FourSpeed

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  1. This may be a dumb question - if so, I apologize

    As a predominantly solo player, I don't run TF's much.

    Is there a way to test my toon's mettle against L54 Vanessa DeVore in an equivalent
    solo mission of some sort (ie. Ouros, AE, etc.)???

    He has fun with Pylons, and can tank some GM's indefinitely (Scrappy, Lusca,
    for instance), so I'd be curious to actually see how he does against the Carny tart.


    Regards,
    4
  2. Some interesting reminiscing in here - I like it!

    As a Day-1 vet, the Hollows never really had any impact on me, but my friend
    (who is also a Day-1 vet) used to run Frostfire several times a day.

    For me, the Hollows was the first place I level-locked a toon (an Empath Defender
    at L22 with SO's), for RP-ish purposes to aid all the angst ridden newbies in-zone.

    It made that toon (a pacifist) feel quite heroic to save some lone player, when they
    were on the verge of a hospital trip, with a well-timed heal, or RA, or fortitude.

    Fun Stuff. Alas, there's nobody in there anymore...

    As for me, I learned the aggro ranges and how to run through zones safely,
    by avoiding Outcasts, 5th Column, and Tsoo in Steel Canyon.

    Back then, the zone to hate was Perez Park... Getting lost on the twisty paths
    in the forest (not marked on maps) with huge mob groups 3-5 levels higher
    than your toon was definitely risking life & limb.

    In fact, one of the more fun things I've done in this game, netted me not a single
    inf or XP point. When my I-1 toon hit L50 (by I-3), I went back to Perez Park and
    crispy fried every mob I could find for about an hour... Talk about cathartic

    It still makes me smile now as I think about it... D*mn Mages... Take THAT!


    Cheers,
    4

    PS> The first 3rd-party addition I picked up for the game was the Map
    Patch that marked out all the Perez Park trails...
  3. Quote:
    Originally Posted by Blue_Centurion View Post
    They wiffle batted this one. It is seriously a no brainer. So much so I thought I was reading a typo. The damage needs to be added to every single power. Thats right, Blasters need to do more damage. A chance for extra minor damage on every attack. Period. (*ducks offstage for a couple hours to avoid the bricks, but yes, I am serious about it)
    So, basically you're saying you think a single enhancement should work as well
    as an Incarnate Power (Reactive)?

    GL with that.


    4
  4. Quote:
    Originally Posted by mauk2 View Post
    Which means the AFK pvp farmers are earning their untold billions without interruption.

    Thanks, Devs!
    lol - that too, I suppose.

    4
  5. Updated through this post: #174

    Accounts: ~166
    Est. Inf: ~2.61 Trillion

    Quick Pareto Estimate: 28.9% of surveyed posters control 87.5% of inf.
    Extrapolating it to a 100K population base estimates ~519 Trillion inf in-game.



    I hadn't planned to update this anymore, but several of you added some data,
    so I decided to count it one last time.

    It's now been a month since this thread was started, so I think it's reached
    the end of it's usefulness, and I won't be updating the numbers or graphs past
    this post.

    Once again, thanks to everyone who contributed - much appreciated.


    Regards,
    4
  6. Quote:
    Originally Posted by Ukaserex View Post
    Ah, I agree - I guess what I was saying is that the zones shouldn't have been made to encourage would be badgers to take the risk even though they don't like PvP. When you have a player who's looking for a badge - even though they're warned of the risks, the inevitable defeats they suffer leave them thinking that PvP is just horrible. Kind of like the MoM trial, and the UGT. When players venture into an area without being well versed and experienced in what to expect, they end up hating it.

    Just an opinion.
    Well, there was quite an uproar when PvP was announced initially, and for many
    folks, the fact that the game didn't initially have PvP was a feature rather than a
    problem.

    I think the devs were hoping that adding some incentives for PvE folks to enter
    would gradually lead to a larger PvP community. In the early days, I think it did
    actually achieve that in some small measure, but the fact that it ultimately
    didn't succeed large-scale is due to several factors inherent in the way PvP
    was designed and implemented (which is to say "poorly" and leave it at that).

    Of course, it also didn't help that PvP newbies who might have been willing to
    become regular PvPer's were summarily ganked (if not outright farmed), and frequently
    ridiculed, early and often by some of the harsher PvP folks.

    That sort of experience isn't conducive to enticing risk-averse and gun-shy players
    to embrace a system they don't understand, don't thrive at, and didn't much
    want in the first place.

