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Quote:Yeah. I play "completed" 50s the majority of my play time. That's just what I do. I surely wouldn't stop just because I got my rare boosts.And after that, I still continue to run such activities. It is profoundly easy for me to have fun at level 50 for most, if not all of my current play-time session. I'm always running these high level TFs with my buddies. Don't be so narrow-minded about it, Pinny. It's obvious that folks always ran all of those TFs for Merits, Vanguard Merits, and Hami-Os. Why would my 50's suddenly stop doing that when I get my desired Alpha powers?
I was pretty amused recently by someone in another sub-forum who basically mocked "half measures" in creating an exemplar build. Like you, I don't see much point - as long as one has strong acc/toHit, endurance management and overall enhancement, lower-level TF content tends to be a breeze, IMO. I am not concerned about soloing a level 30 TF on +4/x8 or something. I'm happy to reserve those levels of performance for 50 and still be able to waltz through most non-50 TFs on the base settings.Quote:That said, I've never had any problems with exemplaring my builds, which are only tailored for level 50 play. I have never made myself a leveling-build, or a build that still retains most of the set bonuses when exemplaring down. My characters are built well enough that without set bonuses they still dominate the battlefield on lower level content. -
Quote:All signs, including various comments by the devs on the matter, point to "no".I've played since 2004, close beta tested COV when it was a "seperate" game. The cap for level has always been 50. Just curious if it is ever going up?
The entire Incarnate system is specifically a "post-50" progression mechanism that doesn't increase the level cap. -
I use the merits in whatever way seems most efficient. Broadly, I find that to be along the following lines.
- If I want a rare (but not purple or PvP) item that costs more than 100M on the market, I often buy it with either A-Merits or R-Merits
- If the item costs 1 A-Merit but under 100 R-Merits, it's probably better to spend R-Merits on it, otherwise spend the A-Merit
- If the item costs 2 A-Merits but under 200 R-Merits, it's also probably better to spend R-Merits on it, otherwise spend the A-Merits
- If the item in question is significantly less than 100M on the market, I just buy it off the market with Inf, assuming one is available in a reasonable period of time. (If you want something at a low or odd-ball level, supply rates can be very low.)
- If the item is a purple, the only two choices are A-Merits or the market. A-Merit prices are currently too high compared to market prices. Through playing 50s and selling drops I can earn the money to buy a purple with Inf outright faster than I can earn the A-Merits to create it. That's not including the fact that I can use merits to create things per my first bullet above and sell them on the market for more Inf if I need it.
- The only PvPOs I would try to buy with A-Merits are the ones that sell for 2B on-market or more off-market. Those are worth 4-6x as much Inf as I can usually manage to pay for even the priciest of purples, and cost 1.4x as many A-Merits to create.
- If I want a rare (but not purple or PvP) item that costs more than 100M on the market, I often buy it with either A-Merits or R-Merits
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Nearly every non-melee character I have uses Fly/Hover. I use a very simple bind that uses one mouse button to switch between the two, which serves me well with only rare exceptions. I never intentionally keep Fly on in combat. I always switch to Hover. Often I use the transition from Fly to Hover as a form of breaking, since Hover has extremely high "friction" compared to Fly.
I typically slot Hover with two Blessing of the Zephyr - one Travel Speed and one Speed/End. (I usually put the KB protection piece in Fly.) I typically add a third slot - the most common enhancement in this slot is an LotG:Recharge global. If I had no other place to put it, I would probably add a Kismet unique here, though I do not always add one of these, depending on how much +toHit the character has access to from other sources. -
Quote:I'm pretty sure I'm missing something obvious, but my brain is mushy today. What's the intent of the reference to the number of activations in the debuff duration?That works out as base * 20% chance of firing * 20% debuff * number of chances in 10.25 seconds.
