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Posts
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On my Rad/Elec Defender, I just used one of the ranged Vet attacks (Blackwand,
I think -- didn't want the KB of Nemmie Staff), if I needed a filler in the chain.
I'm not sure what to recommend otherwise - Ball Lightning seems to be the
obvious choice. Short Circuit can also be slotted for damage and cycles fairly
quickly as well.
Of course, they're both AoE's, and in SC's case you need to be in melee range
(which was ok on my Rad, but might not be on your Kin).
A final caveat on the Vet powers - they're great early, but if you want to use
them effectively later, you'll need Global Acc/ToHit in your build.
Regards,
4 -
Quote:I highly doubt it.I believe the upcoming Enhancement Converters will cause a flattening and stabilization of prices across all I/Os of each class. Is this the general consensus of the rest of the community?
If converters work as expected, prices on the dozen most desirable and expensive
IO's will drop as players create another supply vector for them via convertors.
Prices on a handful of junk IO's, or less valuable IO's in the desirable sets, will
rise as demand and competition for them increase - they're the inputs into
the converter pipeline.
As for the rest? No appreciable change...
Converters cost money.
There's little rational reason to use them except towards the high ticket stuff.
Would you use a convertor on a Thunderstrike, Doctored Wounds, Crushing Impact,
or any of dozens of other decent IO's?
I seriously doubt it.
Regards,
4 -
Quote:That's all fine and well, except for one pesky detail: Twilight's Son.Besides, the goal is to forge a better future for alien-kind. Does it matter if it's through good or evil? hehe.
The future of the Kheldian race is to become Duracells due to Twilight Son's treachery.
Perhaps you and your descendants will become "Elite" Duracells in the interim.
Yeah, I know - buzzkill
I don't have any active Khelds on Freedom, so I'll have to pass on the SG - though
I wish you all the best - GLHF, Happy Hunting!
Cheers,
4 -
Happy Pi Day!
So, the one question I have (assuming the world doesn't end in Dec.) is this:
Will March 14, 2015 be "Super Pi Day" ???
3/14/15 --> 3.1415 is a better representation than
3/14/12 --> 3.1412 (or any other year, once per century)
Cheers,
4 -
For mid-level characters, I also tend to use Talos.
For higher level toons, I use RWZ for a couple reasons.
In any case, I always queue my tips in Atlas Park (see point #2).
1. RWZ is accessible from Atlas Park, mobs are right across the street, and typically,
in larger groups (increases odds of getting a tip quickly).
2. If you queue your tips while in AP, most missions will also stay there (a couple
send you to IP). Any other other zones I've tended to queue them in also tend
to send me to more places (inconvenient), so AP is where I prefer to run them.
3. In AP and RWZ, you have the full gamut of "services" available to you: Vendors,
Market, Crafting Tables. You can also use an AE mission for Crafting, and everything
is close together.
Regards,
4 -
I think AirHammer summed it up best - Different Blasters play *very* differently,
and for my inf, E3 is one of the more unusual (and to me, interesting).
I also agree with him that you *can* play E3 as ranged - if you manage aggro
well, and if you accept that crazy slider settings are unmanageable that way.
If you build it and play it to it's strengths, E3 is much more fluid (and effective)
while varying range (I can farm the Cimoeran Wall with mine played that way) and
making good use of his drains and other melee powers is critical to that success.
As far as a pure ranged blaster, you're describing my Fire/NRG exactly.
With high damage AoEs, cones, very fast T1/T2 attacks, and Boost Range,
he doesn't want to be near anybody. If anybody does come near him, they
get a double whammy of Bonesmasher and Power Thrust, and then I resume
toasting them at range. It works very very well.
Of course, I'm in the category that doesn't think Blasters are "broken". YMMV
Regards,
4 -
Mulitple Niches? Definitely good advice. Patience? Absolutely.
That said, one thing I tend to do when working a niche I prefer to stay in is:
Keep some lowball "protective" bids out there.
So, say for instance I've got a "production line" running on L35 DMG commons.
