LineNoise

Apprentice
  • Posts

    88
  • Joined

  1. The biggest thing I can take credit for is the Lore rebalancing and the nerf to Cimerorans, all of which is now never going to actually see the light of day. So, yeah, there's that.
  2. Quote:
    Originally Posted by Granite Agent View Post
    There's a new IO set accessible with the Summer Event (check the Dev digest) called Overwhelming Force where the 6th IO is a chance to KB / convert KB to KD. Yes, if you slot it into a power that *already* does KB, it converts the KB to KD.

    Frag Grenade fans everywhere (and Hand Clap, and most Nova blasts) rejoiced.

    Trouble is, it's not global - have to slot it into each power you want to the KB -> KD.

    And there will be a limited availability due to only avail in summer event.

    So, assumption is high price on market.
    Pretty sure it's going to be unique, a la ATO sets, so that will drive the price down a bit. You won't have En/En Blasters trying to buy a dozen of them.

    This might make me try Kinetic Melee again. And yeah. I'll be buying quite a few of these, overall.
  3. Quote:
    Originally Posted by randomhero6 View Post
    2 questions. What is the accepted best st attack chain for rad and what does it equal out to in dps. With irradiate, does it have a chance to proc on every dmg tick, or just upon inital activation?
    Assuming *only* Rad Blast, you probably end up with Neutrino/Xray/Neutrino/Cosmic, for a complete lack of other options. At very high recharge you can probably dump one activation of Neutrino, my perma-DrainPsyche Rad/Mental Blaster can run N/X/C seamless. (Although she's more likely to use Neutrino/Mind Probe/Cosmic) Putting a number to DPS would require you to post your build, and then there's math. Because it's going to depend too much on how much recharge you have an how well slotted your attacks are, and what kind of +Damage you're getting from IOs, pools, and your secondary.

    Irradiate delivers all of its damage in 5 seconds, therefore it's not long enough to invoke the every-10-seconds proc chance for continuing powers. Any procs in Irradiate will activate only on the initial hit.
  4. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Get enough recharge and:

    Midnight Grasp > Smite > Gloom > Smite > Siphon Life > Smite > Repeat
    No. Even at hard-cap recharge, ...Smite/Gloom/Smite... will gap. Also, Gloom is the best DPA in the bunch, and that chain only uses it once per cycle, whereas the chain that War-Nugget and I already posted uses 2 Gloom per cycle and is thus better.

    At insane levels of recharge you *might* be able to run MG/Smite/Gloom/Smite and drop Siphon Life, but I'm pretty sure that for any reasonable build that MG/Gloom/Smite/Siphon/Gloom/Smite is going to come out on top.
  5. Put 5 pieces in a long-recharge AoE control. Put the proc in your ST hold unless you are /Dark, /Earth, /Psi and maybe /Thorns. (Midnight Grasp, Seismic Smash, and Subdue are all top-shelf attacks that can take the Dom proc, meaning you don't have to waste animation cycles on your ST hold in a pure beatdown fight. Impale takes the set, but I can never decide if I'm *using* Impale on a Thorns dom, part of why I deleted that toon.) Oh, wait. /Energy, too, in Total Focus.

    Otherwise, yeah. ST Hold for the proc, the other 5 in an AoE control.
  6. Quote:
    Originally Posted by Argentae View Post
    Understood, but you really should try out a 4 proc Living Shadows (wait till you try out your revised build ;-) ). It dwarfs the damage output of FS with WotC proc in it, esp once you get really significant amounts of global recharge behind it. I totally understand having old habits/prejudices, but if you try it you will understand why it's such a core power. Not hard to line up at all and it hits nearly everything every spawn with minimal effort.

    The point about WotC is that you can get the +range def from Cloud Senses too and the -ToHit from FS is FAR too important to a Dark/Dark so cripple it as a WotC mule. There's plenty of other places you can get the +def elsewhere.

    I really wouldn't bother with the Grav anchor proc in LS personally, as HOLDING mobs is really totally irrelevant once they are smacked with the -ToHit from FS and LS together (and Darkest Night if you really need it). Slots in LS are far too valuable to use them on anything that isn't either a dmg proc or Acc/Rech/endred. I ended up putting the 5 pack of WotC in Dark Grasp. You get all the bonuses that matter except the Ranged Def, and I threw a +dmg in the 6th slot. Putting the WotC proc in DG doesn't make much sense to me personally as it'll fire less than in LS, and LS is an spamming AOE vs single target?

    Arg
    Ah, see, here's where I get to say "don't knock it till you try it". Because the WotC proc in the ST hold is *fabulous*. It practically doubles the expected damage output of your ST hold. I mean, yeah, you can put it in LS, and get a ~25% proc rate. Or you can put it in DG and get ~90%. For me, in most cases, I tend to optimize more for killing a hard boss or an AV/GM than trying to AoE down a bunch of minions. Especially on a controller, where I'm not interested in trying to solo at high-mob-count in the first place. That's what Scrappers are for.

