Roderick

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  1. Roderick

    ??/DA

    Quote:
    Originally Posted by Finduilas View Post
    I don't agree with the advice to avoid Mace; it's great in combination with Dark, and the end issues are completely manageable if your build has sufficient end reduction.
    Nobody said to avoid mace.

    I said to avoid mace (and other high end use primaries) unless you had a plan to deal with the end use. Frankly, there's a lot of people who, especially when they're new, will want to turn on ALL their toggles and go smash everything as hard as they can. Slotting, set bonuses, Stamina, or even toggle juggling are all valid means of dealing with high end use - which Mace/Dark has in spades - unless you take steps to avoid it.

    Also, as Finduilas said, slot End Reduction. NOT just in your shields, but in your attacks too. Most attacks use more endurance per second than your toggles do.
  2. OK, I have, as you suggested, re-read the OP.

    Quote:
    Originally Posted by Fulmens View Post
    The suggestion (with my tweaks) was four badges: "ex-millionaire" (costs 1 million inf), "ex-multimillionaire" (30 million inf), "ex-billionaire" (costs a billion inf) and "inf cap" (costs 2 billion influence, comes with a costume piece.)
    COSTS 1 million inf, COSTS a billion inf, COSTS 2 billion inf. As in "This badge costs X inf to buy", NOT "This badge is earned by spending X inf over time".

    Quote:
    Given that the process of getting defeat badges, heal badges, damage badges, etc., produces a tremendous amount of level 50 play...
    Given that there are badges for MAKING up to 2 billion influence, not counting recipe sales and whatnot...
    Translation: "With all these other badges out there that badgers are earning, they accidentally make a HELL of a lot of money in the process of doing it. And THEN they have to go make even MORE money to get another badge."

    Not to mention the fact that he's said he wants them to be an outright purchase, and has never mentioned "farming" for the badges. This suggestion - if it can even be called that, since he's just putting it out in the open to see if it's worth suggesting - is a way to DESTROY the excess money in the system, which the current means already in the game do not accomplish. WHY would he want the badge to rely on those existing means?
  3. Quote:
    Originally Posted by Snow Globe View Post
    No, I fully understand where the suggestion is coming from.
    No, you don't. Because, as this post where he originally had the idea shows he wants you to just pay 2 billion inf outright to get the badge.

    And to Chad's question of "Why?": Because there's too much money in the system. It's FAR easier to create money than it is to destroy it, and Fulmens is actively combating inflation by destroying as much as he can, and convincing others to as well. Some of his ideas are better than others. I'm not really sure I agree with this one either, I was just giving clarification to those who were objecting to a different idea than the one he was posing.


    EDIT: A better link: The post that inspired his idea.
  4. Quote:
    Originally Posted by Rieze View Post
    Dang. When was this? Its been a while since I played my BS alts but I would have noticed this with shadow maul and 1KC.
    Shortly after i15, I think. But the cones didn't automatically extend, it required running past them at high speeds and attacking at the right time - kind of a modified joust. I saw videos of it, but never succeeded in doing it myself.
  5. Quote:
    Originally Posted by Snow Globe View Post
    We've butted heads before (and will likely do so again), but I have to disagree with the methodology for determining numbers.

    Issues I have with the proposal:
    * It isn't backwards compatible. (Ie, no credit for past actions.) This may have been a good suggestion 4-5 years ago.
    * It is market-centric, meaning that if you are that active with the market you'll get the badges nearly instantly, but those that are not are at a distinct disadvantage.
    * This suggestion flies in the face of the developer's goal to avoid "grindy" badges and those needing farming.
    * It really isn't needed. You could achieve the same goal (inf destruction) if the sales fees on sold items (not the placement fees, but the after sale processing fee) counted for the Inf badges.

