Another_Fan

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  1. Quote:
    Originally Posted by Eldorado View Post

    And we DO need more influence sinks in this game to fight inflation. I'm still not sure why they took out the nominal charge to speak to a Hero Corps rep and change mission difficulties, but that was one change they probably never should have implemented. While I can't prove it, I really don't think any of the designers/developers have a very firm grasp of how things work in the closed ecosystem of the CoX economy, and wish a couple of them would read this forum regularly and perhaps learn from the knowledge here. (I mean, we all KNOW how the poor villains have suffered now that the markets are merged, right? )



    I just hope they implement some sort of change before rare salvage hits the 2 billion inf ceiling and everything else gets traded off-market -- which is still a LONG way off, obviously, but it looks like a possible outcome with the current "INF gets generated, INF never disappears" model.
    I am sure they read this forum regularly, if for nothing else than the laughs. That's why I read it.

    Anyway lets take the basic premise that inflation needs to be fought. What makes anyone think that ? Are your heroes saving up for retirement ? Looking to put your kids through college ? Does it discourage your investment in capital intensive enterprises ?

    Inflation in this game means, that people sitting on inf have to get more of it to maintain their purchasing power. Big deal. It also means that its very much easier for new players to make money and afford their starter and mid range builds. The top end stuff becomes more expensive in inf but is still just as obtainable through effort. Looking at things from the point of the developers that's a win/win.


    Second the game has an ever increasing inf removal tool. Wentworths takes 10% off the top of every transaction. Prices double twice as much inf is removed from the system. They triple three times as much. At some point there will be an equilibrium between the rate of inf creation and the rate of inf destruction. At a guess the devs weren't worried about it when they decided to double the rate that 50s generate inf.
  2. Quote:
    some people i have talked to say that "your just a blaster, slot of damage and recharge."
    Are these people enjoying vengeance at your expense ? Anyway seeing as you are fire Fire/Nrg you might also want to look at capping or coming close to the cap for range. It's a little bit better for someone with the tools to stay at range.
  3. Quote:
    Originally Posted by Jade_Dragon View Post
    I REALLY doubt that. 0.65 damage with no Fury would not survive very long, even with a Brute's HP. Heck even a Tanker with 0.65 damage wouldn't be capable of soloing.

    Of course you might mean "The damage output of defenders" as in "A team of Repeat Offenders steamrollering over everything in sight."

    Three minions is what they are supposed to survive against/solo.
  4. Traps trip mine on corruptors does the same damage as blaster trip mine. Likely does the same damage on defenders.
  5. With the exception of combos without Aim and Buildup, Incarnate damage contributes next to nothing to your damage output.

    Code:
    Base:               1.00
    Enh:          .90
    Defiance:     .50
    Aim up 40%:   .15
    Build up 40%: .40
                 ____
    Total dmg    2.55
    
    Incarnate     .10
    
     
    
    Roughly a 4% damage output bonus.

    On the other hand none of the Alpha slot options are thrilling on my blasters. The best use I have found for it is reducing the cost to top out performance.
  6. Quote:
    Originally Posted by MrHassenpheffer View Post
    So, in short it has been both nerfed and buffed.

    I don't like the nerf part but I can certainly understand why.

    I guess one thing that is being overlooked is the actual damage potential of a brute.

    That's one thing mid's doesn't cover: the use of reds

    I have some macros setup to convert inspirations into reds. When I am mobbed up insp drops regularly, showering the reds upon my brutecake of destruction.

    It's the use of those reds for that damage potential that makes the "nerf" not so noticeable.

    I think it's an even trade.
    That would be true, but they also nerfed the damage cap of brutes.
  7. Quote:
    Originally Posted by Jade_Dragon View Post
    That's incredibly rude.

    But it's true.

    The truth is, there were many factors that could interfere with Fury building besides player skill. But for the highest performance Brutes, for the most synergistic power sets, it was a nerf.

