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Posts
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Probably not the best possible adjustments, but I think this makes it a little better. More defense overall, switching Hand Clap for Darkest Night means a nice debuff, fitting in a FF recharge into Foot Stomp should dramatically improve recharge rate, along with the switching of Luck of the Gamblers around. Personally I like Pounding Slugfest for the regen and defenses better than Bruising Blow, even if it means a little less total HP (regen per second goes up by .5 with slugfest). Also, strength of will for less dying in the first place rather than resurgence for getting back up. Plus it gives a place to slot that 3% def.
Code:Personally I might also find a place for Combat Jumping, maybe by dropping Taunt and giving it a 2-slot LOTG and a Kismet Accuracy. Course that depends on whether you want taunt for taunting.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1425;736;1472;HEX;| |78DA9D54CB4E1351183E331D28BDD1D6520A054AA1D052C042131315124D148D256| |22005316A6C0A1EE898A16D3A5311576EDC696274E1428DAEF41DF449BC12B7469F| |A1FE97D34674E7A4FDBE9EFFFAFD67CEE9CABD25BF100FCE0ACD77DE2ADB76E95CA| |3E948F795B2D36C94ADD07A6D6FEF20B9BE5F4BAE579A7B5BB65B0811A790D28AB4| |A4CC159B75D928159D86ACEE3A9518BB96E48EACDA32B7695A56BDB62F1BE142B52| |221C4C9B57F04566B352B77D1DCAD386675D74BAB625DCADB7EE570AAD2B6C3B428| |54EF9AB6B9655AA67310BB5037B773DCA6586B5AA595B2EDC8C6C10008CBC2775C1| |3EA6975894B4023422F10752F138DDD01CA8B8C4934BD43F411133495754243933E| |4FE4CD138D6D1065D788A627282BA5A924C8D2B897C1BDBCDC2BCE4D32DCF238F7F| |A0CE8E25E2E179735B86C6F9128C5D535D8EB2E55BD8BAB7773F5DE23934C9B7F56| |9F84126E95E5E6AC1ECEEAE1AC8123F3ABAC2F801ED6243C5152310E557C5C48F7C| |D5094FF08A52020C00122B0086408F11528A869345B90670BF16C219E6D8267CBC0| |22CC7146F8852E44441C7BC9B4C095FA5EEB18987843F40D8C11D6A7479E92A9EF1| |951FF73A24FE08AAA4D8DE219C888FE04D1C028D1C4185137888EA9416353A4C50D| |A641361983CB1415BF4A62E7CE68B863733C48BE40BE43081C529D86FAC8331C628| |AF088BC7F3D507644491E61C909969C60C959708EAA3735FA53C74EC95F4C0F2920| |F98356E97D9239779FC8E56E9FF1963ECE2735C52735C527D58080491530C9C2D22| |C33CDC2B65D424C715FD7D463BC3222FB84E91DB5987D4B7408FF0B33AAD0CC497C| |2B2E31FB17A7C19F538724D720D5F91A539DE83BB8E6D521998FD1760E1B9D1B0A1| |F78C4E57F2CAB46E766098D2C178DCE0D6D79429D9BF1BFCF7B7FBB9C67CD0BBF8A| |006203611397D710AE23DC40DB4D845B082584D6077F5B70F014EA3A8DB080B0881| |0057DE21146BAF106F910FC0801845E84204208218210477885D0FA0D0E43F7E0| |-------------------------------------------------------------------|
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;731;1462;HEX;| |78DA9D544B4F5341149EFB804B5FB4584AA140291428052C34315121D1449100010| |3298851635371A03597B6E9BD0DE2CA8D3B4D8C2E5CA8D195FE07FD253E895BA33F| |C1D4F39836A23B6FDAEFEB9C398FEFCC3DD3B5BB0B7E21EE9F179AEFA25D709CFC8| |55ADD95D6E5825BAF15ECD066657FFF30B17950496C16EBFBB71C4B08112397FC9A| |B4A5CCE4EA5559CBE7DC9A2CEFB9C5286F2DC85D59766466BB64DBD5CA81AC752D9| |78B125CDC4CF34760BD52B1338BA5BDA25B2AEF796995AB4A79DBAF36DCB2741C5E| |ACCA42159CA297AAA59D0C57C855EA767EADE0B8B276D80B9AD2F01DD1847A1A6D6| |2096850E8CB44ED2B44C37780B22255229ADC25FA80019A8A3AA5A1499F25F26689| |86B788D21B4493A31495D4541044695CCBE45A5EAE15E322292E79926B7D0234B89| |661705A93D376E688929C5D83636E53D9DB387B3B67EF3CD6C964E9CFEC6390C252| |5116477570540747F51EEB5F457D06F4B026E189908A11C8E2E344BA6F8ABCFCC72| |8090E01761081792053882F40414DA3DE82DC5B887B0B716FA3DC5B0A165DEC6776| |3DD785088B132F98E63853F72B1D1DE3AF89BE8231CCFAF4F01332753F25EA7946F| |411B622EA5023380329D11327EA1D221A1D266A07D151D5687482B45860EA6393D9| |B7425EB12B2476E69C862736C38D649769EF081CFB55A5FE6EDA19083185B9453EB| |F0E483BA8240FB2E4384B8EB3E4346C0EA93735F443C74A899F4C0FC821F19D56E3| |072473E61E91613567BCA18FF0A4267952933CA926388C2987311636CE32C759D88| |E21C404D735261EE19511E9C74C6FA9C4F41BA223F84B985289A64EE35B31C4F45F| |DC03C532CA27C3E9B3BF68CCB25CF31B2C66D590CC46E93807CCD60D850F3C62F51| |FCBBAD9BA594223CBA2D9BAA10D4FA87533FEF779E76FA6F36C78E1570E406C216C| |E3F22AC23584EB68BB817013218FD078EF6F0A0E9E415D6711E610E61122A04F3C4| |44F0B6F900FC18F1040E84408228410C208318497088DDF6FFAF550| |-------------------------------------------------------------------|
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I'm not even sure what you're going for with the build, but without making massive changes everywhere, simple improvements that could be made are:
Strength of Will doesn't need endurance discount, so save yourself the cost of those Hami-O's and just slot it for Resistance with IO's.