    This last point is crucial: It does what you want without the need to create more badges. This has the added benefit in that it doesn't require people to "start from scratch" or requiring the developers to track another stat.
    I think you misunderstand the suggestion. There's no stat to track, there's no "lost progress" from said stat not being previously tracked, and there's nothing market-centric.

    What Fulmens is suggesting is that you walk up to an NPC, give him millions of Inf, which he summarily destroys, and he gives you a badge back. Think along the lines of the badge you get by spending tickets in the MA.
  6. Quote:
    Originally Posted by Silverado View Post
    That sounds like it has to do with that bug with cones, I thought they fixed that :-/
    Correct. Melee cones were having problems hitting targets when the target or user were moving. That was fixed.

    Then, all of a sudden, people were hitting entire rows 20+ feet long of enemies with Shadow Maul, Head Splitter, and other 7' cones. The fix to that seems to have caused the bug with moving targets to resurface.
  7. Quote:
    Originally Posted by Bill Z Bubba View Post
    I found the issue. It's the damn pets. And blind. An subdue?

    Subdue is type ranged/psi, yet DRM had a 50% chance to hit me with it when there's no defense debuff on me?

    Blind stacks up.

    But it's the pets with their constant 41.something% chance to hit all the time.
    Dark Servant with tenebrous tentacles: 41.74
    Dark Servant with twilight grasp: 41.82
    Phantasm Power Bolt: 41.82
    Seneshal spit fire, if it lands, calls up burn which also has a 41% chance with each tick.

    What's going on there?
    This is completely guesswork, but my thought on it:

    Most pet summoners I can think of (Death Shamans immediately come to mind, as do Comm Officers), summon pets tht are lower rank, but con the same as the summoners. For example, a level 41 orange Death Shaman would summon two level 42 orange Dry Husks.

    If these pets are Minion Rank (IIRC, you can't tell because their rank is shown as "Pet", but they should have an equivalent rank, even if we can't see it), then they would be +2, so that they con the same as the Boss that's summoning them.

    If you're fighting +4s, and my guess is right, then these pets are +6 or +7 (if the Bosses spawn with an extra level), meaning that they're getting a large +ToHit bonus against you.

    I honestly can't think of anything else that may account for it, because my softcapped scrapper and brute both typically fight at +2, and rip through Carnies like wet paper.
  8. Quote:
    Originally Posted by W Peace View Post
    Just a quick correction. Anti-Matter does appear in Tina's arc twice, however you have to defeat him the second time he appears. First time he appears is a little after the half way point of the arc, and he teleports away once you get him down to 25% health. This makes it impossible for you to get kill cred on him. In order to kill him and have it count for the badge, you have to defeat him the second time he appears, in the last mission of the arc. Just a heads up.

    ~WP
    He also appears twice in Tina's non-arc missions. In one of those, he teleports away, in the other, he can be killed, just like the second encounter in the arc. I know a couple people who keep going through Tina's stuff after the arc specifically to get that mission and hold it so people can easily get Anti-Matter credit.
  9. Roderick

    ??/DA

    Quote:
    Originally Posted by Hostillian View Post
    Just coming back to the game and thought I'd take another brute for a whirl. I'm wanting to try /DA but am not sure what primary would work well with dark. I know dark melee will, but I don't want to be handcuffed by one primary due to the heavy end cost.

    Thanks in advance =-)
    I would recommend Dark Melee, because it has Dark Consumption, or Claws, because it's fairly end-light.

    I'd suggest avoiding Mace, Axe, Super Strength, and Stone, unless you have a strong plan for endurance management. These are some of the more expensive brute primaries.

    Whichever primary you pick, Dark Regeneration will be your worst endurance sink. It is definitely worthwhile to save your merits and pick up a Theft of Essence: Chance for +Endurance to slot into it; it will refund some of (or sometimes even all of!) the cost of Dark Regeneration.

    And grab a build planner to plan out your build. Watch your End Consumption vs. End Recovery, and do NOT put purples or very rare or expensive in the build. This way, you can know what to expect while levelling, instead of being frustrated because your levelling build isn't as good as your planned final build.