    Brutes still work fine even with the nerf, though, and it's only about a 13% reduction in DPS, solo. And that's if you assume your Fury has fallen from 90% to 65%. (The so-called "30% reduction in +damage from Fury") I personally have no problem running around 75%.
    Everything in the game works fine. The problem is the definition of fine. Brutes could have the damage output of defenders and they would still be working fine.

    From where I am looking the changes to Brutes were made because the developers were worried Brutes would become the damage dealing pick because they did more damage and were more survivable. Their solution make brutes less damaging than scrappers by nerfing fury, and make scrappers more survivable than brutes by giving them shadow meld.
  8. Quote:
    Originally Posted by je_saist View Post
    buff.

    Major buff.

    That's pretty much all you need to know. Brute's got buffed.

    Is that how buff was defined in the 2010 EngSoc Newspeak dictionary
  9. Quote:
    Originally Posted by Lothic View Post
    I'd suggest to anyone reading this thread that if you want to get this going you'd better do it now before it's nerfed. The Devs already nerfed this very mission in the last patch and they nerfed the CoP Trial to stop people from using nukes in similar ways. Seems pretty likely the same might happen here...
    If they are going to make the task more difficult they should add in an additional badge. Dodger 1 and Dodger 2 come to mind the same for the CoP, or maybe Dodger and Master Dodger. The accomplishments are not the same anyone who got the badge with the crutches hasn't put in the same effort as the people who get it without them.


    Edit: Makes me glad I don't badge except for the ones with in game boosts.
  10. Performance at those tasks is going to be more team dependent than anything else. But if you are talking about them as a proxy for build performance its going to depend on the AT and the combos. The incarnate boosts can be worth considerably more than the purple sets. This is going to be very true when we get to the higher levels.

    Here are a couple of examples. On shield or SR toons the nerve rare will let you cap defenses with greater ease. On armor sets that have a heal spiritual with a heal is a very big boost.

    For buffing/debuffing toons you also get really large benefits from the various incarnate boosts. There isn't much offered by purple sets for many of the higher level benefits from the shards.

    Controllers also get some pretty nice performance benefits. Rech/Hold in one nice package is really a major benefit.
  11. Have you thought about Sonic ?

    You have KB, Sleep, -Res, and a Stun to play with.
  12. The set has too much Area Effect, no boost damage,and a real lack of single target damage. So no its not you. The set could use some help.

    The sad thing, its still one of the top 3 blast sets you can take.

    Could and should it be improved ? Yes. The problem is that the blaster as a class needs improvement, and that's just not likely to happen in a reasonable time frame.


    Re rolling is hardly needed. Unless you have a particular goal that you are trying for on the toon, or you just want to put your effort into the very best there is no need. You have some very nice things you can do with this combo.

    Just for example

    Smoke Grenade spawn, Trip Mine at your feet, Caltrops on top of trip mine, drop a gun drone, then Full auto flame, flame thrower and watch things die. Anything that is left you can stun with bean bag or taser.

    If you have to have the best combo ? well I can't think of anything this one would rank best at, and if you do have to you might want to decide what your metric is for best and then do some research. This is hardly the worst combo in the game and it is certainly playable.
  13. Quote:
    Originally Posted by Ironblade View Post
    Personally, I'm not civil when someone posts something that is demonstrably false. I will immediately jump down their throat so that a newcomer is not misinformed. (I'm not referring to your post. I'm just saying that I'm well aware of when I will be 'not civil'.)

    What most of the "market forum regulars" have in common is that they are well-informed about the market. Imagine that.
    And you prove the value of that knowledge with your next paragraph

    Quote:
    Why not cut to the chase and admit you don't grasp flipping? You don't have to corner anything in order to flip. You're just taking advantage of existing volatility. While you CAN corner in your flipping process, it's not at all required. When I flip, I will often have bids out at 20 million and sales at 30+ million - all at the same time. I'll come back a week later and all my sales and bids will be completed.
    If there is anything below your price there you don't sell. You have achieved a momentary corner. The higher percentage of the time the closer you come to cornering.

