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Posts
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Quote:Point acknowledged. People who do dumb things will struggle to make influence.I think I have demonstrated my point here, which is that using the market without a clue, or even with half a clue, is not a surefire way of gaining Inf.
I'd get into the circular logic of it being "dumb/inefficient to list common/uncommon salvage" but really I think this has gone on long enough. -
Quote:I just happened to do it on my tank which would always be running -20% res from brusing and brought along some Rad Defender and corrupter friends. I pretty much established his DPS (With his current build, reactive, Brusing, etc) to be around 305 DPS (Doing more than a few pylon runs on him) So that seemed pretty static to me. Then I started to add additional -res points by having friends sit there with Envenerating Field up. So technically the pylon would be going from -30% to -52.5% on the first run and from -30% to -60% on the second. Regardless it would seem adding another 22.5% or another 75% -resistance to the target you get close to half a percent DPS increase, per point of resistance debuff.Are you taking the already existing -res from Bruising into consideration? And where does Reactive place into all of this?
Reactive and Brusing were figured into the solo DPS run. Again this wasn't so much theory crafting as going out with real builds, providing real numbers to get some sort of idea where things would be at for -res' impact on DPS and what a damage capped scrapper could expect.
Slainsteel, what you neglected to account for were misses and activation times for Hasten/Active Defense/Server Lag (even with Arcana time), etc. So while in a perfect world the scrapper *could* put out as much as 375-412 DPS, on this run it only put out 326. It probably could have been a few points higher as I had to do a few quick alt tabs dual boxing the kin (In between animations), but not every player out there will perfectly chain the attack.... perfectly... every time. So your numbers are high and unrealistic.
I provided you with a real data sample, taken from the game where you play out these speed teams. And your response is "Well on Paper, it would work differently." Basically what would happen is if you took three of these purple'ed, fully IO'ed out DM/SD scraps and put them on a team, they'd do less DPS than two of the same scrappers and a fully IO'ed purpled out Fire/SS tank. It may not be universally beneficial to bring along a tank instead of a brute/scrap. But in *some* cases it is. Which brings us back to the point that instantly dismissing *every* tank from *every* situation is fundamentally wrong.
*Edit* This isn't about best case scenario, this isn't about nothing but theory and what works on paper. In game, the people you play with have certain builds and certain limitations. I might have a DM/SD scrap that puts out 326, someone else might have one that can hit 350, and another one that only breaks 300. Try out some real data for a change, rather than just what you can plug into a spread sheet without taking into account the human element... which... hey are the very things that happen to play these characters. -
I'll toss up some Data of my own here.
Fire/SS tank - 307 DPS solo against a pylon.
-22.5% Res - 343 DPS, 10% Increase. For every point of -res, .44% DPS increase
-30% Res - 381 DPS , 19% Increase. For every point of -res, .63% DPS increase
-52.5% Res - 416 DPS , 26% Increase For every point of -Res .50% DPS increase
-75% Res - 514 DPS , 40% Increase. For every point of -Res .53% DPS Increase
Average DPS increase per point of -resistance = 0.525%
Obviously there will be some variation from run to run and I really don't have the patience/desire to plot out 100 points. (Nor do the people I asked to help provide static -res amounts want to stand around all day while I solo Pylons. Thanks Omen and Earths Warrior)
Next! Damage capped DM/SD scrapper pylon run - 326 DPS (Using a Kin to Keep character at the damage cap, while using the MG/Smite/SL/Smite Chain)
So 3 scrappers would net you 978 DPS.
2 Scrappers 1 Tank would be....
2*326 = 652 (20%*.525) = 10.5% Increase. 652*1.105 = 720.46 DPS + 307 DPS from tank = 1027.46 DPS
That gain of 50 DPS assumes 3 scrappers at the damage cap vs 2 scrappers at the damage cap and one tank who is below it. (By 40 to 120% at all times)
Now say we have the "ideal" team of 2 colds, 1 sonics, 2 Kin 3 Scraps. Vs 2 Colds, 2 Sonics, 1 Kin, 1 Tank, 2 Scraps.
With the first team a hard target can expect anywhere from 165 to 225% -Resistance (With double stacked sleet) And since you mentioned them being incarnated out, another 10% from reactive most likely. That still leaves you some wiggle room before you hit the -300% Res cap.
So your 3 dmg capped Scrap DPS'ers are doing 123.375% their normal DPS for 2184 DPS.
