EricHough

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  1. Quote:
    Originally Posted by DarkSideLeague View Post
    Clockwork are vulnerable, not resistant, to psionic.
    I was thinking vulnerable but typed resistant - my bad. But my point still stands - psi damage is actually one of the worst damage types to have except in a few narrow circumstances.
  2. Quote:
    Originally Posted by Eva Destruction View Post
    You hear that? That is the sound of a thousand Psi and Dark Blasters crying.
    Quote:
    Originally Posted by Doc_Reverend View Post
    And tens of thousands of martial arts, dual blades, battle axe, war mace, titan weapons, staff melee, kinetic melee, energy melee, earth melee, earth assault, energy assault, energy blast, radiation blast, electric blast, electric assault, electric melee, assault rifle, fire melee, fiery assault, fire control, fiery blast, super strength, katana, archery, broad sword, street justice, and dark armor brutes, scrappers, tanks, blasters, corruptors and defenders and dominators feeling much better about themselves.
    Keep in mind Doc that you only get a 10% bonus on the damage types you listed above and its only vs the minions - its really a small amount that is barely noticeable. On the other hand those same minions have like 50% psi and negative energy resists. So all the sets you listed above don't really have that much to rejoice over, as a 10% boost isn't likely to help you kill minons faster, while the 2 Eva pointed out might as well not even bother with banished pantheon as it takes twice as long to kill stupid minions.

    While I like the idea of various mobs having positive and negative damage resistances that are thematic - but the resistance amounts really need to be balanced better. Anywhere from 10% to 20% is ok but all of the mobs that have 50% resists to a given damage type are insanely stupid, even more stupid when its the same damage types that constantly get the high resists (psi and lethal really) but rarely get any really low resistances to compensate for that. Seriously, about the only low psi-resistant mobs are low level clockwork, after that point you do normal damage at best in almost all cases and severly gimped damage in many other cases.

    This is a tangent to the main point - but if the solo incarnate path includes a lot of BP minions you are penalizing a couple of power sets FAR more than is reasonable, so hopefully there will be as many options for Tsoo and other mob types are there are for BP - at least the Tsoo are fairly damage type neutral.
  3. Quote:
    Originally Posted by Draeth Darkstar View Post
    Call it "deducing" if you like, Standard Code Rant still applies.

    And by the way, since Dual Pistols was made, the tech has existed for a loooong time to allow the Devs to alter the proc chance of any proc they want, Knockback included, up or down, and to 0% chance if they so choose (in fact, Dual Pistols actually uses this tech to remove the Knockback/Down on its powers when you change from Lethal ammo to any other using a Swap Ammo toggle).
    Not really, dual pistols looks to work exactly the same way I have described many other things working - the powers in the set are already coded to look at a variable set by the switch ammo power, just like dominator controls look at the domination flag. That is why every effect that a DP attack COULD do shows up there. I see no signs in any of the existing KB powers that they look for a variable to tell whether or not they should do knockback, so I still maintain that the most LIKELY way that the dev's could implement this request would require changing ALL kb powers to look for a 'global KB' flag.

    The standard code rant applies to YOUR conclusions just as much as they apply to mine - the difference is I can point to various changes made in powers over time (FA's fiery embrace) and evidence in the current power data that support my conclusion, you are just making a general claim that I must be wrong because I don't have code access.
  4. Quote:
    Originally Posted by Infinitessa View Post
    Until it is stated that is the case I wouldn't necessarily assume it is true. But then again people assuming what is or is not possible, and what will or will not happen based on these supposed impossibilities seems to be a common trend in this thread.

    I made no assumptions, just some reasonable deductions. Based on the way many power effects work it is clear that a lot is coded into the power definitions themselves. Things like scrapper/stalker criticals, corruptor scourge and the domination effect are coded directly into all powers that can carry out the effect. When the dev's changed fiery embrace in the FA armor set to grant a fire damage DoT they had to modify EVERY attack that could be affected by the power to have that DoT in the power, in fact during the beta there where a number of attacks fiery embrace did NOT work with until they modified those individually. You can tell all of this just by looking at the power descriptions.

    Knockback is an effect just like the DoT's, crits and scourge - it is coded into each individual power. Yes, enhancements in a power can change the value of KB but unless all powers with knockback where already coded to look at some global KB value, just like stalker attacks look for the hidden flag or dominator controls look for the domination flag, here is no easy way to set something like this globally.