    Case in point, my Ill/Cold Controller, where I have 5-Unbreakable and the WotC proc in Blind, and it's suddenly her best ST attack, even with 5-Apoc and the GladJav Toxic in Fire Blast. The WotC proc is *almost* guaranteed, and does more damage with the proc than fully-damage-slotted Blind does by itself. She routinely one-shots yellow minions with Blind when both procs fire.

    I might flip out the GravAnchor for the Javelin Volley: Lethal, but there's no way I'm taking WotC out of Dark Grasp, after playing my Ill/Cold with proc'd Blind.
  7. Quote:
    Originally Posted by ketch View Post
    I already had the proc due to my prior slotting (used it to reach the ranged bonus in HoD). The superior version appears to be 5 ppm though, which if I've followed the formula on the Paragon wiki correctly, is about a 23% chance to fire in Living Shadows. I've plan to use the Positron's Blast proc and Trap of the Hunter proc, leaving my last slot for either WotC or Cloud Senses, which is only a 20% for less damage.

    And man... I dislike what they're doing with procs, if for no other reason than it's becoming increasingly difficult to understand what they'll do.
    I thought you were talking about the SBE versions of the Posi and Trap procs, which I wanted to firmly wave people off of buying, since they're flat out inferior now, and upgraded to "exactly equal" in a few months. At least as far as Living Shadows.

    And, assuming they can work all the bugs out of the AOEfactor formula (they botched the degrees/radians conversion once) then Mids will happily translate PPM to proc% for you. It already does, with a few errors.

    ETA: With a handful of exceptions, new procs are going to be even better than old procs, overall. Less than current SBE proc, but not a lot of people using those heavily yet, and some of us are actively discouraging it. The "exceptions" are basically Neutrino Bolt style fast ST, and fast AoE on par with Controller AoE Immobs. Even Blaster Fireball is going to be proccing better after the changes, IIRC.
  8. Quote:
    Originally Posted by Shadey_NA View Post
    Is the proc working that well? I've not gotten one for my brutes as of yet, been working on other chars.
    I haven't tried it myself, but other people that I trust the results from have basically said that they were pegging Fury at 95%+ without trying very hard.
  9. Footstomp isn't bad if you're regularly fighting large numbers of mobs. But in that scenario your probably want Armageddon-5 and the FF proc. You'll have better results in KO or Haymaker (assuming you use haymaker, that is.)

    In a Damage Aura, your proc chance is the same as a power with a 10 second cycle time. For the regular proc, that's 66% chance every 10 seconds. For the Superior its ~83% proc every 10 seconds. Overall, it's a weak place to put the proc, better off in a slow ST attack.

    You can never get more than one proc per "activation", regardless of the number of targets hit.
  10. Quote:
    Originally Posted by ketch View Post
    This thread prompted me to look at how I could shift some slots around to take advantage of procs in Living Shadows. I am curious to know how well the Will of the Controller proc is working there. From my understanding, the ppm formula penalizes quick recharging AoEs compared to the flat percentage of normal procs (an unfortune consideration with coming changes).

    At any rate, I do agree procs work nicely in Living Shadows. I'm glad a closer inspection has revealed how I can leverage them in my build without significant changes.
    SBE versions of standard IO procs are rated at 3 PPM. In Living Shadows (60 degrees, 60 feet, 8 second recharge, 1.848 animation) a 3 PPM produces a proc chance of 15%. SBE procs are worse than the standard IO versions in Living Shadows, because the PPM formula is weighted badly for fast AOE powers. Save your money. (Synapse is going to look at rebalancing the AOEfactor when the great proc revamp happens.)

    For my Dark/Dark I went for softcap Range defense, which is *really* easy to get with Perma Fade and all the Cloud Senses that are available. (I had it up to 54%, and thought about trying for iCap, but I switched some of it around to bring the recharge up a bunch and improve my damage with some proc action instead.)

    I'm one small luck from iCap Range and normal softcap to AoE, in a pinch, not to mention the enormous +Regen from perma SA, a powerful self/aoe heal, and massive -ToHit.

    I'm not using most of WotC, oddly enough, mostly because I couldn't balance out the proc vs. the rest of the set. I want the superior proc into Dark Grasp, because it's by far the best DPS option. But I also want the Unbreakable proc for the same reason. Which rules out the +Range for 6 pieces. If I want +Recharge, then I can do 5-Unbreakable and the WotC Proc, and get better bonuses overall, without having to farm catalysts. Everywhere else that I might put 5-WotC, I'm using 6-Cloud or 6-Coercive to stack Ranged Def.

