Hopeling

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  1. Quote:
    Originally Posted by Snow Globe View Post
    In aggregate, Arcana's numbers are saying 44.20% Common, 20.00% Uncommon, 20.00% Rare, 15.80% Very Rare. That is the average over a sample size of 600,000 packs. So each pack can be expected to have a distribution of 44.20%/20.00%/20.00%/15.80%. Not guaranteed, but close enough to a baseline. About the only thing I did wrong is to combine 2-3 commons, 0-2 uncommons, 0-2 rare, and 0-1 very rare.

    Approximately 44.20% of a Super pack cost is returned in common cards.
    Approximately 20.00% of a Super pack cost is returned in uncommon cards.
    Approximately 20.00% of a Super pack cost is returned in rare cards.
    Approximately 15.80% of a Super pack cost is returned in very rare cards.
    No, this is the part that doesn't work. 44.2% of the cards you get are commons. That doesn't mean they make up 44.2% of the value. In fact, since Commons as a rule have the worst/least desirable/least valuable/easiest to obtain items, they make up less than 44.2% of the value, although since many of the items on the cards can't be purchased directly with points at all, it's impossible to say exactly how much. Similarly, Very Rares make up more than 15.8% of the value, because VR cards are more desirable than Common cards.

    Also, you took your "44.2% of cards are commons" number and tried to interpret that as "a single common card is worth 44.2% of a super pack", which is a totally different thing. The first is commons-per-card, the second is value-per-common.

    Edit: To illustrate further, a pack contains 5 cards. On average, with Arcanaville's percentages, that's 2.21 commons, 1 uncommon, 1 rare, and .79 very rares. By your method, this would mean that the average super pack is worth 2.21*44.2% + 1*20% + 1*20% + .79*15.8% = 150.1% of a pack. Your method leads to the conclusion that a Super Pack is worth more than a Super Pack, which is quite clearly not true. So either your method is not valid (and your conclusion is not proven), or Arcanaville's numbers aren't valid (and your method relies on them anyway, so if they are not valid your conclusion is still not proven).
  2. I admittedly have never played a MA/ past the single digits, so I have only a theoretical understanding of what you're comparing against. I have played StJ though, and I strongly doubt you would be disappointed by its damage, so if you like the look of it and don't mind spending the points, go for it.
  3. Quote:
    Originally Posted by DarkSideLeague View Post
    Except for the inspirations - they're overpriced on a card by card basis.
    I know I'm coming into this thread rather late, so possibly I missed an explanation of this earlier; if so, a link or post number will suffice. At a glance, at least, I'm not convinced of this. 5 cards for 80 points would suggest 16 points per card, but that only holds if all the cards have the same value, which they don't. Specifically, inspirations appear only on Common cards, which are the least valuable kind.

    But anyway, since the contents of the Super Pack are inseparable, even if some components end up taking up more of the cost of the pack than they would purchased separately, I feel pretty confident saying that the total average value of a pack exceeds 80 points, so it's discounted as a bulk purchase and because you don't get to choose specifically what you get.
  4. I agree that items in packs are clearly discounted. But the numbers you started with just tell you how many of each card you get (on average). It says nothing of how much those cards are worth. Your analysis says the Commons in super packs are worth more than the Rares and Very Rares combined.

    The same math could subdivide cards into their specific contents and would lead you to "conclude" that 25 reward merits are worth more than 100 reward merits.
  5. 1. SyrusB / Liz
    2. Leaf-nin
    3. Tartyrsause

    Scrapperlock... it speaks to me.
  6. Hm... I'm not sure that holds. Time's new mechanic (Delayed/Accelerated) was, as you say, the same mechanic as Beam Rifle's (Disintegration), and they came out at the same time. Between the two sets, Beam had much simpler FX and animations (all its powers are near-identical in both animation and FX; Time has lots of new FX and a new animation in Chrono Shift). Time was VIP, Beam was purchase-only.

    I agree that the three sets on beta now will probably be purchase-only, but I'm not convinced that the criteria you've named are particularly good. Also, we've only had 2 VIP sets so far, which simply makes it hard to extrapolate any pattern to them.
  7. The brute 6-piece bonus is ~2% resist to SLENFC, which I think is pretty decent. Now, if only such set bonuses weren't incredibly rare...
  8. No, it is definitely resisted. You can type [bruised] in-game and see that it's not flagged as unresistible.

    Since it's a grant power effect, the enemy applies the debuff to itself, and of course you're always +0 to yourself, so bruising effectively ignores level differences, but this is not the same as ignoring resistances. This can be observed with a Power Analyzer, among other ways.

