Chriffer

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  1. Quote:
    Originally Posted by PumBumbler View Post
    Isn't your answer staring you in the face? Your own optimized solution of using Alignment Merits to get LotGs to sell on the Market and then using the influence to buy Purples on the Market is spiking the supply of LotGs and causing a commensurate demand on the purples.

    The segment of the market that is aware of the conversion rates is probably similar to the segment who is consuming the IOs so everyone is moving to do the same thing at the same time.

    The bottom line is that LotGs (and other traditionally high recipes) will continue to come down in price until it reaches (a rough) equilibrium with Purple recipes on an Alignment Merit efficient conversion rate, and/or the purples will move up in price. Which is exactly what we have seen and will continue to see until a more efficient conversion mechanism is found to maximize the players' 'investments'.

    I doubt there is any intentional reasons to change any market values from the devs, but they are aware that their additions and changes have repercussions on the market. It's not that they don't care, but it is what it is as long as they don't feel the game balance is being thrown off.
    The question isn't why are LotG Prices going down and Purple prices going up.
    The question is why were A-merits created to do such a thing.

    As I posted in the beta, probably already posted in this thread, and you essentially explained it yourself... once again...
    1 A Merit = 1 LotG = 100M
    20 A Merits = 1 Purple = 500M
    LotG = 100M per A-merit (or 90 after fees)
    Purples = 25M per A-merit
    The math clearly shows that the Purple Price of A-Merits is only for the ignorant and those who hate the market with fervor.

    On the other front...
    200 Reward Merits = 1 LotG
    1 Alignment Merit = 1 LotG

    What is it, 5 Tip Missions for 1 Alignment Merit? I'm honestly not sure. "MPM: The desired Minutes per Merit, currently 3.7" 200 Reward Merits * 3.7 minutes = 740 minutes or 12 Hours of Task Forces. Is that right? Feel free to correct the math. The conclusion will still be the same:
    X Tip Missions > Y Task Force stuff
    So 5 Tip Missions = 7 Imperious TF Runs?
    That's ludicrous. Alignment Merit efficiency for Task Force Recipes is extremely high.

    Task Force reward merits were made specifically to allow players to obtain the Pool Cs they wanted without using the market. Essentially, this means that Task Force reward Merits were made to control Pool C prices. If the intent is to make Pool Cs more available why not use the mechanic that already existed for doing so? Instead, a new mechanic was made to allow players to obtain Purples without using the market. However, the new mechanic is more effective for increasing the availability of Pool Cs and not Purples/PvPs.
  2. In response to many players who responded several months ago: No, it had nothing to do with people playing or not playing their 50s.

    Prices now, from top to bottom of the pictures...
    105
    425
    110
    110

    Putting the overall changes to...
    Gravitational +95M since June
    Hecatomb +275M since June
    LotG -90 since June
    Miracle -90 since June

    Back to the original question. I think apathy. I don't think the devs care, at all, that Pool Cs are more efficient through A-Merits and the Purple price is only for those who truly hate the market or are incapable of math.
  3. Chriffer

    Best aoe dmg

    I can't understand the desire to be able to say to the next person who asks "best aoe?" -- "well technically this brute has the best Inf/minute, but you have to reload the map every 4 minutes. So, it's not really the best inf/minute, but technically, it is the best."
  4. Chriffer

    Best aoe dmg

    Quote:
    Originally Posted by crayhal View Post
    Here's some brute tests for those who want to try: (Aptly named Brute Tests #1, 2 and 3) The time limit is 30 mins. Defeat all.
    Set diff to +2 x8 for all tests.
    Farm ID - 449116 (Nemesis Farm)
    Farm ID - 449127 (rikti)
    Farm ID - 449129 (freak)

    Please record:
    Time complete:
    Infamy/min if unable to complete:
    Insp use: Y/N
    Build: (SO only) (1 bill or less) (2 bill+)
    Prim/Sec/App/PPP

    There are 3 categories for the builds. Please indicate which build you have.
    1) SO only - slotted single orig enh only
    2) 1 bill or less - frankenslotted or set builds that cost 1 billion or less
    3) 2 bill+ - builds that cost more than 1 billion
    Why defeat all? Why +2/x8? Why not whatever you want?
  5. Chriffer

    Best aoe dmg

    Quote:
    Originally Posted by HelinCarnate View Post
    So person A has a crappy graphics card and a slow computer but can kill lots of stuff much faster than person B. But person B has a super fast computer with great connection and makes more per min overall only because of the faster load times.

