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I'm not sure why you think 1000 merits would suggest you should ever have seen a purple.
The most optimistic numbers I've seen suggest that, on average, a purple drops once every 1500 mobs. (This is a very round number, as it treats all mobs as a kind of aggregate, even though drop rate varies by mob rank.)
When you run on a TF, you are almost certainly doing that on a team. When a mob drops something, it drops one thing. When you play on a team, that one thing a mob drops is randomly assigned to someone on the team. So if you are playing on a team of 8, you're reducing your odds of getting any given drop by a factor of 8. That takes that (possibly very optimistic) on in 1500 chance of a drop and makes it one in 12,000.
Frankly, I'm not at all sure the teams I play on would come close to putting down 12,000 mobs in the number of TFs that it would take me to earn 1000 merits. On a very conservative number of 25 merits/TF that's 40 TFs, meaning we'd have to defeat 300 mobs on every TF just to hit the average number of mobs for me to get one drop. And of course, probabilities don't work such that you're going to get a success just because you did the number of tests to get a result on average. -
Here's the thing. The devs aren't going to redesgin Placate, or Stalkers in general, at this point. There are several reasons that Stalkers work "good enough". The devs don't change things just because they could be better. They change them when either data mining and maybe popular sentiment that something is poor, usually in terms of average leveling speed.
First, Placate/AS works fine with defense-based sets. You get interrupted far less if stuff misses you most of the time, even when the fur is flying in a team setting. If you are playing a non-defense-based secondary, you can improve on this with +defense bonuses.
Second, recent changes to the AT make it far less dependent on AS, primarily by increasing the AT's base damage and also by making random criticals independant of any status or conditions for either the Stalker or their target. Moreover, this actually improves on large teams, because the chance for random critical increases with team size. This effect is dramatic; a Stalker's criticals flow quite freely on 8-man teams. Admittedly this factor takes a while to mature, as many Stalkers don't get a full attack chain until the mid-to-late 20s. -
And if you really want +stealth (the attribute) to stack with, say, a Stealth IO, you should consider Super Speed, at least for PvE. (SS has no stealth component for PvP.) In addition to (obviously) not debuffing run speed, SS has the advantage of being yet another place to slot BotZ set pieces. Of course if you have not already planned on using the Speed pool that may limit the attractiveness of this option.
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Quote:In the old early days it was because IH was a toggle that could provide +4000% +Regen. It used to be 100% enhanceable, you could six slot it (no ED), and HOs used to be +50% enhancement.Out of curiosity, is there any reason why they can't do it? I know Virtue redside is using regen Stalkers to tank Hami (though apparently with Hibernate).
Actually, Hami's -Regen effect is quite small. Also, and I don't know how to explain this based on the definitions of the powers, Hami and Healing Mitochondria blasts don't seem to degrade Reconstruction's heal. The main problem seems to be that the total heal+regen rate a /Regen can achieve just isn't high enough when compared to Tankers with +Regen from Adrenaline Boost and Regen Aura, possibly running under an EoE for 90% resistance (compared to 75% for a Scrapper).Quote:I believe it's because hami's blasts and those of the greens have a stacking -regen -heal component to them, meaning that even in IH, a regen gets pretty dead, pretty fast. Hiber is nice because it's a phase, but straight up regen and healing doesn't work very well anymore.
Yep. It's also handy because of the +Recovery. Right now the chain lightning effect from blue Mitos won't stop chaining unless it misses, meaning raids get absolutely thick with it right now, and that can really ream your blue bar. Having a way to get lots of end back can be a big deal.Quote:Hibernate is actually used because it's a huge regen buff (1000% +regen), not because it's a phase. Hami and the Mitos are actually fully capable of dealing damage to phased targets, something that was added whenever the new raid was created, so the phasing does nothing. -
I didn't mind the guts of the event. Carnies was a nice change of pace, and it did get people the Illusionist badge or lots of progress. It was also just kind of fun to see huge mosh pits of L54 Dark Ring Mistresses.
But the server lag really did pwn it, especially in Steel Canyon. It wasn't too bad in Cap, but it was effectively unplayable for most of the event in SC. I was logged in to both sides on two accounts, and I could queue a power on heroes, go fight a L54 boss on villains, and come back around the time my hero-side attack finished. -
Quote:While that's a true statement as far as it goes, just because someone has to produce these drops does not mean enough are expected to be produced for everyone to have them. There are certainly not going to be that many if are actually being produced by characters getting drops in their native level ranges.In order for the system to work, *someone* has to obtain those lower level rares in that range for end game characters to buy. Higher levels can't do it at all, at least not until extra reward systems were explicitly added to allow it.