    The PvP 2.0 revamp really nailed the coffin shut as the new mechanics eliminated
    any realistic chance for PvE'ers to make any sense of how their powers worked
    (or in some cases didn't work anymore) in PvP.

    If there is a silver lining in there for PvE'ers now, it's that most PvP zones are
    dead, which makes getting the PvE rewards in them much easier to obtain.

    Whether that's a Good Thing, or not, is open for debate.

    Regards,
    4
  7. Quote:
    Originally Posted by Ironblade View Post
    Random is random.
    /this.

    My piece of anecdotal evidence to coumterpoint OP's anecdotal evidence is:

    I ran a BAF and a Lambda Saturday night on my level-shifted blaster. I shot
    at everything targetable in sight and only got a Common in each case.

    That was without any deaths in Lambda (ie. actively attacking stuff the whole
    time), and a couple of BAF deaths (when the "adds team" lost control of said
    adds, and a bunch of us squishies got bushwacked at the very end phase).

    The darn trials must gauge participation on how many players you buff
    (yes, I'm joking).

    So, apart from basic participation criteria, the end drop is random.


    Regards,
    4
  8. Just a few thoughts here.

    I think others have adequately covered the iMobs - they're distinctly nastier than
    "normal" content as they're supposed to press incarnated players. Without incarnate
    powers/ level shifts, you can be seriously disadvantaged, especially if the mobs con
    purple to you.

    Another outside idea: if you don't have a lot of Global Accuracy bonuses, and you
    use vet attacks, that can lead to some misses where streakbreaker might have
    allowed you to hit, otherwise.

    As for determining how accurate your powers really are, there are several ways.

    Monitoring "Last Hit Chance" (mentioned earlier) helps, but I find things move too
    fast for that (for me - and I also tend to monitor a bunch of other things).

    You can also set up your Combat chat tab to record that info - many times,
    I've reviewed those chat messages (particularly if you're debuffed or fighting
    certain mob types, etc.) after a battle to see exactly what went down.

    You can also use a 3rd party program Herostats, which can track your accuracy
    (and a bunch of other stuff as well).

    Finally, as others have also mentioned, your build/slotting play an important part
    in the equation.

    I'm a bit OCD about missing, so my rule of thumb for attacks is slotting for ~60%
    Acc improvement generally unless you have plenty of Global Accuracy or the power
    you're slotting has an accuracy bonus already. Some of your numbers seem a bit
    low to me (without being able to see your exact build).

    Finally, keep in mind that you *always* have a 5% chance to miss, and we have
    a tendancy psychologically to dwell/stress on negative outcomes more than
    positive ones (just ask the average player how they feel about RNG to prove this)

    In short, I'm guessing there are a number of factors that might cover what you're
    seeing.


    Regards,
    4
  9. Quote:
    Originally Posted by Xyzor View Post
    Regular recovery works this way as well, afaik (at least, it is how health/regen works and I would be very surprised in END worked differently). You recover a % of your total END. So the above argument is moot, since both proc and steady recovery are based on a % of your Max END.
    Hmmmm... Had it in my head that it worked off the base 100%, but sure enough,
    Mids' treats it as you describe, so I must be confusing it with something else.

    I blame it on early Alzheimer's

    That said, I'd still be fine with just the Proc (although, I don't have a single toon
    with Stamina that *only* has a single slot)

    Anyway, thanks for the correction - good to know.


    Regards,
    4
  10. Consider this pure speculation on my part, but largely I think it was a design choice
    back in the Early Days (tm).

    Part of it was that most contacts were "chained" based on your Origin, and I think
    that players either gradually learned where things were through play (and reading
    the stories), or they went to PI to PL their toons.

    You may have noticed that most of the old Hero side content routes you all over
    the Cities as standard fare.

    With Villains, and a bunch of player screaming, they gradually got away from
    that thinking, to the point where they've added more ways to get around, joined
    tram lines etc.

    LFG is another step along that "convenience" route, I think.

    So, mostly, I think that TF contacts are a bit of a throwback that they haven't
    gotten around to changing.

    Presumably, over time, it will change (kind of like SSA contacts, where you don't
    have to know where they are at all until you take their missions).

    In the meantime, it's wiki or vidiotmaps, or talk to an old-school tf vet...


    Cheers,
    4
  11. For a host of idiotic and unforeseen reasons (comprising game-engine constraints,
    a complete lack of planning for, or understanding pvp by the devs, coupled with
    a blatant refusal to listen to folks who actually do understand it), PvP as implemented
    in this game has zero connection to PvE in this game, apart from the fact that you
    can use the same toon for both - generally with the results you experienced.