    So who has the better build?

    If load times were static then sure, include them. Since they are not you should only use the time from the door right before you move to the time the mish is over and you can either click on exit or get back to the door if you are going to reset.
    So Person A runs a 3 minutes AE and gets 900k while inside the mission. Then he exits the mission, picks the mission again from the AE computer, and re-enters. The loading out, picking new, and loading in takes 1 minute. That's 3 minutes of 900k and 1 minute of 0k.
    Overall = 675k.

    Player B runs a 15 minute mission and gets 750k while inside the mission. The he exits the mission, resets, and reloads. If the load time is the same that's 15 minutes of 700k, 1 minute of 0k.
    Overall = 703k.
  6. Chriffer

    Best aoe dmg

    Quote:
    Originally Posted by Blue_Centurion View Post
    It doesnt make any sense to stay 15 minutes in AE, you reach ticket Cap in a couple minutes. Mebbe farming for purps in a TV farm that would make sense. Even if you stayed in 15 minutes, got your "accurate" numbers, they would be useless. Because staying in after the ticket cap is not smart.
    Don't stay in the same mission. Do your run, exit the mission, restart. Include the load times in the process.
  7. Chriffer

    Best aoe dmg

    Are these AE #s over a 2-3 minute period? I'm interested in seeing #s over a 10-15 minute period. Load times count.
  8. Chriffer

    Best aoe dmg

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I see where my error in all of this has come from. I foolishly overlooked that the farming tests would be using missions specifically designed to benefit ss/fire.

    In order to compete, I would need to design a mission full of enemies weak to lethal that used nothing but fire attacks and had ample knockback protection so that I could add shockwave to the mix.

    My bad. Sorry to intrude.
    Specifically, I was looking for non-AE missions. You can pick any non-AE mission you like. As I have already said twice... "Pick any non-AE map you want, set on any difficulty you want, with any Claws/X brute with whatever IOs you want. Beat any of those numbers. I wrote the difficulty and player settings I used. Feel free to use different ones."
  9. Chriffer

    Best aoe dmg

    Quote:
    Originally Posted by Blue_Centurion View Post
    Dude, that so varies. baddies, in general? Because different Brutes perform wildly different against different enemy types. what one Brute mows through another dies against. No one buildout of Primary/secondary/epic + enhancers works best against everything. It just does not work that way.

    so, these discussions are about raw damage output mathematically. Potentials, not reality.

    Also, even if you only had one type of baddie in the game, it still varies. Are we talking AE +4/x8 mobs? they group for killing. Or are we talking Strike Forces, special rules? or are we talking door missions? All will affect a Brutes performance, and even if all the baddies were the exact same, no one Brute would be best for all 3 situations, probably (I do not crunch numbers, i is a artist)

    Good luck in the cities, and in your search for the killer brute.
    Thank you. My search has gone exceedingly well. Various threads like this have popped up a multitude of times and I have learned a great deal from these threads.
    http://boards.cityofheroes.com/showthread.php?t=195080
    http://boards.cityofheroes.com/showthread.php?t=223531

    As I stated in a previous post in this thread: "Pick any non-AE map you want, set on any difficulty you want, with any Claws/X brute with whatever IOs you want. Beat any of those numbers. I wrote the difficulty and player settings I used. Feel free to use different ones."

    For inspirations, I generally fill up my tray with Tier 1s and then use them and whatever I find along the way.
  10. Chriffer

    Best aoe dmg

    I am sure astute readers of the Brute forums can comprehend the difference between results that are true in theory and results that are true in game. I am also sure that astute readers of the Brute forums can comprehend which results actually mean something.
  11. Chriffer

    Best aoe dmg

    I want to know which set kills the most baddies in the game... not on paper.
  12. Chriffer

    Best aoe dmg

    Inspirations can, do and should count. Certain builds can benefit more from inspirations than others. For example, compare one build that has great survivability and lower damage to one with less survivability and more damage. Hypothetically, the lower survivability one may need to use more Purple and Orange inspirations. The more survivable/less damage one may be able to use more Reds.