They typically run around 350K, and cost about 50K to produce.
In addition to my listings, and stack bids on salvage, I'd also place a few 35K-50K
lowball bids on the IO's themselves. This does 3 things for you:
1> You can augment your inventory with bargain IO's at your normal costs (or less),
so your expenses stay stable. Flip those bargain IO's at your normal list price.
2> You tend to clean out the bargain under-cutters, but better yet, in a way
that discourages them - any "bargains" you picked up (probably) lost them inf
as they likey just filled your low-ball bids. Over time, that can be effective.
3> You also protect your price point as you are cleaning out bargains, and keeping
the majority of listings nearer the Equilibrium Price Point(ie. 350K). Keep in mind,
you're *not* trying to corner the market, and you're not trying to arbitrarily
raise prices above where they'd normally tend to be - you're simply trying to
stabilize that EPP by keeping the bulk of listings at that price (if that makes sense).
Over the years, I've found that a pretty good strategy for remaining a key player
in a particular niche.
That said, it's important not to get too caught up in it, and tie up too many
of your market slots.
Also, it costs comparatively little to simply find another niche if the one you're
in isn't performing well.
Hope that helps,
4 -
Hmmm.... Guess we should have taken the Over...
Glad I didn't wager much.
4 -
Make some room in the boat, I'm climbing in....
"We need some cartographers, Stat!!!"
Regards,
4 -
Quote:Haven't read the rest of the posts in this thread, and I won't debate validityThere was something I noticed a while back, and something that I was reminded of today, therefore I decided to make a post about it. Electric Blast has less damage than other Blaster powersets? Why? The Endurance Drain.
The Endurance Drain is a problem because on the enemies it would matter on, it does absolutely nothing. They can still attack perfectly fine, making it so that Electric Blasters forfeit their damage for nothing. This doesn't mean it's not good. It works well on minions, lieutenants, and alright on bosses. Once you get to Elite Bosses and up, it loses it's effectiveness. So, do you think I have a valid point, and that the Electric Blast damage reduction is unfair for what the Endurance Drain is supposed to make up for?
one way or another, much.
That said, I just finished running all the DA arcs with my E3 Blaster last night,
(died just once - total), and I can say that the End Drain was not only an important
factor, it was absolutely critical to his success and survival.
There are EB's in every one of those arcs, and in a couple cases, two (together).
In nearly every case (there was one exception, but I don't recall which atm),
I was able to fully drain them and keep them drained while whittling away at
their HP.
Without the Drain, he'd have been pulped into a squishy mess - more times,
than I can count.
Now, if you don't want to make *use* of the drain as a tactic, then, you may
be at a disadvantage. On the other hand, I'm not so sure my Fire/Nrg blaster
would have fared as well - the soft control was extemely significant.
Regards,
4 -
Well, judging from the survey I conducted awhile back, I'd think it's a pretty
safe bet that it's decidedly more than 1%*.
That said, it's still a fine and noteworthy accomplishment.
Gratz,
4
* ~57% of Forum respondants fit into the 2B+ inf on-hand categories -
Good to know.
I made mention of it in the "Live Issues" thread when it was discovered, but it
was never acknowledged or added to the list.
I'm glad to hear that it wasn't ignored.
Thanks for the update,
4 -
fwiw, I can sympathize with the OP.
Further, just because "that's the way they do it" (referring to NC's approach
to managing this software), does NOT preclude it from being wrong (and very
probably stupid besides).
It's not exactly "Advanced Business Concepts" to understand that your customer
facing "presence" should be as smooth and reliable as you can make it.
NC's rates a 3 or 4 out of 10 (at best) in my book.
With specific regard to the forums, I don't even log in anymore except when
I respond to a message, and I Cut & Paste everything before I press Preview.
Pretty tough to give it a passing grade when that's the approach you need,
simply to post a comment reliably -- pretty lame.
