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Posts
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General tip: Stamina. As you get more powers, your endurance usage goes up (esp. in the late teens.) There is a pool called Fitness; the last power in it is called Stamina and it helps greatly with endurance usage. To get Stamina, there are two requirements: you need to have two other powers in the pool first and you need to be level 20 or higher.
The EARLIEST you can get Stamina is level 20, and there is a common assumption on these forums that you MUST get Stamina at level 20. This is not true- but I'd aim for Stamina by level 24.
Two [or more] sets have powers that work like Stamina, but better (and without the prereqs): Regeneration and Willpower. (There may be others I'm not thinking of.) If you have those sets you don't need Stamina. Some people get Stamina anyway, later in the game, but you don't need Stamina.
If you're REALLY REALLY having endurance problems, try inviting one or two people onto your team (explaining that you're new- your problem in this game if you tell people you're new is usually "too much advice") and you'll find that you run out of enemies before you run out of ammo. -
Dang. We are just lazy bankers, Enyalios, aren't we?
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Quote:... the problem with that is that your fixed price will either "Exclude people from having fun" or be trivial to those of us with godzillions of inf.Ideally the way to remove inf from the system in more steady and larger increments would be to add more "fixed price" options IMO.
respecs, temp powers and costume pieces shouldnt be drops imo... they should be fixed price items that people pay for thus removing inf from the system regularly and in large amounts.
In the case where you drop a limited number of items, the price is set by the playerbase and if people complain, the devs can make the legitimate statement "Blame your fellow players, who wanted it more than you did."
Now if you could buy a respec for 100,000,000 inf in addition to drops and suchlike- that would put a MAX price on what people will pay , and if people did pay that- you'd remove 100% of that. If it drops and people buy for 80 and sell for 100, you're removing 18%. In that particular case, since you can get 3 respecs for free and various others for being a vet, buying with real money, etc, I'd have no problem with that. -
Quote:It is worth noting that no enhancements are "Bind on drop" or whatever the phrase is. You can buy and sell almost anything at the Auction House*.
You can also work up a nice bundle of INF (money/gold/whatever - it's "influence" or "infamy" here) and try to buy them on the market (Wentworths or the Black Market depending on the side you're on.) Some can get.... rather expensive.
*There are a very few things the AH can't handle (combined HO's) and a very few things that are sold in private transactions because the AH has a cap on how large a transaction can be. [A very very large cap. ] There may be other minor exceptions I can't think of. -
Quote:I know you didn't ask me, but I think it does. Here's why.
do you think the game needs an INF sink?
I believe the price of items that are high-end has been spiraling up, which isn't really a game balance problem that I would care about if I were a Dev, but the price of middle-end items has been spiraling up as well, I think. Honestly, it's hard for me to remember what things used to cost but I don't think 10 million for a yellow Decimation or Miracle is traditional. Recipes cost under a million for things that, crafted, sell for 10 million. That's kind of out of whack.
People who own boats refer to money in "boat units" - everything to do with a boat costs some number of boat units of money. A boat unit is $1000. Anything that doesn't even cost a boat unit isn't really worth counting. It's starting to feel like the boat unit for builds is 10,000,000 influence.
Temp powers are a nice idea towards pulling money out of the game, and it's true that every time I want another medpack or recovery serum I spend a million inf and destroy 100K of that in market fees, but I don't really think it's going to make a difference. Two medpacks and four recovery serums (sera?) will probably last me to level 20. The other things I use are virtually free. -
When the new interface started, it had that bug ( 10 slots filled, sold half a stack, 11 slots filled) but I think they fixed that. I haven't done any real research, but it hasn't annoyed me recently.
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It would be fiendishly clever, help out my perceived problems, and could remove a disproportionate amount of inf in a hurry.
... fourspeed? Whu? -
Next guess: 810,000,908 (yes, I'm conservative.)
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My luck charms are gonna go away?
... I'll just have to BURN ANOTHER BILLION TO RELIST THEM. -
I'm still running the backup service- still at worse rates. 100 gets you 85, either direction.
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Mail it to @Smurphy and you'll get somewhere around 90 million back. Last I remember he was giving 95% but don't quote me.
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Sonic dispersion is indeed a great TF character- and is rarely "rendered unnecessary" (like when you have three def-buffing characters on the team...) Almost nobody's capped on resistance, and everyone can use a hula hoop of extra damage.
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A historical note: for the first few years, there was only one system of enhancements: the type you buy from stores in game, with TO's, DO's and SO's. Enhancements were really tough to buy until about level 32, at which point your income rose much faster than the cost of enhancements . At that point there was really nothing to do with spare inf so people would give it away to lowbies. (Your first set of SO's at 22 costs a million, more or less; your last set at 47 costs around 5 million. You need to replace about every 5 levels.)
Then the Invention System was added in issue 9. People bought the "best stuff" as it dropped, and so all this useless money actually started circulating. People were spending hundreds of millions of inf at the market, and a lot of that was going to low level characters. Prices at the market have gone up even higher- which is great if you're selling.
My suggestion is that you start out buying SO's, which work fine*, and selling all your salvage and recipes at the Auction House(except the generic ones, which have names like Invention: Damage), listing them at low prices. The system is "lowest sale goes to highest bid" so they'll sell fast and if it's a REALLY good item you'll still get a pretty good price. You will give people lots of bargains, but you will have more money than you can ever spend on SO's. You can learn about inventions when you're ready. Everybody wins.
* The devs did not make the game any harder when they introduced IO's, and we played on SO's just fine. There's about one thing in the IO system that I would say is "necessary", and that's knockback protection for blasters. -
I seem to remember that even a really big stack of mines doesn't do much to an AV- 25% of HP, something like that.
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908 million. Cause that's my market signature.
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I don't know what the best profit point is. Taking a couple of arbitrary points (Impervium Armor: Resist, Celerity: Stealth, LoTG:7.5%) it looks like there are different points for different recipes. 33 is still holding strong for some stuff, 30 and 35 for others. 32 was surprisingly strong, but there weren't exactly a lot of recent sales at 32.
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I like 33 and 35, but I also like knowing other people are making different decisions than me.
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Like Whisper said, there's always greater challenges.
Back in the day, soloing an AV without inspirations (or temp powers) was considered highly implausible. Now it's the standard.
And of course, the Ouro settings can nail you into "no temp powers, no inspirations" so you can't cheat even if you want to. -
There was a similar Arcanaville analysis once [considerably pre- IOs]. I think she decided the "immortality line" gave misleading results- as you dial the damage up Regen is immortal, immortal, immortal, dead-in-10-seconds. I was always arguing that the immortality line for Invuln was disproportionately low because it's a slow-death set. Regen actually hits its lowest HP in the start of the fight and, as enemies get killed, it gains HP back. Invuln doesn't work like that. So maybe the dead-in-30-seconds line is worth considering. Of course, as long as you don't run out of endurance, anything that doesn't kill a Dark before Dark Regen comes back... won't.
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Play through a few levels, paying attention to what works and what doesn't.
Figure out what you want to do FIRST (pump up the strong things or cover the weaknesses or whatever), then figure out what will give it to you. -
I think of it as an unsupported feature: that is, it works right now. But if they fix it don't go crying like a Shield Charge baby.