This is why so much of the supply of recipes is concentrated at the maximum level of the drop range - they are being produced by higher-level characters using Merits and AE Tickets to generate the drops after they have outleveled the ranged where the goods drop naturally. -
Quote:You're making what I think is a significant assumption, and I don't think it's correct. That assumption is that you're actually expected to obtain (rare) sets while still playing in the level range(s) in which they drop. I don't believe that's the case, and that instead you're expected to receive, at best, cheap uncommons, and have to come back later looking for rares, or make relatively expert use of the market.The creation of level bands for sets already covers this. The high level sets are limited by level. That's the restriction that makes those sets end game sets. Ultra powerful sets (purples) are strictly limited to 50s. The design sort of disagrees with your point that the system is meant for end game by including sets that drop at low levels and in fact don't drop for high level characters.
In other words, rare sets are intended to be a time sink above and beyond the existing leveling.
Remember, the baseline game still doesn't require IOs at all. Do they make your characters better? Heck yeah. Does having better characters equate to more fun for us? You bet. But that doesn't mean the devs want to adjust the game such that IO use becomes the new baseline. -
I think those changes are unlikely, because I suspect the IO system's design is also fundamentally related to the market and (indirectly) the earning rate differential of characters of different levels.
During I9 beta, the devs stated that they saw the market as a mechanism for influence and infamy to transfer from high-level characters to low-level ones. The only way that's sensible is if the low-level characters are selling things the high-level ones want to buy. Certainly there are some desirable items that you just can't get at high levels, such as Miracles or Achilles' Heel procs, or Basilisk sets, but I can't help but believe that the way IO bonuses stop working as you exemplar is actually the main mechanism they were thinking of here. I believe this is even more compelling when you consider not just PvE exemplaring, but PvP zone exemplaring. For a very long time, level 25-28 IOs were in high demand, because Siren's Call was the pub PvP zone of choice, and people wanted set bonuses that worked at that level.
Other mechanisms now seem based on these presumed foundational assumptions. For examples, one of the several attractive things about both Purple and PvPO sets are that their bonuses are exempt from the usual 3-level exemplar cutoff.
Changing how IO bonuses stop working now would have several effects outside being handy for people who slot sets. One would be that demand for low- and mid-level items would be reduced even more than it has already by changes making it easier to level faster. Another would be that some of the special benefits of Purples and PvPOs would no longer be special (though I am not sure this would really affect their prices at this point).
The devs pretty explicitly intended IOs to be an alternate progression mechanism, not one we're particularly intended to get for free in parallel with our XP progression. They also partially intended them to be something for level 50s to chase after once they're already level 50, so making them easier to obtain as you level up would run counter to that purpose.
There are things I don't like about the system myself, but I'm pointing out what look like design assumptions in the overall picture that make changes of the sort you're suggesting seem pretty unlikely. -
Quote:It's not true. Your friend just has had a nice set of good rolls. That happens with random systems.Not sure if its true or not, but I've heard that ouro mishs have a higher drop rate than regular mishs, meaning you have a better chance of getting a purp from them.
The probability that a mob drops something depends on its rank and nothing else. If it is not at least green-con to you, it won't drop anything, no matter what its rank. -
Quote:On my own level 50 /Regen, I reviewed this using the in-game attribute monitors. On this character, IH with DP adds a regen rate 80.32 HP/s. ED slotting IH for heal would add approximately 2/8ths of this, or about 20.1 HP/sec. My regen rate would go from 142.9 HP/s total regen with IH, Integration, FH and DP active (actual in-game value) to about 163.0 HP/s. That's about a 9% increase in total regen rate, measured as new/old.IH's base +regen is 800%, only 200% of which is actually enhanceable. Giving IH 3 level 50 IOs will, in fact, give you an additional 198.16% +regen, not the 2% you apparently believe would be given to you, for a total of 998.16% +regen. This 198.16% +regen is not meaningless whatsoever, especially when you realize that it actually equates to an additional 54% +regen on average using only SOs. With a decent IO build, that 198.16% +regen would equate to roughly 94% +regen (thanks to the increased uptime), which is more than you could get by enhancing FH.
That's not worth slotting, in my opinion. I'm just not that worried about situations where 163.0 HP/s might save me but 142.9 HP/s will not, over a 90s interval. My builds are always tight on slots, because I'm always looking for places to add more useful set bonuses, often meaning I have lots of powers at 5 and six slots.
