Geoff_NA

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  1. Quote:
    Originally Posted by UberGuy View Post
    All ranks that can drop other recipes can drop purples. We believe they are in Pool A...
    Thanks UberGuy (actually for answering 2 of my posts.) This clears up my concerns. I hoped bosses had better purp drop rates, just the way topdoc said it I wanted to be sure.

    However, after having soloed about 1200 mins, 600 lieuts and 300 bosses today (or 3300 minion equivalents) without a purple recipe to show for it, I'm feeling a little unlucky in my purp drop love


    BTW QuiJon: If you have 8+ toons farming a mish set to 8+ character difficulty vs. 1 toon set to 8+ you get the same number of enemies right? If so, the purple drop system post I16 doesn't benefit those who have multiple accounts. It's moved away from that to benefit toons with high power soloing ability.
  2. So the approximate drop rate was 1 per 1500 minions. That's great to know and this is a great post.

    Two questions:

    1) Is it only minions that drop purps? If not, anyone have a feel for relative drop rates from lieuts and bosses? Seemed like this should be posted somewhere but I couldn't find it.

    2) Related to the first question: TopDoc or other experienced purple hunter, could you please give some flavor around the 1500 number? Ie. was that somewhere with minimal bosses like the Cim wall, or more like 8-man filled missions that'd have a full compliment of bosses, or what? I ask because 1500 minions is much different from the approx 1500 minions 700 lieuts and 300 bosses that might be fought in the new 8 person difficulty setting.

    Ooh, and yes I am a "serious" player, so this does matter some for me as I run 8-person equiv mishs solo, but part of it is I just like to know
  3. I definitely saw the drops of regular recipes fixed.

    Purple recipes I'm still uncertain of. Unfortunately with this the sample size would need to be huge and as far as I know, no specified drop rates have been posted. Anyway, my test post fix today was:

    641 minions
    326 lieuts
    160 bosses

    Expected drops: 47.3
    Actual: 47 (plus 2 end of mission drops on 7 missions)
    Purples dropped: 0

    So all looks great except the drop rates for purps would need to average 0.1% or lower for this to be right. Anyone know if they're this low?
  4. Yes the Ouroboros badges are bugged. There's 2 bugs I know of:

    1) Well known one: If you run a mission that awards one of the series of accomplishment badges (like Bad Luck, but not Thief of Midnight) it won't award any of the challange badges. The bug is its not supposed to offer challange options for those badges.

    2) When you access the pillar for level ranges realize this is the range you fight at, not the range of badges given. The level received is based on the lowest level at which the mission can be received without any indication of this.
  5. Quote:
    Originally Posted by hedgehog_NA View Post
    I have been playing for 3+ years, have 18 50's. I have never seen a respec recipe.(I dont play AE at all). As far as I am concerned, they dont exist.
    lol, they exist. I know 'cause I bought one. But no, in playing enough to get 2 Mil+ non-AE prestige since their arrival, I've never seen one drop. I'm pretty sure they just magically appear at the BM/Went.
  6. I whined about drops, I data mined, now I just want to say thanks devs for finding the evil gnomes and thwarting their vile branch 20 conspiracy. Now its time to make them pay!

    I just wish my villains could head to Croatoa for major gnome smackdown action. Guess I'll have to wait for Rogue.
  7. OK 1 more data set because that's just the kind of guy I am. After this I give up on non-AE PvE until this bug is fixed. Its so OBVIOUS something is wrong, someone please review our hard work and 1st admit there's a problem that you haven't found yet, and 2nd... fix it.

    Data set #5: 1 difference in mish run - ran the PI bank mish (since I ran through the paper mishs with a drop/mission ave of under 2

    Test conditions: All data sets generated with a solo lvl 50 Elec/Shield brute, even lvl enemies, bosses included, heroes spawn as elites, spawns for 8 toons, on Freedom server.

