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Posts
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Quote:The problem is that it's a Pool C/D recipe. That means it's really only available through Merit Rewards Rolls and AE Ticket Rolls (with a minuscule chance for dropping form a boss). Most people who make these rolls tend to do so in a higher level bracket (normally 34-39) since that range has the highest percentage of "good" recipes. This means that even though the demand for the proc is low the supply is even lower.I tried to buy one today but man, oh man, 33 bidding with ZERO for sale and the last one sold is 70mil??? Are you kidding me?? This is only up to lvl 30 recipe.
Is this a SF drop only or rare drop?
Why would that many people need it anyway on villain side?
For 70mils, I can buy Miracle or Numina unique!
As Atheism said, check the lower level versions since the IO level doesn't matter for procs. Failing that you're left with either buying it for 200 merits or making random rolls yourself. If you do make your own rolls I recommend taking them in the level 10-14 range since that has the fewest recipes in it (33) but in general if you want a specific recipe buying it outright is better than rolls (especially since most of the other recipes in that range are low value). -
Quote:As Roderick said it's a Global not a Proc120 so the minimum level for the bonus is based on the IO level not power availability.Any reason? That's one of the ones that functions no matter how low you exemplar vs the level of the IO, as long as you have access to the power it's slotted in.
Quote:Not a very good investment just for the KB protection, which (provided you have access to a power than slots Defense or Resist) is available must more cheaply via a Steadfast Protection or Kismet KB IO...but the set bonuses for Zephyr ARE a good investment, and the other reason to want them at a low level (those WILL drop off at IO level -3). -
Ok thanks for the responses. I guess I'm saving up merits for a level10 Blessing of the Zephyr KB recipe then since I can't buy one on the market.
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What the title says. If I lower the slider in the merit vendor window and buy a recipe (either through a roll or as a direct buy) will it spawn at the slider's level or my level?
Thanks
Adeon -
Quote:According to Paragon Wiki you do still get the bonuses. I haven't tested it myself with Set Bonuses but I have tested it with Global IOs which as far as I know use the same system and for them the level of the IO is all that matters.Someone will have to correct me if I am wrong, but I'm pretty sure you do NOT get set bonuses from powers that are unavailable.
http://wiki.cohtitan.com/wiki/Invent...nt_Set_Bonuses -
Quote:You can do it either way. A formula for XP/Year will basically give you a non-integer XP value but eventually you end up with a situation where it's essentially 0XP/year unless you set a lower limit which you'll probably want to do to stop really old vampires from getting no experience at all.Well, the decline should be slow enough at first that during the typical life of a human being you would still round up to 1xp per year (ie .5 or better rounds up). However, the rate should increase as the age of the vampire increases.
I'm not sure that helps, but I'm not used to wrapping my brain around this kind of calculation.
As an example (and this isn't definitive, just descriptive), during the first 100 years, 1xp/yr. Thereafter, it would start to take more and more time to get that 1xp.
I guess what I'm looking for is a formula into which I can plug the numbers (if I can figure out what numbers I would need to plug in).
Maybe I'm looking at it the wrong way around?
Maybe what I need to do is find a formula to calculate increasing cost (ie you need more years to get 1xp, the more years you have)?
Doing Years/XP means that you always have an integer XP value and can set up a simple-ish progression. As with the XP/Year you'll eventually end up at the point where you want to set a cap to allow for some XP gains (i.e 1 XP every 10 years). -
Yeah I had a horrible time tracking him down, i eventually looked up some old threads and found that his new name is
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You're going to have to provide at least some general information as to how you want the drop off handled. Myself or someone on this forum can probably provide a general formula for you but we need a idea as to the type of curve you're looking for.
1. Is there a minimum age at which the vampire starts losing XP? (we don't need the value bu need to know that it exists)
2. Is there a minimum XP a vampire gets per year or does it eventually go to zero?
3. Do you want a steady loss of XP/year or a 2nd order equation where the rate of decrease increases? -
Quote:Nope. Very few items require rent basically the list is:Correct me if I'm wrong, but don't you need to pay rent for functional items, such as medical reclimators? The mere fact that I have to build my own hospital and then pay rent for it makes this a workaround. I don't deny it works. I deny that it's a substitute for a hospital in the zone when there is no real reason why there shouldn't be one.
Storage Units
Advanced Medical Facilities (so not the basic one)
Worktables
Enhancement Booths
So as long as you don't add any of those rent will be zero. -
With AR/Dev it's more of a case that neither set has them. AR/Energy for example is considered a good pair despite the lack of Aim in AR. I personally think that the problem with Devices is not the lack of Build Up as much as the fact that the damage powers in it are situational are best combined with the lack of Build Up. So although it provides good mitigation it loses to sets like Ice that provide good mitigation and more damage.
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Actually you don't need the beacon. If you use the regular exit it puts you back into the last zone you were in even if that zone doesn't have a base entrance.
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The best way to find a team is to start your own. You can also try hanging out in level appropriate zones and broadcasting but that's slow.
Apart from that get on your server's teaming global channel(s). Admittedly these are often geared more towards TFs but even for regular missions you can often find people here. -
Quote:The problem is that its a requirement for an accolade which means that ti gets a lot of negative press from non-badgers. I personally find purely cosmetic badges with insanely high requirements a lot <s>more</s> less annoying than Accolade Requirement Badges with high requirements.I know many people cite the Illusionists badge as "public enemy number one" as far as which badge needs to be reduced the most. But to be honest I could probably rattle off a few dozen badges which are a lot harder to earn than that one.
