UberGuy

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  1. If you're just slotting it with Heal enhancers, then the answer is almost certainly no. The return on adding enhancement to any one aspect of a power beyond the equivalent of 3 even-level SOs is extremely marginal. This is generally true of all aspects of all powers. The whole last three Heal enhancers in six-slotted health adds less than 1/2 the benefit of adding the first one.

    Some exception is made occasionally. For example, if you have an extremely long recharge power, the ~15% extra recharge you can eke out by six-slotting the power vs. three-slotting it might represent a pretty large absolute number of seconds. It's still going to be a small relative increase, but when the relative numbers translate into large absolute numbers, sometimes it's compelling.

    Health by itself doesn't provide an absolute benefit large enough to merit such an approach. For example, on a level 50 Tanker with fully slotted Dull Pain active (an example of someone with a very large number of HP to base the +regen effect on), the difference in 3-slotted Health and 6-slotted Health is +0.9 HP/sec. That's not a very compelling use of 3 slots.

    Health can be nice to slot with IOs such as Miracle:+Recovery, Numina's Convalescence: +Regen/Recovery, and Regen Tissue:+Regen. Putting all three of those plus maximum heal slotting would be an example of a reasonable six-slotted Health. Edit: On the same Tanker as above, adding these three IOs to Health 3-slotted for Heal increase the Tanker's HP regen by 12.7 HP/sec, plus add about 50% of the benefit of unslotted Stamina.
  2. Since you've already gotten some good replies, let me just say that I dig the term "re-noob".
  3. I'm curious. How do you know people who use Mid's are the root of your problem?

    You manage to consistently rub people the wrong way on the forums. If you manage this so effectively in game, people might be kicking you primarily for that reason. If you are even half as good at irritating people in game and you have funky builds, they might be using your build as an excuse to be rid of you.

    People like to do well. The core function we all try to do in this game is kick things butts. A good build kicks more butt. Trying to figure out how to kick more butt leads to thinking, thinking leads to analysis, realization that analysis can be complicated leads to creation of tools to reduce complication. Thus we have mids, which people who want to kick more butt sometimes use.

    I think people who use mids are not your problem. I think you're deciding they're your problem, and refusing to let it go.
  4. Quote:
    Originally Posted by Doctor_Kumquat View Post
    I don't have a link atm, but I'm pretty sure I've seen a screenshot from many issues back where a single boss defeat (finishing the last mission of a TF) generated a piece of base salvage, invention salvage, Pool A recipe, Pool B recipe, Pool C recipe, and costume recipe. Whether Purples and/or the pool C random drops from bosses can drop in addition to a pool A drop, I don't know... but I do know you can get plenty of other types together.
    It probably makes sense that "pool C" boss drops are actually in their own pool. I am not sure there is any other way to assign them to bosses only. My understanding is that "Pool E", the one with costume drops in it, was only supposed to drop from minions, so I'm not sure it's reasonable that a boss defeat generated a costume drop.

    Another thing to be careful of is how to interpret reward messages in a team context. You can defeat something and then immediately get a reward from someone else on your team essentially simultaneously defeating something else. If that boss in the example above was the only thing anyone was fighting then it suggests that what we think we know and what is going on may be two different things. But if anyone was fighting anything else as the TF ended, the correct interpretation really isn't clear.
  5. Quote:
    Originally Posted by Kierthos View Post
    Do the repeatable missions from Borea in the Rikti War Zone have a lower chance for Pool A recipes, or am I just terribly unlucky? (also, does anyone know of a contact who offers repeatable Circle of Thorns missions heroside?)
    Missions that aren't in the AE have no influence over drop rate. Drop probabilities are defined at the mob rank level. All minions have a certain chance to drop something, all LTs a different chance, and so on. A check is made for every drop pool and category a mob can drop.

    If you do get a drop for a given category, what you get within that category is random, and controlled by additional weighting. For example, from a mob you can get a common, an uncommon, a rare, or a purple, all (as we understand it) from the same drop pool. Obviously, you are much more likely to get a common than anything else, and more likely to get an uncommon than a purple, etc.)