    Enemies:

    Minions: 150
    Lieuts: 97
    Bosses: 29

    Recipies: 2 (enfeebled op (Acc, Immob, Reach), and Healing)
    Salvage: 37
    Enhances: 6
  8. I posted some data on a different thread, and felt it might be useful enough to collect here (note Data set 1 is not listed below because I didn't have an exact # of enemies but it had 400+ enemies and 1 recipe drop).

    Test conditions: All data sets generated with a solo lvl 50 Elec/Shield brute, even lvl enemies, bosses included, heroes spawn as elites, spawns for 8 toons, paper missions on Freedom server.

    Total enemies:

    Minions: 741
    Lieuts: 213
    Bosses: 51

    Recipe Drops: 9
    Expected Recipe Drops (just assuming common, unc, and rares): 35


    Specifics:

    Data set #2: I farmed a council paper mission x2

    Enemies:

    Minions: 301
    Lieuts: 76
    Bosses: 4

    Recipies: 4 (all commons)

    Notes: I'm only getting 2 bosses per mish - 1 named boss and 1 extra that's always spawning in the same group as the mish boss. This seems odd.

    Data set #3:

    For this run I completed the two paper missions. Both were vs. Council kill and collect mishs.

    Enemies:

    Minions: 318
    Lieuts: 80
    Bosses: 4

    Drops:

    Salvage: 36
    Recipies: 1 - Resist Dam
    Enhances: 1 - WetWare Eng Neuralizer

    Notes: For data set #3 I'm only getting 2 bosses per mish again - 1 named boss and 1 extra that's always spawning in the same group as the mish boss. Starting to track enhances too, not because I care about them but because this seems a low number of drops for those too.

    Data set #4:

    Test conditions: All data sets generated with a lvl 50 Elec/Shield brute, even lvl enemies, bosses included, heroes spawn as elites, spawns for 8 toons, paper missions on Freedom server.

    For this run I completed the missions. One vs. CoT 1 vs. Malta

    Enemies:

    Minions: 122
    Lieuts: 57
    Bosses: 43

    Drops (expected with that # of enemies is 9.7 recipes):

    Salvage: 31
    Recipies: 4 - Air Burst (dam/rech), Titanium coat: End, Range, and Damage
    Enhances: 1 - WetWare Eng Neuralizer (yes exactly 1 and same as last test)

    Notes: This time I got the bosses I expected (didn't change anything since last test except these were new mishs). Had 1 hostage escort (Malta) and 1 Boss smash. Still getting surprisingly low Enhance drops too. Ran 1 quick team mish (That big DE outdoor flier mish w DE and Longbow) with same brute today. 3-man team set for 3 heros +2 lvl, and with 59 minions 20 lieuts and 2 bosses killed, received 3 salvage and 2 recipies. Hardly a large data set, but was easy to pull out.
  9. Data set #4:

    Test conditions: All data sets generated with a lvl 50 Elec/Shield brute, even lvl enemies, bosses included, heroes spawn as elites, spawns for 8 toons, paper missions on Freedom server.

    For this run I completed the missions. One vs. CoT 1 vs. Malta

    Death tally:

    Minions: 122
    Lieuts: 57
    Bosses: 43

    Drops (expected with that # of enemies is 9.7 recipes):

    Salvage: 31
    Recipies: 4 - Air Burst (dam/rech), Titanium coat: End, Range, and Damage
    Enhances: 1 - WetWare Eng Neuralizer (yes exactly 1 and same as last test)

    Notes: This time I got the bosses I expected (didn't change anything since last test except these were new mishs). Had 1 hostage escort (Malta) and 1 Boss smash. Still getting surprisingly low Enhance drops too. Ran 1 quick team mish (That big DE outdoor flier mish w DE and Longbow) with same brute today. 3-man team set for 3 heros +2 lvl, and with 59 minions 20 lieuts and 2 bosses killed, received 3 salvage and 2 recipies. Hardly a large data set, but was easy to pull out.
  10. Data set #3:

    Test conditions: All data sets generated with a lvl 50 Elec/Shield brute, even lvl enemies, bosses included, heroes spawn as elites, spawns for 8 toons, paper missions on Freedom server.

