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Posts
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Joined
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What's the recharge needed for Incinerate in the Incinerate-Scorch-Cremate-Scorch chain? (I've done my own calculations, but fear that they might be way off and too laughable to reveal.)
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Quote:Noice (the BotZ, natch).I've only gotten (or noticed) two of the new drops since it was implemented. A BotZ: -KB and a TP stealth. It's rare but puts a smile on my face when it does happen.
I've noticed four boss Cs, all damage procs:
one mez proc I've forgotten
Ghost Widow's psi damage
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two Impeded Swiftness smashing damages. -
A quick question for Umbral's build: The second EndMod enhancement is in PP because its enhancement increases the Num/Miracle procs' +recov enough to make it more efficient than a second EndMod in Stamina?
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Quote:Not quite what I said, rather that other people with 50s seem to play them more than I play my 50s. My 50s tend to move to that retirement community by the name of Wentworth's, I believe it's called.I'm not at all sure a majority of people play level 50 characters most of the time.
Partly my perception is probably skewed by the boards where people often claim they IO-out with "plains" in the 30s and wait til 50 to put in sets. In addition, mid-level builds are the exception and people mostly post completed 50 builds on the boards. (I was told once to "stop giving bad advice" and then neg-repped for suggesting mid-level building strategies in lieu of a three-purple/4 LotG/2 HO model.) And I learned it from you, Uberguy, I learned it from you. [/80s public service announcement]
Just out of curiosity I did two spot checks of population last night:
Virtue/Villain
113 50s online vs. 218 non-50s (more than 1/3 of the population!)
Justice/hero
61 50s online vs. 186 non-50s (just less than 1/4 of the population) -
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Quote:I certainly realize this--and in fact have started rolling merits at 30, 35, or 40, in case of Impervium Armors, Kinetic Combat Triples, Miracles and the like. But I can't stand the thought of leveling through the 30s without IOs and imagine many other folks are the same. And I can make cash pretty easily otherwise. Putting IOs in a character that is mostly finished for me seems a little hollow. (I suppose I play my 50s a lot less than most people in the game.)There are really good reasons to only roll at maximum level, though. With a few exceptions, recipes at less than maximum level sell for a lot less (sometimes a lot less).
I am all for better supply of mid-level recipes, but rolling on a character that's not level 50 really isn't going to get you the best money for your merits. -
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Quote:You also need to craft to maximize the profit--so it does require extra work (comparing recipe and IO, buying, crafting) and extra investment. Heroside, at least, the low-tier heal IOs usually move for 1-3 million, and most acc/dmg melee or range for 1-2. The mez triples shouldn't be bad either (I think redside I saw a couple ~30 in the 1-2 million range), since they've become much rarer crafted. That Eradication has climbed to 10 or even 15 million before (again, crafted).Gave the bronze rolls a try/ got some mixed results
I was working up to level 30 and didn't want to burn tickets on the way so I bought some salvage that was selling for around 2 million and listed it on the market
BBOE 1,755,555
Mil cyb 2,500,000
Pangean 2,000,000
soul trapped gem 2,111,111
Or about 4000 inf/ticket
Here are my results for rolling 30 rolls in the 10-14 category
I was planning on working my way up but the process of rolling checking prices and recording them was taking too long and I have an early day tomorrow. I will do some of the higher level ranges then.