Reverse the slotting in Fast Healing and Health. Fast Healing gives more base bonus, which means it benefits more from being enhanced, so it should get the highest +heal enhancement. Stick the uniques into Health.
Reverse the order you take Stamina and Quick Recovery, so that you keep the better one when dropped down to level 15. Also, slot a third Performance Shifter at least in Stamina, where you only lose 0.07 endurance/second recovery, and gain 1.88% HP.
Switch that Quickfoot Runspeed for a Microfilament Exposure. You'll lose very little speed, and use 0.12/sec endurance less.
And throw a FF recharge proc in Foot Stomp instead of that Scirocco's.
Overall though, I don't get where the build is supposed to be going. I'm far from an expert and still figuring things out myself, but I don't see any areas where it's particularly strong, but it doesn't look all that balanced, either.
And then there's the two purples in there. Ok, they provide an accuracy/recharge combination that you can't get out of a level 50 enhancement in the other sets that fit in those powers, but I can't really picture the expense being worth it instead of slotting say, a Mako's Bite triple or quad, and a level 30 Debilitative Action accuracy/recharge. -
After considering your points, I made some alterations - and I'm trying to figure out how to squeeze a few more changes into it, but am having trouble finding any free slots. Most anything I do either reduces total HP or defenses, and I really don't want to drop defenses too far.
I took regen from 666% to 814% at a relatively small cost - 1.2% fire/cold and 3.2% energy/negative defense. Although I liked the original build that put smashing, lethal, energy, and negative either at or 0.1% below cap, I figured the 148% increase in regen (19.8 HP/second) would more than make up for it.
I found myself agreeing about Gaussian's, but Focused Accuracy provides additional benefits beyond the to hit that could be gotten from Kismet - it gives 20% accuracy in addition to the to hit bonus, as well as 60% resistance to to hit debuffs, unless this is inaccurate or I'm reading it wrong. Thus, unless I find that the endurance drain is simply unsustainable, I think those are pretty worthwhile. Plus the benefit of having a 5% chance for Build Up to proc every 10 seconds, rather than every couple minutes when I refresh Rage. The build up procs could go a long way toward making up for the weakly slotted attacks, I hope.
I boosted foot stomp a bit, but couldn't find anything better than to slot a couple Acc/Dam/End mods into it. Helps, but damage and endurance mod are still a little low. However, dropping Eradication to less than 3 slots would drop my energy/negative defense by 3.13% to 38.6%, which seems too low.
I would like to find some slots for Punch, Haymaker, and Knockout Blow as suggested, but I'm not sure where I could reasonably pull from. I pulled one out of Tough and dropped it into Knockout Blow, then slotted a Nucleolus Exposure there, but I'd like to do more for all three of those, just don't see the slots to do so anywhere.
Edit:
The defense powers I did some more fiddling with - I dropped 56.7 HP and 2.6 HP/second regen to slot a fourth LOTG into Heightened Senses and Weave. This gives me 18% global accuracy to help with the weak accuracy on my attacks, and boosts my defenses back up nicely.
Here's the updated version with the changes I've made so far:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Archon Vylizalle: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/Rchg:31(A), Aegis-ResDam:31(17), Aegis-ResDam/EndRdx:31(29), Numna-Heal:31(37), Numna-Heal/EndRdx:31(37), Heal-I:50(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(3), KntkC'bat-Dmg/Rchg:31(3), KntkC'bat-Dmg/EndRdx/Rchg:31(7)
Level 2: Punch -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(5), KntkC'bat-Dmg/Rchg:31(5), KntkC'bat-Dmg/EndRdx/Rchg:31(7)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(11), KntkC'bat-Dmg/Rchg:31(15), KntkC'bat-Dmg/EndRdx/Rchg:31(17)
Level 6: Fast Healing -- Numna-Heal:31(A), Numna-Heal/EndRdx:31(11), Numna-Heal/Rchg:31(15), Heal-I:30(19)
Level 8: Rise to the Challenge -- Numna-Heal:31(A), Numna-Heal/EndRdx:31(9), Numna-Heal/EndRdx/Rchg:31(9), HO:Golgi(34)
Level 10: Indomitable Will -- LkGmblr-Def:31(A), LkGmblr-Rchg+:31(36)
Level 12: Quick Recovery -- P'Shift-End%:31(A), P'Shift-EndMod:31(13), P'Shift-EndMod/Acc:31(13)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Combat Jumping -- LkGmblr-Def:31(A), LkGmblr-Rchg+:31(37)
Level 18: Health -- Numna-Regen/Rcvry+:31(A), RgnTis-Regen+:30(19), Mrcl-Rcvry+:31(21), Heal-I:50(34), Numna-Heal:31(42), Mrcl-Heal:31(43)