    Quote:
    Look at it this way. If you ever slotted for +KB enhancements or God forbid +intangibility you would know that the magnitude goes up. So it is theoretically possible for Null the Gull to allow me to set my KB magnitude to 0.
    The only way to do something like this would be to enable global -KB enhancement that worked just like the alpha slot enhancement does, but in a negative manner. The problem with this idea is that Castle already tried creating a -KB enhancer that you could add to individual powers as a solution to the KB complaints and he found that it didn't work, he couldn't reduce KB magnitude for some reason (he didn't go into details). If an individual negative KB enhancement cannot be made to work, a global one like the alpha slot enhancement certainly won't either.
  5. I am up for another tuesday TF Kyo - will bring Myrddrin Emrys, my plant/storm controller to this one.
  6. Quote:
    Originally Posted by Baler View Post
    Actually, you have to run it again to reinforce your Hero or Villian alignment if you haven't done the Morality mission since October 19th. That's the date of the patch notes I was directed to by support when I enquired about not being able to select Hero Merit as a reward.
    No you don't - I have a couple of characters that I used to use to grind alignment merits, so I know that they had previously confirmed their alignment and I had them run SSA 2 immediately after this patch (without re-confirming) and both of them where given the option of getting the hero merit.

    If you DO have to re-do this on a character that strikes me as a bug. That doesn't mean support is going to recognize it as such, they are notoriously bad about knowing exactly how the game works.
  7. Quote:
    Originally Posted by 80sBaby View Post
    Oh, k.

    So, you have to run a Morality/Alignment mission just before doing SSA 3, no matter how many times you did so prior?

    Because that doesn't seem to make much sense.
    Yes and no. When you run a hero/villain morality mission you get one of 3 rewards as a progression:

    1) Alignment change
    2) 50 reward merits
    3) 1 alignment merit

    If you run the morality mission as a viglante/rogue you can only get the alignment change rewards. If you are already a hero/villain and run the identical morality mission you will get the 50 reward merits ONCE, then after that you will get the alignment merit, provided you don't change your alignment after that.

    In order for the SSA to award you alignment merits you need to have completed step 2. If you start as a rogue/vigilante then you have to go through 2 sets of tip/morality missions to change first to hero/vilain, then to reinforce your alignment and get the 50 merits. If you are already a hero/villain you start out at step 2 and only have to run a morality mission once. If you have already done step 2, say on a character you use to grind alignment merits, you are GTG.

    This is further complicated because there is no way to keep track of whether you have reinforced your alignment, so if you have a lot of alts like me it can get really iffy. The characters I use to regularily grind for alignment merits are safe and new characters I have been tracking, but I did SSA 3 on my widow just today, forgetting that I recently changed her back from rogue to villain (recently being a month+ ago :-). She had an excess of reward merits and I was converting them to villain merits, as thats a cheap way to get LoTG's and miracle/numina uniques even at the cost of 20 mill per conversion, but I hadn't bothered to run her through a second villain morality mission since you don't need to do that for the reward merit->alignment merit conversion.
  8. One funny thing I have noticed about the hero side vs villain side SSA's - the hero contacts will sell inspirations to you after you have started the story, none of the redside ones will though.
  9. I will try to show up for the armored ITF Kyo - what time is it BTW, can't find a time listed in the thread.

    If leather armor counts, I will probably bring my StJ/SD scrapper, although I could bring my fire/dark corruptor of we desperately need the debuffs - I think she has a roman armor costume.
  10. The really amusing thing is that all this furor and disagreement is really a moot point - I am fairly sure Null the Gull cannot do what the OP suggest. Think about it - all the things that Null currently turns off are buffs that affect the character, and its fairly simple to set flags on the character to ignore certain buffs (or parts of buffs). In order to disable KB in powers you would have to modify every single power with KB in it to look for a flag on the character and enable/disable KB based on that flag - kinda like the way stalker attacks all look for the hidden flag. If the powers had been designed that way from the start, it might have been possible, but modifying them after the fact is a HUGE amount of work and is certainly not worth the dev effort, regardless of what side of the argument you are on.
  11. Here is the data chunk so you can export it to mids as the datalinks are not working correctly right now:

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  12. Here is a build I am contemplating for my StJ/SD scrapper - you could do the same build with a brute, as they get focused accuracy and physical perfection. I took focused accuracy purely for the Gaussians set, I don't ever plan on running it - you could achieve the same end by moving the gaussians set over to combat readiness and taking superior conditioning instead of FA - would be better on end use at least.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(13)
    Level 2: Sweeping Cross -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(15)
    Level 6: Combat Readiness -- RechRdx-I(A), RechRdx-I(15)
    Level 8: Rib Cracker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(21)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(21)
    Level 12: True Grit -- Heal-I(A), Heal-I(23)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(23), Ksmt-ToHit+(46)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27), KinCrsh-Rechg/EndRdx(29)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Shin Breaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31), Achilles-ResDeb%(43)
    Level 28: Super Jump -- Jump-I(A)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
    Level 44: Physical Perfection -- EndMod-I(A), P'Shift-End%(45)
    Level 47: Maneuvers -- DefBuff-I(A), DefBuff-I(48), EndRdx-I(50)
    Level 49: One with the Shield -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(40), P'Shift-End%(42)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
  13. EricHough

    Fear...?

    Quote:
    Originally Posted by ultrawatt View Post
    When u are afraid u get to attack at least every 3 secs, or if you are getting attacked it has almost not affect on you at all. I dont think it detoggles either.

    It's really one of the weakest forms of control.
    Its weaker when used by a PC on NPC's - but it is actually very strong when used on a PC. The problem is that while it does break every 3 seconds, you can't queue up attacks while waiting for it to break - so you have to spam your attack button in order to avoid missing the 'break'. It also doesn't break for every single attack - just once every 3 seconds. The NPC 's don't have this problem, since the most important attack for them is the first one anyways and the computer always knows when the fear is about to break.

    Add to that the fact that not all armor sets have fear protection and its actually a stronger effect that you would expect. Fear, confuse and placate are actually insanely powerful in NPC hands, due to duration, lack of protection and the way they screw up your normal attack/targetting in ways that they don't for the computer run NPC's. The only real answer is to suck down a breakfree - don't wait it out (not that that works well for placate - which tends to be auto hit and lasts for freaking ever).
  14. Quote:
    Originally Posted by Blue_Centurion View Post
    Now, I was not too happy with him most of the night. Trying to get that finisher lined up was annoying.
    One thing to keep in mind with sweeping cross is that while it is an AoE attack and can hit multiple targets, its designed like shadow maul and jacobs ladder in that it does the almost as much damage as a single target attack with the same recharge/end cost (SC base damage on a L50 scrapper is 103, only slightly less than shin breakers 112), and that is without any combo points - once you hit combo level 2 or 3 its actually a fairly nice attack even if you only hit a single target.

    So while its nice to get multiple targets with SC, and its worth a second or so to position yourself for 2+ targets if you can, its not worth any more time or aggravation than that. Spinning Strike is similar in that it also does nice damage for its activation time, so while its a waste of end to hit only a single target with SS, your DPA is not going to suffer that much if you only hit a single target with it, although SS is really easy use, I find I hit a lot more than I would have expected with it.

    Overall I find the AoE in Street Justice to be a lot more effective than most folks would think - the fast activation and higher than usual base damage makes up for the smaller area and/or special mechanics of the attacks.
  15. Well, I have been running a StJ/Shield scrapper (L35 currently), StJ/WP brute (L25) and an StJ/Ninjitsu stalker (L27) and I am having a blast on all 3 of them. I think Street Justice is great general purpose set that works with all melee types, in part because its build up is as much a combo builder as a damage boost and also because its a nice mix of good ST damage and decent AoE. So the scrapper benefits from the up front damage and higher damage bonus from build up, the brute benefits from the fact that fury boosts the combo finishers at all combo levels, where crits do NOT get extra damage from combo points. Stalkers are not quite as nice, as your only combo boost is if you can get off a AS, but I am looking forward to crushing uppercut so I can so a build up -> AS -> placate -> CU and glory in the huge damage numbers :-).

    I think you will enjoy whatever you pick, so its really up to you. Currently, my preference is for brutes because brutes get taunt aura's in all their secondary sets and brute taunt is a great tool for stopping runners, so between those two things I don't have to chase mobs who run at the drop of a hat due to the stupid AI. That said, I still like playing scrappers on the sets that get a decent taunt aura: Shield, Invulnerability and Energy Aura all have great taunt aura's and willpowers is ok, if a bit anemic - but its the same on brutes.