    What mission you're in isn't supposed to matter at all. The AE is clearly distinct and separate. It's worth noting that the AE mobs are separate from the ones we meet in the "normal" game - they can be modified to have different powers or powers that work differently without affecting the regular PvE versions of those mobs. This may also be how they have a completely different drop mechanic - they only drop from the "ticket pool".
  6. Or keep opening up new high-reward-rate inf/XP exploits that people use for weeks.
  7. Oh, agreed. It just looks to me like there's more inf being churned out than items are flowing through the market system to balance out.
  8. I do think prices rise over time, but I don't think the flippers cause it. I do think that flippers might help accelerate it. Basically, prices on things started low because most of us weren't rich, and our pricing standards were rooted in things like SOs and buying a new costume at iCon. But several things have happened; here's a few major ones.
    • Some of us started playing 50s more, because there's more to do with them. Not only can we chase IOs, but we can run TFs, Ouros and repeatable mishes. 50s make the most money of anyone.
    • Particularly if we make heavy use of IOs, we can fight a lot faster and against a lot more stuff than we used to be able to. I have Scrappers that run solo on +2/x6 for regular fooling around, and there are people who can go a lot higher.
    • In I16 they also basically doubled how much money 50s get.
    Finally, the market itself has been around a while. The market serves not just to spread goods around - it spreads money around too. People who consistently sell on the market can easily earn lots of money (at least for max-level or min-level goods, as that's where the demand seems to concentrate). That's possible because there's lots of money coming in from all the money producers, and some people like Smurphy or even I tend to concentrate it then throw large chunks of it at other people for shinies we want.

    As these factors combine to generally increase the wealth of the players using the market, our tolerance for high prices increases. Let's say you can usually get something for X in a few days, occasionally get it for X/3, and usually get it immediately for 1.6*X. If more people start feeling flush with inf they might say "screw it, I'll bid 1.25*X and try to get it overnight." If that keeps happening, the sellers (and flippers) will notice, and start listing higher, and the cycle then repeats at a higher price. There is a limit to this, rooted in the overall player base's max average speed of inf production, but I'm not sure we're there yet.

    Why would flippers accelerate this? Because they tend to collapse the price into the range between their buy and sell prices - especially if a flipper is competing with other buyers and sellers (including other flippers). Trends like the increases I describe become more noticeable when the price isn't all over the place, including low-ball listings.
  9. Quote:
    Originally Posted by Werner View Post
    Unless you want your damage front-loaded, or prefer a more relaxed pace sometimes. I kind of hate red side, but I'll be tempted towards Brutes once we can swap sides. I seem to like something about halfway between a Scrapper and a Tank, so Brutes seem like the obvious answer. But even though I don't have much trouble maintaining fury due to my normal go-go-go pace, I also don't like the game mechanics dictating my pace to me.
    I'm the same way. I don't have a problem with Fury, but I prefer Scrappers because if they have to stop and wait for something, it matters not in the least.

    In general, real-world play, I don't find there to be enough difference. In a few specific instances, a Brute's HP and higher caps are pretty useful.
  10. Quote:
    Originally Posted by Col_Blitzkrieger View Post
    As I said, hypothetical best case scenario; if I recall correctly, the radius of the passive is comparable to Grant Cover (or was it Phalanx Fighting?), and thus you're unlikely to have the ranged toons on your team close enough to benefit from them at all times.
    Really? Where's the radius information from?
  11. Quote:
    Originally Posted by Aluminum_Dave View Post
    I'm in no way upset that you do this(not that I could do anything about it if I was) but I fail to understand how having one person controlling trade of a wanted item is good for an open market.
    One thing to note is that they are not (fully) controlling trade. All they are controlling is the minimum buy price, which is the buy price they are bidding at. They only "control" the sell price in the sense that this is the price at which they then re-list the items they sell. Any price between their buy and sell prices is fair game. You don't have to pay their listing price, but if you want to avoid that, you do have to pay at least their buying price.

    Technically, sale prices above their sale price are also fair game, but this is generally unwise for competing sellers. By reselling a meaningful volume of supply at whatever price they are selling at, they tend to ensure that price is the (likely) price ceiling, because they undercut people selling higher than that.
  12. Quote:
    Originally Posted by Lemur Lad View Post
    Just because they both come from the same source, doesn't mean they're part of the same drop pool. Purples have a much lower rate than Pool A, and as far as I know, it's a flat % unrelated to rank.
    The current understanding is that they are, indeed, pool A. This is based on a variety of testing, things devs have said in betas, etc. Some of the best evidence so far relates to the non-random drop bug, where some maps always dropped a recipe on the same mob from restart to restart. Those mobs would drop purples.

    As far as we know, when a mob is eligible to drop from multiple pools, it can always drop from all those pools at the same time. For example, I have received a pool A rare and a costume recipe from the same mob. I have never heard of a mob dropping both a purple and a less rare pool recipe.
  13. I generally think B. Like others, I notice people sometimes specify "50s only" or "50s preferred". I prefer when people are really explicit about accepting lower levels (usually something like "L50 ITF, any 35+ welcome").
  14. How long had it been since the last sale? If it was like 5 days or something, then I might think there's a supply issue. Maybe.

    If there were any other sales that day, especially more than one that day, then no, I don't see an issue.

    I don't see anything wrong with the transaction itself in either case. Someone got what they wanted and you got a lot of money. Everyone wins.
  15. Quote:
    Originally Posted by EmperorSteele View Post
    Well, without hard price caps, it'd be nice if common and uncommon salvage never went over 2x the NPC vendor cost, and if rare salvage stayed under 1 million.
    These two wishes are incompatible.

