply by four.
Edit: The blue portion of each interval bar is Inf earned through defeats, or other similar "raw" Inf rewards. The red portion of each bar is Inf value in common IO recipes received as drops in that interval.










So, a few comments.
You may notice right off that I don't have a graph for 11/21. I did play that day, but there was only about 1 hour of combat, and the graph isn't very interesting. It looks about like a one hour chunk out of most of the other graphs, so I omitted it.
Next, you can see that I tend to have some nice cyclic activity in my rewards. I hit a stride of 1.2M to 1.4M "raw" Inf per interval, then tail off. That usually means I went to the market to craft and sell stuff, which usually leads to me getting distracted by chat, forums, etc. The length of those "strides" varies, and I'm thinking that's probably just down to real life distractions - phone calls, bio breaks, snack runs, etc.
In the second half or so of the 11/22 data I was working on the "Defeat 1000 Paragon Police" badge, running a mayhem mission on -1/x6. Annoyingly, that's actually still dangerous because Kheldian PPD debuff the snot out of your defense, so it was crummy rewards and I had to do it sort of slowly.
11/23 deserves special mention. When I first graphed this, I threw all the days on one chart, and the bars at the start of 11/23 data stood out very clearly as much taller than all the others. I thought my parser had done something wrong until I looked at the logs. That was a RWZ Rikti ship raid. I should mention it was a fantastic raid - I earned over 800 Vanguard Merits. Justice usually has good RWZ raids, but that one was something else.
Also, there's something interesting in here. I respec'd on the 21st, and while there's nothing in the graphs that can hint at it, I can tell you there's a significant survivability difference in my character before and after that respec. By the 22nd, I turned my solo team size up from x4 to x5. Generally, I feel like I don't have to work as hard to survive. Yet the graphs show that my peak earnings didn't really improve. It thought about that for a little bit, and my conclusion is that while my reward/time isn't superior, my reward/effort is, because I'm not working as hard to stay alive even in the face of more foes. That probably means my earnings could be higher if I "screwed around" less. -
I'm working on a quick and dirty parser that will give me my earnings info in a format I can plug into excel to create some quick bar charts of total earnings vs time interval. I'm taking a break for dinner and some errands, but I should have something graphical in the morning. I'll have info for today also. Today would screw up the whole-day rate predictions, because I was in game like eight hours or something crazy like that, but hopefully we can get some more specific info at a per-hour-played level from my graphs.
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Great example of a foe that has fairly painful AoEs? The 5th Column. Get some large spawns going on and let the LTs and Bosses cut loose on you with their Shotguns. I can be very not pretty.
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Just to reinforce Werner's response, there really aren't any sources of +regen that you can add to a /Regen to make their regen rate so high that it's going to keep them alive against an AV. So barring the ability to hit (or get very close to) the soft cap, or some sort of way to have the equivalent of Instant Healing on full time, a /Regen isn't a great choice for reliable AV soloing. (Katana Regen can hit the softcap on Lethal/Melee and so slips in under the bar. BS/Regen can too, but the DPS isn't as attractive.)
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My goodness.
B_D, please, you were mistaken. It's totally forgivable that you got this stuff mixed up. It's not rocket science, but it is kind of complicated. There was no nerf. You've got some of the people most knowledgeable about game's hit-chance mechanics that exist in the player community responding to you in this thread. They're correct here.
Think about it. If Mid's contained information showing the kind of discrepancy you're describing, and if the makers of Mid's really trusted their powers info enough to believe that discrepancy was valid, do you really think the makers of Mid's wouldn't have come to the forums posting about it? Or that someone using Mid's wouldn't have noticed by now? -
Quote:Without data to back it up, I'm not very bullish on it. Even with good drops, unless your drops land on special "important" levels, there seems to be limited buying interest. Briefly, you're more likely to sell to a bargain hunter than to a "buy it nao" for recipes and crafted goods at odd-ball levels, which damages your earning potential.I'm getting curious what the L25-L35 hourly income potential looks like.
