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Quote:Disclamer right back: Many great sets max out at 40 (Touch of Death) so no level 50 version exists. Kinetic Combat maxes at 35, but if they are right for my build I will still slot them. I'm assuming that you aren't talking about people deliberately gimping by avoiding these sorts of sets just to have "level 50" IOs.That said: scenario .you are level 50. You want your character to be as effective as possible, all the time. What level do you slot your IO sets? What happens when you exemp to go help a lowbie friend? Or to go run Synapse TF?
Answer: There are three things that happen when you exemplar, so far people have only been talking about one of them (set bonuses turning off). Also, the total % bonus your enhancements give is reduced (this also affects purples and PvP recipies). Also powers go away (this affects procs like Numina, Miracle, and Performance Shifter).
To best manage these, on characters that exemp a lot, I use both of my character builds. I have one build for "play at 50" which really works for anything "high level" and has any level of IO from 39-50 based on what I can find and what the max level of the set is. In general, even a full set of level 30s will get you over the ED limit, and is therefore giving the same total damage bonus as the level 50 version +/- 1-3 points of damage. Therefore, I choose to save millions of Inf by buying sub-50 IOs.
My second build is based on exemping down, but I am too lazy and too unskilled to use the knowledge that I have of the process, so to make it simple I slot any sets I can find from levels 25-36 and call it "good enough".
One extra thing I do on this second build is use heavy frankenslotting to max the % bonus at low level. If you and I both have the same attack and we have slotted for 60% acc and 100% damage, when we exemp to level 21, you will have 20% acc and 33% damage, while I will still have 60% acc and 100% damage. The difference is that at level 50, I have no set bonuses or only the weakest one.
The first step in exemplaring ignores multiple small bonuses. So if you use a common damage IO, it gives 42% damage at level 50. But at 21 that is reduced to 1/3 or 14%. If instead you used a level 43 triple acc/dam/rech that gives 19%/19%/19% and you keep the full 19% in all three categories all the way down to 21.The guideline for this is to work at level 21+ use level 50 quads, level 43 triples, and level 24 duals. If you want to exemp for a posi you can't use any bonus higher than 15%. 15x6 (max number of slots) is only 90%, so theoretically, you can't have 98% damage on a posi run right? Wrong! This is where over-slotting and exceeding the ED limit comes into play. But I don't think it's worth it, I consider 80% good enough against level 15 enemies. Because, honestly they're not as tough as level 30s.
Quote:1. Set IOs/Globals: Lets take the Expedient Reinforcement set, specifically the Acc/Rech IO. It can range from levels 30-50. (+21.8% to each @ 30, +26.5% to each @ 50). Say you slot 4 of this set at L50 (not 4 Acc/Rech, any 4 of the set), which gives 3 bonuses in addition to the actual enhancement. If you go below 47, the set bonuses are lost. This is how both Globals and Set IO bonuses function. Would you rather slot it at 30 to make sure the set bonuses function for 20 extra levels (47 27) and lose some actual effectiveness in the powers themselves (lower level enhancements), or just keep it at 50 and say I dont care about the set bonuses when I exemp. I probably wont need them anyway.? Is there a rule of thumb? This is particularly interesting to me for Luck of the Gambler: + Recharge/Defense (goes from 25-50). Would you sacrifice a few % of DEF (in a power you may not even use, so the loss of DEF wouldnt matter, since this is sometimes used in mule powers), to get a Global recharge bonus you could use for 25 extra levels (slotting 25 vs slotting 50)? What do you guys prefer/do?
Quote:2. Uniques/Procs: Lets take Celerity: Stealth. This is Unique proc and goes from 15-50. Here is the text from Paragonwiki (link: http://wiki.cohtitan.com/wiki/Table_of_Special_IOs) : Obviously, if you are exemplaring and the power the Proc is in is greyed out, then you can't get the benefit of the Proc. However, the upside of Procs is that they continue to work even if you exemplar way below their level. E.g., a level 50 Stealth in Sprint will work even if exemplared to level 10. So as long as the POWER is available to you, the proc will work. Sprint is available from the beginning. What is the difference between slotting level 15 vs level 50? (Reminder: This enhancement provides no % increase in run speed, less endurance, etc at all; it is just a proc). Wouldnt a level 15 enhancement be cheaper to craft/get materials for/be useful for much longer in the game then waiting all the way to slot a level 50?