    Edit: Or alternately, City of Data shows that Bruising does not have the unresistible flag: http://tomax.cohtitan.com/data/power...Powers.Bruised
    For comparison, here's a power that is unresistible: http://tomax.cohtitan.com/data/power...nvulnerability
  9. Quote:
    Originally Posted by Snow Globe View Post
    Okay, I've looked at Arcanaville's breakdown of the 600,000 packs (3 million cards) that was announced at the Player Summit:


    That means the following breakdown:
    • 44.20% Common (1,326,000/3 million)
    • 20.00% Uncommon (600,000/3 million)
    • 20.00% Rare (600,000/3 million)
    • 15.80% Very Rare (474,000/3 million)
    Total 3,000,000 cards

    Now here is where it gets interesting:
    • In a single pack (80 PP) commons have a value of approximately 35 PP (44.20% or 80 PP).
    • In a single pack (80 PP) uncommons have a value of approximately 16 PP (20.00% or 80 PP).
    • In a single pack (80 PP) rares have a value of approximately 16 PP (20.00% or 80 PP).
    • In a single pack (80 PP) very rares have a value of approximately 13 PP (15.80% or 80 PP).
    I don't particularly object to Elemental Order being sold as a costume pack for 400 points, but this is a really bad way to measure the value of Super Pack cards.
  10. Quote:
    Originally Posted by Vel_Overload View Post
    lol they sure do love their VIPs man... so much they either make us wait 2 months to get it or force us to give even more money for power crepped sets...
    A new powerset every 2 months is pretty amazingly awesome compared to any other time in the game's history pre-Freedom, and that's before even including Time, Dark Control, and any other future free-to-VIP sets.
  11. Hopeling

    TW questions

    Yes, true. I should have specified "outside of Build Momentum".

    And I totally wing it with Titan Weapons ;P
  12. I was going to suggest "The [descriptor of your choice] Thaumaturge", because it's a nice fancy word that I thought has connotations of "doing amazing things" and also "working literal miracles", but a quick dictionary check tells me my brain actually made up that first connotation. Hm.

    Isn't there some word that can be used like that, though...? An esoteric word with a double meaning seems like it might be fitting for a character who prides himself on being smarter than everyone.
  13. For what it's worth, ATOs aren't worth enough to buy them with merits, anyway. If you have 400 merits + 25m inf, buy two LotGs instead, sell them, and use the inf to buy any ATO you want and have a tidy sum left over.
  14. Welcome back

    The Scrapper's Strike crit bonus piece is not actually a proc at all, it's just a global bonus. (The recharge part is not global, though. That only affects the power it's slotted in, like the +resist in a Steadfast Protection: Res/Def.) So it's on all the time, and it affects all your powers, no matter where it's slotted.
  15. Quote:
    Originally Posted by Rakeeb View Post
    I don't know if you're aware of this, but Achilles' Heel is having its chance to proc nerfed pretty hard in i24 when they shift over to PPM format. I understand it'll be down to 2 PPM or some such, with the clear intent to lower its over-time impact to group DPS.
    The store-bought Achilles Heel proc on beta currently is 3 PPM. With the i24 changes that will be 3.75 PPM. So as long as the attack has a cycle time (counting slotted recharge) of at least 3.2 seconds, the proc will be at least as good as it is now. A few powers that are currently favorites for the proc (Gambler's Cut, Neutrino Bolt) will lose out a little with that, but in most other powers the proc will be better than it currently is.

    Still, since the proc did -10% res when we originally saw it and was changed to not have any, I strongly suspect that -20% res is not an option that will even be considered.
  16. Hopeling

    TW/Invul

    Quote:
    Originally Posted by Nightchill_EU View Post
    I see your point.
    But seriously Invul has nearly 0 DDR, standing under 50% def in incarnate content means defense debuffs from Energy and Lethal will start hitting right away, leaving you pretty much defenseless after alpha strike. At that point Ancients of Desire and Seers will just blow me like a dandelion.
    Speaking from direct experience with /Inv in Incarnate content, this is simply not what happens the vast majority of the time. Especially for a set with as much knockdown as TW.

    On rare occasion, a perfect storm of debuffing enemies will floor your defense and rip you apart. Most of the things you can do to counteract this happen during play, not in the building stage (smart inspiration use, targeting the right enemies first, etc), but building for LESS defense certainly won't help.
  17. How often did we get new powersets pre-Freedom? That's what Reppu's saying. We're getting at least as many free powersets and free costume sets as we did before, plus point stipends to buy more. You can spend extra money to get even more than that, but we are absolutely not worse off than before the microtransactions all started.
  18. Hopeling

    TW/Invul

    Dull Pain, Tough, Resist Physical Damage, and Tough Hide need way more slotting than you've given them. Preferably the other two Invuln passives too, although they are less critical. Build Momentum is a wonderful power and worth slotting more too. You've also chosen your powers in a funny order, if those are the levels you're planning to choose them in-game.

    Invuln is already much better against S/L than the more exotic damage types - you don't need to also focus your build so heavily on S/L defense. Doing so leaves you REALLY good against the stuff you were already able to survive, and no better against the stuff that usually kills you. Don't neglect ENFC defenses.

    The Leadership pool is probably not worth using for this build, it adds not-insignificant extra endurance use to an infamously thirsty primary and a secondary that provides no endurance help.

    The Perfect Zinger procs are decent, but those slots can generally be better used for other things.