Your 2 Damage capped scraps are doing 133.875% (10.5% boost from brusing) their normal DPS for 1524 DPS. Your tank is doing 685 DPS (Only 123.375% Increase). For a grand total of 2209 DPS. Again with the tanks DPS being lower than it should be, being below its damage cap and not benefiting from the kin in these calculations).
So, according to my math, which may not be perfect. Bringing 2 scraps + 1 Tank > 3 Scraps. -
At a glance I'd say your recovery is waaaaaay too low, you skipped GC and OWTS which are both great powers on tanks.
Footstomp with Oblit Slotting will eat your blue bar alive. I'd shoot for having your defense a little lower and not worry so much soft capping yourself in the new incarnate trials. I've started to run them on my 50+1 Tank and haven't run into too many problems, especially if you stay near your team (or they stay near you)
I think the Muscular Alpha is a waste since with double rage + AAO you hit the soft cap for damage. (200% since you get 100% from slotting)
DDR is definitely low with current slotting as well.
*Edit*
I took some of the pricey sets out of mine and changed epics, so it was sort of quick. But yeah probably closer to how I'd run it w/o worrying about getting so much defense.
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Quote:As I said before, I haven't flipped things in nearly 2 years because the need for more influence hasn't been there. I sell or store what I generate by playing, that is it. You can make a pile of money off selling recipes that drop, you can make even more if you take the time to invent them (and usually have some patience). Like you said there is a lot of different ways to make influence. I never said the way I mentioned was even the best, just a much much much better way than wasting market slots on selling common salvage for 100k. Unless you missed the reference I'm pretty sure you didn't make 6 billion influence by *only* selling common and uncommon salvage. If you did? I'll definitely say I was wrong.My goal is to craft dropped recipes that I have and sell them, and then sell any extra salvage I have that people want to spend inf on. I'm not flipping, I'm not looking for the biggest payouts, I don't buy recipes just to craft and resell.
I've acquired almost 6 billion over all my characters (15 or so that I play or have played regularly) "farming dirt" as it were. It might not ring up the big, shiny numbers for me, but it works just fine, thanks. If the trickle is steady, and you're making more inf than you're putting into it, it adds up faster than you think.
There's more than one way to make inf in this game. Your way is only one of them. Don't pretend it's the best way, or the only way. -
There have been times where I've paid less for a crafted IO than a recipe. There are also times where I've paid reasonable price for an crafted IO when figuring in invention and salvage costs.
But in general if I'm feeling lazy and need that one last IO and don't feel like another trip to the base to invent it I'll bid a few extra million to get it now. -
Obitus is pretty much right. It doesn't *hurt* to list something higher if everyone is paying 500k for it if you are just casually tossing stuff up. It was an exaggerated argument, based on the idea that if you are looking to make money there are better ways to do it.
As for Silver Gale. I'm going to repeat a word I said you to you a few posts back. Intelligently. I-N-T-E-L-L-I-G-E-N-T-L-Y. Here I'll quote it for you :
Buying up all the salvage when it would appear that the price of the IO's has gone up over the past few days is the opposite of that.
You know as well as I do the Market Fluctuates. The IO's and salvage I took the time to look up and write down for you were at the high end of the last 5 sales at that time. Giving a quick look at Aegis and Reactive Armor it appears people have gotten wise and settled for a smaller profit margin (And listing the recipes higher, maybe figuring out how much they were worth). That didn't stop the potential from being there for high turn around. That doesn't change the fact that slot for slot on the market, you are better off not wasting it on Salvage if your goal is to make influence.
I'll say it again, if your goal is to make influence, its inefficient to waste market slots on buying/selling or just selling common and uncommon salvage. If I thought it'd have been worth the time, I'd have screen capped the last 5 sales when I posted them. Maybe next time. -
And a completely different set of rules for GM's HP, Regen Rates, ED, GDN, etc etc. :P
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Quote:You really are dense. I've done it more than you. I've done it for *years* more than you have. I hate to be the guy to call out reg dates, but really? I remember speed running eden when the only reward you got was that crappy hami knockoff that you couldn't even slot on a level 50. Back before IO's were even around, and people were amazed you could do a 3 hour trial in 10 minutes.Maybe that guy can bench more than the treadmill walkers? At least in the gym, those walkers aren't somehow trying to prove logically that they can do better.
Hey, if you don't like to speed, don't. Just don't offer opinions about how which AT will do better, considering, you haven't really done it enough, so your opinions really mean jack.
So yeah, take it from someone with much more experience speed running than you. You don't know what you are talking about and your biased towards AT's is unfounded.