    Powers work completely differently in both, and even different PvP venues (ie. Zone,
    Arena, and Base - when it worked) behave radically differently from each other.

    In short, as a new person trying it, all I can really recommend is either:
    A> Avoid it completely as the vast majority of players do
    Or
    B> Dive-in, expect to die constantly (don't get wound up over it), get to know folks,
    and gradually figure out how it works (such as it is)...

    Best of Luck,
    4
  12. Quote:
    Originally Posted by Forbin_Project View Post
    I wasn't responding to the OP in that post. I was speaking to you. That's why I use the quote feature. To let everyone know exactly who I was talking to, and exactly what that person said that I was responding to.

    If you read the forums you'll see that people do this quite often.
    lol - well, maybe you need to leave Atlas Park once in awhile.

    I've been using /hide as the default for my toons since it went live and I don't seem
    to encounter the issue you describe - Go Figure.

    I suspect there's a correlation to be found there somewhere, but I'll leave it be...


    Cheers,
    4


    PS> You didn't quote squat from me until after I quoted your "complaint" so you're
    mistaken (or being intentionally disingenuous) from the get-go... Again, I suspect
    a correlation.
  13. Quote:
    Originally Posted by Forbin_Project View Post
    Most players using /hide don't do it because they aren't feeling sociable. We use it to cut down on the harassment from the jerks who can't take "no" for an answer.

    Sure we could spend our time online stopping every couple of minutes to use /ignore or /ignorespammer, or we could use /hide once and pretty much enjoy the rest of our time free of jerks.
    You *did* read the OP, right???

    Quote:
    You know. . . sometimes you just want to log on and not have to be bothered by those folks in your friend lists and play solo.
    So, if you're needing to use /ignore* frequently, I'm guessing anonymity isn't
    the problem in *your* case...

    The OP, on the other hand is trying to solve a much simpler issue.

    Carry On.

    4
  14. Quote:
    Originally Posted by Forbin_Project View Post
    Just like to point out that /hide isn't perfect. You can still be pestered by people that see you passing by if they click on your character, or if they see you speaking in one of the chat channels and click on your name.

    I've gotten a few angry tells by inconsiderate people angry because not only was I on /hide, I also had my flag set to red "not accepting invites".

    One buttmonkey even followed me to the mission I was doing demanding I accept his team invite and threatening to stay at the mission door until I came out.

    It was so surreal I told my SGmates and after using my Base TP to leave the mission four of us gathered on the roof of the warehouse across from my mission and watched him standing there for 30 odd minutes laughing at him amongst ourselves. The whole time he kept sending me tells making demands and threats.
    Easily solved by "Ignore as Spammer" or /petition Harrassment,
    but yeah, you can still be seen, and if you're talking in broadcast, or a channel,
    you can still be "detected", although that's a bit of a "PEBKAC" if you ask me...

    That said, /hide is still pretty effective if you're not feeling particularly sociable.


    Cheers,
    4
  15. Another other point of consideration is, any set bonuses or accolades that add
    to Max Endurance will also have a corresponding effect on the Perf Shifter proc,
    since it returns 10% of "maximum endurance".

    So, for my money, if I could *only* have one slot in Stamina, I'd be putting
    the Perf Shifter Proc in it -- hands down.


    Regards,
    4
  16. Quote:
    Originally Posted by blueruckus View Post
    I doubt +Range is the first thing that comes to mind when most people consider mitigation, but I would definitely consider it *A* form of mitigation. Having played a perma-Boost Range blaster in the past I can definitely appreciate using range as a form of defense. I realize that "zomg soft-cap" is what this game has turned in to, but being able to take out enemies before they can come in to range and even attack is nice also.
    Sorry.

    Statesman's Blaster credo in I-1 was "Range IS defense". It was wrong then,
    and it's still wrong now.

    Your last sentence is far more accurate - it's not the range that is the
    defense, but rather the damage.

    Damage dealt is and was *always* a better "defence" than range.


    Regards,
    4
  17. Quote:
    Originally Posted by Minotaur View Post
    Well apart from the activities that effectively create inf out of thin air/real money like getting merits or large insps from vet rewards and super packs and flogging the resulting swag.
    Those items don't create inf unless you vendor them (and not much, if you do).
  18. Quote:
    Originally Posted by Easily_Noobed View Post
    Hiya gang,

    Quick question:

    Is there a way to play in a hidden or anonymous mode?



    You know. . . sometimes you just want to log on and not have to be bothered by those folks in your friend lists and play solo.

    Unfortunately, too many people get too butt hurt when you tell them you'd rather solo for a bit.