    Any secondary is pretty much going to work with Street Justice - with its wide range of secondary effects there is no special synergy with any particular melee armor set which also means that no set falls behind. Its not a weapon set, so you don't have to worry about redraw and the mitigation it offers (knockdown, fears, some -def) pretty much works with anything.
  16. Quote:
    Originally Posted by RaikenX View Post
    My guess would be because the defense debuff is not a primary function of shin breaker, but a secondary effect. The "Accurate" IO sets are for powers where such things are a/the primary function, ie: Accurate Tohit Debuff, Accurate Healing, etc.

    If you were to slot Shin breaker with an Accurate Defense Debuff because it has a debuff secondary effect (the primary effect being damage), then by this logic, you'd have to be able to slot this into quite a few OTHER "attack" powers (several of katana's and broadsword's, assault rifle, nearly every power in rad blast...to name a few).
    The flaw in your argument is that the majority of those powers DO take accurate defense debuff sets. Every single katana attack does, as do all radiation blast attacks, attacks from AR that do -def, etc. I haven't gone through EVERY attack that does -def as a secondary effect but it looks like the standard appears to be that attack powers that do -def as a secondary effect are supposed to take the accurate def debuff sets.

    In fact, if the only powers that had healing or def debuff as a primary function took the accurate X sets, then almost no powers would take these sets and they would be a waste of developer time.

    My guess is that, like the extra end cost* on shin breaker which has no real justification, the dev's screwed up and didn't assign all the appropriate IO categories to the power. Mind you, they did give it the important one, def debuff sets, so you can still slot the achilles heel chance for -res proc, but for a puchasable power set there are a lot of rough edges to street justice.

    *(Shin breaker costs 11.86 end but has the same damage and recharge as powers like pulverize and haymaker - which only cost 8.53 end. While it does have two secondary efects, the -def and a minor (40%) movement slow, they don't seem enough of a boost to me to justify the power costing an extra 3 end - normally this is what 12 second recharge powers like heavy mallet cost, which does nearly 50% more damage than shin breaker).
  17. Quote:
    Originally Posted by Brillig View Post
    Here's a data point - after running 8 SSA's:

    5/5 Heroes that started as heroes and had run one and only one hero morality mission (hero -> hero) were able to get a hero merit.

    3/3 Heroes that started as villains and had run one and only one hero morality mission (rogue -> hero) were unable to get a hero merit.
    This is exactly the way it is supposed to work. You have to CONFIRM your alignment. That means doing a hero morality mission after you are ALREADY a hero, or a villain morality mission after you are already a villain. The morality mission that you used to change your alignment does not count.

    Basically, you get one of 3 rewards from a hero/villain morality mission:

    1) You get an alignment change and nothing else
    2) You get 50 reward merits and your confirmation flag set
    3) You get an alignment merit after your confirmation flag is set.

    The rewards are a progression - you have to be pure or change alignment to pure before you can get #2 and you have to get #2 before you can earn alignment merits. The SSA alignment merits will reward after you have done step 2.
  18. Quote:
    Originally Posted by Shubbie View Post
    Finnally tested on a third character, my blaster, and it worked, I got a hero merit, needed to wait for the timer to clear.

    So it goes to show, never chalk up to maliciousness what can be attributed to incompetence.

    So its a bug, but they need to get this on known issues and get it fixed and not just sweep it under the rug and ignore it.
    I suspect the bug is on a per character basis, so it might actually not be all that prevalent and will probably be hard to track down - so I would just bug/petition it on the characters that had trouble, hopefully they will be able to tell from the logs what happened or at least do something about the missed merit.
  19. I just ran a test on a couple of my characters who had never run the SSA's before but I have used as alignment merit grinders, although not since the last update. So both of them should have already confirmed their alignment and should be eligible for the alignment merit reward from the SSA's, assuming their confirmation flag has not been reset.

    I ran SSA #2 with both of them and was offered the alignment merit option in both cases. So it appears at least in those two cases they did NOT have their confirmation flag reset. Now, both of my test cases are heroes and I don't have an easy villain to test with (I usually do my AM grinding on heroes) so I can't say if a villain would be different, but based on my test results it doesn't look like a global 'confirmation' flag reset was done, which makes sense as the simplest fix for the AM exploit would be to put a test on the SSA award table for the confirmation flag - actually resetting that flag on exisiting character makes NO sense.

