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Posts
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Stamina is a good place for it, however for a reliable recovery rate it's best spot is a third slot after two straight End Mod IO's worth. On the other hand, with the abundant recovery tools available to electrical armor you could just put an end mod IO and that proc into a two-slotted Stamina and call it a day. It will check every 10 seconds, but while it provides a good average endurance per second those ticks may come very far between.
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For those with the high success rates; please state if they were pre-made or just queueing and ending up with random teams, both in composition and league size. The number of people has been a key point in my experience . It would be interesting to see if there is any noticable difference between random/pre-made and how large that difference would be.
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Lambda trial
Five attempts, one success which is fair for a release day I suppose. I was a late joiner on one of those attempts - about five minute left on Marauder, with as many people in there too. Queueing with the "In progress" doesn't seem like a good idea based on that experience.
On the other four trials we did reasonably well while it felt like we were understaffed. First run started with eight people, second with nine, third with 11 that dropped down to nine or ten, I forget which - all failures, coming from having earned way too few Molecular acids from the sabotage part. While we could eventually close down all portals, the incoming troops had simply built up to a too large number.
On the final successful run we were down to five people for a while, but the League leader started recruiting so we made it up to two teams of five. With a great effort in the sabotage part we had eight acids with us out to the courtyard, so the adds weren't that many. Still, we were down into the last minute when we finally pulled it off.
Overall an enjoyable experience even if there's going to be confusion on the Leagues for some time to come. Just helping people find the League channel is a good start.
The only issue I'm seeing right now is that the trials are starting with very few people - only 8-10-ish - which is a very low number. While plenty of forumites have a large network to pull together pre-made trial teams from this doesn't hold true for all players. With a seemingly low chance of success when you have about eight to ten random 50/+1's that are on builds that aren't min/maxed, I expect there to be complaints that it's "impossible". This is simply because the queue-thing favours short queue-times over building a full or almost full League, something I assume (haven't seen a full run, but...) would really improve both the experience and the chance of success. -
Quote:What can I say, there was a lot of irish in the coffee and this got stuck in my head:I specifically went out of my way to state the case for the proc completely separate from averages.
Quote:The proc would instead average giving you one additional tick of 10% endurance. Of course, some windows would have less and some more, but that would be the average. So lets see: worst case scenario you lose about one recovery tick in that period of 6.7% end. Average case you lose one tick of 6.7% end but gain one tick of 10% end. Is that sort of irregularity really that bad? Ironically, if you care about time frames shorter than 50 seconds, which is the average time between shifter pulses, the difference between slotted and unslotted stamina is even less, because its going to amount to less than one actual tick of endurance recovery. -
Quote:It's fun to be quoted by Arcanaville. Having said that - average return isn't an absolute measurement and that's the problem. Starting the zero timer at your last +endurance tick, you'll see at least another instant buff to endurance only about two thirds of the time (0,67232 probability for five ticks) by 50 seconds and every minute only three quarter of the time (0,737856 probability at six ticks) with no telling how far apart the ticks that do hit are, meaning you can get a buff even when you have an (almost) full endurance bar rendering it nearly useless.You're going to average one recovery tick every 50 seconds if its slotted into a passive like Stamina. That is the equivalent to 0.2 eps (compared to 0.177 eps earned by slotting a 42.4% IO into stamina with no ED). Whether you prefer the continuous performance of enhancing Stamina directly or the stronger pulse from the proc is somewhat of a matter of personal preference, but its certainly "strong enough" to compete directly with IO slotting.
Keep in mind that recovery is not continuous either. You get one recovery tick every 4 seconds at base recovery, and recovery slotting will decrease the tick time. So lets look at the real picture between the shifter and slotting stamina.
A player with stamina gets +25% recovery, which reduces the tick time by 1.25, or from 4 seconds to 3.2 seconds per tick. In 50 seconds, you'd get about 16 recovery ticks - 15.625 to be exact.
Slot Stamina with +42.4% enhancement, and recovery increases to +35.6%, and tick time drops to 2.95 seconds. In 50 seconds you'd get just under 17 ticks of recovery - 16.95 to be exact. So that slotting will get you about one more recovery tick of 6.667% of your endurance.