Regards,
4
Edit: PS> I also use other vBulletin boards, and Not Once have I *ever*
been auto-logged out of *any* of them - the issue is specific to *this* site. -
I'll throw my nickel into the kitty as well.
First, I'm *very* pleased that there IS a solo path - it's a great start.
Second, the story arcs were fabulous! Never has my character felt more epic
and heroic than he did through those arcs, and "Saving Cimorora" hands-down
kicked SSA's backside from here to eternity and back...
Stopping the war singlehandedly (I naively went in alone) was incredible (it took
me about an hour and I used every trick I could think of to do it).
Wow! My squishy E3 Blaster felt pretty d*mn impressive after living through that!
Followed by: Instant deflation when the reward was - a Common
For some numbers - My Blaster had Alpha, Judgement, and Interface already
when he began the DA Journey - he was at 45% Lore and 65% Destiny.
After running *all* of the DA arcs (virtually no street sweeping, unless a group
was blocking the door), he had received 41 threads, a couple astrals, and he'd
progressed to 68% and 88% on Lore and Destiny respectively.
On each "Finale" I rolled the component -- 1 Uncommon, the remainder were
all Common.
I'm not sure how many missions comprise the full story line, but it's gotta be
around 20. Enjoying the stories, that was several hours of time spent over
a couple days.
After finishing the last story (Excellent), I happened to see a BAF forming in DA,
so I joined. Result? 6 Threads, 2 Astrals, a Common, and my Lore was at 88%
(net 20% gain) -- for 20 mins of waiting (including a mistaken entry into the
DD trial by the league Captain - ewps), and another 20 mins of actual effort.
Some disparity, I fully understand - but this gap is a chasm...
Further, even at 0/1, those DA missions were challenging - I could easily see
where some characters might not even be able to solo the "solo" missions (It's
interesting to note that most of them recommend "Bring Friends").
I think the increased Risk deserves better Reward, though I fully understand
(and conceptually agree with) the need to balance between soloists, teams
running DA content, and leagues running iTrials.
It's early in the process, but I'd hope for some improvement there going forward.
That said, the content itself, was some of the best I've seen to-date.
Kudos to the writers!
Regards,
4 -
Quote:For the most part, I agree. The "simple" measure I'm considering atm is to lumpThe original point of the Dow Jones index was that it was quick and easy to calculate- just add 70 stock prices and go with it.
I think something "quick and easy to calculate" should be high on the list. Come up with our weighting once, use a sloppy guess if we have to, grab 20 or 25 items and roll with it.
It's still going to be a lot of work, probably, but this isn't brain surgery. If it's too damn sloppy, WHO CARES?
items into particular categories (IO's, Commons, Salvage, Purple/PvP, Inspirations,
and probably Procs/Specialty as a separate category of its own).
Then, using a random generator, select X items from each category (IO's get selected
twice - once for crafted and once for recipes, so we'd have different items) to get
about 20-30 or so items total.
Basic weightings would be relative to the number available to select in each category.
Additionally, ensure a few other key items are in there also (a fair bit of commonality
has shown up in the posted suggestions), and there ya go.
Take a month of averages (to establish a base reference), and we're off to the
races.
The "weighting" issues that do bother me (so far) are volume & price... DJIA has
nowhere near the range of price variance we have (it might be more comparable
if they threw some penny stocks in there). In terms of trade volume, I think
all of theirs are roughly comparable, whereas we have many items that trade a
couple per week along with some that are thousands a day.
For instance, a day's trading of 5000 Luck Charms at 25K per equates to a premier IO
(~125M), so, unlike penny stocks, volume can be significant here, I think.
So, for those two things, I might look at scaling/normalization ideas to smooth
those extreme ranges a bit.
In the meantime, we haven't had an indicator in the past, so there's no need to rush.
Additionally, with I-22's release, and 2XP right around the corner, using current
numbers (over the next couple weeks) might give us a pretty skewed reference
from the get-go...
I'd rather let things settle at least a little from release, so the extra time to think
the process through is probably a Good Thing.