    If you put the slightest bit of thought into it, its impossible not to see how the process raises prices. Impossible without lying to yourself.




    Quote:
    Originally Posted by Camper View Post
    Another_Fan is very, very certain he's right about everything. It's one of his strongest character traits. I've never seen him admit any doubt about anything, let alone admit to being wrong.
    Buy new eyeglasses. Oh and I haven't stopped beating my wife, kicking my dog or any of the next loaded questions you care to pose.

    Oh and you know, I have never seen you admit to being wrong.


    Quote:
    Originally Posted by seebs View Post
    Yeah, never trust anyone who's never wrong.

    FWIW, one of the things I value about these forums is that, for the most part, people are willing to not only tell me when I'm wrong, but show me in detail why.
    Yes they are willing to tell you, you are wrong. What they are not willing to do is offer a shred of proof when someone challenges them on being wrong. The latest example is the attempt to redefine flipping.
  14. Quote:
    Originally Posted by UberGuy View Post
    As crazy as the debate with Max_Zero has been, I think he's been pretty civil. Same thing with Blue_Centurion over in the other recent epic thread. Saintly? No, but better than some of the regulars. No one should claim that everyone here is open-minded. Some people see stuff they disagree with and shut their brains off.

    It's possible (likely?) this thread will do what the one with B_C did - spin around a lot and not really convince anyone participating of anything new. I still think a lot of good information gets posted. If these threads teach anyone reading them something they didn't know, or get them to think about something they never considered before, I think they were worth having.

    What people need to learn to do is disagree without pissing on each other personally. That's what gets people bent out of shape, and for some folks creates grudges. Sadly, this is the internet, and wishing for non-pissy, non-bent-out-of-shape people who don't hold grudges is like hoping your driveway will turn into 24 karat gold. It'd be sweet, but we shouldn't hold our breath.

    Its the market forum regulars who aren't civil especially to people that disagree with the view they push.


    Quote:
    Originally Posted by UberGuy View Post
    Those would be wonderful counter examples of the argument going on with Max_Zero if they were examples of what's being discussed.

    Buying up the supply and witholding it is not flipping. Flipping is buying stuff and taking everything you buy and selling it at some higher price.

    Why not cut to the chase and just define flipping as buying low and selling high in a manner that does not affect the price ? This is exactly what is being attempted. The problem is you can't flip unless you achieve a momentary corner. The only difference between flipping and cornering is the percentage of time that the corner is maintained.



    Quote:

    Because, of course, no one who disagrees with him could possibly be honest or forthright. It's absolutely impossible that they have conviction born of in-game experience with what they are saying.

    The above is nothing but your biases, painted broadly across anyone you commonly disagree with - which is just about everyone here. You regularly show an inability to successfully argue your way out of a kleenex, but you try to leave every argument with a post steeped in self-assurance that you definitely "won". So you wander into this conversation armed primarily with a personal axe to grind against the posters who regularly disagree with you and try to convince a newcomer that we're all irrational and/or liars.

    Frankly, your axe-grinding has come to disgust me, and I'm sick of reading it. I unignored you months ago, and it was clearly a mistake.

    Your best argument is a personal attack ?

    I can play that game with much better ammunition.

    Quote:
    Originally Posted by UberGuy View Post

    I should note that we don't know what situations Posi's "crystal ball" were focused on. One of the most basic assumptions in pre-I18 market merger discussions on the forums was that the Influence and Infamy currencies would remain separate. The actual I18 merge completely undercut that assumption by merging both the markets and the currencies. Every (rationally supported) downside prediction for merged markets had its foundation in that separation of currency. Perhaps Posi's did too.
    You are going to have explain how your views on equilibrium price, economics and the nature of market transactions are so well founded when you didn't understand merging the markets = a currency merge.