The proc would instead average giving you one additional tick of 10% endurance. Of course, some windows would have less and some more, but that would be the average. So lets see: worst case scenario you lose about one recovery tick in that period of 6.7% end. Average case you lose one tick of 6.7% end but gain one tick of 10% end. Is that sort of irregularity really that bad? Ironically, if you care about time frames shorter than 50 seconds, which is the average time between shifter pulses, the difference between slotted and unslotted stamina is even less, because its going to amount to less than one actual tick of endurance recovery.
In exchange for its slightly irregular performance, you get two benefits:
1. Its stronger, by a slight amount (if its the third slot its a significant amount)
2. Its unaffected by recovery debuff. Even if your recovery is debuffed to zero, this proc can still tick away because its not technically recovery. it is, for lack of a better way of putting it, a heal for endurance, much like transfusion is also completely unaffected by recovery debuffs.
My four-slot Stamina slotting pattern for characters I'm concerned about recovery for is Shifter End, End/Acc, End/Rech, Proc. That gives me 91.78% end mod after ED, plus the 0.2 eps average from the proc, plus a 2.5% recovery set bonus. Total recovery: 2.71 eps from that slotting. By way of comparison, four common IOs would be 2.52 eps, and three IOs plus the proc would be 2.70 eps. And I get +health as another set bonus.
Just three slots of IOs would be 2.50 eps. Adding 0.21 eps is more than adding the very first +42.4% common IO, so unless you are running out of slots for critical powers I think the extra slot and slotting with four shifter IOs is worth it.
That's the reason why I prefer to buff the more frequent endurance ticks before adding the Chance for +Endurance; the average return may be higher but it can end up being too far between to be helpful when running toggles and attacking. Also; having four slots in Stamina means two slots I could've used on damage procs that have 20% chance to affect multiple targets for each activation. More damage on average means less attacks used which is also endurance not spent. It boils down to personal preference, but as I said earlier - I save the proc for Stamina slot #3 or higher, or when applicable in Physical perfection where it's a whole lot better than buffing the power itself. -
Fortunately, we do. Even taking into account the random element for common salvage, AE is the closest thing to a NPC-store with decent time/reward ratio we have - and the price paid is playing the superpowered game you're subscribing to as opposed to the market mini-game. Enjoy!
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Nothing is worth influence, since prices are made up half arbitrarily by players swimming in it. However, I'd say they're worth the time spent playing for it when considering A-merits. 2 A-merits each isn't bad and this game is supposedly about beating stuff up with superpowers - doing it in tips and morality missions yielding said recipes is one way to do it. That said, I never slot the Performance shifter Chance for +Endurance unless I have a third slot in Stamina or something like Physical perfection to hold it. While it improves end recovery a great deal on average, it's not good enough for a consistent performance if you're running a lot of toggles.
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If the above suggestion proves too hard to handle, buy flight pack temps and get the fliers separately. While not an ideal solution, you'll get fewer heroes to handle which may prove managable enough.
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Play more Killing Floor, finally those highest level perks. Pick up the Battlefield-series again for some hard PvP. Stick with Team Fortress 2 for the casual stuff. I just might breath life into some old hardware lying around to play old favourites like Oni and XIII again, if I find the time.
Oh, and apply for beta to City of Heroes 2. Whatever it'll be called. -
Quote:This is a good example of how time spent playing the super hero game isn't enough to fill a build. Reward rates are off in that aspect; while markets are faster the rate at which you can saturate a single build disregarding specials such as purples/HamiO's/PvP-IO's is ridiculous when considering the time a player need to spend. I'd trade the ability of random drops in a heartbeat for a counter like the one for more recent badges when X amount of reward-yielding enemies beaten up would yield a level-specific recipe. Random is random, and the pools are filled with undesirables for players. Bringing more control into the players hands would make the steep hills of relying on drops more accessible to the population.I just lent a billion influence to a friend (actually we worked out a trade). This friend runs TFs constantly and is doing a special build on his favorite character, and had spent 5100 merits in the process... but needed a billion influence to finish the job.