10-14
You received Unquestioning Loyalty: Acc/End (Recipe). 16 sale 0 bids 25k
You received Explosive Strike : Knockback/Dam (Recipe). (20) 0 sale 1 bid 1500
You received Curtail Speed: Dam/Slow (Recipe). 1 for sale 0 bidding 1000
You received Triage: End/Rech (Recipe). 9 for sale o bidding
You received Horror: Acc/Rech (Recipe). 14 for sale 0 bidding
You received Cleaving Blow: Dam/Rech (Recipe). 1 for sale 0 25-35 k
You received Paralytic: End/Hold (Recipe). 14 for sale 0 bidding 1k
You received Befuddling Aura: Acc/End (Recipe). 8 for sale 500, 1000
You received Neuronic Shutdown: End/Hold (Recipe). 1 for sale 0 bidding 100k
You received Discouraging Words : To Hit DeBuff (Recipe). 1 for sale 100k-150k
You received Bone Snap: Acc/Rech (Recipe). 2 for sale 10k-25k 1 outlier 500k
You received Salvo: Acc/Dam (Recipe). 0 for sale 50k or so
You received Paralytic: Acc/Hold/Rech (Recipe). 7 for sale 10k or so pricing
You received Bone Snap: Dam/End (Recipe). 3 for sale 25k
You received Far Strike: Acc/End (Recipe). 15 for sale 3k to 10k
You received Commanding Presence: Acc/Dam (Recipe). 100k to 300k
You received Befuddling Aura: Confuse/Range (Recipe). 1k
You received Triage: Heal/Rech (Recipe). 2k
You received Unquestioning Loyalty: Acc/Dam (Recipe). 2k to 10k 2 for sale 1 bid
You received Bone Snap: Acc/Dam (Recipe). 25k 0/0
ou received Air Burst: Dam/End (Recipe). 10k
You received Eradication: Acc/Rech (Recipe). 1,000,000 4 for sale
You received Razzle Dazzle: Acc/End (Recipe). 555,555 -1,000,000
You received Stagger: Acc/Stun/Rech (Recipe).1000- 5000
You received Far Strike: Acc/End (Recipe). 3k to 10k
You received Unspeakable Terror: Acc/Rech (Recipe). 900
You received Air Burst: Dam/End (Recipe). 10k
You received Befuddling Aura: Acc/Confuse/Rech (Recipe). 4k
You received Salvo: Acc/Dam (Recipe). 50k
Call it 2 million for 1800 tickets ? I vendored most of the cheap stuff and listed the more expensive items.
So that gives about 1,111 inf /ticket
Its a small sample and I may be having hard luck.
30 is a pretty good point to roll at (or 30+ if you're rolling 25-29 or under), since a number of the best level crafted 30s can be worth millions more than a 29. -
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Quote:They weren't always readily available; it was annoying a long, long time ago. There used to be the "power 10" (acc, dmg, rech, endredux*, def, res, hold, heal, range, stun) in stores for DOs and SOs, and you were only able to buy other types after you'd "earned" the right from the proper origin contact. So if you were, say a debuff defender, it was actually trickier to get SOs in your prime powers. They were also more costly (non-power-10), since you had to buy them from contacts who charged twice as much. (This was also a bigger deal in the time of no market and no influence raining from the skies.)TO/DO/SO drops have been weighted since launch, IIRC. I don't know of any problems that caused, although to be fair, the fact that they were also directly buyable didn't give problems much of a chance to arise in the first place.
*This was the same thing as endmod at the time. -
Quote:Not quite sure what you're saying here, but the sets' sometimes weird distribution of enhancement (Kinetic Combat's acc bonus, for instance; or the fact that you ED-overslot damage in a lot of attack sets) is yet another set of variables in the trade-offs you use to build your character. Initially it was limited to power choices, slot allocation, and choice of enhancements. Now the trade-offs of set-bonuses versus amplified enhancement have been added in.The availablility of desirable set IOs seems incredibly twisted. It appears that the sets have been created to be all things to all people, but there are many wierd quirks of the system.
Quote:
Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
b) Tier 9 armors and their imitators: Power Surge (which may not need the res), Unstoppable, Force of Nature. The same thing could be said of Defense sets' rech/def, though Mind Link is a dandy place to slot these.
Quote:Players appear to prioritise powers as follows:
In Damage Powers:
Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.
Quote:I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should? -
Caveat: fashioned in 5 minutes on my lunch break.