Regards,
4 -
Well, after mulling this around for the bulk of the day, and reading up on how
CPI is computed, and trying to figure out what weightings are needed and how
to calculate them, I'm getting a pretty good idea why we haven't had these
metrics readily available previously.
Given the fairly large spread of "stuff", trying to come up with something representative
is challenging to say the very least.
I am getting some basic ideas on what to include in terms of categorization,
and ideas on how to select them, so some progress is being made, but yikes!
Cheers,
4 -
If the bug is fairly trivial (and the indication seems that it is), I'd side with Zombie,
and pick Tuesday on this one.
Regards,
4 -
lol
I meant that if they showed up for a tech interview in the company I work for,
we'd spend a lot of time drilling down through testing - bugs in the entertainment
business don't get hundreds of people killed or get your company millions of dollars
in regulatory fines.
That kinda matters....
Here, it's mostly irritating.
Regards,
4 -
Quote:These are good questions.For your Market Average, are you going to use the prices of the recipes or crafted versions? As I'm sure you're aware, there can be a vast difference in price between them.
Are you planning to just use one overall average or multiple to account for the variety of categories, eg ATOs, Hami-Os/SHOEs, Sets IOs, Common IOs, Common/Uncommon/Rare Salvages, Event Salvages, etc.
First, I plan to have both IO's and Recipes (though they may not be on the same item)
represented. Essentially, I'm trying to get some representative items across all
categories (and along those lines I like the Power 10 idea as well).
Your second question is also interesting - First of all, I'm setting myself up potentially
for a bunch of work (all of which is manual) with this idea.
While I do believe its past time we had access to some of these metrics, I'm not
planning to make a career of itSo, there's a tradeoff to be decided upon,
which is to get a good representation across market segments while still being
able to manage the data gathering reasonably easily and quickly.
At this moment, I'm tentatively planning to publish three numbers - the Sales
Average (the key one we're talking about here), Production Average (based on
items listed), and finally (for want of a better term), Inflation Index which is basically
the SA/PA ratio which represents how "active influence" is spread across available
supply. Internally (depending on how much work it entails I may keep some
of that data across the various segments, but I've not decided on that yet.
Quote:Originally Posted by FulmensWeighting is challenging- right now, Apple is like ten times overweighted
in the DJIA just because its stock price is so high.
will weigh in with some thoughts here.
Obviously pricing has to be normalized. High price items certainly deserve a higher
weighting, because their effect is larger, but I don't want a price change in a
single high ticket item to dominate the entire index. By the same token, large
effects in low price (lower weight) items should still be able to contribute to the
index if those effects are significant (ie. large enough).
Additionally, (sort of in parallel to the Al Silver post), a lot of folks store excess
info on the market in low ball bids, which muddies "demand" somewhat. For that
reason, I'm automatically excluding 51-53 (anything), but it's also something
I want to think carefully about, particularly in the recipe segment choices.
As for volumes/unit time, I don't have the foggiest notion how to get an idea of
that. It's an issue I'm probably going to have to defer for the near term.
For salvage, another idea I want to get a sense of - is relative usage frequency, based on
the idea that some of those will be more representative than pieces which are
infrequently used (also keeping in mind the salvage ranges).
Finally, I'm debating the value of mixing levels within the index itself, or, given a
selection of items, compute Average at both their highest availability level and
their lowest availability level (several things behave differently at L10 than L50).
In short, it's not a trivial undertaking if the goal is to come up with something
useful and representative (as much as reasonably possible, of course) which
is why I posted out here rather than simply pick items I think are representative.
Regards,
4
Edit: @Grouchy - thanks for posting that data - I've pulled the csv file, and will
look it over when I get a chance. My thanks to Archie as well... -
Quote:This isn't a short-term question... I expect to be able to ask the question nextAsk again in two weeks after the converters flatten the curve on a ton of overpriced spikes.
year and/or the year after etc. (assuming that whole Mayan Doom thing doesn't
happen) and hopefully, have a year or two of actual history data with which
to help answer it.