    Here's my latest version:

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Morrigan Dubh: Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Dark Grasp -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), HO:Perox(5), UbrkCons-Dam%(5), SWotController-Rchg/Dmg%(7)
    Level 1: Twilight Grasp -- Theft-Heal(A), Theft-Heal/Rchg(7), Theft-Acc/Heal(9), Theft-Acc/EndRdx/Heal(9), Theft-Acc/EndRdx/Rchg(11)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Living Shadows -- JavVoll-Acc/End/Rech(A), JavVoll-Acc/Dmg/End/Rech(11), Posi-Dam%(13), TotHntr-Dam%(13), GravAnch-Hold%(15), Cloud-%Dam(15)
    Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
    Level 8: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(21), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-%Dam(25)
    Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(27), LkGmblr-Rchg+(27)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Howling Twilight -- RechRdx-I(A), RechRdx-I(29)
    Level 16: Shadow Fall -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), ResDam-I(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(33)
    Level 18: Haunt -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 20: Fade -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 22: Heart of Darkness -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(37), Cloud-%Dam(37)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39)
    Level 26: Darkest Night -- EndRdx-I(A)
    Level 28: Soul Absorption -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 32: Umbra Beast -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 35: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43), Posi-Dam%(43)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(45), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(46)
    Level 41: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
    Level 47: Tactics -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Agility Partial Core Revamp
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1486;685;1370;HEX;|
    |78DA6594CB4F135114C6EF74A6624B4B3B165A10284C5B28F6451BF0B53046010D0|
    |94D48909D8A034C6162336DA66064E9DFE1C6E7CAC4B57F8ECA43A2F2D2856E4C3D|
    |CCF9A04D6602F9B5DF3DE7BBE77EB99DF2F3E9C0C7FB2F6E0B293C55D51B8DA5A99|
    |AB561D7AA55C3F696F5357345D0132CD76CDB5CD3ADE1E9CDE5F50E5292ADB2B38E|
    |C2B46E3FB58C9685D6567377B3526915DCA9544CCBDCD81281F91A35CE197ADDB4D|
    |642675F560DBBB16ED6FDCEF785BA61ACAACEC759EB99D93097CD2AB5AA337573A5|
    |70CFB48DA5B2DED830ECAD5E1A6B94FEBFC7049EA657BC221415E1790DBE612AB78|
    |88A2C94598F1025455CF8203BFCDCEA554490B4415AEB625E0C8161A65F657EA11E|
    |897B8494158ECF0FD264CC20DF909D3DFD3799814F3C43E0A5E4B06B9167E8DAF73|
    |87E3FA9D78B5EEF435E0B3F021F332F2D814F98DD3AF3807A3BD0DBB1CD7EDD3BCC|
    |E82EB8C7ECFD0662DF2835FA9C83343DBEBFC2D12EFF037B78D618D574E2AC9D637|
    |CD66DDA33C89A14C4F907C01D5A0BB1A73714951CAF8118339EE39A7898BDE311E6|
    |30F63AA25E957D65F5D8C36B27E02FA6F69BB94BB511CC1E51B95F839F06BF43AAE|
    |941363DC826896C92C826896C52C826856C543A770CFE31CC9B3AF54F2B6214FE5F|
    |C9BF0FD9F4697CB63DD2FA25C9E9EB5FE0BAD107E0E2297D2241DE83EC2D0D22B71|
    |27842FD43C8600819A491411A19A491C13BBA5E099C2F31C1F7E1CA247815BCC6CC|
    |5C077117F7699F11F48E209B0CB2C9219B1CB2C9219B3CB2794FFB8EF1FCF2589C3|
    |3C90F811A733CC17C4BB559FCBEB2799E61BC008E334B45B0C48C503E05F61705E4|
    |DA4D5A11591791FF819F7E87A893F25C77D4AEA5583B6CD770878FDBB561DC61E5F|
    |C5D407FF49C1EF64C69665CAB4597527229132E65D2A5CCB99479A5ED0DE328BEF0|
    |F9FBA5F9274AE3F2ECCDFFEF7CF0AD|
    |-------------------------------------------------------------------|
  11. Quote:
    Originally Posted by Argentae View Post
    Two quick comments on the posted build with slotting:

    1. Fearsome stare IS my mitigation on my Incarnate Dark/Dark. Slotting it with WotC enhances the fear duration, which IMO, is a waste. FS is one of the best alpha neutering openers in the entire game, and really REALLY needs to be optimized for -ToHit. I slotted mine with a 6 pack of Cloud Senses and couldn't be happier.

    2. Living Shadows is an excellent AOE dmg power when fully slotted with dmg procs. I have mine slotted with store bought (so they use the PPM algo) Posi and Trap of the Hunter procs, the WotC proc and the Cloud Senses proc. The last 2 slots are franken slotted for Acc/End/Rech. It pairs perfectly with FS and literally MELTS spawns.

    Arg
    The thing about WotC in FS is that the proc fires at 80%+, which turns an awesome power into your best AoE damage power. But I wanted the 6-slot bonus on WotC for the +Ranged, so I had to put the whole set in there. I could go with 6-Cloud Senses, and it might even be a little better, but I liked the proc. It was a draft build, not perfectly tuned.

    SBE procs in Living Shadows will underperform compared to standard IO procs. Fast recharging AOE powers is the one exception to the general rule that PPM procs are better than % procs. I always tend to neglect the "totally proc'd out" route on powers like that, since I generally despise the controller AoE Immob powers. Old prejudice from pre-IOs when all they ever did was break herds and get you killed. So I mule Grav Anchor and then never use it, on a lot of my control toons.