Level 20: Stamina -- P'Shift-End%:31(A), P'Shift-EndMod:31(21), P'Shift-EndMod/Acc:31(46)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(23), KntkC'bat-Dmg/Rchg:31(23), KntkC'bat-Dmg/EndRdx/Rchg:31(33), HO:Nucle(34)
Level 24: Mind Over Body -- RctvArm-ResDam:31(A), RctvArm-ResDam/EndRdx:31(25), RctvArm-ResDam/Rchg:31(25), S'fstPrt-ResDam/Def+:30(31)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(27), KntkC'bat-Dmg/Rchg:31(27), KntkC'bat-Dmg/EndRdx/Rchg:31(29)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(36)
Level 30: Heightened Senses -- LkGmblr-Def:31(A), LkGmblr-Def/EndRdx:31(31), LkGmblr-Rchg+:31(31), LkGmblr-Def/Rchg:31(48)
Level 32: Tough -- RctvArm-ResDam:31(A), RctvArm-ResDam/EndRdx:31(33), RctvArm-ResDam/Rchg:31(33)
Level 35: Taunt -- Mocking-Taunt:31(A), Mocking-Taunt/Rchg:31(36), Mocking-Taunt/Rchg/Rng:31(39), Mocking-Acc/Rchg:31(40), Mocking-Rchg:31(43), Mocking-Taunt/Rng:31(43)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:31(46)
Level 41: Focused Accuracy -- GSFC-Build%:31(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Physical Perfection -- P'Shift-End%:31(A), P'Shift-EndMod:31(45), Numna-Heal:31(45), Numna-Heal/EndRdx:31(45)
Level 47: Weave -- LkGmblr-Def:31(A), LkGmblr-Def/EndRdx:31(48), LkGmblr-Rchg+:31(48), LkGmblr-Def/EndRdx/Rchg:31(50)
Level 49: Maneuvers -- LkGmblr-Def:31(A), LkGmblr-Def/EndRdx:31(50), LkGmblr-Rchg+:31(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 26.1% Defense(Smashing)
- 26.1% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 14.6% Defense(Melee)
- 5.81% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 45% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 15% FlySpeed
- 344.4 HP (18.4%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 16%
- 2.5% (0.04 End/sec) Recovery
- 110% (8.61 HP/sec) Regeneration
- 20% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;730;1460;HEX;| |78DA9D535D6F1241149D85A514580A48E97729FD2E2D2CC5D4A47E44636C4D6A5A4| |34BAD2F6AB3D611D6AE0B59B6D1F6C917DF7CF2411FD4C457FD07C6BFE367A3BF01| |EFCC1930BEBA817366E79EB973EE9D9DADA76B0663CFAE30CDB8E658ADD6FEAEE51| |E722F7CD3F28F3CCB495EF50EEA0D37B777ECD82796E3F030636C089AFD35FE90BB| |2D6EDEB61DA7D978C2BD5115D8E20EE766F5A849E3AAEF71B7E6D7531B6E9DD3D03| |73B03A3D26838E675DB7779AB85974D6E356DB71657915ADDA7B74427F4807BADBA| |DD4CAF37ED0373DDE55EED787FCB6AF9DC3B1E225B79FA7F891068F467ED102BD32| |0CB922B92C69625CDDC026D4B2ACE90B2CC0A51A69E769055988804B6413B927AAA| |928A51959C741A743A74FA3F3A937441A50B421785AE0FBA2474DFC86D086E83211| |88BC2585F55D219E16F9CFD205D58D3A42E0C5D2F74BDBB92265729A607D9771246| |90508BF4CBD07446D24F8AC41009C45E07C494F112F44A520F9D6C1C02165F906D1| |9A0A984CA9640B619640B5324A5DA9CDA83D5CB9AB0DA7F0386D0D83CCC2E6EC02C| |AD4A2B0F6978E88787223C94A96F19F44DCFA06F03E8DB00FA9643DF262FA1DCAF5| |4D4A0EADFE094DC63280B9A90941D94A634DA78589DC730F28E20EF08F28E21EF59| |DA7F147DD646DF90A5349B7E2BE994761A573B8DA315D924081D29A5240569A7095| |5E2041CE5E028074725DA620A5642537559F5B42D69EE91A4F943498B8F418EA415| |5A35AB56CDFE0E889AE64E41BF24CDFBB2DFF327928ACFE5AAF7F40D2E28330B1FE| |454FE1C3AD7E18F71C696545D4B3892028EA480A32BE03BD3A92E53E94CD45F42FD| |25D45F4E4B4A916E596DB90C5D19BA3274637AF7AAD18F1EB6A977AFAC9AA9E8DD6| |BC6343993FFAB694792DDCBF5BFCF27A3932EB223AEFEAE808AB8DC7B627447C05D| |F17A4F8C2C31BA2FE040BCB63F1B9D1212ABC2D7790117045C1490217FEC8550866| |30431018680B8803E010901490169012302DE0968FF0183B9F127| |-------------------------------------------------------------------|
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I decided to make my first hero-side character (well, first since around game release, when I played and quit cause I hated heroes at that point) a Willpower/SS tanker, since it seemed similar enough to brutes, which tends to be my favorite class, that it seems I should enjoy it. So far I've been ok with it, although I still feel like I'm hitting with wet noodles. Anyway, I think I've come as far as I can on tweaking and perfecting this build on my own, so I'd like to see if anyone has any comments or suggestions for me.
Potential weaknesses I see:- Lack of global +damage and +accuracy bonuses, but I think those are made up for reasonably well by Rage and Focused Accuracy.
- Lack of Strength of Will gives me no boost to use if things get really bad other than my inspirations.
- I also don't have any taunt slotted into Rise to the Challenge, meaning I'm totally dependent on Gauntlet in order to keep the enemy focused on me, until I have Taunt available. Thus far this has not proven a major weakness in practice.