    I assume the debate is "in game effectiveness". Crossing off inspirations or other in-game tools negates the purpose of determining true in game effectiveness. I usually cross off AE because some of the maps get so outrageous that its not really like City of Heroes at all. Also, unless its Dev choice purples cannot drop in AE maps. If the concept is "I want AoE to maximize my killing to maximize my income" then earning purples is a big deal.

    I want to know what the uppermost limit is in AoE killing potential. I want to know what the best player using the best tactics can accomplish. I understand that two players using the same character on the same map can generate vastly differently numbers because of playskill. However, in the pursuit of trying to honestly determine "which kicks more AoE butt" I know I'm willing to show what I know so that everyone can know whatever pathetic playskill tricks I know in the hopes that you all can show me the epic things you know.
  13. Chriffer

    Best aoe dmg

    I do need to see #s. I would love to see herostat #s on elec/fire and claws/x. Speculation and theoretical data on what a set hypothetically could achieve does not always correlate to in game ability.

    I understand one can be very good on a multitude of builds. But I'd like to know exactly how good and how far behind one build is from another under a very narrow set of circumstances. I've heard lots of people say things like "any archetype and any build can be good at farming". I like to understand that when some people say good they really mean "half of this other guy."
  14. Chriffer

    Best aoe dmg

    I believe the area makes a significant different for farming. I am open to the idea that it doesn't but I would need evidence (herostat numbers and let me watch you play) showing that claws smaller range is more effective. I do not believe that most packs are spawned in such a way where a player can jump in the middle and immediately hit them all with Spin. The delay in waiting for them to bunch up, I believe, causes Spin to be less effective than Foot Stomp. As I said, I am open to evidence to the contrary.

    Here are my numbers on an SS/Elec/Mu from pre-Going Rogue. I ran liberate for about 10-15 minutes. I didn't feel like doing a whole run. I think I limited myself to the first island. Anymap you can do for 10 minutes straight works.
    Farming for Purples:
    48.87 Enemies per minute. (359k Inf/Minute) +0/x8 No Bosses, Liberate
    37.43 Enemies per minute. (348k Inf/Minute) +0/x8 Bosses, Liberate
    Farming for Inf:
    443.2k Inf/Minute (18.01 Defeats) +2/x8 Bosses, Liberate
    515k Inf/Minute (27.8 defeats) +3/x8 No Bosses, Liberate

    Pick any non-AE map you want, set on any difficulty you want, with any Claws/X brute with whatever IOs you want. Beat any of those numbers. I wrote the difficulty and player settings I used. Feel free to use different ones.

    I've learned that challenges like this have been the greatest way for me, or really anyone, to learn cool new things on CoH. In the past, some players have said things I did not believe. They showed me numbers and showed me how they played and I was amazed. I stole their secrets and incorporated them into my own playstyles and have had great results. Slotting hurdle comes to mind as an example as something that astounded me.

    **EDIT** I know SS/Fire is more effective than my SS/Elec (I've played fully IO'd both.) I believe SS/Shield may be superior to /Elec as well. However, I think these SS/Elec #s are good enough for comparison purposes.
  15. Quote:
    Originally Posted by Enyalios View Post
    In game theory and economic theory, zero-sum describes a situation in which a participant's gain or loss is exactly balanced by the losses or gains of the other participant(s). If the total gains of the participants are added up, and the total losses are subtracted, they will sum to zero. Zero-sum can be thought of more generally as constant sum where the benefits and losses to all players sum to the same value of money (or utility). Cutting a cake is zero- or constant-sum, because taking a larger piece reduces the amount of cake available for others. In contrast, non-zero-sum describes a situation in which the interacting parties' aggregate gains and losses is either less than or more than zero. Zero-sum games are also called strictly competitive.


    Not too bad a definition of zero-sum game pulled from wiki. O.K. Its technically not zero-sum because the house keeps 10%. But yes I mean that there is no increase in marketwide productivity of popping recipes associated with buying recipes from one seller or another (based on their efficiency at converting assets to profits through something resembling ROA or ROE). So effectively the market functions as a zero-sum game with the only real difference in utility for participants being the difference between exchange value and use value. When you're playing with purples, the way you get more (win) is for another player to pay more (lose) than he would have if you hadn't paticipated. Its possible that this will still increase the total utility of the pops to the player base as the purples will be more thoroughly sent to those who have large sums of inf and its possible those players play more thus deriving more total use value.