FYI I think the funniest part is... using the 1 Kin, 3-5 debuffs 2-4 DPS (which may or may not include a tank) is pretty much what we used when we were trying for faster times against a group on justice. Congrats on figuring it out 2 years later though. -
For anyone who hasn't figured it out yet. He's just trolling people, either that or he might be too dense to see past the end of his own nose. (And those uh-maz-in speed runs)
Like I said, its been done before. You haven't found a better way to do it. Your teams aren't better than the 20 minute ITF's or LGTF's from... at this point 2 years ago? You don't do it more efficiently. The game has just experienced a significant power creep allowing more and more time to be shaved off.
Long story short. You are trying too hard bro. You're like that guy at the gym screaming at people on who are just walking on treadmills "I CAN BENCH MORE THAN YOU, YOU WANT TO SEE? COME FIND OUT HOW WEAK YOU ARE!!!!"
You should really look into zone pvp/fite club. You sound like a natural. -
Not every bill on the money tree is going to be a hundred. Some are though, as I showed you. Every IO out there *Can* be turned around for profit though.... hence the expression. I'm not sure where you came up with a 300% profit margin being required. What I think happened is you tried to set up some unrealistic goal to prove a point, only to find out it wasn't unrealistic at all. And rather than say "Hey, you were right. You were a jack@ss about it, but you were right." You've instead tried to grasp at straws, making broader, more unrealistic conditions for what I said to be true.
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Slainsteel, your point is pretty much moot as you've clearly stated, you build teams where a tank isn't required. Anyone could just as easily put together a "speed" team excluding any single AT and still put up very impressive times. Yes that includes excluding Controllers, Corrupters, Brutes, anything.
The point you are trying to make is a very old one, in that tanks aren't *required* but the point you fail to grasp, neither is anything else as far as an AT goes.
I can remember putting together/being on 21 minute LGTF's (When we had a friendly rivalry going with Justice) 22 minute ITF's and 38 min MoSTF's back before bruising, alpha slots and +1's PvPIO's or any of that other incarnate stuff. I've heard people now do them in 14-15 minutes, with STF's around 25-27 minutes. Mostly it seems like people haven't really improved times... just the power creep that has happened in the game lets them go faster.
The one funny difference being... rather than excluding AT's or builds from our teams, when the call went out the answer was always "Play what you want." -
Quote:If you do it intelligently with IO's that move fast, you might just be surprised.You have inspired me. I am going to go on the market right now, spend all of my Inf on recipes for the first IO that catches my eye and the salvage for it (at buy-it-now prices, of course, because why be stingy?) craft them all and list them at a 300% profit margin. If I don't have three times as much money tomorrow, I'm blaming you.
Though I imagine it'll take more than 24 hours for some of the IO's to turn over, just because that is the way it is.
Aegis Res 5 mil recpie + 2mil salvage 500k invention. Sale price 35 mil 300%+
Crushing Impact Acc/Dmg >200 K recipe Salvage 150K Invention 500k. Sells for 8 Million. 500%+
Decimation Dmg/End >500 K recipe, 2.1 Salvage 100k Invention Sells for 20mil. 425% +
Reactive Armor End/Res/Rech 8 Mil Recipe, 750K Salvage(Because people are dumb) 100k Invention cost. Sells for 50 Mil. 360% +
That should help start you off.
*Edit* Didn't show the 10% you lose to market fee's in listing, but had already figured it in. -
Quote:Like it was mentioned in the post by tanstaafl, first there is nothing wrong with listing things that have current outstanding bids. If people can get some use out of it, I'll list it for them.I don't want to give you too big a shock or anything, but... Not everybody limits themselves to buying and selling things on the market itself. Sometimes people actually play the game and generate salvage that they then bring into the market to sell.
Do you need a moment to recover? It's okay, I can wait.
Then as for listing salvage for more than one influence, it suggests you are trying to "Make money" rather than just pass it along to someone who could use it at that moment. As others have mentioned its simply an inefficient way to go about doing it and your market slots would be better used for something with a much higher profit margin. What is worse is if you are just doing it as stuff drops, you aren't even filling 10 stacks meaning its *Much* worse for trying to make influence.
The funny thing being... Its probably been over a year and a half since I was into the buying/relisting/selling phase. I don't do it anymore because I don't need to. So my only interaction with the market is selling whatever drops and buying something when I need it. The principle still stands though, if you are listing salvage for 100k it suggest you are trying to make money. Annnnnnd you are going about it in a very inefficient way.
Like a dirt farmer in a world where money grows on trees.