Also, looking at IH in terms of average increase in regen rate really doesn't seem very useful to me. I don't know many people who fire IH every time it's recharged, and that's what would be needed to achieve such an increase on average. -
Quote:I've never looked at a build recommendation that's included PvPOs. I've seen shared builds, where people were showing how their own character was built, that had them in it, but builds posted in response to questions stop at purples. I can't think of such a post that hasn't included caveats about cost or even avoided purples unless the requester made clear they were OK with the cost.Scrapper boards tend to assume people can afford Gladiator sets etc compared to the other sections. In the other sections people await to not know but instead have some idea what the person requiring build advice can or will afford and is aiming for. Less of who can come up with an ultimate build and more of, concept/functuality up to a price bound builds.
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It looks like the answer is "no". The effect is a temporary power granted to the target, which effectively means it terrorizes itself. It also applies only in PvE, so it would never apply to a player, meaning int would never have the opportunity to be in the presence of such global buffs (since NPCs don't use IOs!)
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Quote:It's vaguely ironic that it's avoiding this sort of thing that compels me to min/max my characters. I have several characters that I am terribly attached to, either due to their capabilities, their play history, their concept, or some combination of those. When I like playing a character a lot, I don't want them to be weak or squishy. I set about making them the best I can possibly make them for how I want to play them. I take a min/max approach to each character within their capabilities, not to the game as a whole.Sometimes this advice gets taken badly, especially by people who can't stand to hear that their characters will perform poorly the way it's built. Then you get people who are opposed to minmaxing of any sort, and claim that people should "play for fun" instead of concerning themselves with the power of their character. But the idea that optimizing your character for performance somehow prevents you from having fun is fundamentally absurd. The myth that minmaxed characters cannot have interesting and well-developed concepts is just that, a myth (one that all my characters easily disprove).
That leads into one thing I do find common fault with in responses of min/max advice. We get people who come to the boards with questions about min/maxing an existing character, and they sometimes get curt responses they should just re-roll as something else. That really aggrivates me, because that's not always answering the question really being asked, and it's no help at all to someone trying to improve a character they enjoy. People need to recognize the difference in the (example) questions "how do I solo AVs" and "how do I solo AVs with this character". (And I do realize that sometimes the answer "you don't" is fair.)
Notably, I rarely see that happen in this forum. I seem to run into it most frequently in the A&P general forum. -
No idea, but it may be unlikely depending on how they store the info in the coding that underlies the game. It's typical in 32-bit programs that the largest signed integer you can represent is 2^31, or 2,147,483,648, which is just slightly larger than our current cap.
At the time the game was created, there was almost certainly no imagining that some of us would be running around owning or buying things with more than 2B inf at a time, and it seems quite likely then that no one would have had the foresight to set this number to be a 64-bit number behind the scenes, which would be what is needed to usefully raise the cap. Of course I have no way to know no one did that, but I consider it unlikely.
They could change it, of course, but that's likely to require just all sorts of intensive testing to make sure they don't forget to re-declare any and all variables that might store inf as 64-bit numbers. Miss it in one place and you not only truncate someone's wealth, but potentially corrupt adjacent memory. There would also probably need to be database table conversions as well.
Now, if the above speculation about what's involved is close at all to reality, the devs would probably be reluctant to undertake that effort without a really good reason. Right now, there probably aren't very many players, percentage-wise, faced with the happy problem of having more than 2B inf to toss around. My best guess is we're stuck with workarounds for the foreseeable future. -
It never showed up as variant during the validation testing once they had purportedly fixed the drop level check bug post I16. People were doing their testing in all sorts of different configurations, and none seemed especially variant once the fix went in.
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People interested in min/max analysis of characters are a lot more common on the forums (as a whole) than the game in general. It makes sense, if you think about the fact that the people who actually do come to the forums are often looking for information and a deeper dive into knowledge about the game. Many such folks are either already of a min/max mindset, or sometimes become such after gaining detailed knowledge.
Certainly not everyone who comes to the forums is like this or will become this way, but it seems to me that it's a more common motivation here than it is among players in general. -
This is an oooold bug. I first heard of it back in I4 when the arena was first introduced. People would try to join an arena match and end up in someone's mission. Sometime after I6 I know there were some people who found a way to do this consistently and tried to grief people by leading them into Stalkers hiding in a hero mission. (They were petitioned and got banninated.) I still occasionally hear things like this from people in game, but very rarely now.
