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Okay, unless they've changed the drop methods since CoH Beta, this should be accurate:
Enhancement Drop Percentages
Enhancements drop (are acquired from the enemy) based on the level of your foe. Lieutenants and Bosses drop enhancements based on their true level, but have a higher chance of a drop than minions. The default drop is a training enhancement, but dual-origin and single-origin enhancements become available at higher levels. Some foes drop specific categories of enhancements for example, the Tsoo drop Focusing Devices (mutant/magic origins) at higher levels.
Generics that drop from level 1 to 19 will be Villain Level, VL-1, or VL-2.
Generics that drop from level 20 to 29 will be Villain Level, VL+1, or VL-1.
Generics that drop from level 30 to 40 will be Villain Level, VL+1, or VL+2.
Dual Origins that drop from level 15 to 29 will be Villain Level, VL-1, or VL-2.
Dual Origins that drop from level 30 to 40 will be Villain Level, VL+1, or VL-1.
Single Origins will always be Villain Level, VL-1 or VL-2.
Training (Generic) Enhancements drop exclusively for foes of levels 1 to 14.
Level 15 to 19 foes have a very rare chance (roughly 1 in 200) of dropping a dual-origin enhancement.
Level 20 to 24 foes occasionally drop (roughly 1 in 4) dual-origin enhancements.
Level 25 to 29 foes occasionally drop dual-origin enhancements (same as level 20 to 24), but also have a very rare (roughly 1 in 200) chance of dropping a single-origin enhancement.
Level 30 to 40 occasionally drop (1 in 4) a dual origin enhancement and occasionally drop (1 in 4) a single-origin enhancements. This means that these foes drop training enhancements roughly half the time, with the other half having an equal chance of a dual-origin or single-origin enhancement.
So, that should give you an idea of what you'll get when you fight a particular foe.
Getting More Infamy
Throughout the game, you will get the majority of your Infamy from selling enhancements. Make sure to sell them at the right store - trainings should be sold at the Quartermaster, while origin-specific enhancements should be sold at a store matching that origin. This can make a rather large difference in the amount of Infamy you gain.
Pay attention to the level breaks - they'll tell you the best foes to fight to get Infamy. For example, at level 17, you can fight level 15 foes (green to you) to get a better XP/Infamy ratio. However, at level 20, you're better off fighting equal-level foes, because it is far more likely for a dual-origin to drop from a level 20 than a level 18.
Fighting at higher difficulty levels will generally give you a worse XP/Infamy ratio, though it can be worthwhile if 'playing up' pushes you past one of the break points mentioned above.
At level 22, if you need more Infamy for SO's, go out and find level 20 foes - preferably lieutenants or bosses. The foes should be fairly easy to defeat, with lots of groups in the area. Do this for an hour or so, and you should have significantly increased your Infamy. Fighting opponents two levels below works at other levels (I used it to quickly raise Influence at level 12 to buy dual-origins), but is particularly effective at level 22 because of the break point for dual-origin drops.
Hope this helps...
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Thanks, appreciate the information, and it tells me some things I did not know before. Quick follow-up though, what is the overall percentage chance for an enhancement to drop? For example, after fighting my way through an entire mish, shouild I not have more than 1 or 2 enahncments?
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The reward tables for CoV are the exact same ones as CoH.
The store definitions for CoV are the exact same ones as CoH.
You don't start giving up Inf. for Prestige until level 24.
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Does this go for enhancement drops too? I don't question that the infamy vs. influence is about the same, my problem is the enahncement drops seem very light in CoV. In CoH I can complete a mission and get at least 5 or 6 enhancement drops from it. Many times in CoV though I come out of the mish with 1. -
Wow, from what I have read so far this has to be one of the most universally hated changes I have ever seen. I would like to add though that I do not blame the developers for this change, I mean, think of the logic here:
1) Pick a feature that a lot of people enjoy.
2) Modify the feature so that it is no longer enjoyable.
3) This will encourage people to enjoy the game more!!!
This does not sound like developer logic to me, but instead sounds like some management got their hands into the mix.
That aside, I would like to Ask some questions regarding this change:
1) Why was not a more measured approach taken to reducing the power of burn? If it was thought to be too powerful why not begin by increasing the recharge time? This would force re-slotting to pick up the slack, forcing the user to choose between a quicker recharge or more damage (i.e. damage enhancements vs. recharge rate enhancements). If this failed then you could decrease the damage, and only if the power was still too powerful should the AI have been modified so that mobs will always run out of the patch. By adding all 3 at once you have effectively destroyed many fire tankers in their current form, and garnered a lot of animosity because of it.
2) The Fiery Aura power set was setup in such a way that it does not provide as much protection as other tanker power sets and in exchange you can deal some damage, which offsets the lack of protection by ensuring the mobs are killed quicker. You have removed a major portion of the damage dealing potential of this power, but I do not see a proportional increase in the amount of protection offered with the Fiery Aura power set. Was this an oversight? will increased protection now be given to the Fiery Aura power set?
3) I have a fire/fire tanker which I enjoyed playing immensely. I could solo it or fight in teams and I enjoyed doing both. After I5 though, I found my favorite toon severely crippled. Trying to solo, I was killed by mobs of even number cons, since they would simply run out of the burn patch, wait for it to go out and run back in. Eventually I would run out of endurance, my shields would drop and they would kill me. In team play, I was equally ineffective, since the team I was on had mainly scrappers and blasters ( i.e. no one with holds ) , again I would run into a mob, try to grab aggro to protect the group, and would then go down quickly since Fiery Aura has less protection, and I no longer have the ability to generate the damage to mitigate this by helping take down the mob faster. Was the goal of this fix to remove the tankers ability to solo, and team with certain ATs? do I know need to make sure a troller is along on each mish?
4) You are giving a free respec to help out with modifying the power sets because of I5. Problem is, when you change the cornerstone power of a power set, you are changing the rules by which one plays with that power set, as such I would much prefer to change the power set itself, instead of just the power within it. Are their plans to allow respecs to do this in the future?
5) Finally, is there any chance you would consider undoing this change? I have not seen any customer who uses burn request this change, and I have not seen any customer since who is happy with the change. As such, if you truly listen to your customers, you will reconsider this change and roll it back.
Please understand my frustration level here, I have spent a lot of time playing my tank and enjoyed it immensely, but I have now watched as that toon was effectively destroyed with the latest release, with little in the way of compensation other than a free respec on a useless power set.