    The market forums really are a example that internet communities are places where people with funny views go not to be challenged by outsiders.
  15. Quote:
    Originally Posted by SwellGuy View Post
    Then he throws out the tired example where someone points out that you can mess with prices, for a short time, and he ignores that people post they lose money when this is done and it is done purely for entertainment. This is not flipping. Flippers don't flip for losses.


    Of course then this poster would say I am lying, which I am not.




    Meanwhile the pro-flipper posters are forthright and honest about their self interests when asked. So who's the liar again?

    I won't say he is lying.

    I'll let these people do it.

    Quote:
    Originally Posted by TopDoc View Post
    Quote:
    Originally Posted by Nethergoat
    Disrupting salvage is easy, profiting from the disruption is much harder.



    It wasn't hard for me. Many months ago I cornered the market in Human Blood Samples and Brass. I bought and deleted all of the cheap outstanding stock, and left enough outstanding bids up each day at 1001 to to keep the cheap stuff off the market. Other people started buying the more expensive stuff, so it mostly drained out of the Market. Then I started listing mine for just under a million. I made a half billion over a few weeks. But I stopped because it felt dirty.
    Quote:
    Originally Posted by B_L_Angel View Post
    I don't know what you think this would prove.

    But, If you are going to do this, figure you have to spend between 20 and 50 million to wipe out the existing salvage. That's what Chaos Creator and TRTerror spent on destroying ceramic armor plates. After you do that, you are going to have to set a high bid, and maintain at least 100 of them at all times. You will have to check in at least hourly, closer to half hourly refresh your bids, and sweep for people in below your selling price. You will also have to get a little lucky on picking your selling price, you need one that most of the people going for the big bucks will list above, but something the buy it now people will bid comfortably above.


    I don't know if it can be done easier or better but that was my experience with ceramic armor plates. After Chaos and TR destroyed the supply I jumped in and started buying them for between 10 and 12 thousand inf a piece and selling them for 67 thousand inf. I did this until tuesday evening and made a little short of 200 million inf doing it. It was probably the worst experience I have ever had making inf in the game and I can't imagine wanting to repeat it or anyone wanting to go to the trouble.
  16. Quote:
    Originally Posted by Max_zero View Post
    Low ball listings do exist whether flippers are there or not. Or do people specifically provide low ball bids just for flippers?



    This quote equals flippers lower inflation? Do the words "higher price" or "IO costs more" mean anything to you?

    It's true they add an extra set of listing fees. It's also true that every IO they flip costs more. In fact the increase of price of flipped must be higher then the listing fees otherwise the flipper wouldn't do it.

    If you a IO cost 30 mil your not going to flip it to 31 or 32 mil are you? The increase price you put it at must be worth your time.

    As this must be my last post for tonight it's 12.30am and I'm tired.

    See you all tomorrow.

    Welcome to the market forums Max_Zero.

    By now you may have noticed that discussing certain topics on these pages is like trying to take a banana away from a pack of crazed howler monkeys or shaking a cage of rabid wolverines. There are reasons for this. First lets get the economics out of the way.

    Every argument they will throw at you is based on the analysis of convergent and efficient markets. Our market is neither. Information is not easily or equally available to everyone and the double blind nature of the market practically insures that it won't converge.

    Two the argument that flippers don't/can't raise prices is false. It is based on the idea that the flippers are acting to stabilize prices and not raise them. It is also based on the idea that flippers are correcting time variation in prices. What is actually the case is that flippers compete to get the goods listed by people that don't really care what they list for or just want them sold quickly.

    There are explicit counter examples given a couple of threads back where two people talked about their actions cornering common salvage, raising the price and making good money at it.

    Now the guide to speaking on these forums. You have to realize you are likely speaking in an honest and forthright fashion, the problem is the denizens of this board are hearing you in code.

    Hear are some the translations

    Fair= Deprives me of my advantages.

    Flipping raises prices = Legitimate reason to restructure the market.

    Its an auction not a store = If it were a store I couldn't take money off the suckers.