- Endurance consumption may wind up too high if I constantly run Focused Accuracy. I'm hoping that the three Chance for +End procs will be sufficient to keep me running all toggles and fighting. This could be one of the major weaknesses if I intend to run Focused Accuracy constantly, which I do, in order to get a chance for the build up proc to fire off every 10 seconds.
- My global recharge bonus is only 45%, and Rage has only 16% recharge reduction from the ToHit/Recharge in it. That means I'm totally dependent on the FF proc in Foot Stomp to knock Rage's recharge down enough that I can double-stack or keep it constantly up.
I also figure the expense might be an issue. I'm terrible at remembering what's expensive and what's not. I know some or all of the uniques I have slotted will be quite expensive, as will the Luck of the Gambler 7.5's, but I figure I can merit some of those if needed. I don't really know how much the rest of these sets are going to run me, though. I don't think that I have very many selections that are going to run into the hundreds of millions for each enhancement, though. I also hope the build will be solid enough even without the sets to allow me to play comfortably until I finish slotting it.
I've got the sets all placed at level 30 to give me good leeway for exemplaring all the way down to the level 28 Moonfire strike force. This does drop defense below softcap, though - if all sets are at level 50, every defense between Smashing to Negative is softcapped. 31 would softcap my smashing/lethal while still giving me set bonuses at 28, (it's 44.9% at 30) so I might consider going there instead of 30.
Anyway, on to the build - this is what I've come up with:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Archon Vylizalle: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/Rchg:30(A), Aegis-ResDam:30(17), Aegis-ResDam/EndRdx:30(29), Numna-Heal:30(37), Numna-Heal/EndRdx:30(37), Heal-I:50(46)
Level 1: Jab -- Mako-Acc/Dmg:30(A), Mako-Acc/EndRdx/Rchg:30(3), Mako-Acc/Dmg/EndRdx/Rchg:30(3), Mako-Dmg/EndRdx:30(7), Mako-Dmg/Rchg:30(34), Mako-Dam%:30(34)
Level 2: Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(5), KntkC'bat-Dmg/Rchg:30(5), KntkC'bat-Dmg/EndRdx/Rchg:30(7)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(15), KntkC'bat-Dmg/EndRdx/Rchg:30(17)
Level 6: Fast Healing -- Numna-Heal:30(A), Numna-Heal/EndRdx:30(11), Numna-Heal/Rchg:30(15)
Level 8: Rise to the Challenge -- Numna-Heal:30(A), Numna-Heal/EndRdx:30(9), Numna-Heal/EndRdx/Rchg:30(9)
Level 10: Indomitable Will -- LkGmblr-Def:30(A), LkGmblr-Def/EndRdx:30(19), LkGmblr-Rchg+:30(36)
Level 12: Quick Recovery -- P'Shift-End%:30(A), P'Shift-EndMod:30(13), P'Shift-EndMod/Acc:30(13)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Combat Jumping -- LkGmblr-Def:30(A), LkGmblr-Rchg+:30(37)
Level 18: Health -- Numna-Heal:30(A), Numna-Heal/EndRdx:30(19), Mrcl-Rcvry+:30(21)
Level 20: Stamina -- P'Shift-End%:30(A), P'Shift-EndMod:30(21), P'Shift-EndMod/Acc:30(46)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(23), KntkC'bat-Dmg/Rchg:30(23), KntkC'bat-Dmg/EndRdx/Rchg:30(33)
Level 24: Mind Over Body -- RctvArm-ResDam:30(A), RctvArm-ResDam/EndRdx:30(25), RctvArm-ResDam/Rchg:30(25), S'fstPrt-ResDam/Def+:30(31), RctvArm-ResDam/EndRdx/Rchg:30(40), Aegis-Psi/Status:30(48)
Level 26: Boxing -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(27), KntkC'bat-Dmg/Rchg:30(27), KntkC'bat-Dmg/EndRdx/Rchg:30(29)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(36)
Level 30: Heightened Senses -- LkGmblr-Def:30(A), LkGmblr-Def/EndRdx:30(31), LkGmblr-Rchg+:30(31)
Level 32: Tough -- RctvArm-ResDam:30(A), RctvArm-ResDam/EndRdx:30(33), RctvArm-ResDam/Rchg:30(33), RctvArm-ResDam/EndRdx/Rchg:30(34)
Level 35: Taunt -- Mocking-Taunt:30(A), Mocking-Taunt/Rchg:30(36), Mocking-Taunt/Rchg/Rng:30(39), Mocking-Acc/Rchg:30(40), Mocking-Rchg:30(43), Mocking-Taunt/Rng:30(50)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-%Dam:30(40), FrcFbk-Rechg%:30(46)
Level 41: Focused Accuracy -- GSFC-ToHit:30(A), GSFC-ToHit/Rchg:30(42), GSFC-ToHit/Rchg/EndRdx:30(42), GSFC-Rchg/EndRdx:30(42), GSFC-ToHit/EndRdx:30(43), GSFC-Build%:30(43)
Level 44: Physical Perfection -- P'Shift-End%:30(A), P'Shift-EndMod:30(45), Numna-Regen/Rcvry+:30(45), RgnTis-Regen+:30(45)
Level 47: Weave -- LkGmblr-Def:30(A), LkGmblr-Def/EndRdx:30(48), LkGmblr-Rchg+:30(48)
Level 49: Maneuvers -- LkGmblr-Def:30(A), LkGmblr-Def/EndRdx:30(50), LkGmblr-Rchg+:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 26.1% Defense(Smashing)
- 26.1% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 16.4% Defense(Melee)
- 12.1% Defense(Ranged)
- 8.63% Defense(AoE)
- 3.6% Max End
- 45% Enhancement(RechargeTime)
- 20% FlySpeed
- 442.7 HP (23.6%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 16.5%
- 2.5% (0.04 End/sec) Recovery
- 98% (7.67 HP/sec) Regeneration
- 3% Resistance(Psionic)
- 25% RunSpeed
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Quote:Explain some manner in which more slots on the same server can be exploited in any way more than the number of slots we currently have before starting to throw nonsensical accusations around. I don't see it.huh.