    You might also want to find Desmodos' guide for Dark/Dark scrappers. Much of what's in it will still apply for brutes.
  10. Quote:
    Originally Posted by Master-Blade View Post
    $name doesn't seem to parse your name in that case. I tested it earlier or I would have suggested the same type of thing.
    Really? That's a bummer.

    Also, I guess I shouldn't post things like that when I can't get in-game to test them...

    Wonder why it doesn't parse properly... :/
  11. Both Tina and Maria have several non-arc missions too. Every Praetorian AV exists in at least one stand-alone mission, though it should rarely be necessary to get them that way.

    Concerning the self-note discussion earlier, might I suggest the following:

    Code:
    /bind numpadenter "playernote notes_$name"
    Then save your default binds with the button in the options window.

    From then on, every time you press Enter on the number pad, it will open the player notes for "notes_charactername", unique to each character. And since only NCSoft staff can use the underscore in their names, you know you'll never accidentally note a real person, and you won't have to share notes across all your characters like you would by noting your own global.
  12. Set your difficulty to:

    Enemies spawn at -1 level.
    I am as good as or better than 6 (or more) heroes/villains.
    I do not want to fight bosses.

    The -1 level is just to make it easier on you. If you want, set it to 0 or higher. It's totally up to you.

    You can get bosses at fewer than 6, but not reliably. Setting it to 8 will make 1-2 show up in almost all normal spawns.

    The boss-class mobs will ALWAYS show up when the spawning rules dictate. Telling the fortunata/field rep that you don't want bosses will make it so that they still show up, but scale down to lieutenants. For squishies, this is by far the most important setting.

    And if all else fails, find a friend or two to help.
  13. Roderick

    Spend or Hold

    Quote:
    Originally Posted by CaptSammy View Post
    Ok I am dual boxing Positron on two mid-teen characters (elec/elec scrapper with a son/son defender on auto).

    My question is this. Should I roll the merits, or should I just hold them and accrue them until i get up to the 30's where most people roll anyway. Any thoughts.

    Bonus question. How duo-able would the clockwork king be in synapse tf. because I could lvl my elec/elec to 50 using synapse if that is feasible. Maybe have a Rad on follow?
    Roll at low levels, and you can get valuable low-level stealths and Zephyr -KBs. Wait and you can get LotGs and other stuff. It's really a judgement call.

    I'm not sure about elec/elec, but my BS/WP can solo the Clockwork King. It all depends on how we'll you built for low levels.
  14. Quote:
    Originally Posted by HeroJunkie View Post
    Can someone help me out with a macro for changing costume slots AND using certain costume change emotes at the same time?

    Any help greatly appreciated!
    Just use the costume change emote - it changes your costume when you use it. the format is:

    /cce 0 ccspin

    Change the number to the costume slot you want, and the emote name to the one you want to use.

    To make a macro:

    /macro C "cce 0 ccspin"
  15. Quote:
    Originally Posted by Fusion_7 View Post
    So, with that mentioned above, do we know if and when there will be a "fix" on making the description field longer so you can elaborate more on your toons history?
    This a quick reply. Sorry if it's already been touched on.

    Every player can have up to 36 characters per server. Even if you haven't bought the slots, there's probably storage space allotted for them. So that's 396 characters per account.

    Assuming that there's 100,000 accounts, that's 39,600,000 characters. Maybe more, because of inactive accounts, maybe less because the overhead storage space might not be that high. For easy math purposes, let's round it down to a nice even 35 million.

    You can currently type 1000 characters into your bio. Let's be really generous and give you 10 times the space. That's +9000 bytes per character in the database, even if for the characters whose bio is blank. That's 315 terabytes of extra data. Even if we were only to increase the default slots of those 100,000 accounts, it would be 105 terabytes.