    Quote:
    Ouch! I didn't think I had supplied an "empty or non-existent build" - in fact I thought I had provided build for critique and suggestions on power choices and slotting. Sorry if I wasn't clearer.
    The build you posted had no enhancements in any of the slots, which means I don't have any idea about what you were trying to do with it. Do you want to build for offense? Defense? Trials? What kind of budget? The more you've got in there to start with, the easier it is for us to help make it better.

    Here's a tweak on the previous, to incorporate better slotting for Living Shadows, and a bunch of purples because I'm enjoying the character enough to blow the cash.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Morrigan Dubh: Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Dark Grasp -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(3), UbrkCons-EndRdx/Hold(5), UbrkCons-Dam%(5), SWotController-Rchg/Dmg%(7)
    Level 1: Twilight Grasp -- Theft-Heal(A), Theft-Heal/Rchg(7), Theft-Acc/Heal(9), Theft-Acc/EndRdx/Heal(9), Theft-Acc/EndRdx/Rchg(11)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Living Shadows -- JavVoll-Acc/End/Rech(A), JavVoll-Acc/Dmg/End/Rech(11), Posi-Dam%(13), TotHntr-Dam%(13), GravAnch-Hold%(15), Cloud-%Dam(15)
    Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
    Level 8: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(21), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-%Dam(25)
    Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(27), LkGmblr-Rchg+(27)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Howling Twilight -- RechRdx-I(A), RechRdx-I(29)
    Level 16: Shadow Fall -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), ResDam-I(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(33)
    Level 18: Haunt -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 20: Fade -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 22: Heart of Darkness -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(37), Cloud-%Dam(37)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39)
    Level 26: Darkest Night -- EndRdx-I(A)
    Level 28: Soul Absorption -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 32: Umbra Beast -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 35: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43), Posi-Dam%(43)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(45), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(46)
    Level 41: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
    Level 47: Tactics -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Agility Partial Core Revamp
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1486;676;1352;HEX;|
    |78DA6594D96F125114C6EFB088D05218D95A5BA02C056427ADDB93D16E36294993D|
    |A3715A7ED402712200335F6D1BFC347F5C9C467FF1CB58B8DDA4D1FEC8BC1D3395F|
    |0B0993363FF8EE39DF3DF7CB65CAAFE7863F2DBE792024F76C5D69B72BB3CD46476|
    |FD6EBAA6E2D2B356D43D0E32C37755DAB298DC9B9EDF52D1B29B15ED965477E4ED1|
    |5F36D49E45A4AFE6D176B5DA2B7858AD6A0DADB32386579AD4B8AC2A2DAD51735D7|
    |ED954F5F696D67218DF575BAABA291B1F971AAFB4B6B6AED5A9559E6F691BF9054D|
    |572B65A5DD51F59D511A2B41FF3F02024FD72AE64D42942CC2B4002E322D8FC125E|
    |6B58F66835F7ABD16E1242D486B23CCEB2ED0CD74C8CCAFD423718F9032C2F0F949|
    |9A193398EFD1A722D5DF670E7F16CCB792C191359E61E4D064F8FDA25E2B7AAD4F7|
    |9CDFD0C7CCEBC51015F30BD0AF3887A6DE8B5EDB29F778FE9DF070F98A3DF41ECEB|
    |A746BB7190AEC97E2E0CEDE63FD0C7B306A86608671D4AF15977694F276B9213E79|
    |F00F768CDC59E56975F32BC2602CC50966B426EF60E799893D8EB847A65F635CBA7|
    |265E3B037F33237F98FB54EBC1EC1E99FB23F08BC0EF986A7CC8C6876C62C826866|
    |C62C8268E6CE2C846A67307E01FC0BCF10BFFA44524E0FF8DFCC790CD5884CF7640|
    |DAB824197DE3AB5C977802AE5DD02EA2E41D646F2988DC4AE019F58791411819249|
    |14112192491C17BBA5E519C2F3ACDF7E1D60C781BBCC34CDF0571170F699F29F44E|
    |219B34B2C9229B2CB2C9229B1CB2F940FBA6787E732AC499E4C26084598832DF516|
    |D06BFAF4C8E6728E4C102B354044B4C0FE593677F9147AE5ED28AC8BA88FC8F1CF4|
    |3B449D94E3BA937E2DCEDA71BF863B7CDAAF4DE20E5BAEDE05F447CFC5612F956E7|
    |A60B538A0940694E901656640591E50562C7D6F1843B1BBAFDE2FDDBF7E1A9767EF|
    |FE07FDC8EFE0|
    |-------------------------------------------------------------------|
  12. Quote:
    Originally Posted by Cheetatron View Post
    I'd like to know if the hit checks from the two mez toggles generate fury; I know the enemies who aren't attacking you because they are mezzed will not be able to generate fury for you.
    Toggles never build Fury. Only "click" attacks. Cloak of Fear and OG are both a net Fury loss. Whether or not that's a *concern* depends on how saturated you are with enemies and how efficient your primary is at generating Fury.