So 200 slots on one server would be okay with you?
And money rule$?
If you have all that phat loot, get a second account and you can buy and fill up 36 more character slots on that server as well.
Heck, buy another computer and team with yourself. Buy 7 more accounts and fill up all those 36 character slots - and 7 more computers and make a full team with just yourself.
Are you really that scared of the other servers?
You are scared of them, aren't you?
Xenophobe.
I bet you are scared of chatting on channels except for supergroup, team, tells, and private global channels as well.
[Getting under your skin? Wake up call!]
Seriously, I somehow think it would be cheaper just to transfer characters that you aren't going to play much to other servers, make your new characters on your "home" server, and then transfer characters around if you want to play them on your "home" server.
Will you loose your name? Maybe.
With i17 you will be able to e-mail inf and items to yourself - globally - which means that any characters that you have "parked" on another server, can still craft and send stuff back to your characters on your home server.
Somehow I see extra slots on one server to be a boon for exploiters.
They definitely would be for the xenophobic.
There is life on the other servers - and, apparently, you have plenty of free slots on all of the other ones - you're just too scared to use them ... or is it time to buck up and be a hero?
Bust outta that shell.
Furthermore, yes, I think it would be ok to have 200, 2,000, or whatever number of characters a person feels like making on the same server.
Wherever I am playing is also where I have made friends. I have no interest in switching servers and having to look for new friends while I'm there, then winding up with two groups of friends that can't interact, if I even manage to split my time between the servers. I'd rather put my time into where I am, and remain close with the friends I already have, than have to spend less time with either group. -
I don't know about lore-wise, but this is something I was complaining about just recently, having made my first hero since City of Villains came out. Paragon City is so spread out and annoying to get from one place to another in, and one of the main problems is a lack of easy transfer spot between Green and Blue lines, as opposed to the ferry in the Rogue Isles which is the only method of transportation needed to access all level 15+ zones.
I imagine it was indeed an attempt to slow down travel, but these days that concept is very backwards and kind of irritating. They really need to add in some sort of central station from which you can travel to pretty much any zone directly, especially those hazard zones. -
Yeah, for someone who claims to understand the market so well, you seem to be falling into the "if I farmed it it's free" trap that a lot of people do.
If you possess or acquire an item of X value by whatever means other than purchasing it, and you do not sell it, you just spent X. -
I do have to add that allowing rolling at a specific level would be something I would very much desire, because at the moment I'm facing the unpleasant prospect of either locking my character at a lower level until I get all my recipes, to ensure I can get them at the level I want them, or leveling to 50 and potentially not getting the recipes I want at the level I want. Neither of those prospects appeals to me. Being able to continue leveling, but still be assured of getting the recipes at the level I want them at would be nice.
Quote:Indeed. While I will likely do the necessary work at some point and figure out what I need to - and probably only the bare minimum that I need - I expect most people look at something like that and have no idea where to begin, and give up immediately. A simple, concisely written guide to help people determine what rolls to make would probably increase the number of people rolling, at least to some degree. Some advice on what recipes to look for and check prices on in which roll range and so on.I think that this is as close as it gets for now.
http://paragonwiki.com/wiki/Random_R...ipe_Drop_Rates -
Quote:That one was quite funny.*grins*
Actually... I did a rather tongue-in-cheek one a while back.The ton of hate mail I got, however, was worth it.
Michelle
aka
Samuraiko/Dark_Respite
The NCSoft ones above? Uhrr...not. Ham-fisted, boring, uncreative, overacted, etc. And most likely utterly ineffective. -
It seems to me that the intended purpose of the merits was primarily to keep things the same, even out the reward distribution for time/difficulty to some degree (and make it easier to fine-tune) and to allow people to get a rare recipe that they may not be having any luck getting through other means (none selling on the market, for example). To that end, it is functioning.
Expecting to fully outfit yourself with merits is unreasonable.
However some of the problems the merit system has created that have been brought up do seem valid. The reduction in automatic random rolling means the supply of recipes has gone down because the merits aren't being rolled. Some people are exclusively purchasing exactly the recipes they need and thus a large number of potential rolls aren't taking place, and others aren't even spending their merits. Again, large number of potential rolls not taking place. I expect that purchasing specific recipes with merits was intended to be something done rarely, only when other avenues of obtaining that recipe have been unsuccessful for some time.
Honest question because I have not seen it, though I have not searched extensively: Have any of the people noting the low availability of certain recipe types written a guide of any sort to the best level ranges and levels to roll at, for those ranges? I know this would be helpful to me, since I yet have much to learn about the market and recipe desirability/availability, and I suspect others might be more willing to give rolling a try if they had at least some guiding advice suggesting which rolls, at which levels, in which ranges, would be profitable and a worthwhile use of merits. -
I agree, I see no reason why there should be any limit to number of characters per server, especially when we're paying for extra slots. If I ever reach the maximum number of characters per server, (I'm a ways from it thus far) I'm not going to be buying more slots because there is no way I'm going to start characters on an entirely different server.