    Our auction system is better than the ones that show you the prices = If they started showing the prices, I couldn't do things like paint the last five prices, and force people to waste time bid creeping.

    If you look at your conversation here from this perspective you may see why trying to make headway with these people is pointless.
  17. Quote:
    Originally Posted by UberGuy View Post
    I don't know if they'd limit it by account, since no other merit stuff is. But if they were looking to be particularly draconian, just to be safe, I suppose it makes some sense. You can't create Inf on multiple accounts at the same time, but I do suppose you can collect it on multiple characters simultaneously, using the market. Of course, that case becomes a pretty good inf sink.
    If they don't limit on an account basis, inf=>merit have creates a merit you can trade. Also in your example, the high rate inf farmer could simply send 20 emails out and log in to 20 alts. I like the idea of trading merits. I would like it even better if they just made the recipe level slider actually work
  18. Quote:
    Originally Posted by UberGuy View Post
    Well, let's look at this Reward Merit rates we know of today. The only reference I know of is still recorded on ParagonWiki here. It lists the target rate of minutes per Merit produced during merit-producing activity as 3.7. The devs apply a bunch of fudge factors to modify how many merits/minute specific tasks are actually worth. I'm sure we could have lively, many-party debate about how valid those fudge factors are, but at least we have a base target rate number to work with.

    Some of the top end farming numbers I've seen are 30 million inf/hour. I'm pretty sure those numbers were from before the devs doubled the inf reward rate that 50s get, but lets stick with the 30 number, since I doubt everyone who farms is "top-end". (As a point of reference, my more tricked out level 50 characters can earn from 5-10M inf/hour running things like paper and scanner missions, with that range depending primarily on how high I can set their team size and have them survive.)

    So using that 30M inf/hour number, we get 500k inf/minute. At a target rate of 3.7 minute/merit, that works out to 1.85M inf/merit.

    At a merit purchase rate of 1.5k inf/merit, we'd have a rough equivalent of 333.3 merits per minute. I'm going to guess exceeding the Dev's stated target by a factor of 90 or so is probably too gracious. That sounds to me like it would radically flood the system with non-purple, non-PvPO stuff.

    Enyalios' number of 2M inf/merit is a lot close to my guestimate, and works out to an equivalent of 4 minutes per merit - a lot more like the Dev's target number.

    My guess, though, is that they would hedge even higher, because elapsed time isn't the only constraint on Reward Merit production. There's also something of a barrier to entry, at least for stuff with the best peak Reward Merit rates, which are TF/SFs and trials. Not everyone has access to a team that can form up fast or run anything like the best completion times, so not everyone is churning out fast Reward Merits. I'm thinking that's why there's such a firm time constraint on Alignment Merits - they're the "common man's" substitute for Reward Merits in the sense that they really don't have any more strings attached than regular missions and arcs do. (Edit: Well, they do have to own GR and stay hero or villain. I don't know what that does to production rates.) Thus I'm betting way more people can produce them , and so (my thinking goes) the Devs put more firm limits on how fast any character can produce them.

    So since anyone (at least anyone with a 50) can produce boatloads of inf with no comparable rate limits, I'm betting the devs would fudge any inf->merit conversion rates upwards from the ~1.85M inf/merit I got above. I have no idea what fudge factor they'd use, but I'm thinking at least a factor of 2.5 or so. So using that and the 1.85M inf/merit number, get 4.625M inf/merit. I'll fudge down to something "round" and call that 4.5M inf/merit, which would be 9 minutes per merit.

    Whether that's high or low from what they might do is probably most heavily dependent on the number used as the estimate on inf farming rates. I have the sense that they would hedge high on this number to mitigate the impact of things like AE exploits.
    They could simply gate the rate that you could exchange inf and make it account wide.
  19. Quote:
    Originally Posted by UberGuy View Post

    So I don't believe that Alignment Merits increase the rate anything like allowing inf to create recipes directly (or, indirectly, by allowing inf to create merits) would.
    That reminds me of one of my favorite jokes. I won't post the entire joke, but the punchline goes "now we are just haggling over price".