    Then you have to take backups into account. Double that number if there's only one backup. There's probably more than one copy of the database though, since people have had deleted characters restored up to 6 months afterwards. So assume 6 backups (1 per month). That's potentially up to 1890 terabytes of storage space reserved. For a feature that would probably not be used by a very large percentage of the population; less than half the characters I see even USE their bio, and of those that do, it's rarely close to the limit.

    It's likely that the devs would not reserve that much space - afterall, as it gets used, they can still add more before it reaches the limit. But still, anything which increases operating costs is potentially detrimental to the game's longevity, unless the change increases subscription numbers.

    Short version: I'd like more bio space for the rare time I use it. I don't think we'll get it because the potential costs are probably too high to justify.
  16. Quote:
    Originally Posted by Drugfree Boy View Post
    This happens to me quite often, maybe 2-3 times per week in 5-20 hours of play
    There was a bug a while ago where this was happening frequently to a lot of people. There were several posts on the forums about it when it was happening.

    I thought the bug was squashed; I haven't seen it in a while. Guess it's back.
  17. The random number generator is random. The weighting of tables to make commonly used recipes show up more often was, as far as I know, only applied to merit and ticket rolls, meaning that every recipe on a critter kill has an equal chance.

    At a glance, I'd say you got the right number of drops. It's not a great run when a Crushing Impact Dam/Rech and a Red Fortune End are your best recipes, but at least you got more than 4.

    Your data sample is small. Keep going, and you should eventually see better recipes mixed in.
  18. Quote:
    Originally Posted by Chaos Creator View Post
    I tried giving money away once.. its harder than it looks!

    The first 5 accounts I gave 5m to.. all were trial accounts so they could only get 50k...
    Last time I decided to delete a mid-levelled toon, I did a couple respecs to clear him out, put a few things on the BM for 1 each, vendored the rest, then went to Kalinda and /info'd the newbies as they showed up. When I finally found one with no vet badges, I walked over and said hello in local. The conversation went something like this:

    Me: Hello.
    Him: Hi.
    Me: Are you on a trial or a full account?
    Him: Full
    Me: Excellent. *Send trade invite*
    *He accepts*
    *I dump 14 million in the trade window and hit "Trade"*
    *He accepts*
    Him: Thanks!
    Me: /powexecname Self Destruction$$quit
    30... 29... 28... 27... 26... 25... 24...
    Him: Whoa.
    23... 22... 21... 20...
    Him: Holy Crap!
    19... 18... 17... 16... 15... 14... 13... 12... 11...
    Him: Thanks so much!
    10... 9... 8... 7... 6... 5... 4... 3... 2... 1...

    By the time I rolled my new toon, he was gone, so I didn't have a chance to reply. I hope that he stuck around though. Always good to have new players in the game.
  19. Quote:
    Originally Posted by BurninUp View Post
    I'm sorry, but I've been doing this for many years, worked up 2 billion on 2 characters, a lot of it done through exemplaring. If you are a 50 fighting a 50, just because you don't get xp, doesn't mean that the amount is already figured in. Prior to i16, you did get approximately double, when you exemplared down to any level as a 50. I'm actually not really worried what you think, I've already PM'd to a DEV and got a response, they are looking into it.
    I think you TOTALLY misunderstood what I was saying. I'm not talking about 50s fighting 50s, or the pre-i16 effect on exemplared earnings.

    If a 50 fights while exemplared, they ignore the "Earn XP" settings and always earn Influence according to the old rules. The reason you always got the same rewards, regardless of the settings, is that the system was forcing you to take the Bonus Inf, even if you tried to refuse it, NOT because you never got it.

    Get a 49 and exemplar them, and play with the XP settings. THEN you will see the settings take effect.
  20. Quote:
    Originally Posted by Grateful_Dude View Post
    CI was fixed and I believe my LR has always worked correctly with Force Feedback Proc.
    Force Feedback would actually work better in the bugged version of LR.

