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I don't think the devs really care about influence sinks. They're more interested in time sinks, and providing ways to get highly desired items quickly runs counter to having players be long-term subscribers to the game.
If you really need the recipe, you have options:
- Run some TFs for the merits. If you find a good group it's not so time consuming. If you use the 20-merit random roll you may get lucky and get what you need. Otherwise you can sell things, or save up till you get enough to buy exactly what you want.
- Run AE missions for tickets. Use the tickets for Gold rolls. You might get lucky and get what you want. If not, you'll likely get something even more desirable that you'll be able to sell on the market.
- Use tickets for bronze rolls. Some of these sell for tens of millions and more. Use your earnings to get what you really want. This is actually very lucrative, and it doesn't take very long to get hundreds of tickets no matter what kind of character you're running.
You're in the consumer mindset. Become a producer of desirable items and you may get what you want out by random chance, and if not you'll quickly earn enough to buy it. -
Quote:While it's true that Dark doesn't have any defense debuff resistance, softcapped S/L defense is still worthwhile for a big chunk of the game. And the 5-6% that you get from Cloak of Darkness is extremely helpful in reaching the softcap, considering that 5% S/L defense will otherwise cost you hundreds of millions in rare recipes.As a defensive power, it's lousy too. Yes, it makes a good proc base for Luck of the Gamber... but you are only gaining 5% base defense, and there's no defense debuff resistance in the Dark Set. So even if you take Weave and work the IO's to softcap, all it's going to take is just one defense debuff attack to get through, and poof, no more defense. If you don't take weave, or you don't work the IO's, your defense will be at 0% most of the time anyways if you run CoD.
The question is really whether your defense is going to be debuffed enough of the time to make softcapping pointless. But if it's not softcapped, you're certainly going to get hit a lot more frequently. I think Dark Armor is sufficiently squishy to warrant softcapping. It'll deflect enough attacks to seriously increase your ability to take alphas, even if your defense does eventually get debuffed.
Plus, there are plenty of times when even tanks can use stealth. Say, in just about every Task Force, when stealthing missions can save you hours.
The main problem with CoD is that it causes a serious performance hit on a LOT of graphics cards. Just turning it on drops my FPS from 60 to 30, regardless of whatever else I'm running. However, if you use power customization and select the option to prevent yourself from becoming invisible it's not so bad. And if you set the personal effects range to some outrageously high number like BAB suggested, you can eliminate the poor graphics performance of Dark Armor altogether. -
And remember that you can slot Terrify for damage, and combined with Containment from something like Total Domination or Mass Hypnosis, you can do respectable damage. The basic Terrify duration is almost 30 seconds, which is plenty long without enhancement.
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It's a lot harder to slot for S/L on a blaster than ranged, but I have an Ice/Ice/Cold blaster that's at 40.3% S/L defense. If I break down and get two sets of Kinetic Combat I'll be at 44.1% (without Tough/Weave).
It works pretty well against mobs that don't have a lot of -Defense attacks. I use Ice Patch, Chilling Embrace, Flash Freeze and Snow Storm for additional mitigation. I've soloed +0/x6 Nemesis, Freaks, Malta and CoT without much trouble, but it doesn't work so well against Carnies. I'm not sure how much ranged defense would help against them, though: some of the psionic attacks have no positional component.
I used a lot of Curtail Speeds in the build, so it was pretty cheap. But you won't be able to use that with DP because your ranged attacks won't take Slow sets. The easiest way to do it is probably taking Frozen Armor, which gives 16% S/L defense, but if you don't like the ice effect it may not be the choice for you. Corruptors have a lot easier time getting S/L defense; Scorpion Shield can give 20% all on its own.
The main problem with ranged defense is that most blasters don't have a good way to keep enemies at range. It's easy for my Dark/DP defender because of Tar Patch, but with a DP blaster you'd have to rely on something else, like Hover. -
Are you guys are still arguing about this?
You can already buy common salvage from AE, it's just not at a fixed price. It costs at least 8 tickets, and may cost 24 or 48 or 96 tickets, or maybe more. When it costs 96 tickets you get 11 other pieces of salvage for free!