Some good suggestions so far, and the intent is to have items across all the
categories. While, like the DJIA, I'd expect short term fluctations to be visible,
I'm far more interested in the long-term trend of the indexes (we're pretty good,
I think, at attributing short-term cause & effect swings when they occur)
Regards,
4 -
I've debated the quality of their software previously in this thread.
I'm not going to rehash it again here except to say that as much as I look forward
to what they'll add to the game, I cringe equally much wondering what they're
going to break next, due to abysmal (or non-existent) testing procedures.
I-22 fully lives up to my expectations in that regard.
'Nuff said.
Regards,
4 -
Well, we could certainly debate that, but I'd definitely think they would probably
be reasonable candidates for items in the WWSA.
Of course, basing an entire premise on two items is no better than saying you
can get most common salvage for 1000 within an hour, or Luck Charms are down
now, common IO's have been between 300-500K for years, etc...
However, that's exactly the direction we should be looking to get a practical
measure. Convert those anecdotal recollections/observations into factual, regularly
measured statistics.
To that end, I've created a thread in Player Questions to solicit ideas for items
that would make good indicators. They should cross categories and include
IOs, recipes, salvage, etc, and in some way be price weighted so that a single
shift in a purple or PvP item doesn't skew the entire indicator.
If you have thoughts on items that should go into that index, or ideas on weighting
etc. I invite you all to contribute to that thread.
Regards,
4 -
@UberGuy - PFA means "Plucked From Air" - ie, quite literally imaginative numbers
with no factual basis.
As for the rest believe whatever you wish.
-------------------------------------------------------------
@ThatGuyThere:
Some interesting thoughts - while I might quibble over nuances, I do feel strongly
that there is a great deal of inertia around last 5 pricing for the vast bulk of
the playerbase (a quibble: far less so for marketeers - both in terms of procurement
(ie. liklier to bid-creep), and for sales (liklier to list low to sell quicker)).
I see your point that last 5 can be a stabilizing influence, but I also agree with
UberGuy that it's much liklier to be so when the "memory value" due to last 5
is supported by market forces that tend to lead prices there in the first place.
Another thing that I think contributes (as much as players claim to hate it)
is the blind nature of bidding and listing. Were we to have that history, it would
be far easier to manipulate pricing upwards -- ie. establish "new" memory pricing.
The fact that we only see Last 5 means that even if volatility drives an item silly
for a bit, you'll still see the odd lowball sales creeping in to remind folks that
the item is misbehaving in the short term.
Regarding various Merits and pricing (particularly A-Merits), it's somewhat self-correcting.
Consider: 1 A-Merit can buy a Perf Shifter, or a Kin Combat, or a host of other
shinies that are all (more or less) around 50M. It logically follows that 2 merits
should buy things around 100M, otherwise, sensible players won't go that route.
So, right now LotG's are well down, and I expect players will shift where they
spend their A-Merits... When that happens, LotG's production slows, prices
start to climb... When it's back "on par", players start to use A-Merits for them
again... That feedback loop is a stabilizing check on runaway pricing.
It would be surprising if the relative ratios weren't similar - it would imply that
most players are unaware of the implied "exchange rate". Astrals were like that
for awhile when they first came out -- Last time I looked though, I think they
were more in line now as players realize that third procurement vector exists.
Of course, game changes can (and do) move those prices, and we see that
a lot.
R-Merits are fine example of that - they suddenly got a lot easier to get and a
bunch of them have been dumped in-game recently. Folks who bought a lot of
Super Packs are probably finding that vector more convenient - short term.
Mind you, if Super Packs continue to be popular, and continue to give out lots of
R-Merits, you'll see a shift to new "memory pricing" as exchange rates gradually
come back into equilibrium (through normal market forces) to meet the higher
supply of R-Merits.
I suspect, that a part of the reason we're seeing a lot of new vectors for gaining
items (without inf, or with less inf), apart from the screaming of casual players
is to add counteractive forces to inflation (a problem that a lot of MMO's have)
Regards,
4