    If folks are running the SSA's with characters that they KNOW have confirmed their hero/villain alignment and are NOT offered the AM reward, I would say thats a bug and should be reported as such and/or petitioned.
  20. Just to be safe, I ran a test on my shield/ss tank who has never changed her alignment (hero) and who, in the past, used to be my alignment merit grinder. She actually hasn't done any of the SSA's so far, these days I only bring her out for hami raids (which never happen anymore on protector) and when a group really needs a solid tank.

    So I ran the second SSA with her in talos and I was given the alignment merit option, so it does not look like a general 'reset' of the confirmation flag has been done - or if it was, they missed that character. I am going to re-try on my fire/shield scrapper, who is my other alignment merit grinder and see what she gets.

    If that is the case, then while I am annoyed that they had to lock out my pre-20 characters from the good rewards, as I liked to run SSA 1.0 as part of my normal level up routine, I can live with waiting until L20 and doing it after I run my first hero/villain morality mission. The real problem I saw here was resetting my characters who had already confirmed their alignment.

    Will update this post with the results from my fire/shield scrapper.

    EDIT: My fire/SD scrapper also got the alignment merit reward. The only test left is to take a character who has never confirmed thier alignment and determine how many morality missions you have to do to get the alignment reward in the SSA arc - will leave that for someone else or a later time, GTG visit a haunted house:-)
  21. Quote:
    Originally Posted by Zombie Man View Post
    Reaffirming from a brand new toon takes:

    1. Getting to 20.
    2. 4 days of 5 Tips per day with a Hero Morality ever other day (yes, you have to run through it twice to be eligible for A-Merits). This gets you 1 A-Merit.
    3. Run the SSA twice for 2 Merits.
    4. Discard toon and start again.

    That's 3 A-Merits over 4 days and about 4 hours work. Not to mention having to deal with a toon with no SOs for all those missions. All that for the extra 2 Merits. It's easier to just run your 50s through the Tip missions and get an Alignment Merit once every 7 days from the SSA.

    So, it's an appropriate brake.
    Quote:
    Originally Posted by PleaseRecycle View Post
    Are you positive that this is how it works? My understanding from my own experience is that running the morality mission one time flags you as an affirmed hero or villain. This is why the countdown immediately begins and the reason you had to run another morality to get your first hero or villain merit was that that was previously the only way to get them, short of buying them.

    Unless they changed it, in which case uhhh that sucks?
    I am pretty sure that if you are already a hero/villain you only need to do 1 morality mission to affirm - so 10 tips + 1 morality. You get 50 reward merits for that first confirmation.

    The real stinker here is if existing characters have already confirmed this way the reset means I have to re-confirm all over again, which is costing me 1 alignment merit that I would have normally gotten (or 20 million influence, assuming I am willing to convert the 50 reward merits into an alignment merit).

    The odd thing is that 50 reward merits on first confirmtion/1 alignment merit after that shows that they already HAD a way to tell if you had confirmed your alignment - so why RESET it on existing characters. New characters, old characters that had not yet confirmed and charaters that just finished an alignment switch would not have this flag set. So all resetting the flag on existing characters does is penalize those of us who have already DONE the work they wanted. It does nothing to prevent the exploit - simply coding the SSA award to check for that flag already took care of that.

    EDIT: If Zombie is correct and you actually have to do 2 morality missions before you can earn alignment merits in the SSA's then it looks like I may never run them again. But it seems pretty clear to me that the first morality mission sets your 'alignment confirmed' flag, so you shouldn't have to do a second unless you where doing an alignment change, in which case the first morality mission changes your alignment, the second hero/villain morality mission will set the flag.
  22. Quote:
    Originally Posted by Zombie Man View Post
    So, I'll just run my toons that do the SSA for Alignment Merits through the reaffirmation process again and pick up easy Merits and an Alignment Merit along the way to making them eligible again for the easy once-a-week Alignment Merits.

    I'm not upset. Easy A-Merits is easy A-Merits regardless of source.

    If I was exploiting this with disposable toons, I guess this would be upsetting. But I wouldn't be so stupid as to publicly complain my obvious exploit was shut down.
    Except if you really had your hero/villain status reset you WON'T get A-merits, you will get the 50 reward merits they give out for the first alignment confirmation - so in reality this is potentially costing you up to 2 A-merits.