Just think of it as Quantum Mechanical salvage. When you spend the eight tickets you're getting a piece of Schrödinger's salvage, which turns into the piece you want when the cat dies.
Statistical probabilities are the basis of Quantum Mechanics. If that's good enough for solid state electronics and all of modern physics, it should be good enough for us. -
I haven't seen it documented, but in my experience republishing an arc gets the critters from the .critter files on your hard disk. If you edit critters in a published arc, you'll see that the files are changed on your hard disk.
So, yes, what you describe makes complete sense based on what I've seen: if the .critter files are lost and you republish an arc, the republished story will lack the missing critters. -
I've skipped Combat Jumping on a Scrapper that has Air Superiority and Fly. But I've got it on all my other Scrappers.
It's a Dark/Dark scrapper that has stalled out at 47. It seems so wimpy compared to all my other characters. I finally broke down and designed a soft-capped S/L defense build (with Combat Jumping, of course), but my graphics card doesn't handle the effects well (especially Cloak of Darkness). So it's on the shelf again. -
Quote:I know this stuff seems to simple to you, but for a large number of people it's a total mystery. They think that they're "unlucky" and will never get good drops or won't get the best price when they post an item on the market. My guess is that an awful lot of decent recipes are just sold to vendors out of laziness and ignorance.Except that higher prices also reward our friend the Casual Player when he goes to sell his junk.
I'm not sure why so many people ignore this half of the equation.
The problem is that there's so much detail. The "casual" player doesn't know what's important and what's not. Players with years of experience know how to work the system to their advantage, while players without that experience just miss the boat repeatedly, for any number of reasons.
There's nothing magic about this knowledge, but from reading all the complaints from players about the market, getting desired items, and all the rest, it's clear that there's a large segment of the playerbase that is completely baffled by this part of the game. As you can see from other posts in this thread, there are people who don't really care about the numbers at all; they just want to have fun. And these are players who bother to read the forums: the vast majority of players never visit these august pages.
I've been saying pretty much the same thing that you're saying in this thread since IOs came out: anyone can outfit their character with decent stuff if they just plan ahead. But it requires that you have patience and understand and adapt to the market, and not just treat it like a store.
And I think that's what frustrates people: they want what they want when they want it, and they want it to be the same every time. They want a set procedure that's easy and reliable. SOs are exactly that: you pays your money and you gets your SO. Markets are obstinate, unpredictable and cantankerous.
I think the real cookie-cutter road to outfitting your character with IOs runs through AE: with tickets you can get common IO recipes and salvage like clockwork, and never touch the market. With Bronze rolls you could pretty successfully Frankenslot a character without having to buy anything on the market.
It would be interesting to compare that character-building strategy to a market-based one. It's a completely different emotional dynamic: instead of being at the mercy of the frustrating and confusing market, you just keep working till you get what you need. But AE is in such disrepute it might be a tough sell. -
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The comment is also saved on your hard disk. There's a button on the arc in your list of published arcs that you can click to see all the comments that you've received.
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The trick for this is to just cancel the mission if you're in a hurry (I used this when slotting my Dual Pistols characters in the beta). It's especially annoying having to do the mission if all your enhancements are red, as they were after the level 50 bump.
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Quote:Your analysis is dead on. I have said much the same thing many times.The up front cost is twice as much, which sounds unappealing until you remember that these level 25s can take you all the way to 50 if you need them too. Replacing your expired 25s with 30s (after you find the 'store' and run the missions) means filling up 41 slots at 36,000 each, another 1,476,000 (2,556,000 total for level 25 and 30).
Upgrading your IOs can be done piecemeal, since they don't expire- a major convenience.
The problem with IOs for the casual player is that you have spend a lot of time planning ahead: you have to either bid on salvage ahead of time, or place bids on made IOs, or pay through the nose if you want it now. Even if you have the salvage, you have to go to the University or your base to actually make the things. And invariably once you're at the University you find that you only have two Luck Charms and you have three Accuracy recipes, and then you have to fool around getting the extra salvage all over again.
It's just too much planning, too much fiddling around, too much overhead for a "casual" player. Most of them haven't heard of Mids and haven't decided what power they're going to take next level, much less the next five.
In short, making IOs is too much like work for many casual players.
