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Quote:While I agree it would be handy if Mid's did this for us, it's pretty easy to calculate which is better.I *really* wish Mids would average in the +End you get from the Performance Shifter proc. I'm not sure if it or the Miracle unique actually contributes more end recovery, and this is muddled even further if you consider that the Miracle unique's +Recovery, when placed in Physical Perfection, could be enhanced by replacing the Performance Shifter proc with a standard End Mod IO.
A PS proc is a 20% chance of 10 endurance every 10 seconds. So that's an average of 0.2*10 = 2 endurance every 10 seconds, or 0.2 average EPS. This can't be enhanced and it doesn't depend on your endurance maximum.
A Miracle is a 15% recovery boost. Since our base recovery for an endurance max of 100 endurance is 5 end per 3 seconds, a 15% enhancement represents a 0.25 EPS recovery increase.
So a Miracle's minimum effect is higher than a PS proc's average. Since no slotting can improve a PS proc, that means a Miracle is unconditionally better than a PS proc wherever you slot either one. However, since a Miracle is both enhanceable in PP and it scales with increased endurance maximum, it's obviously still important to look at where you slot it.
Given a choice of multiple passives in which to slot a single PS proc, I would normally slot it in the recovery power that gives the least base recovery, assuming I intend to slot any endurance modification in the power at all (which I normally would). However, this can get tricky if you slot a Miracle in PP. The way I think of it is that PP with a Miracle in is as if it's a single recovery power that's slightly better than Stamina (27.5% recovery) with the composite power slottable for recovery. -
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It's generally extremely difficult to crack these sorts of authentications.
Imagine that you are issued a mechanical device something like this that constantly rotates its own wheels. Back wherever you want to log in, they also have a device that rotates its wheels in step with the one you were given. It doesn't have the same symbols on its wheels, but it knows how to derive what your wheels should look like for any given position of its own wheels.
Whenever you log in, you first use your ID and password to say who you are. Then, you type in the symbols on your wheels. Since the remote system knows who you are, and how to translate its wheel symbols into what yours should read, it can use this to determine if that's really you logging in. If you got the ID and password right, but the wheel symbols wrong, it can reject your login.
To break this sort of thing requires either access to your symbol device or some very detailed knowledge of the home system's symbol wheel machine. If the login transaction is poorly encrypted, it's potentially possible for attackers to garner this information by observing a sufficient number of tapped logins. How hard this is depends on how many wheels and symbols are involved, and how different each user's symbol devices are from the master and from each other.
Of course, there aren't really any gears involved; that was just for ease of illustration. But systems like this use digital versions of the same ideas. The devices are intended to produce what appear to be very random number sequences (a geared device would actually be very bad at this) as their passwords. Of course the sequences aren't random at all, because the fob and the home system need to know what they are. But the more random they appear, the harder it is to determine the sequences involved. -
OK, it's apparent you aren't going to share details, but are you doing something we could consider remotely normal? Are you doing something like fighting foes that give huge reward compared to how easy they are to kill? (Bearing in mind that this is all sort of slippery, since even the metric of fighting +2 bosses in a never ending stream would probably be considering that we're not allowed to do that, and not at full reward when we could even approximate it.)
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Quote:I don't think you want to know that. You just want to point out that you disagree with it.Ok,what im wanting to understand is why people respond in very few ways when a players asks a question?
Lets not even touch the fact that it's a fallacy that everyone posts responses of the sort you've claimed. -
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Quote:Really this makes sense. Scrappers kill things Really Fast™. Even at its worst, L/S DR is around 50% (which is a lot of resistance). But even half of Really Fast™ is still pretty fast. It only really gets noticable when you are doing things that are very time sensitive, like farming, PLing, or trying to race a really dangerous foe's DPS to defeat (AV soloing).Oddly enough, with Scrapper damage, while Lethal is heavily resisted, it's not noticed nearly as bad as people make it sound.
It also depends on player personality. If Scrapper-grade Really Fast™ is all you can tolerate, then facing high DR foes is going to be hateful. Of course, so is playing a Tanker, Corruptor, Defender or most Controllers.