    For this run I completed the missions. Both were vs. Council

    Death tally:

    Minions: 318
    Lieuts: 80
    Bosses: 4

    Drops:

    Salvage: 36
    Recipies: 1 - Resist Dam
    Enhances: 1 - WetWare Eng Neuralizer

    Notes: Oddly, I'm only getting 2 bosses per mish - 1 named boss and 1 extra that's always spawning in the same group as the mish boss. Starting to track enhances too, not because I care about them but because this seems a low number of drops for those too.
  11. Another data set for everyone. Again set to 8-man bosses enabled, doing a paper mission x2 against Council - didn't complete. This time have exact #s:

    Minions: 301
    Lieuts: 76
    Bosses: 4

    Recipies: 4 (all commons)

    Recipie drops expected: 12.4

    So this was a much better outing (in terms of quantity of drops) but still far below expectations.
  12. My drop rates were even lower than what some people are reporting here. Here's my data (did pencil n paper method, but will run dropstats next time.)

    Soloed 3 paper mishs set to 8-man (completed 1, farmed the other 2.) Killed 400+ bad guys - 1 recipie recieved (a Numi End/Heal.) along with 41 salvage and lots of insp drops.

    Posted recipie drop rate (by Positron):

    Enemy Rate
    Minion 2.666667%
    Lieutenant/Sniper 5.333333%
    Boss/Elite Boss 7.999999%

    Assuming just minion drop rates, I should average 10-11 recipe drops in that time.

    Doing simple binomial probability, getting just 1 recipe should happen about .02% of the time or 2 times in 10,000 runs like this.

    Hopefully will have more data soon...
  13. Adding my 2c worth - Soloed 3 paper mishs set to 8-man (completed 1, farmed the other 2.) Killed 400+ bad guys - 1 recipie recieved (a Numi End/Heal.) along with 36 salvage and lots of insp drops.

    Posted drop rate (by Positron):

    Enemy Rate
    Minion 2.666667%
    Lieutenant/Sniper 5.333333%
    Boss/Elite Boss 7.999999%

    Assuming just minion drop rates, I should average 10-11 recipe drops in that time.

    Doing simple binomial probability, getting just 1 recipe should happen about .02% of the time or 2 times in 10,000 runs like this. I'm hardly alone in seeing this phenomenon, so yea, something is very wrong with the recipe drops.

    I seriously doubt this is intentional, or why didn't they tell us or lower the salvage drop rates too? What surprises me is they haven't even acknowledged the problem (as far as I've seen), when its so easy to verify.
  14. Whew its been a while since I looked at this one. Nice work ppl on the updates. Bloody bay and Shark didn't exist when I wrote this.
  15. Lol, I see the sailboat, too...

    For those who don't know what I am talking about and don't care please continue to post humor. For those who don't know but care, these are mids builds: http://www.cohplanner.com/

    Anyway, notes on the Brute build -

    General: It's expensive. Its tanky to very tanky combined with very high AoE damage output.

    Power combinations:

    1) Darkest Night: I like this as an "uber power" for groups of bosses and AVs much better than One With the Shield. Its just an expensive toggle so no end crash and usable whenever. Plus it works incredibly well with our other powers. The capped Defense of this build (45%) combines with this -15% To Hit, and -5% To Hit from Dark Obliteration (To Hit are not defense abilities so will stack) to give some truly impressivly foe Hit %s. It also delivers -21% damage which combines with the -7.5% from against all odds. This greatly shores up our rather low dam resists. Only drawback is if the toggled enemy drops.

    2) With the perma-hasten the 3 AoE knockdown powers add another layer of defense and aggro collection few brutes can match.