Once trends from the introduction of Reward Merits became clear, I felt that those trends made IO'ing a character during the leveling process unrealistic for what I consider "typical" play, meaning just teaming, running missions, doing some TFs, etc. (Edit: and sell your drops.) It's completely possible if you're willing to marketeer, but I don't think it's likely otherwise.
I think that Alignment Merits probably shift this some, but I'm not sure how much. I think it depends an awful lot on how much XP you get doing tip missions, and whether you care if you don't do other content because of that XP. -
Quote:One reason I've never done this before is that your logs record all your characters. I've almost exclusively played this one character for the last week and change, because (a) I'm badging on her kind of hardcore (b) I just rebuilt her and am getting a feel for the new build (it rocks!), and (c) I hadn't played her much for a long time before this.You could, just by looking at chat logs, figure out total inf gained at each level, total drops acquired, and so on. It would in theory be possible to log a complete 1-50 run that way.
That gives me an unusually clean stretch of logs unpolluted by switches to other characters, or, for that matter, where I logged in two characters at the same time on my two accounts (which logs both characters' info into the same log file).
That made it unusually easy to look at this last 9-10 days of logs and say "here's what I can do on one character." -
Let me poke the logs a bit, and see what I can come up with. It took me an hour and change to dig up and post that info above, and I would rather play right now. (I have the day off.) But rough guestimate, if you pick out the seemingly contiguous time spans out of the timestamps in the uncommon/rare drop table, above and add 30 minutes to each one, that should give you a rough idea of how long I was playing. Most days I probably get between 2-4 hours of play time in. I have a hard time guessing how much of my play time is spent fighting. I chat, poke the market, wait for teams and raids to form, etc., so I'm obviously not producing drops or inf full time.
Maybe I can work up a histogram of defeats per hour plotted vs date/time. That might give a good sense of it.
Edit: Here's my build, exported directly from the game using the ridulously kick-*** feature to do so in Titan Sentinel. It's unquestionably an expensive build, but (a) it's DM/Regen - it's not going to be in the high-end of kill rates just because DM is so limited in AoE capability and (b) the fact I had a "complete" build is one the reason I picked such a large target number of 20B. A cheaper but more AoE capable build would probably compare very favorably.
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;758;1516;HEX;| |78DA9D535B535251145E070E2270B82821E21515511110AA07B3667A482B0B14457| |DC80B73A41D3232C000CEE85B3FA0275F7CEA8734FD93FA01FD856652695D0E4C3D| |D619F8BE7DF9D6DA6BADBD76FE72DD00F8F81C34DF8B9AD96E978AE596D96CAA962| |36F56AA65A3689ED654B45833AF54CB090091DE7E29AF6A4AA5D7CDD6B90C27FB3B| |EBEA83AAB7557A5755545DB5CC4EB5511FDAAC9FA996AA77D2BD815168346AE99C3| |29BD57A45262FAB9DBA6AB7DD3C2936957AEFB5D62B671D5445369AD572BAD8316B| |E7784CB171512BE5CD7647B5AE4631B487F8E718F9EB3AE01DD23CD80E9162603B4| |28A837E8CB400FA09D3408925EB64A5B1950D76709081817DA42C0CC67031096DA7| |B58F6EB55F36DEB9454A83FBDE4672F71D2F1A5D21B003246003ADEC62A5DBDFB23| |F5F9EBDFBB69802DB482908143472F512E50E2B0A4714483E7CCDFE866FF8AC0B14| |38AD289CCF9006ECF0A0C7ABC8BA1D467A7C8ABC02A3793EF6159AB9AC485C1209E| |FA4606C8B6763DB1CC284443282728F44A279EE806C2742381F8530EE78C591E6FD| |C6A94F7DB7D149AF71C76F05E7DF61A753BBEC6DAAC8B3E89ED03EA71E3DE09903A| |D86C40A86529CB3139782B2640BEE70903362331363C1200A42962024759AB9E602| |CDDD70B9665110B604E16516CCFD45972888F085761D11BACE14C46ED93476C739C| |5EE39A7B85C679C6E310B6FD06ADC2AE2788E538B4B1117B684E43A170A4C1ACA27| |ADD426BBF8C115AE4C5B259A96E65C3AE43E5C3A1292E64C4873264ADCB176B49AB| |5DA6236C3554B3C624A3E66CA39C99308E625C1A44572693A0A162D0F8B01B64905| |8544F003F35BB6325B4E72CEA934D3CA8A504628CBF4D3A0DCC55F7A4DFA2FDB63F| |1B8894766AC0ECA84352A77966B30A1F71F28FE6825F7E78AB44041EF3F37D05834| |ADF75F68D715602988FD7F7D5F8C9E3BD7AE1B718FA080A01DD0E888E098A627343| |269744A50A669F7ABD18BD8BF4A713D215823784A10C2F8E013299D1E040F8141E0| |25F011F809020441823182CF9E7FCEE837DDB628A4| |-------------------------------------------------------------------|
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Alright, I went back and did a careful accounting based on my chat logs. Turning on chat logging records drops, too. After reviewing it, I do have extra inf in there from a trade with a SG mate. So let me add this up here and redo my "patience" calculation.
