Pink_Perfection

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  1. <QR>

    I'm sorry, but the princess is in another castle.
  2. <QR>

    Why not devote an entire issue to power customization and let the new content be pushed back? Then it's done.

    Just my 2 cents.
  3. I have a very specific suggestion.

    In the Numina TF, you're asked to hunt 20 Vahzilok in Faultline. Once upon a time, this was not an issue, as they were everywhere. Now that Faultline has been revamped, Vahzilok only spawn at night (to my knowledge). I've been on several Numina TF's where 10-15 minutes could pass during that hunt with no Vahz spawning anywhere.

    I suggest changing that mission to "Defeat 20 Lost".
  4. I also have a 50 DM/SR and I love the build to death. She can just wade into a sea of +2's and +3's with almost no worries. In fact, based on my experience, I planned on writing a simple guide for reaching the soft cap with most any /SR build. I see no need to now, after your wonderful guide, but I'll throw in my 2 cents anyway.

    For each position (melee, ranged, AoE):
    /SR Toggle (3 slotted for defense) = 21%
    /SR Passive (2 slotted for defense) = 8%
    Combat Jumping (1 slotted for defense) = 2%
    Weave (3 slotted for defense) = 5%
    Tough (slotted with the Steadfast IO) = 3%

    Total before set bonuses = 39%

    Here's the simplest way I've found to close the gap to 45%:

    Two melee attacks 6-slotted with Touch of Death = 6%+
    Two melee attacks 6-slotted with Mako's Bite = 6%+
    Two PBAoE attacks 5-slotted with Scirocco's Dervish = 6%+

    The only tricky bit is the two PBAoE attacks, but I believe only MA/ would really have a problem with this (I stipulate that I've never played Spines/ or Claws/ so can't really back up my opinion concering them).

    In my opinion, just a simpler (but probably more expensive) way of thinking about how to reach the defense soft cap.
  5. I haven't read the whole thread, so I don't know if this has already been submitted, but you can add this to your list.

    Tech only - Crazed
  6. [ QUOTE ]
    [ QUOTE ]
    Venture will also never see that the last 10 of those items sold each went for 100k

    [/ QUOTE ]

    I'm not sure this will be the case. I think if you're putting up a LTB order for something they would give you the last-10-sold information for whatever it is you're looking to buy. If they only give that out to sellers or people "bidding" on an existing sale then we have a problem.

    [/ QUOTE ]

    I'm sorry. I see I worded that awkwardly. I mean to say that Venture WILL see what the last 10 sold for, but that it won't show 10 sales of 100k each. I think he'll look at the list and see steadily rising sale-prices, at least for anything rare.
  7. Ok, here's what I think.

    Lvl 50 Venture wants a rare IO. Venture will not see what he wants up for sale. Venture will also never see that the last 10 of those items sold each went for 100k. Venture will have to submit a buy order just like everyone else, without any clue of the value of the other peoples' buy orders. I'm probably missing something, but I think this virtually guarantees a gradual inflation of the price of that IO.

    On the other hand, I'll guess that Venture is only interested in IOs lvl 50-53. Lvl 30 Kitsune9Tails is not going to make a killing on her lvl 30 version of that IO, at least not a lvl 50 size killing.

    That's my prediction.
  8. A couple other items of note. I'm listing them in a separate post to avoid confusion.


    1. From my examination of your table, I notice that from levels 1-20, the Blaster damage increase per level speeds up, and that, say, Controller damage increase per level slows down. This implies to me that somewhere in between those two extremes is a damage progression chart that shows a constant damage increase per level-up. It looks like the Tanker Melee damage progression is the closest to this medium, and I notice there isn't an AT that fits the role in the ranged damage chart.

    All this is just to say that, behind the scenes, it looks as if the Tanker Melee damage progression chart is the base upon which the other AT charts are based. This by no means diminishes the monumental work you've done. It looks great! I'm just talking about behind the scenes.


    2. As far as cleanliness of numbers is concerned, the lower the baseline is, the cleaner you can get the numbers to be. If, for instance, you used BI=1.1111 as the new 1, rather than BI=2.7777, then Brawl would be damage .9 and Moderate attacks would be damage 2.5. Going further, if you made BI=.1111 the new 1, then Brawl would be damage 9 and Moderate attacks would be damage 25.

    Going to the extreme, of course, you could just list everyone's damage at level 20 for all attacks. I'm not entirely sure that's actually a bad idea.


    3. On a purely aesthetic note, I think the melee damage table and the ranged damage table could be relabeled as exactly what they are, namely, damage done by a moderate attack by AT and level.
  9. [ QUOTE ]
    [ QUOTE ]
    This is all very interesting, and I believe probably very accurate, but this is then what I want to see.

    Give a moderate damage blaster attack (BI=2.77778) the damage value of 1 (both melee and ranged), then tell me in a hero planner what damage every other attack in the game does compared to this base attack. Do the same for heals, buffs, and debuffs, compared to their appropriate respective baseline ATs, and I will finally have a hero planner with no confusion.

    I guess I should clarify that I only mean for lvl 20+ characters, after the scalers have calmed down.

    [/ QUOTE ]

    This is exactly what the game engine does. A moderate damage 2.7777 attack is the baseline 1.0 upon which all damage scales are based. This applies to all levels, not just 20+; the scale values always remain the same. Now, hopefully, we can get the hero planner designers to adopt this system.

    [/ QUOTE ]

    I understand what you're saying about scale values being consistent across all levels, but I'm not sure you understand what I'm getting at.

    Specifically, when I contemplate defender builds in my brand-spanking new hero planner, I want the defender version of Air Superiority to list damage as .55, because it does 55% of the blaster Air Superiority. This is only true for levels 20+, as you have said. That is why I made that consideration.
  10. This is all very interesting, and I believe probably very accurate, but this is then what I want to see.

    Give a moderate damage blaster attack (BI=2.77778) the damage value of 1 (both melee and ranged), then tell me in a hero planner what damage every other attack in the game does compared to this base attack. Do the same for heals, buffs, and debuffs, compared to their appropriate respective baseline ATs, and I will finally have a hero planner with no confusion.

    I guess I should clarify that I only mean for lvl 20+ characters, after the scalers have calmed down.