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Posts
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Until we know the drop rates for sure saying x number of runs should get you Y is not always going to be correct either. Drawing conclusions from an extreemly small sample size will most times lead you to the wrong conclusion.
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Quote:Not even 1% of what you would need to get a good test sample base. Should also not be using the total numbers as numbers pre-patch are invalid for figuring out the current drop rates.People should know by now that I love posting data! Gives me some reason for all the meticulous records I keep....
PRE PATCH
........C...U...R...VR...TOTAL
CRAB....1...10..6...1....18
CONT....4...10..3...1....18
DOM.....0...9...3...1....13
MM......10..3...0...0....13
SCRAP...0...1...1...0....2
TANK1...3...4...2...1....10
total...18..37..15..4....74
........24%.50%.20%.5%...
POST PATCH
BLAST...2...10..5...2....19
BRUTE...3...5...4...0....12
CONT....0...1...0...0....1
CORR....2...9...2...1....14
MM......3...4...0...0....7
TANK1-B.1...4...0...0....5
TANK2-V.0...2...4...0....6
total...11..35..15..3....64
........17%.55%.23%.5%
COMBINED
BLAST...2...10..5...2....19*
BRUTE...3...5...4...0....12
CONT+1..4...11..3...1....19*
CORR+1..2...9...2...1....14
CRAB+1..1...10..6...1....18*
DOM.....0...9...3...1....13*
MM+1....13..7...0...0....20*
SCRAP...0...1...1...0....2
TANK1+1.4...8...2...1....15*
TANK2+1.0...2...4...0....6
total...29..72..30..7....138
........21%.52%.22%.5%
You can see that, for me, I had no issues with anything other than an MM.
* = I am effectively done with them. They have T3 Lore, Destiny & Interface as well as T2-T3 judgement and a few have T4 Destinies. For some characters (like the MM) this meant doing trials more slowly, like 2 a day to stack up emps to merge for rares. For others, like the Dom, I just blew through them and got everything I needed on the way up.
+1 = I started the character in the trials with their T3 alpha & level shift. For others, I acquired the level shift in the process.
One conclusion that I can draw: If you start with your t3 alpha, it should take no more than 20 trial runs for you to get a character to get both Incarnate shifts & an extra t3.
[Providing that you don't get the 10 thread table frequently. I have NEVER gotten the 10 thread table. Ever. I suspect this is because I have a very solid machine & connection and do not ever DC or crash (not once), because I have died & hospitaled many times - gotten commons that way, but it doesn't seem to have pushed me down into 10 threads yet.]
Another interesting angle:
........C.....U.....R.....VR....total
BAF.....11....46....18....2.....77
........14%...60%...23%...3%....
LAM.....15....26....3.....4.....48
........31%...54%...6%....8%....
For me, Bafs are much, much better for getting rares & Lams better for commons (...). The VR #s are low enough that I pretty much just ignore them. -
Run around 10k trials on one toon. Then 10k of the same trials on another toon. Repeat for at least 50 different toons. Then you will start to have a decent sample size to start forming a conclusion.
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Run it a couple thousand more times on each toon and compare the results. Then you will be close to being able to figure out if it is random or not. The sample size you are using is way too small to draw any meaningful conclusions.
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Well if we are going to fix the timing of when powers do what, can we also fix Total Focus so it stuns when it hits instead of as you jump in the air? At least the timing for that is static no matter what level the mob is you are facing.
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It is a bit unfair but yea, if a mob has even 1 endurance, they can use a power that costs more. So the only true way to shut them down is to not on sap them but to shut off their recovery as well.
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Yes and no. There is less lag during the AV kill stages of the BAF but there is still a horrid power lag during the prisoner stage. By horrid I mean I click a power that says it is ready, and based on my recharge slotting and time since last activation it should be ready, and 10 seconds later it activates.
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Quote:Playing Devils Advocate to the Devils Advocate. So we already have tools in place that allow you to do what the OP wants to do. Why bother using valuble dev time to duplcate that in a different form?Playing Devils Advocate on that one, I do know someone who uses the exact same insps all the time. A friend of mine has a keybind that converts insps into reds in their tray. Only reds. Their WP/ENG tanker has got to the point where other stuff is needed so rarely that they simply don't bother, and turn everything into reds to boost damage output.
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Quote:Just because it shows 3-4 of you on the map does not mean a damn thing and is no proof that anyone is not contributing. Sure some of them could be outside wiating for the cutscene but also you could have 8 others from the other team there and you will not see them on your map. The other 4 on your team could be on the way back from the hospital, or having mapserver issues.Well, while we're on the sarcasm bent, how about this.
I just LOVE hunting down the final two or three glowies with just 3 or 4 of us showing on the map, and on a short timer. Goodness, we wouldnt want to spoil the dancers enjoying their dance in the cutscene location while the four of us are actually trying to complete the TF step.
/sarcasm
If you really feel that strongly about it, start your own Lambda trials in the future instead of joining others. Then you are free to kick those you feel are leaching. -
Quote:Actually it will add at least 1 tick of around 12 damage (vs even level mobs) 99.9% of the time. Every time your attacks do damage it has 5 chances to add additional damage. Each one of those rolls have a 75% chance to hit. So your odds of missing all 5 of those is 1:1024 meaning you have a 0.09765% chance of doing no extra damage or slightly more than a 99.9% chance of doing some extra damage.The primary reason Reactive procs are contributing so much damage is that their powers do very little damage, but tick several times per second. Each tick may only do 1 damage by itself, but the reactive proc adds 10 more damage 75% of the time......