    With the Brute's Fury ATO proc, most Fury concerns are a thing of the past.
  13. Quote:
    Originally Posted by McCharraigin View Post
    *snip*
    She cannot fight one group without needing to pop a blue. All I have to do is touch Assassin's Impaler and I see my blue bar go down.

    I am only level 10

    *snip*

    I kid you not, my blue bar is suffering like a big dog. I soloed a Spines/Elec to 50 so I know Spines is a a bit of an endurance hog, but I don't recall my problems being this bad, and at this young a level.

    Will it get better????
    New AS will destroy your end bar. It's a thing. It *will* get better.

    Right now you have a combination of weak enhancements and a limited number of slots. Even common IOs are mostly crap at level 10. Run some Death From Below, grab the +Recovery temp and pray for some EndRedux SOs from the AVs. Or just suffer, buy a ton of blue candy, and get some more levels.

    Here's where your breakpoints are going to be. At 22 you get SO-equivalent enhancements. This will make a *huge* difference. And then at 35 you get Energy Absorption and your endurance issues will mostly vanish.

    New Stalkers are absolutely *beast* for damage output with the new AS, but they pay for it in blue bar. But Spines/Ice is a totally solid combo, it'll get better eventually. It's just going to be a little late-blooming compared to a Scrapper or a Brute.
  14. Quote:
    Originally Posted by TheBruteSquad View Post
    My search fu failed on this topic - getting mired down with results about purple sets, etc.

    I'm running a seemless chain of mg-smite-gloom-siphon on a dm/ea and it's nice, especially with soul drain saturated, but not spectacular - I'm wondering if there's anything better.

    It's on a dm/ea alt - the chain is seemless without a single luck of the gambler thanks to other set bonuses combined with the recharge bonuses of ea and a t3 spiritual (45% recharge), so I still have room to 'grow' recharge wise if there's a better chain out there.
    Chains are going to change somewhat depending on your level of recharge. It's also going to depend on how proc'd out your various powers are. The best way to tell is to take the numbers from your exact build and go play with NoChain for a bit.

    That said, assuming roughly perma-hasten levels of recharge, and a parity of procs, War-Nugget has it right, the 6-chain comes out slightly ahead of the 4-chain on a Brute.
  15. Quote:
    Originally Posted by Sonic_Moonbeam View Post
    Nope. There is only the Bolero option with a 1st and 2nd which is the back of the Bolero for its main area and trim. There is an option for Sleeves 1st/2nd for the main area/trim. Nothing for interiors.
    File a /bug report in game, it looks like it's just plain missing an option, which is likely an oversight.
  16. Quote:
    Originally Posted by Local_Man View Post
    Any thread that starts, "World of Confusion . . . " should be concluded with ". . . sucks."

    Take a look at all the numbers. The radius is pitifully small, the pulse rate is too slow. I thought it might be a good match for my Ice/Storm, since I already had a confuse aura in Arctic Air. When I tried it, I hated it pretty quickly and respec'ed out. Just about everyone else I know who has tried it has also hated it. Most people have said that even with the Contagious Confusion proc, it sucks. (I already had that proc in Arctic Air.)

    I have seen a few people post that they like the power as a mule for the comparably cheap Confuse purple set, but they never actually use the power. I would bet that if you added T4 Cognitive, it would still suck.
    I actually make fairly good use of it on my Rad/Mental Blaster, since she's required to be in melee all the time to really work the AoEs. It's not the greatest power ever, but it *does* work to deflect some of the incoming damage. With Cognitive and the Contagious, it works even better. If you're not routinely in melee contact *on purpose*, it's largely useless. It's not reliable as a defense by itself, and on a purely ranged toon it's clearly useless. (My Storm/Ice and Archery/Poison also have it, but never bother turning it on)
  17. Quote:
    Originally Posted by Blazing_Fist View Post
    The only problem here is that it's hard to find recipes for purples on the market nowadays. Until that dies down, it'll be a bit slow. This is just from my experience, however. The money is still pretty darn good, considering I've made close to 1.2 billion in the past few days.
    Back when I was paying attention, I was doing about 10-15 flips per day. You pretty much have to shotgun *all* the things and see which ones go. Which is why doing it efficiently needs a *lot* of capital. I would have 6 or 7 billion inf in live bids, some days.
  18. Red Fortune -> LotG is pretty badly saturated, but there's still a lot of room for more DW -> Numina's converts.

    I made the vast majority of mine on buying every purple recipe I could get my hands on and selling Apoc/Arm/Heca/Rag. Takes a lot more loose capital to get a good churn going, but your profit per converter is a lot higher. Even with only a 50% hit rate on good conversions I was doing 60-70M per converter. A quick glance says that the recipes have floated up a bit, but so have the good pieces. It's probably still a solid 50M per converter.

    1000 merits -> 20 AMerits -> 200 Converters -> 10B Inf. Minus a bunch of fees for conversion and market taxes, of course.