"I know exactly how you make influence," he said, "I just don't know how you have the patience."
This, from a person who runs as many as 4-5 TFs a night, who spends a great deal of time trying to figure out the fastest ways to run them, who solos AVs and TFs, who datamines various TFs and story arcs to try to figure out how to become even more efficient... but spending 15 or 20 minutes at the market requires too much patience.
Marketing simply isn't for everybody. ^_^
Of course, even saying that playing the super hero game should yĆeld rewards desirable for the actual player as opposed to on average is frowned upon. I'm the exact same sort of player your buddy is in that example; I enjoy playing the game I pay for, the super-powered one. Doing things I don't enjoy is wasting my life, unfortunately for me the market falls into this category. -
Great write-up of something that can be game-changing for many. Awesome job!
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I fooled around with end drain on the various characters I have Electrical blast on, but for me endurance modification slots have never felt like they pull their weight compared to real damage. Obviously, health drain is more efficient when it comes to producing rewards. The painfully slow animation for Tesla cage results in no damage, but hard control... Not that hard control stops Radiation blast or Ice Blast from getting noticable damage in similar powers. What's to like about the set, then?
To me it's two fast recharging 16 target AoE's that are both very proc'able - I like 4 set IO's + 2 proc's. Couple that with Static discharge from the epic power pools as a blaster and you have a very decent, sparkly, victim-frying ozone-producing AoE devastator. While the up-front damage may not be absolutely terrifying, stuff virtually melts in your path to feed you with insps as you go.
As /devices coupled with it, I'd just slot up proc-trops with Chance for knockdown/smashing/energy/lethal and call it a day. In general, stuff trying to run out of the caltrops won't hit you so much while applying (PB)AoE's. Slot the really slow powers from Devices with recharge just to use them as pseudo-build up if you have room in your build. Voltaic Sentinel from the primary together with Trip mine, Gun Drone and Time bomb can be considered so-so in themselves if you're mowing stuff down due to long casting times, but at least you get some free damage for building them. -
Earthquake is flagged as unresistible from the Avalanche Shamans as well, I believe it's the same from all sources. Makes for a fun farm if you're /Super reflexes. I'm using that mission from Unai for farming, lots of debuffs makes it somewhat fun to stay alive even if it's mind-numbingly easy to play melee characters.
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If you haven't changed the normal keybinds, Q and E are also for turning left/right, respectively. I mostly use WASD/QEX+Space for my fliers, first four being directional while the others are turning left/right and moving down/up. That combination have worked for me on all systems I've tried it on so far.
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Heh, I had a buddy who was on a failing Statesman too the other night for the same reason. Simply put, you can choose one of two routes when fighting her - provide enough defence to everyone that Dark regeneration "always" misses, or immobilize and taunt from range so she doesn't use the power at all. In his case the melee just wouldn't realize all you really have to do is to have a designated taunter hold her attention from range, immobilizing and let the rest of the melee do their job, preferrably with aggro auras off. If the taunter just stay out of Dark regeneration range she's not an issue anymore.
When my buddy tried to explain this the stubborn melee players wouldn't listen and as a result they kept having her run Dark regeneration off of them. 30% total hp heal per target hit in the area every 30 seconds + animation time, or something along those lines. I can almost guarantee that no single character in this game out-damage that kind of healing power in an AV - so having one guy step off to avoid the heal even firing off really is the best strategy if you cant soft-cap everyone so she has very little chance of even landing that PBAoE attack. After he had been talking to me in tells and relaying the experience for about an hour, they gave up and the melee teammates all blamed it on the TF having lost a member along the way. It's a pity since he doesn't run many task forces for exactly this kind of player behaviour. -
I'm sure I'll get this badge some time between now and when the servers shut down forever. Even if I only average a credit-awarding task force every ten days or so, at least it's progress coupled with a merit reward or incarnate component or even a synthetic HamiO. Being one of the few truly long-term badges available now, 50 is a reasonable number to me, especially since it's badge progress directly coupled to a long string of rewards. Taking a merit reward for each of them will yield at least 1 000 merits on top of what the first run of the WST has awarded so it's bound to help with character slotting on alts, at least for me.