So you can turn sleet slotted for just recharge from an attack doing 25 damage or so into a nuke doing 900-4500 that is up every 15-30 seconds with decent recharge. Oh and don't forget the resist debuff that sleet adds along with the resist debuff from the reactive proc as well. Consider too that if you get a Fire/Storm you would have accees to rain of fire, freezing rain and tornado. That is just 3 kinds of wrong right there. -
So you miss like 36 times in a row on a power with a 95% chance to hit.
You have a 1:68,719,476,736,000,000,000,000,000,000,000,000,0 00,000,000,000 of this hapening out of a random 36 rolls so I have no idea why you don't see something like that all the time.
Seriously though, WTF? -
The only thing I can see would be more packs that offer stuff like costumes, emotes and minor powers that are not must haves and do not make one more powerfull than another. If you want more of those, yea great no problem.
If you are asking for stuff like buying more enhancement slots or an extra attack not normally in your AT then no. Same would go for asking for special missions that you have to buy, no. If you want to give NCSoft more money than the normal sub and the paid costume packs, buy thier stock. -
I have been on the middle of ship raids with 4 teams and run pretty smooth. Rikti invasions, no problem. BAF with 3 teams however, at points is just plain horrid. The prisoner phase is always terrible, powers take twice as long to recharge and you never know if a power is actually up or if you will click it and get the RECHARGING notice. Before the last patch I would only lag a little at the prisoner phase now the lag is much worse and extends to other parts of the trial.
I even get that same type of power lag (but to a lesser degree) during the final fight. With several level 50 toons that I would like to take thorugh the trials, this is getting very frustrating. It makes me want to stop playing, or at the least say screw the trials.
I would laugh my *** off if it was something to do with the calculations for "particpation" causing the lag. Honestly that is probably not the case and I really don't care what the cause is. From a player sandpoint, the lag makes that trial un-fun and it needs to be fixed. -
I have run the respec on hero side several times at all levels. I have gone with vets and noobs. Run with teams IOed out and with just SOs and some with bunches of holes that you wonder how in the world they can even function.
I have never even come close to failing the trial and EVERY single trial I have heard the same complaint. Why are we just sitting here? Where are the mobs? Cant we just get this over with?
Consider that the reward is the same for both trials, even though it is common for one to be done in 15-30 min and totally impossible to finish the other in that time because that is how long you are forced to do nothing yea, it could use an update. No one likes to sit there with their thumb up thier butt waiting. -
So apparently if you somehow manage to solo the thing you get no reward because you were not participating enough.
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Not a bad idea for something like say some type of metal armor similar to stone.
Kinda reminds me of regen where you have to do silly things like pay attention to what is going on to make sure you stay alive. -
On WP would need about 6 seconds to get all the WP toggles back up so that is a reasonable time frame. On Regen however 3 seconds would be ok as it only has 1 toggle. This of course is in addition to the time it takes to animate you popping up from the ground.
Those 2 powers could really use some love. If you use them in combat, many times you faceplant before the rez animation is finished. -
Very true. Teams you hardly ever get lots of chatter. Leagues you get up to 3x as many people, and normally around 10x as many people that think they are in charge. Now if you could make it so it only played the sound when the league or one of the other team leaders said something, then that whould be perfect IMHO.
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Quote:Knockback does not trigger ragdolling. Knockup does. Once again no such thing as knockdown from a game mechanic perspective, just different magnitude of knockback. The amount of time you spend off your feet is the same if you go 0' or 10'. Just a sligtly different animation.OK, but my point is it's not entirely correct to say "there is no such thing as knockdown." Despite originating from the same source as knockack, knockdown has different mechanics. This is detectable in game by the fact that knockdown does not trigger ragdolling. It's also why overcoming the ~.8 threshold suddenly throws the enemy several feet backward instead of a very short base distance that increases gradually with increasing mag. A lot of people think knockdown is exactly the same as a knockback that doesn't move the enemy backwards, and that is not how it appears to actually work. It's actually a very specific animation, akin to one of the custom Controller holds.
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On a team, when playing a MM, you have up to 7 new pets to buff but you cannot resummon them if they die so it is best to buff/heal/shield/bubble them instead of your disposable pets. Personally never had an issue even putting bubbles on a full team. I reapply buffs before they run out while people are moving from one spawn to another. I personally would rather keep things the way they are. Too much unknown out there on what would be taken away if extra is given.
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Quote:Not being in agrement with you does not mean nothing should ever change.I'm not going to burrow through a crap ton of YOUR posts to again read YOUR opinion, which was based on YOU thinking that you don't need to buff all the time. Unless you are playing at +4 against every enemy group without anyone dying or being slowed down, then no one has room to talk.
It's more efficient. There has not been a single valid reason why the ideas I posted couldn't be implemented.
Just because something could be implemented does not mean it should. The community is not who you need to convince. The devs are the ones that get to make the change. Your idea has been out there in one form or another for years and nothing has changed. I'm guessing the devs feel that there is balance in the way things are currently set up. -
There is no such thing as knockdown. Only knock-up and knock-back. A low mag knockback will make most mobs fall down in the same spot. When you stack more knockback onto it, the mag increases and lighter mobs get knocked back farther.
Now what happens when you slot knockback with knockup? Things go up and out unless the mag is very small. If the KB mag is only .67 or .75 then the mob would just stay in pretty much the same place and go up. High mag KB they both do thier normal thing but they do not stack. Happened once to me when I hit KO blow and an energy blaster hit the mob at the same time. The corpse went flying, was quite funny to watch but extreemly difficult to duplicate on purpose. I would guess that the KB hit slightly before the KU and then the KU animation took over as the mob was being tossed back.