    Now that I've put you all to sleep with economics...........well I'll get back to watching baseball.
    No. Purples are not a Zero-sum game. You neglected the part about "total gains and losses are zero". Zero-sum games exist when one's ability to gain requires another to lose. Players can make more purples. Some parties can gain without others losing. Thus, not a zero-sum game. It is not the productivity that is required to be "zero sum" -- its the total amount of whatever good that exists.

    Examples of Zero-sum games:
    Generally stock. Generally, there is a fixed amount of stock for one company. For one person to get more another must lose some.
    Generally Property. For one person to gain property another must lose.

    Non-Zero sum games:
    Milking Cows: Someone can go get milk
    Automotive: Someone can make more cars
  16. Quote:
    Originally Posted by Oracle_NA View Post
    Maybe I was misintepreted a bit- No, I know what they CAN do- Ive been on some all Defender/Troller teams and have rolled along very well. But what Im saying is- and Dechs example of a team full of Blasters doing a Mo____- is that is not viable for the restrictions placed on this task force- time limit, levels, etc.- you need some tricks up your sleeve to get the job done if you're not bringing one. (I probably should have made it a MoITF requirement too to be cruel. ; P)

    I'm not doubting if they COULD or could not do it- 3 quick Corr/Fender debuffs on incoming masses of enemies typically ensures everyone is safe- just saying it's not optimal nor feasible on this TF with +4 AV's, EB's and Bosses constantly streaming at you in tight quarters. The reliability factor- as Dechs pointed out- is the key there. You dont have time for deaths, and a tank or melee toon that can hold aggro and take ALL alphas guarantees a decently coordinated team no deaths.
    I've done +4 ITFs on enemies buffed/players debuffed in under an hour with tons of buffs/debuffs. It was not hard. Meleers can be useful but are certainly NOT optimal. This "beneficial but not optimal" can easily be discerned when one simply realizes that the Corrupters/Defenders/Controllers are going to have better numbers than the meleers.

    Vengeance is the most powerful team buff in the game. Powerboosted Vengeance, which EASILY can be permanent for a group of 7 (poor dying guy), makes +4/x8 enemies buffed rather easy.

    **EDIT** I must admit my groups usually skip the hill on mission 3. The lag makes it unfun. Otherwise we open door and shoot bad guys.
  17. Quote:
    Originally Posted by seebs View Post
    Quote:
    Originally Posted by Silver Gale View Post
    With the result that there is now lots of lemonade available, but nobody who actually wants a glass of lemonade can get any for less than $1.
    That is, in fact, not what happens.
    Surpluses, where more items are willing to be sold than bought at a specific price, do happen in real life and do happen in the City of Heroes markets. Surpluses are prices above the Equilibrium Price. Some surpluses are caused by flippers and some surpluses are exacerbated by flippers. As you described in your next paragraphs, market forces do exist that will cause prices to, eventually, move towards equilibrium price. Those forces can take time and the Equilibrium Price is constantly changing.

    The important lesson to learn from Surpluses and "flippers cause prices to rise" is being able to identify when such an event is occurring. Identifying items in a surplus situation can be difficult and be guesswork but some methods frequently provide useful information. I find comparing the # of items for sale to other items of similar quality and drop pool to be the most telling datum if an item is in Surplus or not. The amount of bids is usual not an important factor because a vast quantity of bids may be at 1 or some other low and insignificant amount. The number of items for sale corresponds to actual items that are listed at a price that someone has yet to be satisfied.

    In summation, if you see the # of items for sale and price rise on a specific item this may be an indication that price is rising above equilibrium price. Key word: MAY. Here are some examples:


    Both items are in the Task Force drop pool. Notice how the one has a significant amount more for sale despite it being a lower price. Possibly, the Chance for Smashing is in a Surplus situation where more items are willing and able to be sold than are willing and and to be bought at a price of around 25M. I have been tracking the # for sale on that item and it has risen significantly since Going Rogue's release. I have no tracked the Oblit: Quad and cannot comment if the amount has risen nor fallen.

    However, the Chance has been exacerbated by a flipper:

    I bought 100 or 150 or so before Going Rogue around 10. I haven't been in a hurry to sell and have been leaking them out slowly.

