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Posts
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Quote:When it came out, I preferred it. The spread of goods made it possible to find bargains if you were willing to scan the levels. The problem with it now is that several successive changes to the game have cause increased clumping of playing at 50 and/or generation of recipes only at max levels (merits/tickets). This has caused what used to be a more widely populated spectrum of drops to be sparse at non-max levels.When it came out, I wondered why they bothered with recipe levels. It only serves to make each level unbalanced with the others, complicate searching, make low levels compete with high levels for some 30ish recipes, and much more.
One of the intentions for the market explicitly stated by the devs during I9 beta was for (some) goods produced by low-level characters to be desirable to high-level characters, so that it would create channels of wealth transfer from high-level to low-level characters. Of course, for that to work the low-level characters have to exist and sell their drops (and/or roll their merits to produce pool Cs). Those aforementioned game changes have reduced the degree to which any of those things happen.Quote:I suppose the idea was to prevent level competition, but the way it is set up, with some of the most desirable recipes at 30 and no set bonus exemping, does the opposite. -
To import builds, you need to download and install Mid's planner. It's a stand-alone Windows program.
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The devs put something like this out in the past in Korea, when CoH was first going live there. People here in the states got hold of it and played with it to get it to display in English instead of Korean.
That Korean program may still be floating around somewhere, but it's now wildly out of date in terms of costume pieces and even just costume editing facilities.
Many, many questions were asked at the time regarding a US/European version, and the devs at the time said there was some legal-ish issue preventing that from happening. Unless that's changed somehow, they won't be doing it. Even if it has changed somehow, it seems unlikely that they'd have the spare development and testing time to devote to creating and maintaining a standalone editor like that. I know I'd love for them to, but it seems extremely unlikely. -
Assuming you've got Mid's planner installed, fire it up and go to the menu option called "Import/Export", and pick "Import from Forum Post". Get the build you want to paste in your clipboard, and then click OK.
The "paste" nomenclature is misleading, because you don't really do that. -
Err, +0/x5 is significantly harder than what we could do with the old system.
The old system is roughly approximated by this progression when solo.
Heroic: +0/x1/No/No
Tenacious: +0/x2/Yes/No
Rugged: +1/x1/Yes/No
Unyielding: +1/x2/Yes/No
Invincible: +2/x1/Yes/Yes
You're running something akin to Heroic for a 5-man team. -
Quote:For most characters, it's a significant increase. For a Regen or WP character, who are already rich in +Regen and (to a lesser extent, +Recovery), it's not as significant. The +Recovery of the two uniques could allow you to, for example, skip adding Stamina to Quick Recovery if you were otherwise planning to take Stamina. However, you really would not notice the +Regen of the two uniques that grant it on a WP, because you already have so much.Hmm, seeing as how i run a Willpower brute I figured it would buff out my Healing and End engines pretty nice (everything counts in large amounts), or is this another 20% that when you drop it in your numbers go up about as much as if a flea took a leak in your gas tank?
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Quote:No, it doesn't. Read Arcanaville's summary of Scrapper secondaries, and look at the conclusions for Dark Armor.This is where my main issue with DA lies...it pays more for the same or less survivability.
Dark Armor doesn't have a problem with survivability at all. If you feel it does, you're either not playing it to its strengths, or mistaking the fact that you have survived more than a lot of other powersets would have and kept going, and drained your blue bar by forging on. A lot of other powersets can pay for increased survival in different ways, such as the "godmode" clicks (which crash and take all your end with them), or the way SR really is best if you take all the powers in the set.
If I had a complaint with DA, it was the KB "hole". IOs have essentially closed that hole at a cost I can accept if I'm not nuts about. Survival isn't really a problem unless I'm trying to do something like solo an AV. -
Quote:Something of an aside, but I personally know the player of a Rad/Psi that did it. He used a bunch of inspirations, certainly, but I can forgive that for someone soloing what amounts to nine GMs at once.the Lusca soloers are all Ill/* last I checked and could do so exclusively because of the unkillable tankiness of Phantom Army
It also took a really long time. -
Quote:I do think that farmers produce a significant fraction of the wealth that the overall population of people playing at level 50 produce. It's relatively easy to see how. Farmers, especially "professional" ones, basically spend all their in-game time farming. Other people playing at 50, even fairly powergamey ones, spend their in-game time doing other things that aren't quite so efficient. For example, I spend a lot of time running speed TFs, which are absolutely abysmal inf/hour. And since a lot of people spend time teaming and whatnot, there's also the downtime spent assembling teams, etc., where most farmers solo (since I16 especially).Is it? I definitely agree that the market is not a source. But my impression is that 'regular players' greatly outnumber the farmers. Do the farmers have a high enough rate of production to outweigh their smaller population?
