Lohenien

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  1. No. RTTC will cause 2 things to happen - the values will go up or down based on level of foe you face ( high values for -con foes and much lower values for higher con foes, which is bad), and the effect will only be active when you have a foe in range of RTTC and for 120 seconds after. Also it will not stack on itself unless you zone, so that would not cause RTTC to be some magically awesome place to slot the uniques; infact it is pretty much epic phail.
  2. The uniques being enhanceable has been around since issue 9 when IOs came out.
  3. Well the uniques get buffed based on how much heal/end mod enhancement you have in the power besides the slots taken up by the uniques. Thus you can double the strength of the buffs if you devote more slots to it.

    Also consider exemping issues now that you will be auto nut kicked for IO set bonuses while teaming unless you make sure you only play at specific levels.
  4. now that i think about it fire or electric armor would be better for farming than wp due to having a damage aura, however they would require more IOs to be as survivable.

    Fire Sword Circle + Breath of Fire + Combustion vs Lightning Rod + Jacobs Ladder + Thunder Strike, I'm pretty sure fire will win the damage over time war but LR is a stronger alpha strike.
  5. wp/fire for farming tank would be good. Build for +def and +hp, get tough/weave /combat jumping and steadfast unique and you should be very solid after 22. WP is easy to survive most mobs that do not do -def mixed with non s/l damage (that and boss/AVs in multiples tend to hurt).

    WP is easy mode with just a few power picks and some additional slotting.
  6. I'm Cyvert in game on Guardian, I'm also awesome. The end.



    P.S. Hi *waves*.

    P.S.S. The end again.
  7. Yes the swap would be nice, but also it would help new players choose between temp. invul and tough hide. Many players skip TI not knowing what it does due to the name alone, but TH would be better than just having RPD for early newb tanks. They'll encounter more experienced players that can tell them about defense and resistance instead of trying to explain why temporary invulnerability isn't temporary.
  8. Quote:
    1 million inf, or about 3 million inf per run per person. This burns 300,000 inf per run per person.
    You don't really burn much influence here because half of that is upfront and that is all that really goes out of the system on your end. You spend the 50k to list a 1 mil salvage and you get 900k in return. So only half of the cost is really spent out of the influence you put into it. 5% is coming off of what someone else paid.
  9. I'd probably say influence spent / gained at WWs is not new money in the game - someone else made that and transferred it to you in exchange for an item. Defeating mobs and selling to vendors is the only real way to generate influence that was not there before.

    A person's personal revenue can skyrocket, but actual new influence generated is still pretty small on a single toon. Farmers who multi box are the ones that truly generate new influence in this game and raise the ceiling of personal wealth, though AE has moved the normal crowds into more influence generating content which I would have to think raised the floor on 'average' player wealth.

    Assuming that players will get 1.5 million influence for a run of a mission and no drops in AE, if the mission is ran twice an hour that is 3 million new influence per toon, or 24 million per team per hour. That is probably a lieutenant farm, a boss farm is more likely to generate 4 million per toon per run and take longer on most teams so maybe only one run an hour. That would be 32 million per team per hour in new influence.

    Either way, it would stand to reason that there is about 5-10 billion new influence generated daily. There is your inflation factor - not us ebil marketeers.
  10. Butane - Electric Armor blows hardcore without serious IO slotting or Aid Self. You stand there and take pretty much every hit that comes your way, and all of the status effects that come with it and then hope that you don't die before a defender / corruptor etc can heal you.

    Adding a heal / regen buff to the set was necessary because without it Electric Armor would be a gimp version of Fire Armor. You want to see how your idea about not liking the self heal goes, go tank a few TFs with a Fire tank and never use Healing Flames.
  11. You have hasten on auto fire instead of Active Defense ? WTH kind of tank are you.
  12. price cap = 8 tickets per roll and you only need to do so many before you get what you need.

    People are right though, the only way to increase supply is to improve the drop rates : which is exactly what we can do by rolling for common salvage.

    That was the whole point of this : to get people to continuously supply common salvage. One person won't do much, but if 10 people do it thats 1000 salvage a day more than is being generated now.