    Contrast the status of these items to many purple recipe. The price has been rising AND the number for sale has been falling. That is likely a Shortage situation. In a shortage, price is below Equilibrium price. In other words: price is too low.
  18. Captain Compliment
    The first 7 people who show up.
    Probably turn on enemies buffed/players debuffed for kicks and giggles.
    Players have done the +4/x8 buffed/debuffed no skipping in under 45 before with teams that probably met the requirements.
  19. Quote:
    Originally Posted by Yomo_Kimyata View Post
    Ok, trying really hard not to be a jerk. Yes, I know that. You know that. EVERYONE knows that. Still trying not to be a jerk, but you are making it really hard...

    Next, where do you live in real life that ST cap gains tax is less than 10%? Is there housing and high speed internet access available?
    Capital Gains Tax is on profit. The Market Fee is on revenue.

    Buy for 150. Sell for 200.
    Capital Gains Tax at 30% --> 200 - 150 = 50 profit. 50 * .7 = 35
    35 profit after taxes
    Market Fee --> 200 * .9 = 180. 180 - 150 = 30.
    30 profit after taxes.

    Change the tax rate and Buy/Sell price as you see fit.
  20. Quote:
    Originally Posted by FourSpeed View Post
    LOL - Logic isn't your strong suit, is it?

    At no point or place did I divine the Goat's intent. I am merely commenting
    on the result of his post. Whatever the intent, the result is it evoked a full
    supply of "pure stupid" in just a few short days...

    Personally, I find that highly amusing and worthy of kudos, since, as was
    pointed out by someone else early, the OP appeared to have been a
    simple, "lighthearted" post...

    Who knew how epic it would turn out? Certainly, not I.

    GG - Carry On...
    I apologize if you took my post that way. I was simply quoting your post as another opportunity to attempt to drive home my point, which is "The flipper is the person willing to pay the most" is NOT true when the flipper sells the item. Conversely, the "flipper is the person willing to sell for the least" is also not true when the flipper buys the item.

    If the intention of the original poster was to be humorous and NOT be factual then I have no problem with this thread and apparently my humor is satisfied by alternative styles. However, the various people defending those statements as factual should understand that those statements are closer to "exceptions" than "general truths". One person did clearly label them as exceptions and reworded the two original statements in a much more accurate manner.

    What I do find humorous is that some of the people who defend the original poster's statements as factual do the same things as those who frequently declare their dislike for flippers. These players take a statement that is true only under specific and narrow circumstances and declare it a "fact".

    "Flippers raise prices" is true under a very narrow set of circumstances. It is an exception. Viewed from one point of view only, at one specific point in time, it is true.
    "Flippers are willing to sell for the least" is true under a very narrow set of circumstances. It is an exception. Viewed from one point of view only, at one specific point in time, it is true.

    Contrast this with statements like:
    Flippers cause prices to become more stable. Generally true.
    Flippers prevent shortages. Generally true.

    Quote:
    Originally Posted by Yomo_Kimyata View Post
    Flipping salvage in this game is pure capital gains. In a real world tax environment, it really would not be all that efficient.
    Essentially, the market fee is a 10% tax on revenue.
  21. Quote:
    Originally Posted by seebs View Post
    I don't think they're at all disingenuous. They're factual, and highlight something that people seem not to comprehend:

    You cannot prevent other people from undercutting you, or "set the price" of an item, or anything like that, in any realistic way. It's too easy for other people to get items and compete with you, or to outbid your lowball bids. There is no circumstance under which, because a flipper has listed things at a high price, this prevents people from buying things which are cheaper than that price.
    I disagree with nothing in the second paragraph.
  22. Quote:
    Originally Posted by FourSpeed View Post
    Nope. If buyers had infinite patience and only bid 1 for everything, sellers
    would very soon be vendoring or deleting any drops that weren't useful to
    themselves (or SG mates etc.), and buyers would get bupkiss....

    As for the rest of this thread - Kudos to the Mighty Goat - you really stirred
    up the Moron's Morass with this one...

    Oh, and I also bow at the alter of Ron White, The All-Knowing...