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Quote:Absolutely. If the devs thought something was seriously good for the game, they might do it even if none of the players wanted it.I understand what you're saying. The point i was making is that the size of the group making the request isn't always a motivator for why the devs add or remove features to the game. They do what they think is best for the game as a whole.
Sometimes, if they think a feature is decent and easy to implement, they might slip it in even if only a few people want it.
It's when a feature is non-trivial to fit in that they would have to take a hard look at how many people it really benefited. I'm not saying a general buff prompt would be non-trivial to implement - I have no idea. But if it is non-trivial for some reason, it would surprise me if it was the kind of thing they would set aside time for on the basis of demand.
But hey, how many people wanted the ability to turn off XP?
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Nope, it's a hard cap. You can't carry more than 2B on your person.
However, you can bid on nonexistent goods in the market interface. Examples: Level 53 recipes, Market Teleporter inspirations. Your market bids will follow you to the other server, and you can cancel the bids to retrieve the money.
If you use the above method, take the following precautions.
- Make sure you don't already have money on hand when you cancel a bid if the total would cause you to overflow 2B inf on hand.
- Do not create a bid stack that's value exceeds 2B inf. You cannot get part of the stack, so if you try to retrieve it, you get it all, and anything over 2B is lost even if you have zero on hand
- Make sure you are bidding on something that doesn't exist. If you aren't sure and don't have another place to ask that you trust, post a question in the market forum.
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I often use the buff on people I know. Unteamed, I also use it as a kind of "tag, you're it!" drive-by power on those people. Both are pretty common among folks in the crowd I hang with.
It wouldn't really occur to me to use that particular power on folks I don't know, even on a team but especially not as a drive-by. There's a small chance it will debuff their toHit - small enough that it's probably not normally a big deal, but potentially annoying depending on level, foes in play, and team or self buffs. -
Quote:Then again, it's hard to ask for something removed you don't realize is there. Most people who kicked off the threads asking for the removal had already run afoul of the cutoff. That probably didn't happen to that many people.More people have voiced their desire to block buffs over the years than people complained that they wanted the 60 day rule removed from the Market because they were too lazy to log into their characters at least once every 60 days.
Just because folks who dislike unsolicited buffs are a larger group than that tiny minority doesn't suggest that they're a big enough minority to spur dev action. -
Quote:The only way the power falls off is if you can't keep your hit chance capped. This is not specifically related to foe level, but to anything that makes a foe harder to hit, which includes increased relative levels, but also foes using defense or toHit debuffs (or any combination of all three).As far as DA's heal underperforming its worth considering that power's strength falls as the strength of the opponets increase. This opposite to what you want. Against mobs of even level minions you wont need the heal anyway. Against mobs of +3bosses however Clouded's point becomes apparent.
The strongest benefit you can have in the face of such effects is a toHit buff, such as Tactics or a Kismet unique. If you can also find toHit debuff resistance, this would be ideal, but that's not really available except in Focused Accuracy, which has an endurance cost worth noting when potentially trying to spam Dark Regen. (Of course it also comes with two of the best epic pool powers for mitigating endurance costs.) -
Glad to see you ignored the rest of my post.
If you can't be bothered to communicate to others in any way but a negative way, I can't be bothered to have much sympathy for your position.
No, it's not a valid reason to expect people to refrain from offering you something that many other players would often be overjoyed to received, or at a minimum neutral about receiving. You're the one not only being an exception to the rule, but expecting other people to precognitively recognize you as such an exception. I can agree with the idea that it's polite to try and gauge how a battle is going before buffing, but I think that's over and above the call of duty, so to speak. People who do it should be lauded, and people who don't should be considered the norm. People who don't buff at all for fear they might interfere with someone who is a dogged soloist to a fault should be considered aberrations.Quote:It's a perfectly valid reason to expect people to ask before granting that particular buff, at least. SB has never saved anyone's life -
That's still not a reason for people to refrain from offering it in general, because, you're in a minority of people with that issue. Especially having your game crash.
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Quote:So, because you don't think you should be actively rude to them, you tell them nothing? You couldn't, for example, say, "Thanks, but I'm trying to see if I can manage this without help"? Sure, they might grumble at you for being odd, but at least you both thanked them and asked them to leave you be thenceforth. And if they ignore your request, then you start to have some grounds to tell them to "piss off".We're not allowed to tell you to piss off. It's rude, after all.
PS: If that's too long to type in combat, it would be easy to create a macro or bind it to say it in local.