    3) Soul tentacles is optional if you have other recharges - like a set of purps instead of the crushing impacts or Positrons. In fact adding a ranged attack instead lets you take thunderstrike to truly cap your ranged D (as is it only really caps with 1 person next to you (from Phalanx Fighting.)
  16. Behold Ginormical's current build

    An Elec/Shield brute build - capped Melee/Ranged D, perma hasten w/o end issues. LOTS of AoE damage. Note, the 2 empty spaces in the build are for Shield Wall 3% Defense Proc and Shield Wall Dam resist proc.



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  17. Ken FYI here's my Mid's Stalker build. Capped all Ds, perma hasten, with provoke for some tankiness when needed. Obviously /SR isn't the best stalker set, but its what I started with, so there ya go.

    The 1 empty slot in Agile is for the 3% Dam res proc from the PvP sets. Seemed a nice if pricey touch.



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  18. Twilight is a fairly new SG on Freedom. We have nearly full membership and ATM will fairly regularly kick older low prestige members to make room for new more active players. This post set is mostly to exchange information across the SG, but visitors may say hi if desired.

    No flaming please.
  19. Looks like all the links posted on this thread leading to the villain side guide from this thread are broken with the server migration. Can anyone put up a fresh link to it?
  20. I was putting together a /dark build for RSF.

    A strange thought occurred to me. Would Black Hole finally find a good use here? If your team does a frontal assault, this is probably useless, but if you pull and get too many heros, I can't think of a power that resists this. If you can target it so its radius hits some but not all heros, this puts them out of commision for up to 60 seconds.
  21. I was putting together a /dark build for RSF.

    A strange thought occurred to me. Would Black Hole finally find a good use here? If your team does a frontal assault, this is probably useless, but if you pull and get too many heros, I can't think of a power that resists this. If you can target it so its radius hits some but not all heros, this puts them out of commision for up to 60 seconds.
  22. Meh, wish it'd let you mess with your height, allowing 9' tall and 3' tall varients. That would add a new very visible element. Adding a few new costume pieces and emotes seems like something that should come with new updates.
  23. [ QUOTE ]
    This is the perfect sonic/kin to not have on your team.

    [/ QUOTE ]

    Yea, lets not go crazy on the abuse. I have seen lvl 40+ kins without Transference or FS. Now that's the kin I don't want on my team!

    I do like Siren's Song. With a base of mag 3, recharge of 20 sec, and duration of 36 sec, you could conceivably start a battle by dropping this and just drop it as needed even for all boss battles (after you have 2 layered on them) to sleep anything and everything not being clobbered.

    Tactics is also important IMO, and as a lvl 34 I'll be respecing into it any day now to replace the fitness pool. With a heal and huge potential end gaining in-build, why waste a power pool and slots on fitness.

    I like stealth but though Invis would be nice for ghosting mishs I don't see it as very important. You can get around just fine in just about every other situation without invis. Layering Tactics and possibly even combat jumping on stealth would give enough Def to increase survivability significantly.
  24. Question: Has anyone tried 5-slotting Power Sink with Rech/End Mod? I'd think you could skip Stamina with this and maybe Conserve Power. I might miss Health, but I'm not so sure. It doesn't do that much.
  25. Its been an awfully long time since someone posted here, so I just wanted to say this strat of resting still works. Nice work puttin this together TopDoc

    I'm running a lvl 50 brute with the HPT badge and a single regen SO dropped into rest. I found a lvl 52 op engineer will continuously Brawl me for 497 damage/hit, which worked fine. I think a 53 would have worked slightly better. Make sure he's dropped his machine gun pet and you've destroyed it first. It just gets in the way.

    Another mob that worked: Freedom phalanx shotgunner (or maybe minigunner) - it was only a 51 tho so I wanted to try something faster.

    Mobs that didn't work: Pretty much all council guys. Someone mentioned Council Galaxies earlier but a 52 minion didn't register on the badge meter (maybe because of HPT?) and a 52 lieut version did too much damage.

    Note: In my first attempt I tried simply letting mobs bash me (without rest) and noticed after a while you stopped getting increases in the progress meter. Not sure why.