Quote:3. Stat cap/ED. If you have an IO set that is really maxing out one stat (can be any set on any power really), what level do you put your IOs? Do you keep them all at 50 to max out the other abilities as well (the stats not at the cap)? This kind of runs parrallel with #1 I mentioned above. If you do in fact decrease a few of them (because 50s tend to be the most expensive), do you set one lower? Or inch them down each one level at a time till you are JUST at the cap for the highest enhanced feature? Example: Set of 4, all 50s, over the cap. Do you go: set of 4, 3 50s 1 43? 4 47s? Or do you just slot all at 50 because even though I went beyond the cap on one stat, I want to get the other stats as high as I can too Of course, if you have tons of money, you will just buy/craft the 50s and not think twice. But thats where my #1 comes into play as a thing that money cant fix. -
I recommend slot drops that are useful as soon as you can craft them. But if it needs rare salvage that costs more than 1 million inf, sell it instead.
Better than a +3 SO:
Level 35/40 commons (35 are 1% lower, 40s are .4% higher)
Level 24+ Duals (.1% better)
Level 20+ Triples (.1% better)
Better than a +3 DO:
Level 15 Common (.2% better)
Level 13 Dual (1.7% better)
Level 11 Triple (.9% better)
Cost:
SO for 1 slot of accuracy from level 22 through level 50: 260k
Level 35 IO memorized accuracy: 33k + salvage
Level 35 IO not-memorized: 61k + salvage
Level 24 IO dual: 36k + salvage
Level 20 IO triple: 34k + salvage
So really, you can start slotting IOs at character level 8 and you're better off than DOs. Past character level 21 you're better off than "level 53" SOs.
I have been convinced of one exception: If you like fighting +3 or +4 enemies while leveling you might want Accuracy SOs. Otherwise sets are cheaper and give higher bonuses and they never expire and you don't have to worry about what origin. -
Quote:This is exactly why I'm saying do it now. It's cheaper.Well, I tell you ...
To start off with, I didn't have a lot of infamy on this server to spend anyway.
Options for your 1 slot that exists right now:
SO: varies 0% - 38% for 105k (acc assumed)
Common IO: 38% for 97k (acc assumed, 66k if you memorize the recipe)
Set level 29: 21%/21% for 42k (acc/dam assumed)
Set level 39: 23.6%/23.6% for 89k (acc/dam assumed)
Here's the break down of my example above. Let's say in your shiny new Arachnobots you decide to slot an accuracy.
If you go with SOs at 38 (when you have the three slots), you will first slot a 41 that will expire when you are 44, then you'll slot a 47. So 2 SOs total.
49k + 56k for the accuracy to last until 50 when you will have an expired -3 SO slotted.
A Generic level 40 IO will cost you 97k for the accuracy plus salvage (alchemical silver might be expensive depending on your patience). for a small savings and no hassles of replacements or scaling down.
Both ways you run roughly 38% acc
Or, we can go dirt cheap and snag acc/dam from say Commanding presence or edict of the master or any other vendor trash set.
Level 40 edict of the master costs 200k+ to craft but 39 and 38 are only 97k and 89k. Commanding presence 30s cost 87k but the 29s are only 42k. Both are reasonably available.
Level 29 acc/dam = 42k for a 21%/21%
Level 38 Acc/Dam = 89k for 23.6%/23.6%
Either way you're looking to spend less for more bonus. and the difference between a level 39 and a level 50 is only 3%/3% for an increase in price of over 400k crafting fees. -
On Lady Grey and ITF you can use it on cross-faction allies who you can't give insps to.
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Fire patches burn there are croatoa missions with smoke clouds that debuff. We already have exploding objects that cause damage.
All the tools are in place, just need to assign an object with an AoE aura that does something. Spawn rates might play games with the usability (just how the rikti dummies in the warzone aren't always there). Otherwise I'd think it is something that could be done with no new technology.
I'd think. -
Good luck with your hunt, because last I checked even the recipe is worth more than that.
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Quote:No, Posi was clear in multiple posts that the issue was not with the size of the bonus, it was the bonus compared to the number of slots required.Not sure why it took them so long to actually consider the nerf. Why make the numbers in the first place?
Whats next? Thunderstrikes?
By that logic Thunderstrike needs 6 slots for the full bonus and is thus not in the same league.
But they say over and over, just because something hasn't been fixed yet doesn't mean it will never be. Like the Hami-o bug that allows exploiting the schedule-a schedule-b bonus % difference. That will be fixed even though it has been around for years and the devs know about it. -
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Out of curiosity, why scorpion over ghost widow? Gloom is your best available attack as an electric melee, and darkest night is a spectacular defensive power.