So play how you like. If you like farming dirt? More power to you. Its your 15 bucks a month. -
No, I'm pretty sure what I meant is if you list any piece of uncommon or common salvage. Low, Mid or High Tier for more than 1 influence. You are dumb and wasted a market slot on an item for a completely insignificant amount of influence.
Market slots would be better spent on IO's simply because you are looking at higher profit margins per slot. At best right now for salvage, selling stacks of 10 that you managed to buy for 1 influence and sell for 500K, the best you can get out of it 4.5 Million. (Most are in the 100 - 200k range) The number of IO's you can turn around for significantly more than that is staggering. -
I have a 50 FF/Sonic and Grav/FF. You are exactly right that there is no point to playing a level 50 bubbler. At this point I'd rather take a Sonic over a FF simply because there is usually so much defense floating around from other sources.
IO's, Leadership (now that everyone has stamina), VEAT's, Res/Def Aura's (Steamy mist, Shadowfall, Arctic Fog) Things like FF Gens, a team with 3 or 4 barriers is offering you at least 20% defense almost all the time. And lets not forget colds. Because not only do they bring a pile of defense, but some of the best debuffs in the game.
The "FF can pin all minions during the escape phase of the BAF" is silly since a cold can keep up near perma sleet with the reactive interface and *kill* them all instead. LT's included.
So yeah, put that toon on the shelf until the set gets a buff. -
People who list common/uncommon salvage for more than 1 influence (Or don't just delete it outright because its taking up space) are pretty much too dumb *and* poor to make any "real" amount of money in this game.
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Quote:Pretty much this.Yeah, but kill-all ITFs can be run in half the time at about 60% of that number of shards. This means, by running two ITFs back-to-back, I can spend the same amount of time and get 20% more Shards.
ITF wins because there is a signifant drop rate increase among bosses, EBs, and AVs; and the ITF has boatloads more of them than the LGTF.
LG is nice if you don't have a server that runs Mothership raids for your gr'ai matter's, but outside of that ITF is better for shards vs. time invested. -
EM is basically sub par to SS in every way (AoE, ST DPS, mitigation, etc) Even double stacked Rage KoB hits harder than BU ET if I remember correctly.
I have high end built Fire/SS and Fire/EM tanks and the EM is slower in every respect. The only thing it is better for is end use, since it doesn't have to deal with the rage crashes all the time. -
Think I've got it worked out. Thanks!
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Did you by chance have another Shield Wall Proc?
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Common - 10 Million
Uncommon - 10 Million
Rare - 25 Million
VR- 100 Million
If I couldn't get them for these prices, I'd just keep running trials since there is no timer for the reward table.
The most annoying part about VR's is getting them on characters you only intend to take to tier 3's while the ones you'd *like* to get tier 4's on are stuck getting Rares and uncommons.
*Edit* Prices are reflected upon the fact that 1 trial = 1 emp merit (Common) + Reward table + 4-7 Astral merits (16-28 threads or 1 common + change) -
Out of the Box DM, Kat, and BS are the easy winners.
If you are looking at end game, spines could be made defensive with the Diamagnetic interface. 5% to hit off of every tic from quills capping out at 25% which is essentially half way to soft cap through debuffs.
Additionally removing most of the incoming damage (From Minions) quickly and then slowing bosses so you can easily kite them with the occasional KD in ripper makes it... sort of defensive. Still no where near the first three though. -
I liked the part where I thought Arena PvP might have been fun once again.
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Quote:Like others have said, Illusion excels at using other forms of distraction effectively in 99.9% of the game. For this .1% One *Phase* of one trial, it would have benefited you to invest in hard controls and location based powers. So the option is there, you just don't want to take it in favor of sticking with your build as is.The point of the original post was to point out that Illusion Control is weaker than other control sets for the Prisoner part of the BAF trial. It seems that this part of the trial was designed, intentionally or unintentionally, to make Illusion's crowd control tools useless. Yes, by re-making your build specifically for a trial where Confuse, Fear and Distraction are useless, you can improve your performance. But I don't want to have drop a build that is fully effective in the rest of the game and make a specific build just for this part of this one trial.
That is pretty much the same as saying "My Buff Bot Emp/Archery doesn't do enough damage solo. I took all the empathy powers, medicine, and snap shot. But I don't want to change my build."
The even sillier part is... your build does a fair amount of damage, and in the end I think every trial I've been on has used defeating the prisoners as the way to get past it. (I've seen a few try to use sleeps to clog the doors and keep things from spawning once a certain amount are there) So what is the big deal? You play more of a MM for this one phase of the trial, and try to do as much damage as possible as they try to escape.