So here's an exact accounting of my non-common drops.
Code:There are two purples in there. I haven't sold them. The LotG 7.5% in the list is a level 25 direct merit purchase that I bought and slotted. The Impervious Skin Mez Resist was a mob drop on a TF. It's still for sale, and if it sells it probably won't be for more than 10M inf.11-16-2010 16:27:41 You received Calibrated Accuracy: Acc/Dam/Rech (Recipe). 11-16-2010 17:38:10 You received Lethargic Repose: Acc/End (Recipe). 11-16-2010 18:02:49 You received Detonation: Dam/End/Range (Recipe). 11-16-2010 18:06:57 You received Blood Mandate: Acc/Dam (Recipe). 11-16-2010 19:27:14 You received Nightmare: Acc/Rech (Recipe). 11-16-2010 19:33:31 You received Blood Mandate: Damage (Recipe). 11-17-2010 19:13:07 You received Air Burst: Dam/Range (Recipe). 11-17-2010 19:20:30 You received Cleaving Blow: Acc/Dam (Recipe). 11-17-2010 19:27:00 You received Hecatomb : Dam/Rech/Acc (Superior) (Recipe). 11-17-2010 21:16:58 You received Pacing of the Turtle: Acc/End (Recipe). 11-17-2010 21:45:26 You received Force Feedback : Knockback/Rech (Recipe). 11-17-2010 22:04:12 You received Multi-strike: Dam/End (Recipe). 11-17-2010 22:26:15 You received Cleaving Blow: Acc/Rech (Recipe). 11-18-2010 20:48:03 You received Crushing Impact: Acc/Dam (Recipe). 11-18-2010 20:48:26 You received Essence of Curare: Acc/Rech (Recipe). 11-18-2010 21:16:23 You received Exploit Weakness: Acc/Dam (Recipe). 11-18-2010 21:22:04 You received Tempered Readiness: Dam/Slow (Recipe). 11-18-2010 21:22:54 You received Mocking Beratement: Taunt/Rech (Recipe). 11-18-2010 21:29:37 You received Enfeebled Operation: Acc/End (Recipe). 11-18-2010 21:34:08 You received Crushing Impact: Dam/End (Recipe). 11-18-2010 22:43:03 You received Soulbound Allegiance : Rech/Acc (Superior) (Recipe). 11-19-2010 00:08:02 You received Detonation: Acc/Dam (Recipe). 11-19-2010 00:25:28 You received Exploit Weakness: Dam/Rech (Recipe). 11-19-2010 17:52:23 You received Mocking Beratement: Taunt/Range (Recipe). 11-19-2010 18:08:04 You received Glimpse of the Abyss: Fear/Range (Recipe). 11-19-2010 18:13:48 You received Cleaving Blow: Dam/Rech (Recipe). 11-20-2010 01:41:23 You received Doctored Wounds: Heal (Recipe). 11-20-2010 01:42:01 You received Kinetic Crash : Knockback/Dam/Endurance (Recipe). 11-20-2010 01:47:11 You received Analyze Weakness: Defense Debuff (Recipe). 11-20-2010 02:25:15 You received Efficacy Adaptor : Rech/Acc (Recipe). 11-20-2010 03:02:16 You received Doctored Wounds: End/Heal (Recipe). 11-20-2010 11:11:24 You received Enfeebled Operation: End/Immob (Recipe). 11-20-2010 16:03:54 You received Exploit Weakness: Acc/Dam (Recipe). 11-21-2010 07:28:31 You received Enfeebled Operation: End/Immob (Recipe). 11-21-2010 07:29:09 You received Calibrated Accuracy: Acc/Dam/Rech (Recipe). 11-21-2010 13:28:33 You received Luck of the Gambler: +7.5% Recharge Speed (Recipe). 