Also, something to think about... I would be completely unsurprised to learn that there is a clock tick in between the granting of the temp power and the application of the debuff. That probably doesn't affect the next attack, since no one would be able to get their next attack in during one clock cycle, but it might have a small affect on chains by moving when the debuff ends. -
In general, anything that operates on the basis of damage buffs is going to tend to be stronger on a Scrapper, because Scrappers have a high base damage.
Brutes, in contrast, get their Scrapper-ish levels of damage from relatively low base damage but pretty high levels of +damage from Fury. That means that +damage from other sources will have to add with the +damage from Fury, which tends to have a smaller impact on the total. (This is usually exacerbated by the fact that Brutes have slightly lower self buff scales for damage than Scrappers.)
So if your goal is peak unconditional DPS, go Scrapper. -
Quote:That specific test case was used to show that it does not, in fact, stack from any caster.Woah woah woah, that is very not how I am aware of it working. The debuff is flagged as "does not stack from same caster," not "does not stack."
I know for a fact that merc pets (of different tiers) can apply different instances of the same proc.
Read the power information on the RedTomax page carefully.Target: Caster
Let's look up that granted power.
Grant "Set_Bonus.Set_Bonus.AchillesHeel" (10 seconds) (20% chance) If target is not caster [Ignores Enhancements & Buffs] [Non-resistable]
Target: Caster
Now contrast what the proc does with a standard power that applies -DR. I'm going to pick Defender/Sonic Attack/Shriek. This is just the debuff portion.
RES(All Types) -0.20000 Melee_Ones% for 10.25s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Target: Foe
Note that there is an additional level of indirection in the proc compared to Shriek. The Achilles Heel proc is granting its owner a power that grants another power to the target. The target becomes the caster of the DR debuff, which cannot stack from the same caster. Thus, no matter how many attackers grant the target that temp power, the target of the temp power can only apply the -DR affect to itself once.
RES(All Types) -20% for 5s [Ignores Enhancements & Buffs]
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Quote:That's also evident in his treatment of SL vs DP. He's using DP as his regular heal and SL as a panic button. That ... so makes no sense to me.One thing that reveals his lack of understanding is that he keeps saying things like "Siphon Life is no Knockout Blow." He's thinks big numbers rule. That's why he wants to slot Siphon Life for maximum healing. He doesn't understand that if you machine-gun moderate numbers they can add up to more than a slower cycle of a big number.
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Quote:Yep. Remember, I didn't describe how I buy salvage. That said, I almost never pay over 20k for common, high-level salvage. Whatever I was going to do with it, it's extremely uncommon that I need to do it right then, so if something I usually buy for 55 won't buy for 20k, I just leave the bid and come back later. I usually have it by the next mission unless something long-term is going on, like trick-or-treat this year.I have no problem putting this much consideration into it when I'm buying or selling rare salvage. But for common/uncommon salvage (say anything going for less than 100,000 INF) I typically don't care how much I pay for it or sell it for. To me that price range is like "petty cash" that doesn't affect my bottom line much one way or the other. I buy/sell/craft recipes for multiple millions every day so toying around with trivial salvage doesn't interest me.

My target for listing the way I do isn't most posters in this forum, really including even me. Hell, I don't even know for sure that my target buyers exist as a category the way I imagine them. But the way my stuff gets bought can be seen to reinforce the notion that they're out there, so I stick with it. -
Quote:This is exactly how I list my salvage. I am aiming specifically to overshoot the price flippers might be sweeping at and undershoot the current peak prices.The effect you have is 'negative' in the sense that, if you instead listed rare salvage for say 300k or 800k ( something above usual lowball bids but below normal sale points ), you would benefit casual players that have the patience to bid creep (also flippers that operate in that price range, but you can try listing above it).
Note that I spend very little brainpower in this. If prices have been under 1000, I usually list for a very low price, but over 10 inf. If prices are "high", I list for some pseudo-standard price I think might be over what flippers are buying at.