    The price people pay for things reflects what amount of inf they value having them at. The price I can get from an NPC has nothing to do with what price I am willing to pay the market to get a piece of salvage. You illustrate that you understand this concept when you mention rare salvage at 1M inf - no NPC will pay you 1M inf for a rare salvage piece, but you are willing to pay it, even though it's 200x what the NPC will pay you.

    If NPCs sold salvage, it would be different, as Smurphy mentions. Then the market sellers would be in competition with the NPCs for the business of market buyers. Under the current regime, the NPCs compete with market buyers with for the business of market sellers. Level 40+ players win that contest hands down.

    TL;DR: Players don't value pieces of salvage - even common salvage - at the prices that NPCs do. We value them higher, especially when we're near level 50.
  16. Quote:
    Originally Posted by BrandX View Post
    Full team...3 full size ambushes (that comes with the second mission of the ITF).

    I spent my time hovering up at the top of the cave while I kept applying blasts, debuffs, Twilight Grasp.
    Well, OK, but that means they never got to apply any -Defense to you, because they only do that in melee. With no DDR, Cims cause cascade failure in melee, and they are brought up a lot in cascade failure discussions because of it. But you weren't in melee. It doesn't invalidate what you said (that you did great vs. Cims) but saying that is a bit misleading in the context of the thread.
  17. Yeah, nevermind. That's what I get for having read that post of Posi's after a night of no sleep. I came away with him predicting problems after side switching, not after a merge.

    I too wonder what they predicted would happen.
  18. Quote:
    Originally Posted by Mandur12 View Post
    Emphasis mine. I'm unsure how you interpret that from what Posi said. He doesn't mention the villain market at all, but states that a merged market is forecast to introduce "NEW" problems that they would like to try to avoid. Hence the market "fixes" in the works. Am I missing something?
    The added part I suppose was taken from context. People were saying that GR would introduce problems for the BM (only), and he responded with an acknowledgment that the devs did indeed predict (NEW) problems that they will take steps to fix. Since there are not a lot of existing WW-specific complaints, and plenty of existing complaints about the BM, and all the player predictions of issues are regarding the BM.
  19. Quote:
    Originally Posted by EmperorSteele View Post
    Posi said something about how merging the markets would eventually be a Very Bad Thing according to their economic forecasts, and that they have plans in the works to fix the markets.
    That's not what he said.

    He said:

    (a) they cannot merge the markets because it is too technically hard. There's some good discussion and some long rambles by me on this over in the GR forum in EvilGeko's "No market merger?" thread. As best we can tell, they may have some sort of crazy, proprietary DB or at least very complex DB underlying the markets. Regardless of what's really there, the devs are afraid of screwing up the markets at a technology level, not necessarily at an economic level.

    (b) GR with no merged markets was predicted to be bad for the villain market. This is what they were forecasting. So they have plans to implement things about the market. Personally, I await these things with great trepidation, but I am glad they're going to try something.
  20. Quote:
    Originally Posted by BrandX View Post
    Hmmm...My Dark Miasma/Sonic did great against Cims.

    Not quite softcapped Ranged Defense (29-35%), 20-something percent Melee/AOE defense...like 67% S/L Resist (Tough/Epic Armor)...with a -tohit/-dmg toggle.

    Doesn't really notice -defense at all.

    Couldn't kill fast, but handled 3 ambushes on it's own.
    Three ambushes of what size? Solo or a larger team?

    Did they even reach you? As a DM/Sonic you have tools with which to slow foes and possibly keep them away.

    It's not practical that they would not debuff you badly if they actually reached you and were able to actually beat on you. It seems more likely to me that you would have played keep-away and never given them that chance, which basically means they didn't get to apply their debuff.

    If so, I think the story might be a tad different against ranged debuffers, like Praetorean Clockwork,
  21. Anything that dynamically changes base damage seems highly unlikely. There is only one example of this in the game so far, and that's when a Kheldian changes forms. It's not especially dynamic in the sense of varying with team size - the two Kheldian energy forms just use different AT damage scales than the human form and from one another.

    So far, we have no example of a buff that modifies base values for either an AT or a power. Based on that, I would be surprised to see it introduced here.
  22. Quote:
    Originally Posted by hewhorocks View Post
    The proof may well be apparent once GR hits. How many more brutes will we see blue side than scrappers on red? Does anyone really think it will be close?
    I think that's not quite the right comparison, because I think more players will move stuff from villains to heroes than the reverse in general. The more meaningful metric is probably going to be the ratio between the two ATs on blue side.