11-21-2010 14:58:35 You received Tempered Readiness: Dam/Slow (Recipe). 11-21-2010 15:09:14 You received Thunderstrike: Acc/Dam/Rech (Recipe). 11-21-2010 15:10:50 You received Perplex: Confuse/Rech (Recipe). 11-21-2010 15:13:22 You received Dampened Spirits : To Hit DeBuff/End Reduction (Recipe). 11-21-2010 16:24:46 You received Pulverizing Fisticuffs: Acc/Dam (Recipe). 11-22-2010 10:12:53 You received Siphon Insight: To Hit Debuff/End/Rech (Recipe). 11-22-2010 11:08:16 You received Enfeebled Operation: Acc/Immob (Recipe). 11-22-2010 11:15:46 You received Cleaving Blow: Acc/Rech (Recipe). 11-22-2010 11:24:08 You received Enfeebled Operation: Acc/Immob (Recipe). 11-22-2010 12:41:01 You received Red Fortune: Def/Rech (Recipe). 11-22-2010 18:55:22 You received Red Fortune: Endurance (Recipe). 11-22-2010 19:36:08 You received Mako's Bite: Dam/End (Recipe). 11-22-2010 20:38:13 You received Rope-a-dope: End/Stun (Recipe). 11-23-2010 22:59:16 You received Luck of the Gambler: Def/Rech (Recipe). 11-23-2010 23:03:54 You received Kinetic Crash : Knockback/Dam/Endurance (Recipe). 11-24-2010 20:58:10 You received Multi-strike: Dam/Rech (Recipe). 11-24-2010 21:53:36 You received Impervious Skin: +Mez Resist (Recipe). 11-24-2010 23:05:04 You received Enfeebled Operation: Immob/Range (Recipe). 11-24-2010 23:47:07 You received Undermined Defenses: Defense Debuff/Recharge/Endurance Reduction (Recipe). 11-24-2010 23:59:02 You received Multi-strike: Acc/End (Recipe). 11-25-2010 11:44:43 You received Perplex: Confuse/Range (Recipe). 11-25-2010 12:40:43 You received Air Burst: Dam/End (Recipe). 11-25-2010 12:45:34 You received Nightmare: Acc/Rech (Recipe). 11-25-2010 20:34:38 You received Trap of the Hunter: Acc/End (Recipe). 11-25-2010 21:27:01 You received Trap of the Hunter: Immob/Acc (Recipe). 11-25-2010 21:37:57 You received Blood Mandate: Acc/End (Recipe). 11-25-2010 22:05:35 You received Calibrated Accuracy: Acc/Int (Recipe). 11-25-2010 22:48:36 You received Rope-a-dope: Acc/Stun/Rech (Recipe).
Most of the rest is junk, and it was either deleted outright or sold to an NPC. I crafted and sold the Crushing Impacts, Red Fortunes, Doctored Wounds, Efficacy Adaptors and the LotG Def/Rech all sold for 5M to 10M inf apiece once crafted. I usually but not always had the salvage I needed to craft them, meaning that my costs were only crafting and listing fees. (I had to buy the rare salvage for the Impervious Skin, but it was all dirt cheap.)
All my market sales added up to 134,284,335 inf
I also got as drops 178 common recipes, not shown above. I'm going to call that roughly 17,800,000 inf. (I could get an exact number, but I'm too lazy for this exercise.)
Everything else was inf from kills. Between the end of 11/16 and the end of 11/25 I defeated 8302 enemies, and received inf from kills 10867 times. (The extra times were where teammates defeated enemies, mission completes and oddball things like glowies.) This totaled 128,247,487 inf.