I will cop to being overly enthusiastic about ghost widow's powers =) -
Quote:You're really missing out if you follow this strategy. Dual IOs are better than +3 SOs at level 24 (you can slot these at level 21) Triples are better than +3 SOs at level 17 (you can slot these at level 14). Craft any junky set IO that drops and use it. It's better than a common or an SO.(Going to use Base IOs till 50 and then maybe get something better if I can figure out what to slot.)
Also, before you wait until 50, decide what you will do with your character. If you will be running taskforces at lower level, and you will be slotting Sets that work at, say 25. Waiting until you're 50 to slot those level 25 sets is really silly and a collossal waste of Inf.
Waiting until 50 is great if you will only run at 45+ and never exemp down for Oro or taskforces. Otherwise, figure out what level of set you will use when you are "finished" and start slotting them as soon as you are high enough. As a perfect example, one of the two recharge intensive pet sets caps at level 30. If you want to use it, why wait? Put four of them in and get the juicy recharge bonus. -
Cheers to you for putting this together.
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This seems to be a guide to understanding hit mechanics, not a guide to soft capping defense. The build up and aim portion at the end seem out of place.
Still in development or am I missing something? -
Quote:I think Donna was asking the "why" about this portion:inf sinks to counter mudflation, inflation etc
Quote:I don't think it work as well if people could gamble inf for inf as if the gambling was inf for goods.
just a thought -
So as far as is known it is not possible to duplicate the patrolling Cabal from various croatoa arcs, or the hordes of longbow fliers from those boat missions redside?
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You can buy stacks of venom grenade temp powers from siren's call though.
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You also have to take the damage aura itself into consideration. Some of them *cough* orbiting death *cough* have low enough damage that trying to buff it isn't all that useful.
Second, once you have accuracy, endurance, and damage where you want them, if you have extra slots, procs are the only way to get more performance. Frankenslotting into your aura you can max it out in 3 - 4 slots easily. At that point, if you have the room a proc is pure gravy. Before then, the damage might be a better return on investment. -
Quote:Fire/Shield or Claws/Willpower. You can do awesome both single and aoe with both, both can tank, both are easy to be good enough and both reward nearly infinite amounts of investment by just getting better and better.this is true i sometimes forget i'm not playing WoW anymore lol
my main is a 44 db/nin stalker i just wanted to find something fun and good in the long run to try and play that can tank maybe i can get into it lol
shortened short version: they are fun while you're broke, and once you have infinite money they are even better. -
Also the price is because they are new, some of them are very good, and the set bonuses are immune to being shut off when you exemplar down. They are the only source of a second global defense to all, and a second -res proc that stacks with achilles heel. Combine rarity with very high demand effects like that and the prices go silly high.
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I have similar results redside. The thing to remember about the red market is that there is a ton of Inf from exploiting, but very low supply. So it is a seller's market. Buyers are S.O.L. but sellers and self-sufficient players do just fine.
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So recap this thread and do a little creative work:
Introduce a gambling mechanic. Multiple Variations are possible, none of them mutually exclusive:
* Slot Machines
* Bet on Arena Matches (variant: Bet on monkey cage fights in Pocket D)
* Various gambling games PvE/Single Player
* Various gambling games PvP/multiplayer
Locations:
* Golden Giza, St. Martial
* Monkey Fight Club, Pocket D
* Big Bucks Casino, Bloody Bay
* New Riverboat-Style Casino, Striga/Peregrine Island/Talos, etc.
* New Street Hustlers
* New offshore co-op zone (unlikely due to high development time, but we can dream)
* Unknown potential Praetorian locations
Key Concepts:
* Keep % return low enough that inf is drained and RMT don't farm it, but rewards good enough people want to use it a lot
* Minimize vendorable rewards to ensure it works as an inf sink, not an inf source
* Good rewards: Costume pieces, temp powers, emotes, titles, unlockable contacts/missions
* Standard rewards: Enhancements, recipes, insps
Ideas:
* Problem: Inf is not money in the dev eyes.
Solution: New game currency: Gambling Chips. Purchase from vendors, use in games and redeem to collect prizes. Yes, you can skip the game and go straight to buying prizes. No you cannot ever turn chips back into inf. Yes you can sell them on the market.
--> Advantages: potential for second-hand inf destruction as they are sold and resold on the market.
--> Immediate removal of Inf from circulation, delayed return of inf from selling/cashing in.
--> Solves problem of too few merits to buy a roll or a recipe on each of three characters.
--> Turns this problem into a plus, as some players/characters will purchase chips and never use them, and/or delete them.