    The basic thing about flipping purples (or PVPIOs) is that not only is your profit-per-flip likely to be higher, but you're also not using up as many converters, since it's only one per flip, compared to 2 or 3 for type/set conversions.
  19. I generally don't bother doing build work when people supply empty or non-existent builds, but I just got done working on a draft Dark/Dark for a friend of mine. I'll probably end up tweaking it some more for my own toon once it gets higher, since he's generally lower-budget than I am. But it'll get you started.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    World is a Vampire: Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Twilight Grasp -- Theft-Heal(A), Theft-Heal/Rchg(5), Theft-Acc/Heal(7), Theft-Acc/EndRdx/Heal(7), Theft-Acc/EndRdx/Rchg(9)
    Level 2: Tar Patch -- RechRdx-I(A)
    Level 4: Living Shadows -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(11), Cloud-Acc/Rchg(11), Cloud-ToHitDeb/EndRdx/Rchg(13), Cloud-Acc/EndRdx/Rchg(13), Cloud-%Dam(15)
    Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(15), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Conf%(19)
    Level 8: Fearsome Stare -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), WotController-EndRdx/Rchg(21), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), WotController-Rchg/Dam%(25)
    Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(25), LkGmblr-Rchg+(27)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Howling Twilight -- RechRdx-I(A), RechRdx-I(27)
    Level 16: Shadow Fall -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), ResDam-I(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
    Level 18: Haunt -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 20: Fade -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34), TtmC'tng-ResDam(34), Aegis-ResDam(50)
    Level 22: Heart of Darkness -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(37), Cloud-%Dam(37)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39)
    Level 26: Tactics -- EndRdx-I(A)
    Level 28: Soul Absorption -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-Heal(39)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Umbra Beast -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 35: Fire Ball -- HO:Nucle(A), JavVoll-Dam%(42), JavVoll-Dam/Rech(42), JavVoll-Dam/End/Rech(42), JavVoll-Acc/Dmg/End/Rech(43), Posi-Dam%(43)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(45), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(46)
    Level 41: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48), Dmg-I(50)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Darkest Night -- EndRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(9)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Agility Partial Core Revamp
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1491;687;1374;HEX;|
    |78DA6594596F12611486BF81C1966E30A54037285B8152A0101B8D8989D1561B939|
    |234A9CB8D964E61A81311C880C65EFA4F5C6FBDF687B8DCAA5D6CD46E7AA137064F|
    |E7BC1412266D9ECE3B67F9CE7BA6937BBA38F076E9D915213917CA6ABD9E5FA8561|
    |A46B55CD60C5B4EDDD40B82AEE1BB55A35C0CE8F5801AB8A33EAAE986D64372B81D|
    |DB4A4B2FAAC6C38AD6AE13EC88B9F6B8546A075C2D95F48ADED812032B554A5CD6D|
    |49A5ED974B46E8A9A517FA0D7FACCFBD59AA61515F3CF9B95277A5DDFD0CB94AA5C|
    |AFE985F40D3A4E3EA7D61B9AB1354AC78AD2EF77AFC0D5B48AF716217CB2B07C003|
    |F32E54FCCCFED58590C5AF9D910F39C0374327B15E617CA91384748B384AC2C7E90|
    |6665CD66DDE6DA7D3BE02E73600FFCC61CDA67FEA45C1B726DF72C66BDA1FB4CE71|
    |A98670EAF832AF380727B90DBB34627C8C862240FAE333D2AB8C11C2DE09E12EDE6|
    |204D8BFDAF30CF32FA8F39EE96CC182FC5F463D6FE38CFBA4D3D0759930631FF38B|
    |843CF1C5CD3E6F04866AD492F98E418BF936BFB5D207A1D51AE82BD29C716530B9C|
    |80BFC0DFCC5D8A75711FD9A5707E10F582A8174C33B3F3CC43CA71C32B377614C68|
    |EC2D851183B8A604711EC48211FBCF0CA8BF3474EFBC56411453F17C58C718C180B|
    |F2AC7BD473C27C5B9A9689558E8BDE026F334728CF078F7DA875427953F0620A5EC|
    |4E0450C5EC4E0C56B5A670873852E1364AB9809F18E672E801799894BE03B61729F|
    |FA4C23771A9E24E049129E24E149129EA4E0C91B2A15E779AD713F7B919A0283CCB|
    |910F315C5CE629ED9E7DC7BEE05F89299F5B16721F223CD75A534DEAB2CF895CE9B|
    |815719787CD047FF8FF05D4AB176D4A945583BECD4F02E1FB735490AB0D60B4ECA6|
    |7DF06FAA1EB74E896D24C743DCD7429D92EE57C9732DFA52C77292B72C717C754EC|
    |CEB3EF4DF38F878ECB3334FF03635DF319|
    |-------------------------------------------------------------------|
  20. Quote:
    Originally Posted by Red_Raccoon View Post
    I don't remember if this was something they said would absolutely "never happen," but I remember at one time the Devs were against the idea of merging the markets. A red name said they had run some projections on what would happen and didn't like the results. And then Going Rogue was introduced and suddenly the markets were merged and everything seemed fine. I still have no idea exactly what it was they were worried about.
    Back before Going Rogue was even a whisper they said that they had some serious concerns about what would happen if the markets merged. Once side-switching was introduced, the opportunity for "smuggling" was felt to be a bigger problem than the market merger would have been.