    I don't really care, I can pay for salvage easy. The thing is that by helping to bring salvage prices down the market will appear more casual friendly and we will see more people willing to try out the market because "ZOMG the commons are expensive!" will not be a barrier to entry.
  13. by the looks of it, you have Numina's slotting into a power that also has 95-100% healing enhancement in it, while regen tissue is slotted into something that has no additional healing enhancements.

    0.42(base regen) * .20( numina proc) = 0.08 * 2(enhancement bonus) = 0.15
  14. I regen 71.38 hp /sec with no foes in RTTC at level 50 on my wp tank.
  15. AE farming seems to have died down - at least on Guardian server. If that translates to other servers, then the market would see changes in supply and demand.
  16. Lohenien

    Damage Bonuses

    global recharge will keep parry ready when you need it, so accuracy and damage are a good idea. I like to throw one or two procs into Parry myself but most people here don't like procs due to them being mathematically inferior to damage slotting in most cases.
  17. To be fair, most attacks do have a smashing or lethal classification to them. Sets that don't have that classification are generally 'pure' energy or negative attacks such as electricity, radiation and dark blasts. I'm pretty sure sonic and energy blast sets have smashing classifications, while many cold powers have lethal classification.

    *edit* I just tested in game with my 28 stone tank (only s/l defense with Rock Armor) and energy melee / blast attacks as well as cold attacks are handled nicely with just s/l defense.
  18. Lohenien

    Gauntlet 2.0

    Tanker endurance use is a separate problem, though it could be melded together with new gauntlet flavoring.
  19. Lohenien

    Gauntlet 2.0

    [ QUOTE ]
    Noted.

    I still don't believe anything like this is necessary.

    [/ QUOTE ]

    Mashed potatoes are just fine with no butter or salt or added flavor, such things are not necessary. They are however capable of taking a simple, forgettable dinner and turning it into something people remember distinctly for years to come.

    Things can be left in a bland and balanced state, or they can be turned into something that is perhaps slightly more powerful but incredibly more fun, flavorful and memorable.

    Power design is not strictly about balance; like cooking, it takes a finesse to master. Being that the majority of the game is about players using powers, that puts you into the prime spot for creating a 'feel' when it comes to ATs. Getting the baseline balance is great, but you can go beyond that and explore, try adding garlic to the potatoes for example.
  20. Lohenien

    Gauntlet 2.0

    Why not go for 33% extra damage and make it really shine against AVs ( the kind of foes that would require a tank to not hold back). Or perhaps a short duration but maintainable +rech in addition to the 20% damage.

    I'm certainly not a fan of moving Taunt to unenhanceable status, that's the only power I throw my taunt sets into (as other powers deal damage or buff defense etc so taunt sets would be under using the power).

    I've always been a fan of moving powers like Taunt and Hide to inherent but still slot-able status because being jipped out of a power selection to make use of what your AT does naturally seems counter productive. Also with issue 16, we could even choose which Taunt animation to use.

    Alternately if they do not get moved to inherent, then give them additional effects for each set to make them stand out instead of being carbon copies.

    Overall this seems like a good idea, it's just ironing out the specifics that needs handling.
  21. there's a patch on test that should help drops some.
  22. I've been doing this since AE came out lolz!!! Where have you been?
  23. true that, but I already have 9 market toons being ebil, I can sacrifice 800 tickets a day.

    For just half a mission worth of tickets, you too could help feed the poor!
  24. I'll start with the level 25ish tech drops.
  25. So ya I'm tired of all the poor lazy people complaining about how they cant afford anything because commons are SOOO expensive now. To remedy this problem we need to increase supply, to increase supply we need to generate salvage.

    My solution is to forum a crusade to supply more common salvage daily. The goal is small currently, only 100 common salvage per person per day ( this works out to 800 tickets, or half a mission worth of tickets basically).

    If you'd like to help out select a level range and tech or arcane and list them here so we know which ranges are getting serviced, then roll 100 of them a day and list them for 10 influence at WW/BM .