That's roughly 280,331,822 in earnings, either from combat creation or market sales, with a fudge factor thrown in for common recipes (the smallest contribution).
Of course, that's ignoring the value of my two purples (one mediocre and one very pricey), and my 182 reward merits. (I forgot to include merits from my story arcs and an extra TF. I netted -18 merits for the nine days after the LotG purchase.) Edit: I also attended a Hami raid and picked up a Nucleous Hamidon Enhancer which I gave away, because I have huge stash of them in my base.
But anyway, at that rate, 20B inf would take about 70 days of play.
So, now that we've got a more accurate number, do we really think it's unreasonable for it to take a bit over two months to make 20B inf playing the way I was, bearing in mind that's almost certainly still an over-estimate? That's one really tricked out character, or a pretty decent number of less richly decked out ones.
Do you think the devs think that's an unreasonable number? -
Quote:This is really simple. The idea that your fun is tied to swiftly completing purpled builds builds is whack. It doesn't really matter if you agree. Almost no one behind the wheels of a modern MMO will agree to that for whatever the equivalent is in their game. It doesn't matter what the market is like there, or what the acquisition methods. If the goods in question are "uber", it's pretty universally going to take you time to buy them.And Misaligned is right, the fun term varies. But if my definition of fun is to IO 50's, then why should i resort to drastic measures to achieve the goodies in this game? You're not going to purple or even fully IO a toon with drops recieved from missions.
Those people are (a) stupid or (b) terminally impatient. Honestly, given the reputation of RMT providers, I think they're both.Quote:You have people buying inf with real money to afford the game pieces. If you think it doesn't happen, you're just wrong. Ive been told to hold on by a plyer before so he could go meet someone to get some inf. that he had just bought.
I have never done anything like use RMT. I hardly ever farm, because it bores me. I haven't "played" the market since I11. I punch stuff, use my brain, and I have 11B inf in liquidity, and I have 7 richly IO'd characters, most with 1-3 purple sets and one with a PvP+3% defense.
I'm sorry, but I am proof your claims are wrong. I'm not even trying that hard. I'm just patient. If your definition of fun requires maximal builds with little or no patience then you're out of luck.
What's patient? I have made, on a Dark Melee/Regen Scrapper, right now looking at my Inf display, 450M inf since the evening of Nov. 16th. I've earned that doing nothing but playing Tip and Paper missions <edit> a set of patron arcs</edit> and a couple of TFs. I have not "played" the market at all - no flipping, no niches, nothing. I have not sold any single drop that's netted me more than 10M inf - I have only sold uncommons and "crappy" rares like LotG: Def/Rech. (The pool B, not the +7.5% global.). I've crafted recipes and sold them.
That's net. I've spent about 50 million inf on stuff I needed after a respec and various crafting fees.
Nine days. At this rate I'd earn 20B inf in 44.4 days.
And you know what's the best part? I've gotten other stuff that I can use. I have "earned" more than that inf suggests, because I've hoarded good stuff I plan to use and thus don't have to buy, or could sell later for more money.
Now imagine I was spending my merits. Imagine I was playing something with more AoEs who could kill faster. Imagine I was running more TFs, and earning more merits. It'd all be better, faster, stronger.
Everyone is not me. Everyone will not be able to match my numbers. But frankly, I'm not convinced I'm all that good. I just think I have a pretty good idea what I'm doing. Anyone who has a good idea what they're doing at least has the potential to match or exceed me. People like me tell others in this forum what we do. Where's it going wrong? -
I'm actually extremely happy with Regen. Let's face it, the main way it's in a "poor state" is that it provides little inherent facility for defense building to the softcap, for either L/S or positional defense. Everything that's considered better off than regen is better off basically because you can cap its defense. Honestly, I just can't get my self worked up over that, given the survivability I can achieve in spite of that.
I am eagerly awaiting I9's inherent Fitness and the Spiritual Core line. No other line will affect my survival more. The only other line that I see as valuable to my Regens is Musculature, and I'm going to get both +DPS and + survival out of Spiritual, so the choice for me is easy.