    I see purples in the build you posted, so I'm assuming the now-relatively-cheap Gladiator's Armor unique is also within your reach. If you want to stick with Soul Mastery, maybe something like this? You'd probably want to use Cardiac or Ageless with this one. Compared to the build Hyperstrike posted, this has lower exotic defenses, but considerably more recharge, and slightly better accuracy.
    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Crushing Blow -- SBrutesF-Dmg/Rchg(A), SBrutesF-Acc/Dmg/Rchg(3), SBrutesF-Acc/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/EndRdx(7)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-ResDam(25)
    Level 2: Titan Sweep -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
    Level 6: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9), RechRdx-I(13)
    Level 8: Follow Through -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(15), SBrutesF-Rech/Fury(17), Mako-Dmg/EndRdx(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
    Level 18: Rend Armor -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(43), Achilles-ResDeb%(43)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
    Level 26: Whirling Smash -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31), FrcFbk-Rechg%(33)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 32: Arc of Destruction -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(40), DefBuff-I(40)
    Level 38: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(50), Aegis-ResDam(50)
    Level 41: Gloom -- Acc-I(A)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rng(48)
    Level 49: Resist Elements -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(3), P'Shift-End%(40)
    Level 1: Momentum
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  19. A group of monkeys with keyboards, given infinite time, will eventually reproduce the works of Shakespeare, if you can get them to stop joining PUG trials.

    Congratulations on your badge and your good fortune!
  20. Hopeling

    TW/Invul

    Quote:
    Originally Posted by Hyperstrike View Post
    *GIANT FREAKING FLASHING TEXT* SCREW THE PSI HOLE! *GIANT FREAKING FLASHING TEXT*

    If you build properly, your Ranged and AoE defenses (which are a byproduct of building for E/N and F/C) will cover you FAR better than the piddling amount of Psi defense/resist you can actually build up.
    This. Occasionally eating a few insps, or just dealing with the damage, is far better than compromising the rest of your build to still be pretty weak against Psi. From direct personal experience, you can indeed say "forget the psi hole" and not really have any problems.

    There's no standard ST chain for TW, do you have a specific chain in mind?
  21. Quote:
    Originally Posted by Coyote_Seven View Post
    We're a culture that redefines the meaning of a phrase or word when we learn that what it really means wasn't what we mean?
    ...yes, definitely. Are there cultures that don't do this?

    I don't mean that in a cynical way. And I don't just mean small sub-cultures like the players of a single game. When science became a thing and people discovered that whales belonged in a different biological category than most of the other stuff in the ocean, we redefined the term "fish" to no longer include whales. The phrase "beg the question" is difficult to use at all now because nobody's ever quite sure if you're using the historical meaning of the phrase ("assume the conclusion") or what the words by themselves imply ("raise the question"). A huge fraction of the words, phrases, and grammatical structures in any language that's been around for a long time were once considered "mistakes" or meant something different.

    Anyway, despite the name, I've never actually seen anyone use the phrase "pay to win" to refer to any situation that actually has a "winner". People insisting that a game with no winners can't be pay-to-win are the ones misusing the phrase.. It might be better phrased as "pay for power". A VIP sub is, in a sense, paying for power, but this is a poor comparison because 1) subscriptions are still the game's lifeblood, so VIP is not "pay for power" so much as "pay to play the game", and moreover 2) a VIP subscription does not give you large inspirations, nor inventions, nor Incarnate powers. All it does is allow you to earn those things. If the item on the market were an "amplifier license" that allowed you to earn amplifiers through in-game activities, rather than buying them with points directly, this would be comparable, but that's not what is being sold.

    That said, although amplifiers are technically pay-to-win, they're a rather minor example of it. I find them no more objectionable than Ninja Run. If they are the precursor of a much larger pay-to-win trend, that's something I'd be worried about, but so far I haven't seen much reason to think Paragon is going very far in that direction.
  22. In a task force, the AVs always spawn as AVs, even if your personal settings say to spawn EBs instead.
  23. The Moonfire TF will get you a good fraction of the 200 you need (usually 80-100 of each per run, IIRC). Tobias Hansen's arc (level 25-29 contact) has several missions full of Vampyri, as well. You can find both wolves and vamps outdoors in the swampy part of Striga, although they may be a few levels too high for you yet, and the Vampyri only spawn at night.

    I sometimes get these badges by accident just from running a bunch of regular Council missions while leveing up, but that usually happens at a much higher level (in the 30s or 40s) if I don't focus on it specifically.
  24. If your character does 200 DPS, an Achilles' Heel proc effectively adds 200*10*.2 = 400 damage over its duration (roughly speaking; the exact attack chain may affect this since you're not just dealing one tick of 200 every second) when it goes off.

    Mako's Bite adds 71 damage when it goes off.

    The difference in total Pylon kill time or total DPS may be small, but that's because it's one enhancement. The total difference between a Mako's or Achilles' proc and an empty enhancement slot is pretty small, too.
  25. And those procs are extremely good despite being unable to stack and having static 20% proc chances and NOT being specifically available to only a single AT. And, again, it had half that much -res and was apparently changed during development because that was too much. I'd rather see a straight damage proc, or a self tohit buff, or an endurance discount buff, or something.