    Just for the sake of argument, I currently calculate a merit as being worth around 1,000K inf, which means an alignment merit should be worth at least 70,000K inf. For the sake of argument, if you could convert inf into some original merit equivalent at the rate of 1,500K inf/merit it wouldn't have very much effect on item creation till the value of a merit rose by 50%. At that time it would start sucking inf out of the system . Depending on pricing you might see some speed due to salvage being more available, once again its all a matter of pricing.

    What it would do, is put bounds on the swings the CoX economy can go through.

    Just an aside thinking about how prices are set, it looks like the developers have set the price of a gladiators unique at 2.45 billion. I guess that whole broken because its trading over the inf cap was a miscommunication of some sort
  20. Quote:
    Originally Posted by UberGuy View Post
    Yeah, I think the dev's implementations of Reward and now Alignment Merits shows they are very interested in putting greater reward/time constraints on the ability to create new items for use or sale than exist on the creation of inf.

    Not to suggest at all that there's not variability in rates at which Reward Merits can be produced, but they are more restricted than Inf. The rate limits on Alignment Merit production are even stronger. (In that light, I find it interesting that the only available way to increase the rate of a character's production of Alignment Merits is to burn both Inf and Reward Merits.)

    I agree that, if one is worried about Inf-flation, an Inf recipe store would do wonders. I just think the merit situation may be a hint that the devs don't want recipe creation rates to be subject to the wild (compared to merits) production swings we see in Inf today.
    I'm not following hero villain merits greatly increase the rate of item creation. The devs added another and even faster path to item generation with hero villain merits. As for it being a time constraint its really not much of one. If it applied account wide that would be something different, but since all you have to do is alt, its not much of hindrance.
  21. Assumes inflation is a problem, in the context of the game its not a problem, a bug or even undesirable. In another thread someone described the game as a treadmill of loot, well inflation moves the treadmill forward. Its also improves the game environment by decreasing the advantage long term players have over new players.

    That said if you really wanted to stop inflation and soak up large amounts of inf, don't go half way. Put in an inf store for salvage and recipes. The vendors buy salvage and recipes they must do something with them. This way when there were shortages from player produced goods this would kick in, providing goods and removing large amounts of inf.

    It would also eliminate the complaints about people being screwed over by the marketeers. The markets prices should always be lower than the store's and if they weren't people could always use the store.
  22. Quote:
    Originally Posted by Enyalios View Post
    Human beings by nature look for people to "Other" and exclude from their groups. Membership in the us (non-othered) group provides some sort of satisfaction to them. Its just how people are structured.

    Be honest.....you're walking down a cruddy street in New York City (lets assume you're white and middle or upper-middle class) on the way back to your car. Your brain will cause you in this mildly dangerous situation to react to otherness as bad to the degree of otheriness someone else has.

    For example, under these circumstances if a spanish speaking, dark-skinned person and a silent dark-skinned person walk past -- most people will perceive the spanish speaking person as more of a threat by moving out of their way, avoiding, etc. If a scuzzy-looking white person and a silent dark-skinned person walk past most people will perceive the dark-skinned person as more of a threat. Its pretty much degrees of otherness barring something outstanding like the white guy acting crazy or doing something offensive (mostly this is a judgement call othering the person anyhows).

    I've even caught myself doing it, even to the point once where I crossed the street (dangerous in NYC than the risk of not crossing all things considered) in order to avoid passing someone who had done nothing wrong but was coded as othered in my mind by his garb and general look.

    So why do some players seek to declare that marketeers are reducing their fun? Honestly its because they don't marketeer and we're a convenient if not disadvantaged minority of players which are easy to scapegoat for their own inability to have everything they want all the time. Of course marketeers (myself included) often do the same back by calling purchasers of their items the BUY IT NAO! crowd rather than simply people who value their time a bit more than their inf.