    And yeah. I'm not sure what they were worried about. They said something about the large stockpile of blueside inf pricing all the poor villains out of being able to buy stuff, but.... That's going to be a serious issue for *maybe* a week before the network effects of having more people playing in the same pool would completely dwarf any stockpile effects. Which is exactly what happened.
  21. Quote:
    Originally Posted by Bionic_Flea View Post
    Excellent info and write up!

    An important consideration that I haven't yet seen addressed is survivability. While I haven't done any hardcore testing, I have picked up quite a few different lore pets on characters based either on theme or to shore up perceived holes in my characters. For example, I might want a buffer to get me to the defense soft-cap (or beyond to account for debuffs), or I might want additional AOE, -regen, whatever. I have found that my playstyle on a certain character can make a huge difference in lore pet survival.

    Warworks is a great all around set. While it may not have as much ST or AoE as others, Vicky's burst from hidden crits is just incredible. She is also incredibly sturdy. Her ACU partner does -regen and has some AoE from his spammed full auto, but he is much squishier than his sister, Vicky. But with taunt and destiny rebirth I can get a lot of mileage on him.

    If you are into hover-blasting, the drones and polar lights are fantastic. The drones have the longest range of any lore pet and the polar lights are like having a pair of kheldians in Nova form as wingmen. If you can stay at range these babies can last their entire cycle and the KB on the lights helps to ensure that no one will get close. But on my traps defender, who likes to sneak up and toe-bomb mobs, the drones, while thematic, can sometimes be a hindrance as they start shooting before I get close to dropping my gifts.

    The seers, while generally pretty crappy, are great for AVs that have unstoppable or a similar god mode like Reichsman, Statesman, and Marauder, as their psy based attacks aren't resisted. Honorable mention and a better all around choice to the Rikti Mesmerist.
    I thought about trying to address survivability, but I gave it up as a bad job, because it's going to depend *way* too much on playstyle to be meaningful. But yeah, it's something to consider. Like, I took Phantoms on my Claws/Fire originally for the AB, and it's extremely rare for either of them to survive the full duration. I need to upgrade them to Radial Superior so that I'm at least guaranteed AB more often.

    As far as PsiDPS for Marauder, etc, you also need to give props to Carnies, since the boss is using Psi Tornado and Mental Blast, and scored quite well on the ST chart.

    Quote:
    Kinda surprised at Drones being lower in AOE.
    The biggest problem with the Drones AoE is that their primary AoE attack is a long/narrow cone. Only 30 degrees. Even *players* have a hard time maximizing narrow cones. The mob AI doesn't have a prayer. So it's a powerful attack *on paper*, but they almost never use it well. You'll notice that all three of the top AoE performers have some form of TAoE "fireball" power. 15' burst *will* hit almost the entire spawn, if they're clumped, regardless of which mob they randomly target. Rularuu's main AoE is also a cone, but it's 130 arc, instead of 30 arc. So even if they're not as smart about using it, it's a lot more likely to hit a lot of targets.

    If you wanted to micro-manage your Lore pets, it's possible to force the Drones to use their cones intelligently, but playing as a Brute and simply dragging them around on Aggressive, they end up wasting the cones on single targets half the time, because they're using narrow cones from point blank.

    As Flea sort of mentions, that changes if you're on a Blaster, since Lore pets on Aggressive will attack when you do. So if you're launching attacks from range, then so are the Drones. The further away from the spawn your pets are, the more likely they are to hit multiple targets with a cone.
  22. Actually, fast-charging powers are generally a *bad* place for ATO procs, because of the way the PPM mechanics work out.

    A simple rule of thumb is "8-15s base recharge", Single Target, and something you're using often.

    For SS, if you're using it for farming and you're routinely hitting Footstomp with 4+ targets, then go ahead in Footstomp.

    If it's a general purpose build, put it in KO if you're high-recharge (which you should be with those sets), or in Haymaker if it's a lower end build. (The low-recharge build will be *casting* Haymaker sufficiently more often to make up for not having 100% proc rate).
  23. Quote:
    Originally Posted by Lightbender View Post
    It's a major reason I love CoH and hate, well, damn near all other MMOs. I think every other game I ran into the same, stupid "Kill Billgong the Level 15 Orc King" mission, where Billgong spawns in exactly the same spot in the open world every 5 minutes, has the 1% chance of dropping the "Ubre-Sword of Orc Slaying" that everyone wants, and has 15 people Level 45 camping the spot 24 hours a day.

    It's really difficult to create "open world" content. Either it's good enough to have hoards of players swamping it, bad enough that no one wants to bother, or the server's population is small enough that those few people can enjoy it.


    Back on topic, "temporary server transfers" sound great. I mean, if the devs could overcome the insanely huge issues with such a concept, I'm all for it. But, in reality, this is a case of "Belling the Cat": The "solution" just isn't realistic.