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Costume bits are things that are important to character concept. As others have stated, in a game in which making a character who's appearance fits your concept is a key point, these pieces shouldn't require that particular character to do some arbitrary in-game task in order to unlock them.
Making the player do the task in order to earn the reward is entirely reasonable, but forcing all characters to wait until high levels to earn key parts of their costume concept is terrible, terrible mechanics.
At minimum, a way should be added in which one character can send a costume unlock to another character. Even if it means they'd have to re-earn the unlock, at the very least they'd be able to do it, then send it to the new character and that character wouldn't be forced to play for many levels with a costume that doesn't fully fit the concept. -
Here's a few thoughts on this in general. First off, while on the one hand I see the upside in allowing the purchase of vet rewards, I believe I would be against it, despite how much I would really, really like to be able to buy my way up to some of the most recent rewards. So no, I can't really support this idea.
But I do think that the system may need some changes, or at least to come to a halt. There are a couple things to consider in this.
The amount of veteran rewards currently in place is staggering. Six full years. Seventy-two months. Anyone joining the game at this point will be understandably overwhelmed. Anyone who played a bit a few years ago and considers coming back will look at that list and be overwhelmed. And anyone who starts playing now will say with almost complete certainty that they will never achieve the high level rewards, because few people actually believe they will be playing for that long. I can attest from personal experience that for a time, the veteran rewards actually discouraged me from returning to play this game. So continuing to throw more rewards on top of those existing is just adding to what already feels like an impossibly long journey to potential new players or returning players.
Veteran Rewards weren't, if I remember right, in place when the game originally launched. That's right, we were not informed of this system at launch, and therefore those of us who decided not to stick with the game at that time were not given the opportunity to make a fully informed decision. Comparing with another NC game, Aion, where veteran rewards were announced starting from launch, I am fully aware from the start that unsubscribing will keep me from earning rewards, and thus have no real basis to complain that I didn't know what I was giving up. Perhaps not a big deal in the grand scheme of things, but there it is.
I would be of the opinion that the current veteran rewards needs to be ended. Let it stop at 72 months. Maybe add in a final, really nice one for 75. Then create a new system that starts with say, Going Rogue's release. People still working on the original scale start gaining concurrent rewards - one on the new scale, and one on the old, every three months. Those who have gotten to 72 months on the old scale? They stop earning them on that scale, and earn only the new ones. Then, cycle this system every, say, two years. Nothing has to be given away, but then nobody's going to be seven, eight, or more years away from earning the latest reward, so they have less of a staggeringly overwhelming system haging over them.
Another idea that came to me - and I don't know if this would be a good one or not, so I can't say I really support it, just something I thought of that might be interesting to get others' thoughts on.. What if every 6 months, existing accounts got to 'sponsor' one other account up to their current level? I don't know if I like the sound of it. It would give people a lot better way to help their friends. Yeah, come play with me, I can give you veteran rewards up to X months too. But something about it doesn't feel entirely kosher either, so perhaps it's a terrible idea as well.
Either way, I would certainly say the current system needs to be stopped, instead of continuing to add ever more unattainable levels on top of it. -
Quote:Bingo.
If you want them, bid on them so sellers know there is an interest and at least make it a decent bid.Quote:I'm vastly more likely to list a marginal item if I see bids for it than otherwise.
Quote:That's in open beta now, so anyone can go see what that entails.
Edit: My feeling is that it's passable now, but what they originally had as the new interface was worse than the one now on live. Part of that was it being incomplete. Part of it was it genuinely not being engineered very well with respect to how those of us who use the market regularly actually use it.
...Which does very little for my faith in changes to the actual fundamentals of the market economy itself. -
Haven't read the entire thread yet, but I wanted to get this written up while I'm thinking of it on my own, instead of after things I've read from others so that I can properly claim that most of it is my own thoughts.
Now to start, I don't know the devs or how they fix things well enough to truly speculate on what they will/would do. Nor do I know the technical side to know what is feasible with a reasonable amount of programming, which may very well be a major limitation in this entire endeavor for their side. But what I would do in their place is as follows.
#1 - Overhaul the interface. This is probably the biggest thing on my list. I want to make it as easy as possible for people to both sell and buy items. The current interface needs a lot of work. This would contain a lot of small improvements:
Item price history would be expanded to last 20 items. Furthermore it'd also show a calculated average sale price for the item over the last 30 days. No more wondering how much something tends to be worth, for those who don't keep a close eye on the market and record/remember everything.
Allow for bidding on a range of enhancement/recipe levels. I may not necessarily want a level 48 enhancement specifically. Maybe I just want that enhancement somewhere between 40 and 50 and it doesn't matter exactly which level. This way I can set a bid on any of that enhancement in that level range. Right now I would have to bid on 10 individual enhancements to do this, have to have enough cash on hand to do that, and it presents the danger that I might wind up accidentally buying more than I want.
Get rid of posting/bid limits. At the same time, remove the ability for those slots to be used as storage. Anything put in there must be being sold, and anything you win gets automatically sent to your character and dropped into inventory, or into an overflow that drops into your inventory the moment you clear some space.
Correlated with the bid limit removal, but also to drive prices down and encourage faster sales, make the listing fee recurring. Every 24 or 48 hours or somewhere along those lines, the fee you paid to list the item is re-charged. Optional - if you don't want the item relisted, you can select it not to be, and it gets sent right back to you. If you don't have enough money to pay the relisting fee, it gets sent back. This prevents those infinite slots from being used as storage without paying a fee for that storage.
Make the interface considerably more scalable, and with more options, allowing people to see the calculated average price without clicking on each individual item, allowing more items to be on-screen simultaneously if the user expands the interface UI, and so on. Generally speaking, make it easier to get things done quickly.