Probably about 1/3 of the time, I still sell at the "high" price. Maybe about 1/6 of the time, I still sell to what might be a flipper, based on multiple sales at unusual, "fingerprint-y" prices like 1367. Probably about 1/2 of the time I sell at some "round" or easily typed number just above what I listed at. This last case is actually what I'm shooting for.
I just like the idea of seeding the market with deals for people who are interested in looking for a good (but not crazy good) deal. If I list super low, my "deals" are too easily eaten, and if I list too high, they aren't really a "deal". -
Just some quick additional, related info.
Because of the way it is implemented to keep if from self stacking from the same character, the AH proc actually won't stack from any number of sources. If you team with a buddy and both your character and his land this proc at the same time, they won't stack together. This is very unusual for this kind of effect. Presumably, as a Scrapper, you are a lone wolf and this is not a problem.
There is another -DR proc from the Fury of the Gladiator PvPIO set. That proc follows the same rules - it won't stack with itself from any source. However, the two procs will stack with each other. -
Shadow Punch with procs fell out of favor some time back, with the advent of "Arcanatime" (or rather, with the advent of people's understanding of it, thanks to Arcanaville, for whom it is named). Because of the cast time adjustment predicted by Arcanatime, the DPA for Shadow Punch is actually worse than originally thought, even with procs. As such, modern builds worried about optimal attack chains normally skip it.
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Quote:And to reinforce the larger point, the most +recharge you're allowed to have, period, regardless of source, is +400%. So not only is 330% outside what you're ever going to get solo, even at the max you're allowed you won't get to the recharge you're targeting.How much recharge would you need to approach 60 seconds? 360/60 = 6, or 600%. So once we subtract Hasten and slotting and the base recharge, we're looking at 330% in recharge bonuses from IOs. That ain't gonna happen.
If you're interested in the most healing per time you can get, you're back to needing to frankenslot Siphon Life and get it back in your attack chain. -
Quote:People don't always go for them, but they are willing to pay a premium for the low level ones to slot in low-level characters.Ahhh...my bad then. So then why do people always go for the lower-level procs?
I don't think I would slot most damage procs and the like in a low-level character, but I slot low-level Performance Shifters and Stealth, Miracle and Numina uniques in low-level characters frequently. (Numina and Miracle uniques follow the same rules as procs - they're functionally procs with a 100% chance to trigger and no suppression.) -
Quote:Yep, I sure did. I blame posting right out of bed. (I stayed home sick today, and actually laid back down after posting that.)You left out activation times and end costs. These things matter. Smite does not do as much damage as Siphon life out of the box though, you are correct.
Properly including activation and Arcanatime, the DPA would be:
Smite: appox 242
Siphon Life: approx 151 (based on my slotting)
The real irony in me leaving that out is that I have an Excel spreadsheet with the calculations in it on my desktop, used for building attack chains for my DM/Regen. -
Quote:It's worth using as an attack whether you're hurt or not.If you ain't injured the heal will not help. Seriously. It just will not, and the extra end/time invested gets you squat. So i lean on Smite and Gloom. If I see my Green take a little dip, sure, I hit Siphon Life. otherwise, not so much.
I'm talking about it as a heal because you claimed you wanted the heal from Dull Pain back faster. If you care about the heal from Dull Pain, you should care about the heal from Siphon Life more. If you don't care about heals from Siphon Life, then getting massive recharge for Dull Pain cannot be an imperative.
I am totally fine with you having concept stuff that isn't optimal. But you keep making objective statements in defense of your choices or builds, and that stuff contains factual errors. If you really don't care at all about the performance stuff, that's fine, but don't try to use incorrect statements of what's optimal to defend it, or people will try and correct you. -
Quote:In terms of average DPA, it's nearly impossible for me to see how Smite could do more damage than Siphon Life, unless you're understlotting SL as an attack.Except That my attack chain is different. when Bill Z took a look at these he was specifically asked to limit the recharge numbers. I use Soul Mastery attacks as part of my main attack chain, both for the AoE and the High damage attack. I use them a lot. Siphon life does less damage for me than Smite, because my Smite is purpled. The comparisons would need to be recalculated. Not saying I am doing "better than the highest DPS", but I am coming at the number sideways from the way most (99%) of people do it.