Recently I've started characters without slotting any enhancements until level 12. I spend an hour or two around level 7 getting 600 tickets and getting an item of rare salvage and some tier 1 arcane salvage (Luck Charms are good for getting enough capital to let me list a Prophecy or whatever happens to be hot), which I sell for more than a million on the market. Then I bid a little more than the crafting price for level 15 IOs, which I then start slotting when I hit level 12.
The problem with this strategy is that it fails if everyone uses it. If there's suddenly a demand for level 15 IOs players will start outbidding each other, and then flippers will get into the act. It would be short-lived because no one would be able to make decent money in the long run, but it would discredit the methodology and discourage casual players from using IOs.
That's the problem with any market-based solution: when demand increases, prices go up and casual players get edged out of the market.
The best tactic is to bid on made IOs, but save your salvage and recipe drops in case you don't get lucky. But again, it's too much like work for players who just want to knock heads for a couple of hours. You have to know a lot of stuff to do this effectively (just figuring out what salvage you'll need for the next few levels is terribly confusing for casual players -- the whole system is rather opaque, especially when you start talking about IO set bonuses and the rule of 5...). -
In my experience the flag stays set until I exit the game. That is, it stays set when I zone or switch to another character.
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Quote:Free server transfers have their problems, but other MMORPGs have a single server and it's a non-trivial change to make CoH use that model. The naming problem would have to be resolved in ways that many users have complained bitterly about.I'd sooner see them make a uni-server before just leaving server transfers perpetually open. Naming issues, Super Group status, server populations, bah humbug.
It's not like I have a reason to really complain if it happens, but it's not something I'd write out in capital letters, either.
The devs might consider a "just visiting" transfer: you send your character to another server for a single playing session, retaining all your SG and name information on your "home" server. When you log out you get sent back to your home server automatically, without losing any of your status on that server. While visiting you can't join a SG or do anything permanent (though you can give things to other characters). The number of free visits would be limited to some reasonable number per week; more than that and you would pay.
People could go to particular servers for specific reasons: PvP events, global costume contests, dev-hosted events, etc. Your name could be qualified by the home server name while you're visiting. With all the multiverse hopping that goes on in the game, it could even be worked into the mythology and become part of the story line for the game.
That kind of service might actually generate more revenue than permanent transfers if the cost (above the free ones) were low enough to fall below most players' threshold of pain. If it only cost a buck to visit another server after you've done it three times in one week, you might just go ahead and do it if your buddies are all getting together for a PvP session and you've already had your three free visits that week.
If the devs are considering such a change the free transfers they're giving us now would be a good way to see how people use the free transfers to inform how it should work and be priced. -
Quote:Actually, with /Dark Blast you should definitely be attacking because each time you hit an enemy with one of your blasts, you're debuffing their accuracy by almost 10%. That's very nearly the same as increasing your team's Defense by 10%. By comparison, Maneuvers three-slotted with Defense Buff gives a Defense buff of only 5.49%.I know its okay to attack, and obviously i will if the board looks neat. I simply wanted to enforce the fact that heals are the primary focus.
That means each time you hit an even-con mob with one of your blasts, you're effectively increasing your team's Defense against that mob by almost twice what Maneuvers does. (Higher-level mobs are affected less by the debuff because of the "purple patch.")
This is one reason why ghosts can be so deadly: their Dark attacks debuff your accuracy so you can't hit them.
That accuracy debuff is why /Dark Blast's damage is so anemic. It's not so great for soloing, but on a team where someone is attracting all the aggro so that you can use your attacks without fear of reprisal, that debuff can definitely improve a team's survivability. -
Quote:It also seems weird to spend 31 levels getting these other armors, which you will never use again after level 32.Stone Armor: The visuals (apart from Granite) can be nice with power customization now but the whole concept of Granite irks me. Not to mention the debuffs that come with it.
This is a set that desperately needs to be redone, but since so many players like it the way it is, the best we can hope for is a new "earth armor" set that gets rid of all the warts of Stone. -
Quote:I think true casual players don't use generic IOs -- they just renew SOs -- and they spend a lot of time on pickup teams. Real casual players don't generally have the wherewithal to solo because they don't have the skill level you do. They waste a lot of time dying and running back from the hospital. Real casual players don't know what's worthwhile selling, and delete it, or sell it to a vendor, or list it on the market for a tenth its actual valueHis rules of operation are:
- contact missions only, run solo, stealthed where possible.