Projected Result:Item price history increase and calculated average being available encourages market participation from those who would otherwise be hesitant or disinclined to participate since they lack this information.
Bidding on ranges of items makes market participation buyer side considerably easier, since it is rarely necessary to have an enhancement of a particular level - somewhere 'around' that level tends to be more commonly needed. Ranges make it easier to buy something around where you want, thus making it easier to sell.
Posting/bid limit removal, along with the simplification of the interface, makes those less-worthwhile recipes and salvage worth putting up for sale, since it doesn't prevent the sale of other, more valuable items. Simultaneously, recurring posting fees discourage posting items at far-above-average prices and simply waiting for someone desperate enough to purchase.
Recurring fees would also produce a small drain on money in the economy, thus helping to combat inflation and keeping prices steadier.
General UI improvement would reduce the difficulty and time required to post or buy items. Encourages more market participation.
#2- Merge the markets to some degree. Not a perfect, seamless merge.
Buyers would have an option on each bid they place that allows them to bid on cross-faction items or not. If they are choosing to bid on them, there's an additional 'smuggling fee' charged by the market interface (if the item they purchase is cross-faction - they may get lucky and get one from their own side first). Note that this fee would not be part of the bid, but in addition to it. Thus bidding 1 million on something will result in a normal 1 million transaction for the seller, but the buyer will pay an additional percentage over and above their bid in order to cover the smuggling fee.
Projected Result:A limited merging of the markets with additional smuggling fees will make it easier to find rare items when they're needed, and easier to sell items since the potential market increases significantly. Again, this should encourage market participation.
The smuggling fees would again reduce the money supply in circulation, thus combating inflation and assisting in stabilizing prices.
#3 - NPC 'background' resellers. Others have mentioned this idea as well - this is my specific implementation of that.
The market will auto-bid on all items at current vendor prices, setting an absolute price floor for all items. If you want something to sell instantly, put it up for less than current vendor price, you'll get that price or higher, if someone is bidding on it.
The process of selling an item to an NPC vendor would place it in the same market pool - the only difference would be that by vendor-selling, the seller does not have the opportunity for anyone to pay a higher than vendor price.
Destroying an item will also place it in this same market pool, with no payment to the character destroying it.
Any items auto-purchased by the market in the above manner, or sold to vendors, will be immediately relisted for considerably higher prices. The price could easily be determined through the aforementioned 30-day average purchase price. Start there and then discount it by somewhere around 15 to 20%.
If it doesn't sell within 48 hours, it gets discounted by another 15 to 20% until it hits minimum price, which would be double vendor price (the price the market paid).
Any item that gets to an excessive number of stored items in the market pool (say, 100, or 1000) starts being destroyed automatically at any number beyond the limit. Optionally, if possible, this could also trigger a global reduction in the drop rate of that sort of item, since if it is not being exchanged at all, it is clearly too common at the moment.
Projected Result:Auto-bidding on items, along with the removal of vendors or players destroying items and thus removing them from the economy will increase supply of all items, driving prices down.
Relisting items increases available supply, by reducing artificial reductions in supply, thus reducing prices.
All 'profit' made by the market results in removal of money from the economy, creating a considerable counter to inflation.
Since this obeys supply and demand, and creates nothing that was not supplied by players, it does not create further market imbalance. It may, however, reveal drop rate imbalances and such, allowing them to be fixed directly.
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What bugs me about this and drives me to agree with Heraclea's point is...what is so absolutely vital about pushing this 'fix' live right now when it is so obviously broken to a huge degree, in that things that cannot possibly be exploited are penalizing the exp in a mission?
Furthermore, it doesn't seem like the so-called 'problem' this fixes is some new development. It's referred to as a 'long-standing' problem. So if this is such a long-standing problem, why is it so vital to fix that it has to be band-aid 'fixed' with a horribly broken fix?
It's ironic, I've just recently come back to the game and discovered how interesting making good stories in the MA system can be, even with its flaws and limitations, and then a huge number of the tools to make such stories get broken. I won't be putting any further work on the stories I've been working on, and I'm not going to publish them until I can use the already very limited tools in order to tell the story without making the story worthless to actually play through. -
The earlier you subscribe, the sooner you start accruing veteran rewards.
Plus, of course, a lot of that good stuff is going to cost in-game resources to do or get. Who wants to be stuck in a tutorial or leveling up their lowbies right when everyone else is off in the newest zones doing the coolest stuff? -
Some of the basic ideas stated here are absolutely incorrect, making the entire argument somewhat flawed.
Quote:Inflation is an increase in the supply of currency in the economy, not an increase in prices of goods. Increase in prices is due to the increase in currency - if there is more currency in circulation, each unit of currency has less actual value.I've been noticing a lot of threads flying about on here promoting different methods of fighting in-game inflation. To set the base for this, lets define inflation in the game.
Inflation is defined as the cost of in-game goods in terms of influence / infamy as requested from other live players utilizing the auction house system.
That said, all MMO's, due to creating unlimited quantities of money through the defeat of infinitely-spawning NPC's that drop either money or vendorable items, have some degree of inflation potential due to this, and the need to balance toward an 'average' player's ability and need to make money. This balance can get out of whack if the amount of money in the economy increases beyond the intended balance of units of currency per active character.