    Thanks much.
    Yes - it's my default mode for all of my toons.

    As others have mentioned, the /hide command will pop up a box where you
    can select options for it.

    Some of my toons have all of them clicked, some have a few clicked, and
    ALL of them have at least one of them clicked It works quite well.

    You can also set your teaming status to decline invites as well.

    Happy Soloing


    Regards,
    4
  19. I'm presuming the solution for the OP, assuming he wants the bonuses for 4,5 & 6
    enhancements, is ... 3 more Catalysts.

    It's certainly an important caveat to bear in mind, and as others have said,
    doubling the first bonus or two might even be desirable, but I find the the statement
    "screw up your set" to be a little bit hyperbolic.

    It's hardly an insurmountable issue.


    Regards,
    4
  20. Quote:
    Originally Posted by Enyalios View Post
    Something I'm curious about is inf generation per day (how much market vs how much fresh inf). It would be nice to know how much inf is added to the game daily as well to make a long-term estimate of M.
    I doubt there's anyway to even ballpark estimate that.

    First, keep in mind that the market does *not* create influence. In fact, it
    destroys it (while shuffing the other 90% around the population base).

    It would be interesting to have some general transaction and inf volumes traded
    on the market, but I think we can safely say "inf-generation" is less than zero
    for it.

    The only activities that actually create inf are: defeating mobs, completing missions,
    finding blinkies and (some) badges, and vendoring goods.

    How you would even begin to accurately determine quantities for those activities
    (given the data we have access to) is beyond me.

    Quote:
    Originally Posted by Badaxe
    I'll love to see a Redname actually tell us what the total is, just to see how close FourSpeed came to it.
    Obviously, I'd be curious too. That said, the devs did give us an actual number
    about a year ago - 56 Billion

    Given that some individuals had more than that amount themselves, we laughed,
    and figured the devs were off by at least a factor of 1000 - Go Figure.

    It's especially amusing to me, that the handful of accounts comprising this survey
    have more inf on-hand than the devs quoted for the entire game (by more than a
    factor of 40).


    Cheers,
    4
  21. Quote:
    Originally Posted by Ukaserex View Post
    I was pretty much thinking the same thing. Nova form for PB or WS comes with an inherent damage boost from the start. 40 or 45%, I forget which.

    It is squishy, and has no mez protection, other than what's afforded by teammates, or perhaps a clarion buff before shape change. But, hey, it's a lot of fun!
    I think the bonus you're thinking of is Dmg (45% bonus in Nova form iirc). It also
    has To-Hit bonus, I think as well.

    Still, the ranged attacks are 80 ft (except the cone), and while Nova is a bit squishy,
    you can build for nice Ranged Defense, get two heals (Reform Essence, and Dwarf's
    Sublimation), a Max health power (Essence Boost), an Endurance Reducer (Conserve Energy),
    some very nice resistances with either Dwarf Form or Light Form, you have travel
    powers built-in and access to a phase-shift power without the Concealment Pool.

    If you like the Concealment Pool, Invisibility works nice because you can still
    do self-buffs, and when you're set to bring the carnage, switching to Nova
    conveniently shuts it off to attack.

    Dwarf form is also your mez protection, turtling dmg absorbing form, and your
    escape route (with tp) if things go south.


    The real trick is to manage forms well - it's an easy AT to play, but a challenging
    one to play well...


    Regards,
    4
  22. You might also want to give a Peacebringer some thought.

    Nova form can hit pretty hard from quite a distance and of course, you have
    a lot of other very good powers to pick from as well...


    Regards,
    4
  23. Quote:
    Originally Posted by Blue_Centurion
    Interesting graph. It really shows the split at E. two things, I wonder how representative this is in game? and it throws a confirm to what I have suspected for very long. It's all a Nemesis plot. No wait, I mean we have a two tier group in the cities. Some folks got squat and some folks got lots. The trough at E really makes me wonder if this is something the Devs would find useful for planning.
    Quote:
    Originally Posted by Kahzi
    I suspect the split is due primarily to "people who play the market" vs "people who don't"... But that is just based on my experience. It's also possibly a "people who play at 50" vs "people who don't", but I find it hard to believe that playing at 50 makes such a large difference very quickly, unless one also plays the market with drops...
    For folks that may not have read the entire thread, take a peek at post #109
    to see my analysis of Category E. tl;dr There's nothing special about E and
    it *should* be rolled into D (hence the two graphs).

    In fact, I've flipped those graphs, so the "proper" one is seen first.