- exceptions made for seasonal events.
- all drops sold on the market, enhancement drops vendored.
- outfitted entirely with generic IOs, except for GotA + Runspeeds (for thematic reasons)
So I'm not really sure what this will prove: yes, if you have years of experience playing CoH you can still be worth hundreds of millions by the time you're level 50. Even if you fight with both hands tied behind your back.
Basically, whether you wind up rich by level 50 depends on whether you find one or more items that's worth a lot of inf, and you know enough to sell it for what it's worth. Given that over the character's career you'll wind up getting hundreds of drops, you're almost certain to find something that will give you hundreds of millions.
I mean, in three hours of farming tickets in AE you are probably 25-50% likely to get 100 million worth of recipes on Bronze rolls alone. -
Quote:Better enhancements are available in the Origin-based stores in Steel Canyon. Look for them on the minimap with names like Mutant Store and Technology Store. If your origin is Magic you can use Magic/Mutation Dual-Origin enhancements for sale in the Mutant and Magic stores, and Magic/Natural DOs for sale in the Magic and Natural stores.I'm still mostly using the Training enhancements, where do I get the better ones? Do NPC's sell them or do I have to rely on drops and the AH?
Thanks
The best thing to start off is to go to the store for your origin.
Invention Origin enhancements are somewhat simpler (and cheaper) in the long run: there's only one kind that any origin can use, and they never wear out. You can buy them on the market, and you can also make them yourself. The process is more involved than just buying a DO from a store, but the result is superior to "regular" enhancements at level 15 and 20 and from level 30 on. Level 25 IOs are not quite as good as SOs, but they never wear out so on average they're basically as good as SOs.
You should do the mission for the dean of the university to learn about IOs. -
Quote:Yes, players drastically overestimate the number of misses because the human brain reacts very strongly to exceptions. When you hit 19 out of 20 times, you quickly become conditioned to always hitting. When you miss that one time out of 20 you think something is seriously wrong.It almost *never* matches reality.
Without some corroborating data, I generally don't bother investigating broken accuracy claims any more unless there's something uniquely interesting about the problem report. With some sort of data to back the claim up, I'm much more inclined to give it a second look, but that second look usually turns up a logical explanation for the observation that doesn't involve a problem with accuracy.
I did once find something weird with accuracy on a Dark/Dark scrapper. My attacks seemed to be missing a lot. When I looked at the combat log the misses were mostly due to the Strikebreaker forcing a miss. Oppressive Gloom was not slotted for accuracy and the interaction with the regular attacks caused the Strikebreaker to fire. Turning off Oppressive Gloom made the problem go away temporarily, and slotting accuracy in OG made the problem go away for good. -
It's weird. We have some people saying that Wentworth's has too much common salvage and the market should automatically delete it, and other people saying that Wentworth's doesn't have enough common salvage and we should add additional AE ticket purchase options to allow people to buy common salvage directly instead of rolls.
We have people who want to automatically delete nearly all drops, while others are starving for those very drops.
Part of the problem with the salvage glut and salvage famine is that there are three separate tiers of salvage: 1-25, 26-40 and 41-50 (they actually drop from 1-25, 20-40 and 35-50 -- though it may 21-40 and 36-50, I'm not exactly sure). There are thousands of Ceramic Armor Plating and Kinetic Weapons for sale, yet there's historically a lack of Luck Charms, Scientific Theories, etc.
The nature of the game is that characters reach level 50 and stay there. They tend to play at level 50 because they have all their powers. This results in there being lots of items at level 50, and a dearth of items below that.
However, though level 50 characters do not usually produce items at lower levels, they consume large quantities of them: many players get IO sets at level 35 and below so that when they exemplar their characters they get the bonuses. That means there's a higher demand for mid-level salvage and recipes because level 50 characters use it frequently.
Some low-level salvage is in short supply because characters are at that level for so brief a period that no one is really producing it, and there are certain items that are heavily used in desirable recipes (Luck Charms in Accuracy, in particular).