So hard-core farmers probably spend more time in combat and earn (sometimes a lot) more inf/time than most people do for their time spent fighting.
Do they outweigh the general populace? I don't know, since I don't know what percentage of the populace spends what percentage of the time farming. But I think they probably do help account for an awful lot of our in-circulation inf. -
Check out this page.
What's important is the name of the bonus as it appears in your "Powers" tab. You can have 5 copies of anything with a given name. -
While I agree it's much less concise, I prefer it so much. I really hated having to have more or higher level foes to get bosses, or to have to downgrade the level of minions/LTs/bosses to avoid AVs. The flexibility if the new system is much nicer.
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Quote:All the below are rules of thumb. They vary by character depending on things like AoE capability, innate endurance usage or recovery of powersets, etc.Some like the standard layout +0 No AV . Some increase player eqivelent to take on more mobs.
+0/x1/bosses until I'm in able to slot level 25 enhancers. The combination of low accuracy, low damage/endurance per attack and low recovery until I get something like Stamina generally throttle how fast I can progress at these levels.
+1/x1/bosses once I can slot SO-strength or better enhancers.
+2/x1/bosses as soon as +1/x1 ceases to be a regular challenge.
I normally do not bother slotting IOs in my characters until sometime after level 40, and once I have my target builds I can play most of my characters on x4 or higher. I keep the level at +2 and leave bosses on. I might turn bosses off to farm, depending on what character I'm playing, but I do that rarely.
Whether I have AVs on depends on the character in question. I have soloed AVs on multiple characters now, and know that it generally comes down to having the right powersets, right IOs, and sometimes a streak of favorable luck, or all of these. As such I only leave AVs on in general if I am specifically in the mood to solo an AV. -
Everything everyone does with their own characters is a matter of taste, ultimately, including people who follow guides.
People who write guides usually do so with an eye to performance. When you choose a power, there's an opportunity cost in the sense that it represents some other power you ultimately now cannot choose as a result. It behooves players who want their character to perform well to know which power choices have the lowest such costs. Educated with that information, players can make their own choices based on their own tastes. At least the player is choosing potentially lower performance because they think the power is fun, as opposed to not knowing any better.
As others have said, in the time it takes you to activate a snipe, most powersets could have fired multiple other blasts that did more damage in total, and have zero chance of interrupt. That's why people recommend the blasts for pulling, because if you can do more damage in the same time, that leaves the snipe's range as its primary advantage. (Also, using it as an "alpha strike" avoids worry about being interrupted.)
Are snipes bad power choices? Not in my opinion. But there are other options in most powersets that do more for you in more situations. Powersets where taking the snipe is somewhat common are Dark Blast (which has a limited selection of single-target blasts) and Fire Blast (where fire's DoT adds a fairly significant percentage of damage). -
I do have sour grapes about this situation. I argued it vehemently when this change came through.
The problem I had with it is that the AT HP boost helped improve all the Stalker powersets' survival equally, except Regen, because DP is a significant part of Regen's damage mitigation. Basically, raising Regen's HP to be so close to the AT's HP cap means that Regen lost a major part of the survival increase the powerset provided. (Yes, the AT got a survival benefit from the HP increase, but none of the other powersets became less able to increase that survival over the increased baseline.)
The only argument that justifies this in my mind is that Regen was already so hard to kill that it actually needed a survival buff less than other Stalker powersets. I have a hard time believing that in PvE, though it may be true in PvP. -
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No worries. I wasn't saying that's how I define it, but it seems to be how a fair number of people I've run into (who usually don't know much about the market) seem to think of it. And since marketeering has a bad rap, people who don't know how to use the market sometimes don't want to learn, because they don't want to be evil. Or something.