    The procs in LR were checking on each mob hit and the caster. With a damage or debuff proc, you had a chance to affect yourself as well as the enemies. With FF, since it checked against the caster, you got one extra check. Granted, it didn't do much, since the proc doesn't stack, but it made it a little more likely to proc.

    Chain Induction has ben fixed. Lightning Rod, I can't remember a patch note about it, but I'm not sure.
  21. Quote:
    Originally Posted by Fulmens View Post
    Of course, you realize if they bought all ten, I'd have to destroy 90% of the money to collect it... another eighteen BILLION down.
    I hope to one day buy these Luck Charms, and do exactly that. I've yet to get my first billion yet, but one day, it will happen.
  22. Quote:
    Originally Posted by Dreaming_Shadow View Post
    I was exemplared to Lv.5 and had Double Inflence and No XP enabled. I was getting 200-800 influence for the enemies that were being defeated and sure enough 0 XP.
    I just re-read the OP, and I think I see what was happening.

    There are (as people have discussed in this thread) two options that affect XP earning: "Earn XP" and "Earn XP while exemplared". (can't log in right now, so I probably have the names wrong)

    The first setting turns off XP earning. All XP earned while it has disabled XP is lost.

    The second setting decides if XP earned while exemplared is granted as XP or as bonus Inf.

    If you disable XP in both at the same time, all XP earned will be dropped to 0, and then that XP will be converted to Inf at a 1:1 ratio. Of course, the XP gain was changed to 0, so no Inf was gained by converting it.

    I'm going to do some testing when I get home, and if I'm right, I'm gonna send a PM to a dev requesting that the order these are parsed in gets switched. Doing so would prevent people from being able to, essentially, choose "Earn less while exemplared".
  23. Quote:
    Originally Posted by Blackdragon1686 View Post
    Just conjecture here... but it sounds like you ran it as a level 50 exemping to 45? If that's correct, you would ALWAYS be in double mode, no matter what, as you cannot earn any XP at level 50.

    If I've misunderstood, I apologize.
    This is correct. 50s don't get any XP, and therefore ignore the "Donzt earn XP" setting. Also, per one of the devs in beta, and (I think) in the patch notes, level 50s also ignore the "earn XP while exemplared" setting, automatically getting the extra Inf.

    To test this reliably, you need to use a sub-50 character.
  24. Quote:
    Originally Posted by Diggis View Post
    When a player first enters the game logon screen the servers are shown in order of population (although I'm not sure if that's total population, or population at the time) so new players are likely to end up on one of the busier servers and once they are established they are likely to stay there for a while.
    That's the way it used to work. About a year ago they changed it.

    Now, the top result is the last server you logged into (if any) and then the rest are listed from lowest sever load to highest.

    Server load refers to how much the server is currently doing. It is usually directly proportionate to the number of people logged in, but other things can affect it. For example, Invasion events or Raids increase the amount of work a server is doing,and may make it have a higher load than its population would suggest.
  25. Quote:
    Originally Posted by Caemyr View Post
    Okay, I have been playing the game for a long time now, many years, and this question finally started bugging the hell out of me. Why are some servers populated more than others? I mean, the missions are the same, the enemies, environments, NPCs, etc are all the same, so why the vast gap in players? I have toons on both Guardian and Pinnacle, Pinnacle is not too bad, but Guardian should be re-named "the abandoned server". There is never anyone on Guardian it seems, at least on Pinnacle my SG is on there, so there are people I can team with. Also why is it that Freedom seems to be the most populated/poular server?
    From what I've heard, when the game was in Beta, it only had one server. As a result that one server (Freedom or Virtue, I believe) had a head start on population.

    Until about a year ago,The servers were listed with the last server you had logged into on top, and then with the one with the highest population at the top, and the rest descending. For new accounts that had never logged in, they were just listed from highest to lowest population. Most new players would just click on the top of the list, not knowing any difference, thus resulting in greater population disparity.