So - incarnate progress for a WST per week coupled with easy merits? Looks alright to me. Easy to get merits with badge progress attached for each WST after that? Sweet - it'll help pulling teams together during the hours I can play, which can be pretty dead.
In task forces, people at least (usually) work for a common goal. It's not like any of the PvP-zone badges that instead are connected with people actively trying to stop you, sometimes just for the heck of it. That grind can be directly painful. By comparison, this being one of few long-term badges that give good regular rewards coupled with it is something I'd much rather do for more than one character. Hell, even comparing to stuff like healing badges or damage taken badges that are regularly afk-farmed this is better. I get badge progress for TF's I've already gotten all *other* badges for, I get to actively play my character and reward merits too.
While I do understand that some don't particularly enjoy task forces, their preference doesn't change that the number required for this single badge only pushes it into long-term achievements, not into the realm of "not attainable at all within the life-span of this game". As for me, I'll try to run some doubles of task forces I enjoy and skip out on some WST's completely. -
Thanks for the great run, those who helped me get the Master of Lord Recluse SF badge! Having the main population of the game more than six hours away really puts a dampener on the opportunities to pull off stunts like this. Finished at 0609 this morning. So, extra big cheers for, in no particular order;
Rugged Stoney, Arachne Weaver, Colonel Ryid, Over Jolt, Kelvoro, RedSmith and Fey Duex. -
After the first four weeks when "everyone" is going for the Notice for their favourite alt/s, I do think we'll see a larger spread in population. And there's always the option of skipping a week if it's a task force you don't like. On a completely different note;
Quote:It did use to be 10, patched down to 2 at 2005-09-20. When people still had trouble getting the accolade, they did some other changes. Like having NPC's stop hitting Sally, make "her" spawn in the water and fix the broken timer.It has always been 2. (10 is the number of times to beat whats-her-face on the Katie Hannon TF, so maybe that's why it's stuck with you.) My memory is faulty on them upping the spawn rate. Very possible, but I can't remember.
But currently people are all, "Oh, look. It's Sally! Meh!" And that was more to my point. Once people start getting some rares and ultra rares slotted, interest in the Strike Targets will wane. -
This thread has a much better content than its name implies. In addition to keeping track of what's been crafted, I suggest running AE and rolling common salvage in the correct level range for whatever you're crafting if market prices are ridiculous compared to the crafting cost. The 1500 AE ticket cap gives you 187 common salvage pieces, so one run goes a long way. If you do get some spare mid-range salvage, you can usually move it fairly fast through the market.
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1-41 on a brute, that's pretty much it. Of course, he was level-pacted to a buddy who was working most of the weekend so it's more like 2x 1-41. Also managed to unlock the patrons and then head hero-side.
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Now that we have the weekly strike targets available, will there be any Master of Lord Recluse SF attempts running during this week? If so, I'd definitely be interested since I'm looking for the badge. Same goes for Barracuda whenever that'll be available, but one thing at a time I suppose. Anyway, if there's a run like this coming and you have a spot for a debuffer, please send a tell to @Evilmeister - hopefully I'll be on even though game server peak hours are at a weird time.
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Congratulations! Which was the badge you felt the most relief for when you finally got it?
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At 7,4 K/sec here, on the 44.1 MB update. Extremely frustrating when even the download is unusually slow, we'll see if I get the other patches too. I hope this gets resolved soon, but would settle for just having any normal download speed.
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I'd like to see level-specific direct trading with B.O.T.L.E.R./Trashcan using recipes and influence for Uncommon recipes on a 20 hour timer; using something like 1 level-specific recipe for 20x[Merit cost for wanted recipe in traded recipes; desired level or higher only] + [Merit cost for wanted recipe] x 40k inf
E.g. to get a level 32 Red Fortune: Def/End (50 merits) you'd destroy 1000 merits worth of recipes, level 32 or higher, together with 50 x 40k in = 2 000 000 influence.
It'd give recipes worthless to the player acquiring them through rolls/drops a a fate better than vendors, while assisting players with finishing builds. -