Smite's base damage @50 is 82.6. If you call its slotted value double, that's doing to do 165.2 points of damage.
Siphon Life has a base damage of 122.6. Mine is slotted 95% Heal, 90% damage, 60% recharge, so lets use my numbers*. That would be 232.94.
But your Smite probably has a purple proc in it. That's 107.1 damage 33% of the time. That averages out to 200.5 damage.
So yeah, if your purple proc went off every time, Smite would do more damage. But it won't. And when you have enough recharge to keep your attack chain saturated with activating attacks, DPA is the primary attribute of the attacks you care about. The average DPA on SL can be better than that even on purpled Smite.
* If you're curious, that's slotted like so: 2x Nucleous, 2x Golgi, Hecatomb: Dam/Rech, Doctored Wounds: Heal/Rech -
OK, I just got to the point where you explained that this is a concept build.
In my opinion, that means all that stuff that was discussed earlier in the thread about the market being bad or whatnot for the casual, n00b, or otherwise "disadvantaged" player is right out.
By design, there are things that are intended to take a long time to obtain. In this particular game, they are extremely optional in terms of overall performance, because there are alternate goods that are far, far easier to obtain. The main reason to chase the super rare ones is for purposes of stacking more stuff on top of what can be had for cheaper.
You've declared, outside of any optimality, that you want to have as much stuff that gives you global +recharge, literally no matter what the cost and irrespective of whether it's actually meaningfully beneficial to your character. By doing that, you have cast your net aiming for a set of goods, some of which are easily obtainable and some of which are extraordinarily hard to obtain by design.
Now, really think about that for a minute. The devs haven't deprived you of any reasonable performance here. Your goals effectively ignore performance. You're going to write them a letter calling for them to change the system because it doesn't suit what you're doing, when what you're doing lies outside of even extreme powergaming goals for your build? Do you really think they'd find that remotely convincing? You're asking them to remove the notion of long-term build goals for normal builds just so you can make an abnormal one faster. Do you really think that makes sense? -
Quote:B_C, you need to recognize that how you, personally play is not what people are going to use as a metric when they talk about optimal build and optimal power use. They're going to talk about how to play that approaches mathematically calculable benefits.You have posted some informed opinions. I could refute them with my actual play experience point by point but let me just say a few things. The combat heal from DM is rarely used. When I do start to lean on it, times is getting ugly (read team wipe). So when i come off my main attacks and start hitting Siphon life i generally need Dull pain, contnue using Siphon life, and want Dull Pain up again ASAP. But generally, I hit siphon Life once every 30 seconds or so to top off. It is not part of my attack chain.
If that is how you are using Siphon Life, then you are not using it in a mathematically optimal way. It is an excellent attack and a far, far higher HP/sec heal than Dull Pain. At absolutely maximum levels of recharge - +400% (which you could never attain on your own) - well-slotted SL fired as often as possible would average out to healing 0.2% of your base HP every second. Well-slotted Dull Pain would average out to healing 0.04% of your HP every second.
In other words, maxing out both, SL is 5x as strong as DP in terms of maximum healing rate.
Don't treat Dull Pain like a heal. Yes, it applies a heal, and that is nice. It's biggest benefit is the +HP buff it applies. You get the biggest bang out of that once it's "perma". You get it to that level at 200% total recharge, including slotting, so need around +100% global recharge.
On a Brute you could go for more overlap, so that you could stack the +HP buff. (On a Scrapper, running DP with the +HP accolades will cap you, but one application won't cap a Brute or Tanker.) But even at around +200% global recharge you're going to get 30s of that out of every 120s, or have double stacked +HP 25% of the time. That doesn't suck, but getting to 200% recharge on that build is almost certainly going to cost you in other areas. Germane to this thread, it's at least going to cost you hardcore in the wallet.