    Personally, I don't expect to see a major case of one of these two AT over the other. I'm a pretty serious min/maxer and the performance differences in real play don't convince me that there's a reason for concern. Add to that I see a fair number of people who prefer the Scrapper's consistency over the need to feed Fury (irrespective of whether or not they think it's "hard" to sustain fury), and I think there's not a problem.

    If there's a migration, I expect it to be from Tankers to Brutes, not Scrappers to Brutes. There are plenty of Tanker players who really love the core toughness of that AT, but there are also a lot of them who play it because it's the closest AT match for the classic Superman-style super-strong tough guy. Brutes straddle the conceptual gap between Tankers and Scrappers, and I think doing Scrapper-level damage with more HP and Tanker buff caps is going to be even more attractive to those players than it is to Scrapper players.
  23. I see STFs fairly often. I'd be hard-pressed to say what I see more, but I see the following set with some regularity: Hess, Moonfire, Positron (mostly since the exemplar level change), Sister Psyche, Citadel and Manticore. I see Numina, but probably not as much as those others. I very occasionally still see a Katie forming. I almost never see an Eden forming.

    But far and away I think I see ITFs and LGTFs most of the time.
  24. Quote:
    Originally Posted by PumBumbler View Post
    Leveling slower isn't just a function of uber builds. The player is a much better judge of how fast someone can level over what IOs they are slotting. It's mainly a function of people who want to get into the upper echelons of the game or feel they need some specific build for the sake of completeness that it is bothering them.
    This has nothing to do with IOs affecting how fast you level. It has to do with how fast you can make use of the IO system as an alternate form of progression. Sure, that may also mean that as you progress down the IO path, you gain XP faster, but that isn't what I'm talking about. I'm talking about the IO system as its own progression, and a disparity in the speed at which a villain can take advantage of that compared to a hero.

    You mention, "the need [to attain] some specific build" ... how else would anyone approaching the IO system as a means of progression make use of it? You can use them haphazardly, but that's a specific choice to only pursue their capabilities to a limited extent. The point here is that it's easier/faster/cheaper for a hero to pursue the system to any given capability it offers except perhaps the haphazard slotting of IOs that happen to drop.

    Quote:
    Why would you say it's giving up? Given the information that has been published about GR I'm surprised you're taking such a myopic view of the need to merge markets.
    I was specifically referring to your last option: "If not, I guess you can always use GR and go blue." That's giving up. That's throwing up our hands and saying redside is toast, and abandoning it for the blue side.

    I'm curious what they've told us about GR that should give me a wider view. Everything I've seen reinforces my sense of dread about the implications for the Black Market. What, specifically, do you think should do otherwise?

    Quote:
    GR will have heroes who wind up to be villains and vice versa. Each will still trade into their respective markets, as far as I've heard? Are you implying that everyone is going to make a villain and then go heroside in GR and then every hero not switch sides to villains?
    Yes, I firmly believe that the great preponderance of switching will be from villain to hero. I've talked about reasons why quite a bit in the Market Merger thread in the GR chatter forum. There are just too many things that too many people regularly complain about that they don't prefer about the villain side. Those that do like the villain side are most commonly attached to the ATs or existing characters, and not so much the side itself, and I expect there to be a chunk of these players who transplant to hero side for greater teaming. A better market is just icing on the cake for a lot of these folks.

    Quote:
    GR itself will likely be a boost to both markets and since the BM is slower than WW it will get a pickup. A significant one I believe. Then the point will be moot on whether the markets need to be merged or not.
    I think this is a pipe dream.
  25. Quote:
    Originally Posted by Warkupo View Post
    I'm assuming most of you are aware of the adjustment to the IO set, Blessing of the Zephyr. At some point, it's set bonuses will be reduced to 1.25% Ranged, and 1.88% AOE.

    With this change taking place, I'm curious what my fellow scrappers think about slotting for defense on Regen. As I see it, Dark/ and Sword sets will still have reason to do so, but the other combination I'm not so sure about.

    Before I was just barely making 30% Ranged with the PVP IO, and now I'm around 26%, which is more realistically placed at 23%. I imagine others will have a much more difficult time still, and with the myriad of enemies throwing out defense debuffs I'm having a hard time rationalizing defense on /regen.
    23% ranged defense still reduces average ranged DPS delivered to you by 46%. It's large enough an impact on foe miss rates that you really notice it over having nothing, especially with a large number of foes shooting at you (which tends to behave more like the average). When you crank your difficulty slider on the team size variable, you end up with a lot more foes at range than you do on low settings, just because there are more foes you can't run right up to at once. A lot of ranged damage gets cranked out, and I noticed raising my Regen's defense from the mid to high 20s - in fact it let me crank my difficulty higher.

    Regen is all about having time to recover heals, and the less stuff hits you, the longer you can go before you really need a heal again. Combined with some good +recharge, I totally think it's worth it.