-30% ranged/20% AoE
-Virtually no +recharge
-AA will probably eat too much end with this slotting
-Thermal material is probably underslotted too
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Block of Ice -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(3), Lock-Rchg/Hold:50(3), Lock-EndRdx/Rchg/Hold:50(5), Lock-Acc/EndRdx/Rchg/Hold:50(5), Lock-%Hold:50(7)
Level 1: Warmth -- H'zdH-Heal/EndRdx/Rchg:30(A), Dct'dW-Heal/EndRdx:50(7), H'zdH-Heal/EndRdx:40(9)
Level 2: Thermal Shield -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11)
Level 4: Frostbite -- TotHntr-Dam%:50(A), Enf'dOp-Acc/EndRdx:50(13), TotHntr-Acc/EndRdx:50(13)
Level 6: Arctic Air -- C'phny-Acc/Rchg:30(A), C'phny-EndRdx/Conf:30(17), C'phny-Acc/EndRdx:30(19), C'phny-Conf/Rng:30(19), C'phny-Acc/Conf/Rchg:30(21), C'phny-Dam%:30(27)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 10: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 12: Ice Slick -- RechRdx-I:50(A), Empty(15), Empty(15)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(21)
Level 16: Hurdle -- Empty(A)
Level 18: Health -- Empty(A), Empty(31)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), EndMod-I:50(31)
Level 22: Cauterize -- H'zdH-Heal/EndRdx/Rchg:30(A), H'zdH-Heal/EndRdx:40(33), Dct'dW-Heal/EndRdx:50(33)
Level 24: Shiver -- Empty(A)
Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(34), Lock-EndRdx/Rchg/Hold:50(34), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(36)
Level 28: Forge -- GSFC-ToHit/Rchg:50(A), AdjTgt-ToHit/Rchg:50(29), RechRdx-I:50(29)
Level 30: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 32: Jack Frost -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(36), BldM'dt-Acc/EndRdx:50(36), BldM'dt-Acc/Dmg/EndRdx:50(37), BldM'dt-Acc:50(37), BldM'dt-Dmg:50(37)
Level 35: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(40), RechRdx-I:50(42)
Level 38: Melt Armor -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-Acc/EndRdx/Rchg:30(42), ShldBrk-Acc/Rchg:30(42), ShldBrk-DefDeb/EndRdx/Rchg:30(43)
Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dam%:50(45), Posi-Acc/Dmg/EndRdx:50(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48)
Level 47: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 49: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(50), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 13.3% Defense(Fire)
- 13.3% Defense(Cold)
- 25.8% Defense(Energy)
- 25.8% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 30.8% Defense(Ranged)
- 20.8% Defense(AoE)
- 1.8% Max End
- 1.5% Enhancement(Confused)
- 5% Enhancement(Immobilize)
- 23% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 5% Enhancement(Held)
- 13% FlySpeed
- 13% JumpHeight
- 13% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 6.9%
- MezResist(Immobilize) 5.8%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.35%
- MezResist(Terrorized) 2.5%
- 14.5% (0.24 End/sec) Recovery
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 13% RunSpeed
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Quote:Mostly this does seem to be the case. Thanks, M_K, for the coinage "inspiration cascade," if it's yours.duoing actually decreases my chance of success. I think inspiration drops are reduced dramatically on a team.
Interestingly, I see that M_K was in the last thread I waded in with inspiration cascade talk, and the picture I posted there of inspiration cascade in action has been disappeared.
I will say that it's not really a tactic that's very reliable prior to level 25 (3 rows & "SOs"), but that level 40's new insp bar makes it a breeze. -
I suspect most of the bad-reppage came from the Jesus aspect of the thread. I know mine did!
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Quote:One good thing that you can do is make the exact same bid as the other lowballer to "share" the niche, as long as there's enough incoming merchandise. Tied bids aren't awarded according to time of placement, but some other metric. (Put up two stacks of bids at an odd price and you'll see them both get half-filled-ish rather than the first stack completing before the second starts.) Profits for all! (If slightly slower.)Let's assume it's "not enough recipes drop". If you're buying at 1,000,023 and they're buying at 1,000,022 you get your 10 and they only get 20. They start buying at 1,000,024 and the next day you get zero and they get 30. Then you see the 1,000,024 in the history and you start buying at 1,010,024 - that will show THEM. Then they go to 1,500,000 and start selling at 3,800,000. You don't get yours, AND you don't sell the ones you have. That'll show YOU.
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Thanks Cat and Rush for clarifying cap math.
The character in question is Cold/Ice (or Polyester/Honey & Pollen since i16), so I am looking forward to the Aim-Sleet-Ice Storm-Blizzard routine and figuring out where Heat Loss fits in most effectively will be part of the fun. Since the two big damages are DoTs, having the HL -res in place before the nuke is a little less important. -
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Thank you very much for the precise and detailed response. Hmmmm. Now how to squeeze EndMod into the build...
One question:
Quote:Does the cap not mean that Heat Loss can't (alone) overcome the post-nuke crash?Recovery (for Defenders) caps at 625% (+525%). Without any EndMod slotting, Heat Loss will need 9 targets to cap.
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Nukes put you at -1000% Recovery.