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Quote:You're on a forum with human beings, not a pack of wolves. While there are certainly people like those you describe, attributing such behavior to the people here is incredibly insulting to them, and is quite the red herring.Lets not pass up the fact that when one person starts to insult a stranger, the natural and instinctive thing to do is help.Thats how packs of wolves work for the most part.One of them see's a potential target, and the rest follow.
I can assure you that quite a lot of people on the forums talk about this sort of thing. People who type posts with no/poor capitalization or punctuation get negative feedback about it all the time. You shouldn't imagine that this is some unique persecution of you in particular.Quote:Now, if you'll all excuse me, im going to do something better then deal with you children who belive in having a larger number of people assisting you to bother one person, over something you never cared about before to be important.
You're drilling in with far to narrow a focus here. You posted an apology, and as part of people's response, you got some advice on how to better improve future posts that discussed the pitfalls of your posting style. Your response to that is why this has become an argument. You reacted negatively to those suggestions and kicked off an argument about it.
That folks are arguing back does not suggest that they have some intensive desire to beat you up over it, but rather their desire to defend their points in the context you your attacking them. -
I don't think that's true. It depends on who you ask, and how many assumptions they bake into their response. If a new person asked me the question about how hard it is to make money is in this game, I would lay out the things you can do that earn money, and tell them "if you do these things, it's very easy".
I think there would be people like me in a lot of yacht clubs, too.
Everyone gets better at things they do all the time, but that never implies that doing it with very little experience is hard. In this case, I honestly do not believe that making money on the in-game market is hard at all. It seriously takes rather mundane levels critical thinking ability and consideration of the information on the market screen. -
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He had double XP in effect. I believe he multiplied his time-to-level by 1.5 to adjust for that.
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It looks to me like A_F is extending the question. "Is influence really that hard to come by if you don't know how to earn it." The answer to that question is probably yes. However, it's my opinion that the answer to that version of the question isn't that informative if you then don't ask "how hard is it to learn how to earn it". I think the answer to that question is "not very hard". However, that then begs another question: "How many people don't want to learn due to fear/loathing/mistrust/apathy". The answer to that question seems to be "quite a lot".
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As a wrapup on this note, I plowed through my chat logs to determine the stats on the rate that presents yield a candy cane.
I had to create parser with a little bit of state, since the message saying that you opened a present may be followed by a message saying you received a candy cane a random number of lines later. I chose to only associate a candy cane reception with a given present opening if it happened within 10 chat log lines of the present opening message.
I ended up having opened 1498 presents, 533 of which gave me a candy cane. That's 35.6% drop rate, with a 95% confidence interval of 33.15%-38.06%. My guess on the "round" number is either 33.33%, 35%, or 36.66%. -
One possibility I've tinkered with is to bastardize the approach. In some builds it's viable to go for S/L as a sort of proxy for the Melee positional and then go for positional Ranged/AoE. This works mostly because most melee position attacks are damage typed either lethal or smashing. However, attacks that don't fit this do exist and aren't ridiculously rare, so there are definite flaws in this approach. Dark Melee, for example, has two attacks that are flagged for the melee position but attack typed only negative.
In general, if only trying to mitigate with one position or damage type, I'd go for L/S over just melee, because L/S will mitigate a bunch of ranged/AoE attacks that happen to also be L/S damage typed. However, I rarely try to just mitigate one class or position of attacks. When trying to mitigate in a well-rounded way, I usually prefer positional defenses unless my powersets include damage typed defenses already. -
Just to muddy the waters, a Blaster's melee damage scale is 1.0 and a Defender's is 0.55, so the Defender deals 55% as much damage in melee with the same attacks. Of course, that "with the same attacks" rarely comes up. About the only melee attacks they can get in common are in Power Pools (like Air Superiority) and Defender Epic Pools (like Total Focus).
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Actually, the Bio nuke is fantastic for soloing a single hard target. It lasts 5 minutes and buffs your damage and regen quite a lot. I've used it to solo AVs a few times on characters that weren't otherwise up to it. Similarly, it's an immense buff to something like a Shivan.