    Cheers,
    4
    Oh. This was a troll thread. I didn't realize that was the intention. My bad. I thought Marketeers laughed at other player's ignorant views after attempting to educate them. I didn't know that had changed to presenting disingenuous, contradicting statements as "facts" and laughing at the ensuing replies.
  23. Quote:
    Originally Posted by Zombie Man View Post
    This is the problematic part. You assume non-flippers never creep up their bids. You assume that they say, "Oh, since I'm buying an uncommon salvage, I'll bid 5,000 regardless of what the sales history says or an attempt on my part to find a lower sales price."

    A flipper already beat them to that lower sales price, cleared the market of all the ones selling at a lower price and now have them listed at a higher price.

    That does indeed affect the price.

    And yes, players compete against each other for the low priced item... but then so do the flippers, increasing competition.
    What I assume is that a player who saves money by bid-creeping will spend the money he saves on another item. Maybe the player will put that money towards a more expensive Pool C recipe. Maybe the player will put that money towards buying more salvage of whatever kind. My point is that the money a player saves on one item at the market will be spent on another item at the market.
  24. Quote:
    Originally Posted by Zombie Man View Post
    Yes. You are 100% correct that you are stabilizing the price.

    BUT, you're stabilizing it at a higher average cost than if you didn't exist.

    Proof? Your profit. From where did it come? From other players. Your profit doesn't magically appear out of thin air.

    This thread makes the judgment that this service of stabilization is overall a good thing for buyers and sellers. That is where the economic voodoo comes into play.

    If left alone by flippers, the market would stabilize at a lower price. Just because there is volatility doesn't mean there is DOOM for buyers and sellers (who actually produced the good and will consume it). A little patience and time would stabilize the market.

    Flippers capitalize on volatility. Which does indeed reduce the volatility -- I'm not arguing that that is not the case. But that 'service' comes at a cost. The cost of the profit of the flippers. Which winds up driving up the average price of the goods.

    Arguing that the average price is not driven up by flippers is pure self-serving willful ignorance.


    BTW, 'flippers', if flipping actually creates a market for sellers, then make Kinetic Weapons worth selling.
    I don't comprehend how flipping raises the average price of goods. Here is how I create a train of thought on that matter. Let me know which specific point you disagree with...

    1) Players make a certain amount of Inf over time on average.
    This amount is unchanged whether flippers exist or not.
    2) Players use an amount of Inf to bid on items and compete with each other to obtain items.
    This amount is unchanged whether flippers exist or not.
    3) Therefore, whether flippers exist or not, players will essentially be using all available funds to compete against each other to purchase items.

    Are you making an argument that if flippers didn't exist players would stop competing against each other to bid on items? This would mean that players who want items are intentionally not spending their Inf on items and saving Inf for no purpose other than allowing someone to buy an item for less.

    The only argument I can comprehend about flippers and the average price of goods is that by running an item through the market multiple times and incurring multiple market fees the average amount of Inf in the system is lowered, players have less Inf to compete with each other, and the average price is somehow lowered.

    I would like to hear your explanation on precisely how flippers cause the average price to rise. I would especially like to hear how the three points above are not applicable.

    Quote:
    Originally Posted by seebs View Post
    But they're not. "Raise prices" is in general false -- the overall trend of prices due to flipping is necessarily downwards due to market fees. It cannot be otherwise.

    Highest bidders and lowest listers is true on every single occasion. Raising prices is not usually true, or even often true.
    "Lowest Listing Price/Highest bidding Price" is in general false -- the overall trend of prices is to exist within the boundaries set by flippers. Flipping essentially setting a "price ceiling" and a "price floor" and any transaction that occurs in between is one where the flipper is NOT the lowest list nor the highest bid. Also, transactions where the Flipper is the Lowest List he is NOT the Highest Bid and also transactions where the Flipper is the Highest Bid he is NOT the Lowest List.

    Raises the Price is true on every single occasion. Lowest List/Raising price is usually not true, or even often true.

    I said essentially said the same thing you did but reversed one topic for the other and the accuracy of the statements are equal. One set of statements is equally as moronic as the other. You provided a sound counter to my first paragraph and I provided a sound counter to your first paragraph.
  25. Quote:
    Originally Posted by Coyote_Seven View Post
    So the saying is technically true, but anyone trying to espouse that as an absolute is being a bit myopic, I'd say.
    "Flippers are the highest bidders and the lowest listers" is equally true as "Flippers raise prices." Both are technically true under teeny tiny circumstances. I simply want understanding that players in this thread are making statements on equal level with the people they love to mock.