    While I've presented this in the other thread (in Mkt Forum), given that the
    data has slowed down to a trickle now, I'll re-iterate my analysis here.

    First, the caveats, disclaimers, quid pro quos, addenda, and other "but..."

    Blue's question "Is this data representative?" is a good one. My answer: Yes & No.

    Yes: The data distribution appears to be log-normal, which is typical for studies
    of income distribution and we have a pretty typical curve.

    No: It's 157 accounts... We don't know how many accounts are actually in
    the game (I'm using 100,000 for discussion purposes, because they don't delete
    accounts, and past charts I've seen are typically around that number). On that
    basis, we have a sample size of 0.16% of the assumed population -- the statisticians
    will tell you (rightfully), that's "Not Good"

    Some of the other (many) Caveats:

    * Game Population: clearly affects total income in game. So, from the very outset
    we're speculating hugely here... 100K? 10K? 50K? Who knows? Purely for discussion
    I'm using 100K as a basis.

    * Activity Ratio: Active accounts continue to make inf - Inactive - not so much.
    Presumably, nearly all the accounts have some amount of inf on them, but what
    ratio is still actively earning inf?

    * Timing: A subset of the above point, accounts that went inactive prior to WW/BM
    probably have a *lot* less inf on them than ones that went inactive more recently.
    We know it's easier to make inf now than it ever has been previously, so there's
    an element of timing that probably affects total inf in-game.

    Forum Bias: I've said all along that I think forum posters are more informed,
    more dedicated to the game, and consequently, probably have more inf as a whole
    than the average population. As such, extrapolating these numbers out should
    give us a theoretical maximum (ie. If forumites make more than average, the
    full population shouldn't beat the number we'd get by using our data to represent
    everyone).

    Also, since I think the distribution curve itself is valid, we can speculate about
    the full population by simply shifting the entire curve to the right and see what
    we get.

    Obviously, those are some pretty severe caveats, so honestly, the actual data
    doesn't really help us very much to get anywhere near an accurate measure
    (with any appreciable level of confidence), but, it can still be fun to guess.

    SO... How much inf *could* there be in-game based on what we see here?

    Actual Data: 157 Accounts worth 2.4263 Trillion gives us an average of ~15.45 Billion
    per account. Multiplying that by 100K gives us a theoretical maximum of about
    1.5 Quadrillion inf as our upper limit. I'd expect the actual amount to be much
    lower than this.

    If I take the sample percentages and drop them into a spreadsheet with a 100K
    population basis, I also get 1.5 Quadrillion (not surprising - since in both cases
    we're treating the sample as representative of the entire population).

    If I apply Pareto terms, looking at the top 3 categories, we see that 28% of our
    sample controls 87% of the wealth. So, if I take our average * 28,000 and divide
    that by 87% we can get another estimate for the full population, which works out
    to approximately 497.2 Trillion influence. This number seems plausible.

    Category Shifting: Assuming forumites are wealthier, let's shift the categories,
    right once, and then twice and compare those results. I don't think we can
    shift it 3X for a simple reason: These days, one character who cashes 2 A-merits
    for a LotG would, by itself, get into category F - it's just too simple to make
    inf these days, to think the bulk of the population is any lower than G (imho).
    As we shift categories right, I'll make A 1/2 of B and tweak the largest category
    to get 100%.

    Shifting once (ie. Mean in Group F instead of D/E) gives us ~706.5 Trillion.

    Shifting twice (ie. Mean in Group G instead of D/E) gives us ~336.3 Trillion


    So, looking at the various numbers (which are slightly different with today's
    updates compared to the last time I did it), for an assumed population of 100,000
    accounts, there could be anywhere between 336 Trillion and 1.5 Quadrillion
    inf in-game.

    Or, it could be some other number entirely, depending on what effects the various
    caveats have on the data.


    Cheers,
    4


    PS> At this point, I don't expect to add any more updates. It's highly
    doubtful that we'll get enough further data to refine any of the uncertanty,
    or cover any of the numerous caveats that can apply.

    Thanks All for your input - it's been a very interesting project.
  24. Updated through this post: #148

    Accounts: ~157
    Est. Inf: ~2.43 Trillion


    Thanks for the data!


    Regards,
    4
  25. Quote:
    Originally Posted by mauk2 View Post
    However, if you make it to trillionaire status, I vote we have a meetup on Test and have us a mass teabagging emote to celebrate.
    If he makes it to trillionaire status, I'd have to make a new category in my survey.
    Somehow, 100 Billion+ would be inadequate...

    D*mn You TopDoc!!!


    Cheers,
    4