--> Includes recent developer desire to allow direct choice (cash in inf for chips walk to store and turn in chips for reward, skipping the gambling but still destroying inf)
New Problem: If chips for recipe, that means sets buyable for direct inf, may not be an option the devs will accept.
--> Want to avoid having two new currencies, but could possibly let chips be turned into merits.
* Problem: Gambling is illegal
Solution: Only when real money is involved. Play gambling is not regulated, multiple online games do this already (Potco, Runescape, etc).
* Additional non-inf reward items:
--> Prestige
--> New Base Items (even new functionless art items is fine)
--> New Insps with random effect similar to winter event presents except instead of not knowing whether or not it will heal or buff, the amount of the heal or buff is what is random.
--> Ability to alter level of existing set recipe or enhancement
--> Temp Power Idea: Stacking charges instead of a fixed amount: cost to purchase additional charges goes up based on how many you already have. Combines functionality and convenience with additional Inf Destruction.
--> Temp Power Idea: access to variant already existing jet packs (pay card pack, goldbricker, jingle jet), access to "artless" flight as if from the fly power (for non-technology/natural origin characters who don't want a jet pack on their faerie or whatever), access to zero-g super jump pack and "artless" version thereof
--> Obligatory badge (like the AE badge for 1000 tickets) -
Quote:It was whole builds for 9 characters level 20-40 (my VEATS I bought dual-builds) done over a weekend and left to rot for a long time. I really shouldn't have jumped into the deepend on that one. =(Enyalios: you can always buy up the underpriced, crafted ones and relist them higher.
Gavin Runeblade: How many frankenslot IO's do you have to invest in, before noticing none of them are selling, to lose hundreds of millions? By my math, that's like a hundred. . . -
Quote:If you're poor, then my recommendation is to start crafting your recipe drops and selling everything on the market at below vendor prices. Stop by a crafting table before you log off everytime and see if any of your common salvage can craft a decent common IO (accuracy, damage, end mod, end reduction, recharge) and if it can, craft and post on the market. Sell all the rest of your salvage on the market.Hey guys,
I'm starting to IO my DM/SR brute a little (only lvl 29) and I'm wondering.
Should I buy the recipes or the crafted IO's? I don't have much money right now and I'm going to wait on buying the big stuff till later but I'm wondering what everyone else does.
Thanks,
For fasted turnover and most profit never list common salvage higher than 100 inf, never list uncommons higher than 700 inf. Rares, I personally stash in my vault because I know I'll just have to buy them back later, but you can sell most for 2 million+ each.
Sell large inspirations, purples for 200-300k, all others for 50-75k. I have characters who regularly log in to a million plus in the market starting at level 10 just doing these simple actions. -
Quote:Do you want ST or AoE, those are different goals. If you want a balance, then Claws is great, fire is second, and Dual Blades is also pretty decent.i'm reading on the forums about these brutes that are good for different reasons i want to see what you people say are the top 3 powersets for PVE and i'm looking for a AT with good ST & AOE's what would work really well for someone that solo's and occasional grouping.
Single target dark melee is wonderful.
AoE, Electric and SuperStrength (it only has one AoE power, it's just that one is so good the rest of the set doesn't matter).
I will disagree with Kenshinhan about fire melee needing shield defense. Shield only matters for those who want AoE. Single-target fire is awesome with several choices of attack chains that don't need much recharge to get working. But the more you put into your build the better it works.
Super Reflexes is the easiest defense secondary to make work. Willpower is another one.
Claws Willpower is better on brutes than any other AT, and it does run a nice mix of single-target and AoE. -
Quote:Brainstorms!co-sign.
to get the devs on board we can have the casino pay off in YET ANOTHER new currency that we can only spend at the Casino Store on special l337 Gambling G34r.
=P
In all seriousness, for a real inf sink, make the payout tradeable on the market whatever form it is. If they trade hands that is even more inf destroyed per the transaction fee. -
Quote:I think your legitimate question got lost in the shuffle. If you use him within his normal level range (probably 35+) he should be fine. But there is a minimum level he will not spawn below, so if you write a low-level arc and use him in it, he will be too high level and the mission will be unwinnable.Ok, while I would typically join in on the ranting... I don't have time (late to work as it is), so I'll just ask...
Just to make sure I'm right, if I have an AV in a mission, say a renamed Hro'Drotz, for example, as long as I haven't changed his scaling at all, he'll still spawn exactly as he has been before, correct? Or will he be different, too, and should I test him?
I recommend you test him unless your mission is level 50.