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Posts
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Joined
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burn now has an initial hit and still does ticks, also no fear component anymore. Overall damage is less, but considering the fear component is no longer there the actual damage will be much improved.
Also Fiery Embrace now adds ~45% extra fire damage to all attacks for 20 seconds and this value can be improved by damage buffs. -
AE arc 271212 at 0/x8 with bosses and a second toon in mission ( was pling alt account brute for GR ).
1170 tickets in one run, estimated 5k tickets an hour via herostats
estimated 7 million inf. per hour just from defeats.
Farm toon was a basic IO only SS/elec/mu brute.
Rolling 10k tickets an hour ( 5k from both toons) would likely yield 50-200 mil an hour at market prices in many level ranges of rolls. -
It seems like you are stretching the build to fit in s/l defense, which is fine aside from the fact that you should be perfectly fine with 35%-40% defense combined with your regen tools and popping an occasional purple.
I'd cut down the build to 35-40% defense and add some additional +rech oriented sets in.
If you want to roll full steam ahead, there is the prospect of picking up manuevers and slotting weave more. Also there is the pvp +def IO. -
Weave, Combat Jumping and the steadfast IO can get you around 15% to all to start off. I'd focus on getting s/l up to around 35% so that a small purple can softcap you there.
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Not everyone likes crafting - most people are lazy and prefer to have everything handed out easily and they dont want to work for anything. Unfortunately for most people, MMOs by design are meant be to played for long periods, which necessitates some kind of carrot on a stick. By implementing multiple carrots and sticks and varied length sticks for the same carrots, MMOs cater to various player types.
There are many avenues to this game's rewards - none of which are out of reach if you have the motivation to acquire them. -
There was this one superman comic that was set when he first debuted as superman. He had to go into a volcano and tunnel some rock so that it didn't explode.He didn't know if the lava would kill him and remarks to Johnathan that he is always worried about 'will this next thing be able to hurt me / kill me?' , so yes it seems viable for an invulnerable character to think that way. It's when they stop thinking that way that they get over confident.
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My goal with this suggestion is a two birds, one stone approach. I believe it was a failing of the devs to not have some supply generated by the market itself from the start. Add in the fact that players don't list every drop they get and don't play all of the content across all level ranges in equal amounts and you will get lack of supply on various things as well as inflation.
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I was thinking something more like the scripts they use to auto level people - something they can turn on to post things for sale and then turn off before reopening the servers. Servers come up and sales are made.
The idea of what to seed is the hardest question about this - the 20% of volume sales for the week is just a starting point. The devs could obviously also seed items that are determined to be 'under-supplied' . -
Fulmens already helped me out - I think im good on investments for now.
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I mistyped it would seem, I want to trade away blue to get red.
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dumple you misunderstood - I have blue but want red.
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The other tricky thing with this idea is : what to seed. I would immediately say that purples and pvp IOs would not be seeded at all. Whether or not to throw pool Cs on that list is probably the biggest question, because the devs have 'time locked' those via merit costs ( X time = Y merits = Z IO ). This means there is some magical value of supply the devs find acceptable on those items.
20% seeding on everything below that tier of dev regulated rarity would likely be fine I think. That leaves alot of shiny things still strictly in the hands of players. -
Yes but in a month the stuff i want to lowball on redside will only be on one side and likely not as low
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Yes people using lowball bids will get things more often - that is the point. Players will be able to see prices at a low end more often, and they may try to bid higher than the lowballers but still lower than their relist range. Even if people just remain ignorant and lazy, the influence is still draining out of the system to some degree and supply is improving.
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Just because you aren't happy with the level 50 earning rate, doesn't mean my idea is a bad one.
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I'm a well to do multi billionaire in-game, this idea is suggested purely as an idea to improve the market for other users. A random 20% increase in most (not all) market items may or may not improve the market supply enough and may or may not reduce prices, but it will remove influence without taking away from the 'casual' players at all.
A straight reduction in influence earned will probably hurt casual gamers more since their limited time is now worth less in possible inf gain, meanwhile farmers will just adapt.
A straight increase in drop rates doesn't remove influence as much as my idea would because even if all of the extra drops were sold on market, that would only be 10% taken away in fees. -
The major thing to remember here is that instead of just increasing the drop rate, this method also removes influence completely because a player does not get the influence for the sale it is simply destroyed.
I don't think such a thing would be negligible. Let's speculate a bit here and say that 200 obliteration procs are sold a week. Those sell around 20-50 million. Thats 4 - 10 billion a week in influence spent. Now 10% of that is lost to fees so thats only 400 million to 1 billion in fees. With my system, another 20% supply would be added for that IO, and it would sell ASAP, so we'd probably see an average of 35 million per IO x 40 = 1.4 billion influence taken out of the system. 1.4 billion a week isn't much but hat is on one item alone. -
What if the devs were to add items to the market using a script during down times (or at random if it was possible). Say to the tune of 25% of the current volume of various IOs, recipes salvages etc. This would mean 4/5s of the items for sale at WW would be player generated and 1/5 dev generated. This would add to the supply and also take out chunks of inf. from the system at the same time.
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msg me in game @Cyvert. Probably looking for 2-3 billion transfer.
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I have a SS/Elec/Mu brute that does ok at farming. The biggest issue is recharge times on AoEs. Therefore if you can figure out a better set for fast recharging AoEs or just more AoEs( maybe mace or fire) you may be able to out DPS FS+ Rage.
If you are up for farming AE I'd run 271212. -
it's an L curve that functions just like the real world!!! oh noes we are doomed!
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I'm sorry I crashed the price. My bad.
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You just can't save the sheeople from the wolves sometimes.
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eh - i just give away random amounts to random people instead of burning it.
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I'm not at the - pfft i can burn 20 billion range yet, because I only have about 20-25 billion at best