    And like clouded, I really don't have the time to run 11 missions on all my alts, not with 2 accounts. So it looks like I may not ever be running the stupid SSA's again except on selected characters since I now have no easy way to remember which of my toons have re-confirmed and which haven't.

    Seriously - I don't get the dev love here. They screwed us over to fix something they messed up on their part and then patched with a half-***** easy fix. Considering that all existing characters already HAD flags set to determine if they had confirmed their alignment there was NO reason to reset it.

    EDIT: sorry to be so snippy Zombie - not directed at you specifically - just annoyed at what seems to be a hurried fix that impacts players a LOT more than it should.
  23. Quote:
    Originally Posted by Kid_Kaos View Post
    I actually liked both Part 1 and Part 2. The only thing that bothers me is that The Rewards from both parts seems linked. So if you get the Astral Merit in Part 1 you can't get it for 7 days in either 1 or 2. So if you ran part 1 repeatly till you got all the Rewards Part 2 is only good for 5 merits. As something that is Basicly VIP content unless you buy it should at least reward you for each part.

    You do get a reward for each part, you just only get it once. The very first time you run each of these arcs you get the larger reward table. After that if you run any one of them you can only get the weekly reward. So right now, if you are running them on a fresh character you can get up to 3 hero/villain/astral merits in a row by running part 1, then part 2 then one of them over again - after that you are on the weekly timer and have to wait a week. When all 7 are released you will be able to get 8 in a row on a character new to them, provided they are high enough level to run all 7.

    The reason that they don't have each arc on its own separate weekly timer is that would let you get 7 alignment merits a week on every single character for only a few hours of play (and maybe even less - I can run the current SSA's in 10-15 minutes each), which is way to much reward considering the only other way to get alignment merits gives you 1 every 2 days at most.

    I agree that this makes the SSA's not really worth the cost for premium players - but I tend to agree with other folks that the SSA's are really meant to be VIP bonuses more than something that premium's are expected to buy in huge numbers. After all 7 arcs are released I personally expect to see a discounted package put in the market for all 7 - if they discount it enough, it might be worth it at that point for premium players.
  24. Quote:
    Originally Posted by Zortel View Post
    Yeah.

    Not impressed, really. I already have little reason to run it on my Rogues/Vigilantes due to having only one option of reward due to their not being Level 50.

    Now I have little reason to run my pre-level 20 characters through it.
    I have to second (or third or fourth) this - I just wasted an SSA run on my L16 brute because they pulled this but didn't give you any warning in game - there goes one villain merit that character can never get. I used to like running the first SSA a couple of time in the teens as part of my levelling routine - but now I will wait until 20 at least.

    Really bad change with no real purpose other than to screw folks over if they don't realize it - since you get NO warning from the contact that you can't get the better rewards.
  25. EricHough

    Cebr

    Quote:
    Originally Posted by Linea_Alba View Post
    It was my understanding that you could purchase a 30 day MA license for ~$2-$3, and a 30 day IO license for the same. ~$5 - $6 for both, which would be considerably less than the subscription rate.

    Also, while I can neither confirm nor deny, It is my understanding that only the 400 to 550 pp you get as a stipend per month counts towards your rewards, aka 3 months subscription = 1 token, not 3. I could be mistaken.
    Quote:
    Originally Posted by Big_King View Post
    Thanks, Linea. I'll have to look again for that license.

    My information is coming fromParagon Wiki which seems to state the opposite. It explicitly says that monthly stipend points DO NOT count toward the 1200 needed for a token and that "VIP Players are given one Reward Token per month of paid subscription time after Freedom launches."
    You are correct BK - VIP's get tokens once a month and only get extra tokens if they buy paragon points directly, they don't get them for the bonus points that are part of the subscription. Premium players only get tokens if they purchase paragon points, 1 per 1200 points.

    Part of the problem right now is that the mechanisms for granting VIP's their monthly tokens do not appear to be working right and there is a lot of confusion as to when you are supposed to get the token each month. Hopefully that will get straightened out in time.

    EDIT: Errant beat me to it - the only thing I am not sure of in his post it the 1 token for first purchase, I had thought that bonus was only for free players, to encourage them to move to premium and allow a single purchase to get them to tier 2, but I could be remembering wrong.