It's very possible that badge will be one of the ones lowered by Synapse just based on how much "negative press" it gets. But really it's not one of the ones I'd bother with if I had any control over which badges to pay attention to. *shrugs*
EDIT: Gah, I wrote more instead of less and completely switched my point around. -
When you do the costume missions one of the tailors (I think the one in FF) does actually tell your hero that he needs a new costume if he wants to get corporate sponsorship .
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It would definetly be an interesting set. It's a rather control heavy set so damage is likely to suffer a bit. I'd be inclined to make Pulse Ray into a third ST attack (and maybe move it back a bit in the order) to try and differentiate it a little more from AR.
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Quote:Even at 100:1 I just don't see enough people doing it to really matter. Some people would no doubt but I think a lot of people will choose to save the Inf for buying enhancements. Now if the Devs increased base functionality and reimplemented raids I can see that changing. PvP centric SGs might well use the exchange to rebuild their base after a raid for example.Hmm. The prestige purchases might actually be a very good idea. The system seems completely unused to the best of my knowledge, but on the other hand, prestige is always in demand.
Can someone run this by me - influence to prestige rate is dropped from 500:1 to 100:1. That means one point of prestige per every hundred influence given to the exchange office. That makes the system more appealing to use, influence is removed from the system, but prestige is introduced instead.
Prestige is in turn used for supergroup building and, to minute extent, maintenance. But the thing is - bases, for the most part, don't do anything. Yes, you can outfit them with teleport pads, hospitals and empowerment stations, but when all is said and done, they are both status symbols and a simple, yet powerful "cool factor". Everybody wants their own secret lair, and even if it has little practical use, the appeal of a sandbox environment can't be overstated - hell, look at the Sims.
On the other hand, the rate of prestige gain is fixed throughout all levels. You gain the same amount for a minion whether you're at Lv1 or Lv50, which means that there is always a shortage of prestige, thus fueling the perceived need. Want more prestige? Well, there's those five hundred million influence burning a hole in your pocket, what could it hurt to pimp out your secret crib? Bam. Prestige in, influence out, and that much closer to a balancing point between "money" and "stuff".
I dunno. Anyone see any major flaws with this idea? -
It has a change of activating when you shift into nova form and every 10 seconds while you're in it.
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Fulmens has done an analysis on the amount of inf bounght into the game by a non-AE farmer. It makes for an interesting read at least (scroll down and read his later posts as well since they include newer numbers).
http://boards.cityofheroes.com/showthread.php?t=185866
In regards to actual suggestions I think Tonality hit the main ones. However the only ones that would really work are 1 and 5. I don't think 2 and 3 will have much long term effect on the amount of influence in game (although 3 might help if base raiding comes back). I really don't see the devs implementing 4 just because it really goes against the whole enhancement system.
I think that 1 is the best option the problem is that increasing it to much slows down the market and leads to people selling off market for higher profits. It would also drive up the costs on crafted enhancements as the crafters pass the extra costs on to consumers. For sets this probably wouldn't be a huge issue but I think it would huts the common IO market.
5 would actually be my preference since it scales extremely well with the amount of farming being done (and encourages farmers to go after drops rather than inf which makes non-AE farming more attractive). The problem is that this has a strong potential to hurt the casual players who never use the market. To compensate I think that either an increase would be needed in the price that vendors pay for salvage and set IO recipes or a decrease in the store prices for TO/DO/SO enhancements (or both). -
Quote:The would make a lot more sense than the Swiss Army Weapon that we have now.Aparently the Alpha/Beta version of 'Assault Rifle' was just that, according to someone who has been in game that long. You used to have an assault rifle, shotgun, sniper, a flamer...ALL sorts of cool gubbins.
Sadly, like clipping, redraw kills yet another good idea =[ -
Quote:You forgot a zero .I would love to see a reduction in the fabricator badge requirment since making what 1,000 inventions not only takes forever but i've heard that faries will hack you with toy hammers if you try to get this badge.
I t just isn't worth the risk.
EDIT: Wow, someone gave me negative rep on this post for being "Not speculative enough". The internet never ceases to astound me. -
I'm not sure, Cytoskeletons definitely would whereas Enzymes are dependent on the buff/debuff bug and I honestly don't know if that got fixed or not.
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Yes, however you are limited to 5 of the same bonus even if they come from different sets. By same bonus I mean same type and same size. For example Entropic Chaos and Scirocco's Dervish both provide a 10% regeneration bonus as their first set bonus. If you slotted six Entropic Chaos/Scirocco's Dervish sets you would only get a 50% regeneration bonus. However if you replaced one of the Entropic Chaos sets with a Devastation set you would get a 62% regeneration bonus since the 12% bonus from Devastation will stack with the 5 10% bonuses from Entropic Chaos/Scirocco's Dervish.
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Quote:Or maybe have a military ship with a hospital floating off shore a la Warburg.You do realize that Striga is not a part of Paragon City. It's not even in the United States. (Paragon City is in Rhode Island.) The entire place is a criminal haven outside the jurisdiction of Paragon City. It would be more in theme for defeated heroes to awaken in a prison cell and have to break out, than find themselves in a Striga Hospital.
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I was wondering about that myself. I'm not actually sure that the devs will feel much need to reduce the time requirements. It seems to me that Super Sidekicking will actually increase the amount of badge credit being gained since in any team with a level difference of 2+ someone is getting credit (unless you are doing the low level character's missions) whereas currently a lot of people don't bother SKing at all with a level split of 3 or 4 and you can't SK at all with a level split of 2.
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I believe that Eclipse is the only Warshade power that will benefit from it although I wouldn't really call that a good use of a slot. You won't use Eclipse often enough to really benefit and after using it you are shouldn't need additional mitigation anyway.