Money sinks directly combat inflation by removing currency from the economy. It doesn't matter who uses the money sinks, the result is money removed from the economy. CoH/CoV has the issue of relatively few options to spend money that will remove it from the economy, rather than transfer it from one individual to another. One can spend money by purchasing the weakest type of enhancements from vendors, by purchasing enhancement recipes from the crafting tables, by crafting recipes, and through transaction fees at the auction house, and a few other minor expenses such as changing costumes, which don't come close to the amount of influence generated by that same character. I may be forgetting some major expense that removes money from the economy, but I don't think so. In order to prevent inflation, the game needs to be balanced such that if a character introduces X amount of money into the economy (by defeating enemies and being rewarded, or by selling un-needed items to a vendor, instead of to another player) then over a long timespan, they should also average X amount of money in expenses that remove that money from the economy, as opposed to transferring it to another player. If balanced correctly, this keeps the total amount of money in the economy relatively stable, thus keeping the value of currency stable.
As others have said, increasing the supply of items would encourage many players not to sell their surplus items to other players, but to sell them to NPC vendors, instead. This results in the worst possible situation - the creation of more currency, while the supply remains the same or is diminished, driving prices up in two ways at the same time.
Most of your ideas would not help the economy - they would bypass it entirely, making the influence/infamy currency even more worthless, increasing the numerical prices of goods until the point where that currency is unusuable, and the market either becomes nonexistent, or is forced to move to a barter system in the absence of an equally fluid currency.
Quote:I think maybe a better answer would be to come up with a system that monitors what is vendored/deleted, then link that to a market feeder script such that a % of what is dumped by players is auto-fed back into the AH market at a fluctuating price. Price should be set at a minimum double of the vendor price with a maximum as a certain % of the average AH price based on the number sold.
This kind of background system could go a long way to maintaining an even supply on items most players don't consider worth their time to sell, but are still needed. Also the fact that the system will be feeding items into the market on a consistent basis would let people feel more comfortable in putting in lower than average bids so they don't have to pay inflated prices.
Another potential solution is to put timers on Sales and bids. In WoW's auction, prices are somewhat limited by the fact that if you put up an item, it will come down again within a couple days, and part or all (I forget which) of the posting fee is lost.
I know I wouldn't put something up for a multimillion fee if it was going to come down again in 72 hours.
Furthermore, a time limit on sales would indeed mean people would be more motivated to price their goods lower. When selling a rare item now, a person who is patient and in no need of money or auction slots immediately can leave the item for sale indefinitely - if it is a rare item, someone will eventually purchase it for staggering prices. By removing this freedom to continue selling the item indefinitely, a person needs to account for the number of times they are likely to have to relist the item at that price. If increasing the price by 50 million infamy means I am likely to relist the item enough times to spend 60 million on posting fees, then I'll set the price lower so it sells quickly.
Personally I would also say that the amount of auction house slots should be made unlimited. This - when combined with the time limit on auctions - would encourage people to sell items on the market, rather than vendor them. The limited number of posting slots makes it difficult to sell anything but the most expensive items, right now. Combined with the unlimited timespan on auctions, it also encourages me not to relist and lower the price of an item - the relist could be expensive, and if I just let it sit, it'll sell, eventually, unless it's priced at a truly ridiculous sum.
I also believe that overhauling the UI for the auction system would help in and of itself. Part of my consideration when I go to sell things is 'is this worth bothering with that interface?' A few simple quality of life improvements would help. Like if I drop an item in a slot to sell it, have the item's history come up, so I don't have to manually search for the item to see the price history. Increase the history length from 5 to say, 10 or 20, and perhaps even include an automatic calculation to determine the average price over the last 15/30 days, and display that as well. Right now it's too easy to see a short string of very low or very high prices, since it only shows me the last 5 transactions. Some of the previously mentioned stack issues are a problem too - have the selection box on stack number automatically default to the entire stack, since usually that's how many I want to move.
Quote:A lottery where large amounts of influence is destroyed in exchange for a chance to create unique enhancements or recipes and salvage to create said enhancements. For lack of a better name, let's call it Lottery Origin enhancements (LOs)
Quote:And you don't believe this will somehow NOT be exploitable by us marketeers?
It's already been pointed out WHY it's not a good idea...
As to why it's not a good idea, I saw a post noting it would not be a good idea to globally limit auction slots, which would indeed be a monumentally bad idea, but putting a timer on the auctions and forcing people to pay relisting fees would not be a bad idea at all.
Another useful thing to do would be to stop dropping common IO recipes, or at least make them a lot less commonly dropped. The ones you can buy at the university crafting tables, I mean. Those things drop very commonly, and the level 50's tend to be worth between seventy and over a hundred thousand infamy when sold at a vendor. Make people pay for those recipes at the crafting table, and that's another bit of money leaving the economy.
As to the entire long argument about hoarding and storage costs? Hoarding is damned irrelevant. Indeed, in a lot of ways it's a symptom of the problem - the fact that you can expect your money to lose value, but other items tend to retain their value. Obviously, if there's rampant inflation, people are going to look into converting their assets into the most stable form possible. In this case that's probably rare enhancements that are likely to hold their value, and be worth increasing amounts of currency, as the currency loses value. Penalizing people for storage space would barely make a dent in the inflation. It doesn't matter who it hurts, the fact is it wouldn't make a damn bit of difference to the overall situation. Most importantly, just like the original poster's suggestions for increasing the supply of items, even if the idea worked and made people mass dump their hoarded enhancements on the market, all it would accomplish is a very temporary dip in prices until the market settles, and inflation continues on its merry way. -
I got it from the Flashback mission a few days ago, being level 41 normally. When I run out of it, which won't be for a very long time, (since I only use flight for the occasional vertical boost, as a speeder) if no one has posted anything further I will note whether I was able to re-get the jetpack after using it up.