    Welcome to being an imperfect being who is pulled as much by hormones and instinct as reason. We call ourselves humanity (which is derived from latin roots which meant the same as me).
    Rationalization:
    • the cognitive process of making something seem consistent with or based on reason
    • (psychiatry) a defense mechanism by which your true motivation is concealed by explaining your actions and feelings in a way that is not threatening
  23. Quote:
    Originally Posted by UberGuy View Post
    Ad homenim by third party. But fair enough - I happen to think the people you know are wasting time and game money bothering to build specialized exemplar builds. Buy hey, if they're having fun doing it, who cares, right?

    I suspect I know what you mean, but from my perspective, it's literally impossible to remove the purples and have the build come out ahead for recharge. Set bonuses do nothing to decrease bonuses from Incarnate powers, so removing the purple set is a straight up reduction in the recharge of every power over having both the purples and the Incarnate buffs.

    Moreover, if you remove the purples, the build becomes less viable at lower levels, when you could just keep the purples and retain their bonuses at any level. The only reason to do that becomes the cost.

    No disagreement. Of course, that has something to do with why I don't bother with second builds if I've invested heavily in the main one, which I typically do.

    I think you're trying to subtly overstate your case by using the word "marginalize". I have very few builds where I would not benefit from both the global recharge benefit of the incarnate slot power in question and the purple set's recharge bonus. However, I also tend to favor very click-happy powersets and worry about optimal DPS chains.

    More exemplar friendly in what way? The purple set never loses its bonuses. Unless you're worried about the total enhancement of the Stun power (one of the last things I'd have any concern about in that build at any level), the purple set is more exemplar friendly than anything you could add to it. Or did you not mean in reference to the purple set at all? If so, it was unclear given the conjunction with the first part of the sentence.

    Personally, my version of that build would have more purples in it, not less. I would not be six slotting the +defense powers, likely investing saved slots in my primary attacks to improve my DPS. Also, I probably would not choose the +recharge as my Incarnate power. (But I might.)
    My interpretation of that build is that it was putting its effort to patching up the inherent survivability problems that blasters have. The problem is that when you exemp the powers you need for that go away. Taking out the purple set in the stun and subbing another kin combat will improve defense at exemplar levels. Then using the freed up slots to add in maybe a regen tissue and or a numinas uniques.

    Adding purples to that build doesn't buy it anything it needs. The attack chain is going to be good to a very low level, every attack has more than adequate accuracy and fire is incredibly light on end use.
  24. Quote:
    Originally Posted by Lohenien View Post
    I'll give you a real world example of you. Mr. Car repair shop manager likes shiny things. Mr. CRSM sees Jay Leno rolling around in his shiny expensive car and says "I want!" .

    Problem : Shiny expensive car costs 1.5 million dollars , Mr. CRSM only makes 45k a year.

    Your solution : Put price caps on shiny expensive car so anyone can afford it.

    Real viable solution : Earn more money so that shiny expensive car is within your spending range.

    The issue is that the real viable solution requires effort that many people aren't willing to put in to achieve their goal.

    The market is not supposed to look friendly to every casual joe because the market is 1) PvP and 2) not a store.

    Complaining that you want to own a garage comparable to Jay Leno when you only make a fraction of what he does is complete and utter non sense driven entitlement issues. There is no logical argument you can successfully use to justify that kind of a position.

    Showing up at a new car dealer and asking to buy a new Mazeratti or some such with only 10k in hand doesn't work.

    PvP and purple IOs are the shiny expensive cars of CoH and no, not everyone should get 5 for creating a new character .

    What a wild off base comparison. Are you under the misapprehension that there is a Maserati switch in the real world that would cause sports cars to sprout from underneath every tree ?

    In the real world the market is meant to reward people for providing resources,services what have you more in a better way. These things have actual scarcity that can't be adjusted except by the deity.