Rather than changing the way the consignment house works, perhaps the devs should rethink the way salvage works. Possible options:
- Eliminate the tiers of salvage: just have one set for all levels.
- Increase the mid-level salvage drop zone from level 21-40 to level 50. This would fix the glut and famine at the same time.
- Remove the incentive to run only level 50 content. Right now you get powers obtained 5 levels above your exemped level. If you could use all your powers at level 35 a lot of people would run Ouroboros missions, producing recipes and salvage at that level. Making that 10 or 15 instead of 5 would give players more content to run while still having their full powers.
- Provide a way to indicate the level of a random recipe roll bought for merits or tickets. Right now it's at your level if the recipe goes that high. Ticket rolls for common salvage allow you to specify the level of the salvage; recipes should work that way too.
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We might do well to try to assign an effective value in influence/infamy terms for a ticket, and see how this idea stacks up.
Vendors pay 250 for commons, 1,000 for uncommons, and 5,000 for rares. The logical ticket cost for a direct buy of common salvage would be one quarter the cost of uncommon salvage, or 20 tickets.
Currently rare salvage sells reliably for between one and two million inf on the market. Since the ticket cost of rare salvage is 540, the rough value of one ticket is between 2,000 and 4,000 inf. A ticket may actually be worth more than that if used to get recipes, but it's much more complicated to assign a value because the value of a bronze roll recipe ranges from zero to 100 million and up.
If we use rare salvage prices as the metric, that means common salvage bought for 20 tickets would have an effective cost between 40,000 and 80.000 inf. Uncommon salvage bought with 80 tickets would have an effective cost between 160,000 and 240,000 inf.
Most common and uncommon salvage goes for much less than those prices on the market. The highest demand items do sell in those ranges (though there are crazy 1,000,000 outliers every now and then).
So, while it might be more convenient to use tickets to buy common salvage, even at inflated buy-it-now prices the market is still cheaper for nearly all items. Even at 8 tickets for random rolls, you're effectively paying between 16,000 and 32,000 inf, which again is more than the average inflated price we're currently seeing.
So, it doesn't appear that using tickets to buy common salvage is really all that economical. It might have the effect of eliminating the inflow of the less frequently used salvage to the market, which would raise prices overall. Which is the opposite of the intended effect, which I assume is to make common salvage available at reasonable prices.
The real problem with high prices for common salvage is that players who generate lots of salvage do so at level 50 (the most ridiculous prices for common salvage have always been for tier 1 and 2). Also, salvage -- even at inflated prices -- is small potatoes for serious farmers, and I suspect they just delete commons to make sure they have room for rares. -
Quote:It really depends on what level the character is, and what enemies you're fighting. For example, if you're fighting ghosts your accuracy is drastically reduced (debuffed) by their attacks. Some of them have a toggle that debuffs your accuracy as well.Do these actually do anything? I always keep mine up to date with the best ones I can get and I miss so much that alot of the times I need to run away from a fight so I don't die.
It's getting really rediculous now, anyone else having this problem?
You can see what your chance of hitting is by looking at the Combat tab. If you don't see your to-hit chances you'll need to edit the tab to cause them to display. -
You use the global handle of the receiving account to send the email (a new feature), so there's no conflict.
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Quote:I'd like to fight other people's characters in mayhem/safeguard missions. Instead of having the same old Crematorium or Rose Thorne you'd have something new each time.Assuming the AI was even reasonably smart, the AV would have your powers, your abilities, about ten times your health and double your damage. You'd have ... an insp tray. Oddly, you might have an easier time defeating your AV doppleganger if you were an SOed low level Blaster than if you were an IOed level 50 Scrapper.
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Quote:Actually, this is not quite right. In signed two's complement eight bits represents values from -128 (0x80) to +127 (0x7f). The value -1 is 0xff. Unsigned eight bits can hold values from 0 (0x00) to 255 (0xff).Um, no.
A byte does, indeed, consist of 8 bits. But it can contain up to 256 distinct values. Depending on whether or not it represents a signed or an unsigned byte, those values are either -127 to to 128, or 0 to 256.
One's complement can represent values from -127 to +127, and you can have -0. One's complement was used on some mainframe computers designed in the 1960s (from Control Data, in particular), but I've never seen it used on microprocessors.