Without enhancements, Heat Loss cannot overcome that. -
From the Guide to Cold Domination:
Quote:To make sure and to figure the power out:Heat Loss summons two separate non-target pets, one to do the buff and one to do the debuff. The buff pet is auto hit and the debuff pet requires a ToHit check for all it's effects except for the one foe targeted (that one foe is auto hit).
Buff pet does (15 ft. Radial):
+Recovery
+Endurance
Debuff pet does (20 ft. Radial):
-SPD
-Recharge
-Res
-Endurance
-Summons Buff pet to radiate from target
When you activate Heat Loss the buff pet is summoned to radiate from you once and the debuff pet hits the target as a radial AoE. The debuff pet then summons the buff pet to radiate off each enemy in the AoE (This is auto hit). All the other effects of the debuff pet require a ToHit check for each enemy that wasn't the targeted one. The reason the targeted foe is auto hit is because it needs to summon the buff pet again for that to be auto hit off each enemy.
So there is at least one guaranteed self-buff of +recov and +end. This self-buff radiates around the Heat Loss caster and provides +135% recovery (hitting only one target and having no EndMod slotted.)
Any enemies within 20 feet of the target will suffer the debuff effects (-res, etc.) only if the casting passes an accuracy check. Does the original target always suffer the debuffs automatically, or does the debuff also have to "roll" to hit the original target?
Players within 15 feet of the target receive the +recov (and +end?) buff. What +% is this recovery bonus, the same as the buff that radiates from the caster? Is this buff automatic, so that there are at least two guaranteed +recov buffs?
Secondary targets within 20 feet of the original target also radiate +recov buffs. Is the accuracy roll required for the buff to fire from each secondary target, or is this automatic for each critter within 20' of the original target? What +recov% and +end comes from these buffs?
What is the maximum number of targets that can radiate the buffs (or suffer the debuffs)? Mids' count only goes to 3, but I've certainly received at least 8 buff icons in the one level that I've had Heat Loss.
Nuclear/Math questions:- How many Heat Loss buff targets are required to cap recovery with no EndMod enhancements (assuming no Stamina)?
How many Heat Loss targets (in a Heat Loss with no EndMod enhancement) would it take to overcome the post-Nuke recovery debuff? Is it possible, since--I think--two EndMods in Adrenalin Boost can do this?
How many Heat Loss targets would it take to overcome the post-crash "tier-9" armor recovery debuff?
Is there reason to slot EndMods themselves in Heat Loss, outside of set bonuses?
Thanks in advance to answerers. - How many Heat Loss buff targets are required to cap recovery with no EndMod enhancements (assuming no Stamina)?
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Quote:It's a little confusing what exactly it is you're asking. If you want to see others' builds with sets, open another thread in this forum.but the sets confuse me is all. I understand using a set in a power, I understand the principle of set bonuses, I just don't 'see' the builds with them.
Not sure how everyone else does it.
yes, those are some SO's, like I said, bank broke.
As far as set bonuses go, most people would grab 5 Glimpse of the Abysses in each of those powers, because the 5th-slot bonus is the highly desired +6.25% recharge. Similarly, with the imagined Absolute Amazement, you've put it in your level 50 power, the only power you can't possibly get the 5th-slot bonus (+10% recharge). If you're gonna spend purple cash (in the future), you ought to at least get that recharge. I would suggest instead Stupefy (5 or 6 slotted, because its sixth slot bonus is better than Absolute Amazement's) which will be a lot cheaper and almost as effective.
If I were you--without much in cash reserves--I would concentrate on frankenslotting most attack powers instead of grabbing set bonuses. (In the mezzes I would use actual sets like Glimpse and Stupefy--mostly very cheap in IO terms for rather decent bonuses stacked.) Grab as many higher level triples (or quads) as you can in a power, and turn six slots into "eleven-SO's-worth". For (a kind of expensive) example:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), T'Death-Dmg/EndRdx/Rchg:40(7)
If these are lvl 50 IOs, it would get you 80% acc and 95% end/rech/dmg. (Your current slotting of attacks is 42 acc/95 dmg/80 end rdx, for comparison.) -
It appears you got it wrong: Jesus was Emp/AR.
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Quote:What I was thinkin'. But 1 Timothy 3:4 bails the concept character out:Um, Psalms is Old Testament, and Jesus didn't show up until the New Testament . . . David wrote some of the Psalms, so maybe it was David who threw the forklift with his sling . . .
One that ruleth well his own house, having his children in subjection with all gravity.