    Making that argument here, makes you sound like someone who gets a charge out of having things others don't have and want.
  25. Quote:
    Originally Posted by UberGuy View Post
    I don't know of anyone anyone I play with that's ever used a second build on more that one character, and I can only think of two people who did that. Both were VEAT builds. I don't know anyone who's ever gone to the expense of making a 2nd build for purposes of exemplaring. The reason is that a high-end IO build usually exemplars fine unless you're highly optimizing for farming at a low level or something. I typically build with max-level sets, and all my builds work fine down to Positron levels.
    And the people I know who build for exemplaring don't do it with half measures in mind. Now if we can get past the people you know vs the people I know part of the conversation and get back to the original question of what impact the alpha slot will have on actual builds


    Here is a Fire/Energy Manipulation blaster off the blaster boards

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/


    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(7)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 2: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(9), Decim-Dmg/Rchg:40(9), Decim-Acc/EndRdx/Rchg:40(11), Decim-Acc/Dmg/Rchg:40(11)
    Level 4: Build Up -- RechRdx-I:50(A), RechRdx-I:50(13), Rec'dRet-ToHit/Rchg:20(13), Rec'dRet-ToHit:20(15)
    Level 6: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(15), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(17), Posi-Acc/Dmg/EndRdx:50(19)
    Level 8: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(21), Posi-Dmg/Rng:50(21), Posi-Acc/Dmg/EndRdx:50(23)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(29)
    Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(29), Rec'dRet-ToHit/Rchg:20(31), Rec'dRet-Pcptn:20(31)
    Level 14: Super Speed -- EndRdx-I:50(A)
    Level 16: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
    Level 18: Blaze -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(31), Decim-Dmg/Rchg:40(33), Decim-Acc/EndRdx/Rchg:40(33), Decim-Acc/Dmg/Rchg:40(33)
    Level 20: Swift -- Empty(A)
    Level 22: Health -- Heal-I:50(A), Heal-I:50(34)
    Level 24: Stamina -- EndMod-I:50(A), EndMod-I:50(34)
    Level 26: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 28: Stun -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(37), Amaze-Acc/Stun/Rchg:50(37), Amaze-Acc/Rchg:50(40), Amaze-EndRdx/Stun:50(40)
    Level 30: Boxing -- Empty(A)
    Level 32: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(36), S'fstPrt-ResDam/EndRdx:30(36), TtmC'tng-ResDam/EndRdx:50(37)
    Level 35: Boost Range -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Dmg/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 41: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(42), RedFtn-EndRdx:50(42), RedFtn-Def:50(43), LkGmblr-Rchg+:50(43)
    Level 44: Scorpion Shield -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(45), RedFtn-EndRdx/Rchg:50(45), RedFtn-Def/EndRdx/Rchg:50(45), RedFtn-Def:50(46), LkGmblr-Rchg+:50(46)
    Level 47: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(48), Enf'dOp-Acc/EndRdx:50(48), Enf'dOp-Immob/Rng:50(48), Enf'dOp-Acc/Immob/Rchg:50(50), Enf'dOp-Acc/Immob:50(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 22.06% Defense(Smashing)
    • 22.06% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.88% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 6.75% Max End
    • 3% Enhancement(Immobilize)
    • 77.5% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 112.95 HP (9.373%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 18.15%
    • 20% Perception
    • 10.5% (0.175 End/sec) Recovery
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 1.875% Resistance(Negative)




    Code:
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    |-------------------------------------------------------------------|
    The highlights of this build

    Softcap S/L defense

    77.5 haste

    30% global acc.

    146% recovery

    Just looking at simply adding in the alpha slot with a common nerve enhance

    All the attack powers except stun get at a 33% recharge increase.

    Aim and build up, and hasten all get a 12% recharge increase.

    The purple set can be dropped from that build and everything will come out ahead for recharge and whats more the entire build can be redone to be more exemplar friendly than it was.

    I am not up on all the current prices but the one purple set is I think is about as expensive as the rest of this build.

    So at least in this case the incarnate slot marginalizes the need for what the purple sets were providing.