    Just creating an "Cross-Server Instanced Mission Server" might be a momentous task, but I highly suspect it would be more feasible than trying to allow everyone to transfer servers at will.
    I think that open-ended cross-server teaming is probably a pipe dream. Because even in something as scripted as a Task Force still has open-ended stuff in the outer world, and there's just no clean way to do cross-server open-world.

    What I would *love* to see is cross-server itrials through the existing LFG tool. Since itrials are purely single-instance content, the technical issues are significantly easier to overcome, and that's the biggest drawback to small-pop servers.
  24. Quote:
    Originally Posted by FourSpeed View Post
    Yep. All good questions.

    In short, their numbers don't tell us much of anything that is helpful.

    The other issue, is that I still have to consider the 2.6T in a mere 166 accounts,
    that was actually reported in the forum survey.

    Keeping in mind that the 500K accounts the devs list are *only* accounts that
    "have reached max level" (ie. have at least 1 L50 toon), the 166 from the survey
    constitute a miniscule 3/100ths of 1% of that population (assuming the 166 each
    have at least 1 L50 - a reasonable, but unconfirmed, scenario).

    While I'm sure there are some scrappers in those 166, I'm equally certain there
    are a bunch of other ATs as well (unreported in the Dev's 12T number), and
    together those 166 accounts cover 21.7% of the amount ALL scrappers have, all
    by themselves.

    In short, I've yet to see *any* information hinting at lower inf totals than what
    I've previously estimated, and each additional tidbit seems to suggest even
    higher numbers. 100T looks more like a drop in the proverbial bucket rather
    than an in-game maximum to me.



    In other news, and closer to the original topic (converter effects), I've not
    seen *any* effects from converters finally becoming available via all vectors.

    The price effects all occurred with the initial R-Merit case, and if anything, are
    rising (slightly) since then.

    I suspect a combination of the following:

    A> The cooldown on A/V merits to Converters has prevented volume transacting.

    B> Prices crashed with R-Merits, and the profit-level was no longer "worth-it" by the
    time the other vectors went live.

    Perhaps the only current "effect" is that they continue to help keep prices where they
    went post R-Merit/Converters?

    Any other thoughts on that?


    Regards,
    4
    The only way I can see those estimates being valid is if it *only* counts liquid inf held as inf. No bids, emails, unclaimed sales, buckets full of purples, or any of the myriad other ways we've been forced to learn to squirrel away inf by the 2B cap. At last count I have something like 26-27B inf that I could spend, not even counting buckets of purples and hoarded merits. Of that less than 2B is liquid, because I like having it all in 1-2 places instead of spread over many alts. 95% of my characters have less than 20M liquid. The vast majority of it is in impossible market bids.

    As far as the converter effects... There may be another effect as well. The converters thing made it so insanely easy to make cash that A) I rapidly acquired more than I'll reasonably spend in a year of playing, and B) it wasn't *fun* anymore. I wasn't digging for some small, interesting niche, I was just flipping purples like a short order cook flips burgers. Mindlessly, and as fast as possible. So I got bored and wandered off. I wonder if there were enough people that got bored and wandered off to seriously affect the market pressures.

    I suspect all of the above, in one way or another. When the converters first hit there was a *huge* profit gap, and the supply of converters was artificially limited. Now the supply is bigger, but the gaps are smaller. So if the prices diverge, more people come in to the market with converters. But as they converge again, some of those people are just going to bail out, even if they have enough converters to keep pushing the prices together.
  25. Quote:
    Originally Posted by ThatGuyThere View Post
    Alright, I've read the pro-crossing arguments, and respectfully, they're unconvincing (not yours, personally, Seldom; yours just made a nice quote).

    Though, I'm comparing "free and unlimited server transfers", which seems pretty simple to execute but solves 90% of the problems, to "cross-server teaming", which seems pretty complicated to address that last 10%.

    Comparing "the current situation" to "cross-server teaming". I'll admit cross-server teaming is better than what we have now, even if it doesn't personally appeal.)

    So, as I said, the arguments are unconvincing... ...except this one:



    IF the Standard Code Rant leads the Devs to the conclusion that cross-server instanced-only teaming (...which leaves a lot of content out, really...) is less server-strain / drawback / downside / whatever than opening up free & unlimited character transfers would be, then it makes sense, I suppose.

    But even so, there would seem (to me) to be a lot of stuff that "cross-server instance-based teaming" leaves out in the cold.

    Edit to add -


    Agreed; that's why I said, "Pretend the Naming Problem was solved". It's clear from you and others I should expand that to, "And the SG one, too; pretend it's solved, while we're at it".

    Of course, now as I type that, I'll bet you it's the SG Problem and the Naming Problem that are leading to the Cross-Server Teaming solution, but that seems like an awfully huuuuge (and time and money intensive) hammer to use on such a wee little proud nail.
    So basically you're completely handwaving all of the issues that are presented by your proposed solution, because those aren't *really* issues, so that you can dismiss everyone else's concerns as "unconvincing".

    Why did you bother making this thread if you weren't actually going to read any of the replies?