Personally, I only have a problem with really high DR (~50%) when I'm already on a low damage scale AT like a Defender. -
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No. I have to use that level of security to access my work remotely. (I work for a bank.) I am reasonably careful with my passwords. I don't need this level of security in something I do as a hobby or for entertainment.
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Then that comment seems wildly tangential to the point I was making that you responded to, that the Sewer Trial is almost certainly unsoloable because of its timer. What's the relevance of pointing out some timers that actually makes it easier to solo some trials?
As an aside, I don't think anyone would think of "on a timer" in the sense you seem to have meant it when comparing, say, the Sewer and Respec Trials. -
They've always been autohit and untyped. (More correctly, they are currently typed with a special damage type that no one has any resistance to unless they use an EoE. Since EoEs didn't exist before I9, whether Hami's damage was truly untyped before then is academic.)
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Quote:Attacks which are not autohit still have to honor the 5% chance to miss. Hamidon never misses. Various Hamidon aggro tankers have logged whether he ever missed them, and reported that he never did. I have personally been missed by yellow mitos on probably a dozen occasions over the years, even on stuff with no appreciable defense.I am starting to wonder then what buffs in the game boost base defense. Since Hamidon Damage is reported to be untyped with neither positional nor elemental components, then the power might as well be auto-hit since two of the items that should boost base defense (Purple inspirations and Dispersion Bubble)... don't.
Further support:
Yellow Mito Cytoplasmic Blast
Hamidon Elecytrolytic Blast
Note that Electrolytic Blast is tagged "Autohit Entities: Foe" -
Actually, PFF can only potentially make Mitos miss. IIRC, Hamidon's attack is autohit, and so truly ignores all defense.
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Yeah, but two bubbles of debt was a ton of debt, even back then. As you got higher and higher level, a single defeat became a smaller and smaller piece of a full bar of XP. One had to die a decent amount to get two full bars of the stuff at 40.
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I'll take effective high-level play over better low-level play any day of the week and twice on Sunday. Blaster Rad Blast isn't significantly worse at low levels than a lot of attack sets, it's just not as comfortable as it would have been with Defender-style versions of its little blasts.
As someone who played the set on Test during beta, and someone who played a Rad/Rad Defender in the past, I much prefer the Blaster version. Sure, you can't make NB into a proc monster. I'm OK with that, because I don't think a power's value should revolve around whether you can do something like that with it. At mid-to-high levels, even at Blaster damage scales, NB felt anemic. I didn't care if I could spam it faster, I cared that I felt like I had to spam it to kill things. Now I don't, and that makes me happy.
I too think 3s recharge would have been a nice compromise, but the devs apparently didn't agree. That's a shame, but I still think what we got was an improvement. -
My estimate of a lot of play time is based on my own, which is probably 3 hours a day average on weekdays, and probably 6 hours both days on weekends. I'm a single guy with RL friends in game plus an in-game community of players I enjoy hanging with, so I find the time pretty easy to justify even if it's just to hang with buds.
Of course, I have tons of downtime where I don't try hard to earn money (or XP). But by playing what I feel is a fair bit, I do get more hard-core earning time in than someone with the same casual-to-hardcore time ratio who spends less time in game. -
I assume that most people who feel an influence pinch either:
- Don't play a large number of hours / week.
- Don't play much of the time they do play on level 50 characters
- Don't make much use of the market as a "marketeer"
- Don't at least sell your drops intelligently
However, I do think that not all of these work as well as they once did. In particular, it feels like it used to be more viable to play a lot and/or at least sell your drops, even if you weren't at a max level threshold.
Right now, the collapse of price distributions to max level recipes means it's not as easy to make (what I consider) large amounts of cash selling broad level range of random recipe drops. It's no longer as attractive a strategy to spend merits (especially random rolls) when on a non-50. 50s are far and away the biggest raw currency generators. The combination of those things means that 50s are both creating and earning the most money and that money may not be being distributed as effectively to low-level characters as it once was.
Of course, right now it's easier to get to 50 than it's ever been. However, that doesn't really come into play for people who, for whatever reason, don't like playing to 50 (or perhaps more accurately, vastly prefer playing sub-30 or so). -
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It's four DWs and two Endos (no Lysos). Very close to ED cap on toHit, good recharge and end reduction, 66% acc and fear enhancement.