Circling back to Siphon Life, if you're only using SL once every 30s or so, I have to wonder how hard you're fighting, and if you aren't fighting that hard, why do you need such an expensive build? When I do builds like this, I then play them hard. My characters who have Siphon Life live off of its benefits. -
Quote:I think you may be suffering from a lack of exposure to the fact that a lot of 50s are off finding and forming teams via other measures. Zone broadcast is not where the action is at these days, because most people are not spending time in open zones. If you aren't already in them, ask around for the popular global chat channels for your server; you can ask about them in the server-specific forums. Honestly, even more team forming probably happens in more private/specific channels or in super-group chat, but looking for people to team with in the more public global channels is a good way to meet people who may end up inviting you to a private channel or a SG.But once you get to level 50 (unless there's an event) activity seems to decrease, which is one reason that the Architect Edition was implemented. You go to PI or RWZ and all you see through Broadcast is things like: "lvl 50 def LFT" or "are there any mission teams"and so forth. So unless you have a solo'ng capable archetype or happen to log into the game and find a team, your chances for collecting rare recipes and IO's is slim.
I can tell you that, for the people I hang out with, it's possible that playing at 50 is where most of the teaming and playing is done. -
Quote:I'm pretty sure original HOs were 50% across the board, irrespective of "schedule". So you got 50% enhancement even on stuff that normally gets 20% from SOs today.On the resistance side, was that also getting 50%, or was it 30%? I'm thinking it was 30%? So +180%. So capped smashing, lethal and fire, 84% resistance to energy and negative, and 56% resistance to cold. Again, I suspect these numbers are higher than we get these days? I'm not a tanker expert, so I don't know for sure.
As Sarrate points out, pre ED was also pre GDN, so base values for pretty much everything were around double what they are now for most things - more for some. Some stuff offered defense that no longer does. Hasten, for example.
You could get a lot more defense from pools even on ATs that did not get any before, and there were Blaster builds with very high defense. However, defense mechanics were very different back then, so there was no clean equivalent to hitting today's "soft cap" - the higher the level and rank of your foes, the less able you were to overcome their toHit.
The ability to cap at their 90% DR was the main reason I conceded that if anyone was better off in the old days, I could believe it was Tankers. With their lower DR caps (assuming we aren't talking about before anyone had DR caps, which is going pretty far back), Scrappers and other ATs in general weren't quite as glorious. -
Quote:I've been poking a fairly fascinating book I picked up off of a bargain shelf at a local Borders that talks about this in the context of corporate management and how this psychological reality interacts with efforts at feedback and reward systems for employees. It talks about recent discoveries in the science of brain function explain why some traditional and seemingly logical approaches to delivering incentive to employees frequently backfire in unexpected ways.One of the most valuable lessons I learned from college was in the psych classes learning how different people's blinders and prejudices influence every single aspect of not only how they think, but also how they process incoming data. Everything is filtered, and it is distorted long before it ever gets to the logic centers. In most humans, and by most I mean upwards of 95% from what I was taught (though arguably it was a while back and the numbers may have adjusted due to more modern analysis), logic is only used to retroactively justify a decision already made.
Input comes in, decision is made, then it hits the logic centers and an argument is formed that defends the decision.
That's definitely interesting. I wonder how people are theorizing about what purpose that would serve leading to it as an evolutionary development.Quote:Best part are the studies that show people in highly polarized us-vs-them mindsets actually get a hit of endorphins for rejecting "them" comparable to many drugs. Was first discovered in studies on politics, how strongly democratic people get a major jolt of endorphins for rejecting actually correct information presented by republicans and how republicans get the same from rejecting truth presented by democrats. Then later studies came out expanding on the initial findings to any powerful us-vs-them mentality. This is the key underlying process behind victimhood. Define "them" and then claim "they" are victimizing you. Then sit back and rake in the natural drugs your body rewards you with for denying the truth about "them" regardless of source or presentation method. -
