Shred_Monkey

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  1. Shred_Monkey

    I'll be damned

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Speed boost is group wide now? Awesome. I can't wait to read all of the crying and gnashing of teeth over that one.
    Every Kin I built I stopped playing shortly after getting speed boost and remembered how much I hated spending a large portion of my time recasting it. This is a really good change IMHO.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    I certainly understand the animations issue. It's why I can't get into playing my dm/wp brute. MG, SL and Gloom are all left hand only animations. Same issue I always had with Mace, Axe and Broadsword being all right handed all the time. Gets very annoying.

    I think it doesn't bother me with KM and Shield because at least the left hand is doing something, namely carrying a shield and occasionally bashing with it.
    I've always wanted to see the 1-handed KM animations, but never have found them anywhere (can't say I looked real hard). Any video anyone?
  3. Shred_Monkey

    Gearsmasher

    I always go to parez park by the lake and kill princes/gears. I usually do this about level 41-43 (right after I finish killing the 100 fake nemisis). If you move fast and have a bind to help find targets you can go from about 0 to 100 in 30 minutes easy on about any toon.
  4. On big-ticket items, often the "buy it now" price of a recipe + salvage is about the same price or more then what we're listing crafted IOs for. In general, the money we're making is coming from buying the recipe at the patient price instead of the "now" price.
  5. About 18 months ago I was feeling pretty frustrated with the lack of teaming also. I was thinking of quitting and looking for a new game.... then I decided rather then pay for a new game, I'll give this game 1 more shot and pay to move a toon over to Freedom. It made a big difference. It's pretty easy to grab a team there... usually broadcast or global channels are enough. Even coming from infinity which is usually the #3 population server it's a very noticable difference. When they gave away free server transfers (a month after I paid for one) I moved the rest of my regular toons over. Some people complain about stupidity in broadcasts and adolecent behavior on Freedom, but it's pretty easy to just not pay attention to that stuff in exchange for having a lot more ease of finding teams.
  6. Shred_Monkey

    Gearsmasher

    I've never had a problem with this badge. The gears they're talking about are the ones that spawn after killing a clockwork boss.
  7. Shred_Monkey

    Lusca

    Wiki content generally gets written when things are new. Back then, Lusca fights were generally composed of 2-3 pick-up teams of toons who are in the level range of IP (20-30) with unplanned unoptimized builds.
  8. Quote:
    Originally Posted by Nihilii View Post
    I always use sets unless I want to save a slot or two. My favorite choices for defense building would be Aegis (F/C/AOE def) or Reactive Armor (S/L/E/N def). Failing that, I go with Titanium Coating for the extra HP.

    This is true for all of my characters, not just scrappers. Save for the aforementioned slot saving strategy, I don't see the point in using common IOs ; enhancements hit the ED cap fairly quickly, so might as well grab some set bonuses and extra endurance reduction.
    I do this also.. although I did go with 3 resistance/endurance hamiOs on a toon that had already met it's soft cap needs. I'm not sure that situation would ever show up on one of my scrapper builds.

    Also worth mentioning, the two +3 defense IO's do need to get in there somewhere.
  9. Shred_Monkey

    Took forever

    Quote:
    Originally Posted by Bill Z Bubba View Post
    T4 in interface and alpha. I'll probably only T3 the others.
    I did simlar. Although, I did get my T4 on Destiny because I really like that regen buff to be up full time, and I had the very rare as a drop already.
  10. Both are beasts, and both benifit very very well from I20. As mentioned scrappers tend to have more damage ability in most situations, whereas brutes tend to have more survivability. One more difference to note, I like the options for scrapper Epics a little more then Brute Epics... in particular, I like conserve power.
  11. I've been playing an EM/Invul brute lately. I know for a few years now EM has been the target for a lot of hate on the forums due to it's long animations and lack of AoE... but personally I like the animations.. in my opinion, nothing is more brutish then winding up for a 2-hand smash with my GIANT MECHANICAL ARMS! And since I'm playing almost exclusively solo these days I don't care much about AoE.

    Anyway, in terms of uniquness, I feel like I've seen more other monkey toons then other EM brutes.
  12. Shred_Monkey

    EM/ Brutes?

    The thing I find I like most about my EM/ toons is that it has synergy with itself. All those stuns allow you to detoggle the debuffing enemies or just take a dangerous target out of the fight.

    The long animations honestly don't bother me... I think they look cool. TF>BSr>ET>BSr... is an OK DPS chain and looks hella-brutish because you're doing a double-hammerfist smash on every attack.

    I also solo a lot more then I team, so the fact that there's very little AoE damage in the set doesn't bother me... on my EM/Invul brute I'm not even taking the AoE attack.
  13. Shred_Monkey

    -75% Range

    Quote:
    Originally Posted by Postagulous View Post
    OK, I've read the forums for quite a while, and we all know that confront is totally worthless.

    Only yesterday did I find out it's a 75% reduction in the enemy's ranged attacks. So, you get a 70 foot single target pull where they won't shoot at you.

    Sappers anyone?

    Or am I wrong and this is still useless? [I'm sure not going to respec into it just based on this new info.]
    I picked it up on my MA/Fire toon for set bonuses. I also discovered at that time it has the range reduction aspect and I use it to pull frequently. The trick here is that on my other scrappers I have no reason to ever pull.
  14. MA has a history of being low DPS and Single Target controls didn't really make up for it. It was given a buff a year ago (or was that 2 years ago). That made it pretty well balanced in my opinion.

    With incarnates abilities thrown in MA really does well for DPS... but then everyone does good DPS with incarnate abilites so again.. it's not a real stand out set.
  15. Quote:
    Originally Posted by DrGamma View Post

    Done it a few times with my Claws/Regen Scrapper and it was fun. I think I always got lucky with good PUGs, though, so that helped.

    I usually fall two or three times on average per run when I get careless, but promptly revive, MoG and keep kicking a**.
    That compared to a well built defense based toon that can basically run wild fighting whatever it wants with or without team support through the duration of the task force with no deaths... Thank you... you've illustrated the counterpoint to your argment. Added defense is how you build any toon for survivability in this game... not just defense based toons.

    Saying defense toons are hurt more by adding +tohit to enemy groups is really lacking soem perspective. Which is better:

    1. Going from dieing in 10 seconds to dieing in 8 seconds.

    Or

    2. Going from not dieing at all, to dieing in 60 seconds.

    Relatively speaking, option 1 is better... but the option 2 people aren't exactly the group to be complaining.

    Sorry... but I've tried really hard for a few years now to find a resistance/regen/heal based toon I like, and I just can't do it.
  16. Once upon a time a game that, in it's time, was the biggest MMO out there (Everquest) the primary tanking class had the LEAST agro holding ability of all other classes, and it was everyone else's job to NOT pull agro from the primary tank... Furthermore, it was very common to find yourself in a situation where to over agro meant you died, and the team wiped (because yes, they actually needed you to do something you were doing... ie: healing/buffing/debuffing, crowd control, etc).

    Having "grown up" on that game and still holding the paradigns it established, it really irks me anytime I hear people blame others for you pulling more agro then you can survive... heck... in that game, if you agro'd something you couldn't just run away either... the NPC's would follow you forever until you exited the map, and they ran just as fast as your base speed... *suddenly feeling nostalgic for "mistmore" and the constant "train to zone" shouts*
  17. As I recall, with double-stacking follow-up a claws scrapper does more damage then a claws brute does with the current fury rules.... and adding more global damage tips the scale further toward the scrapper.

    Now... talking about the level 1-20 game... no question.. brutes are the kings of doing that... fury at low levels when nobody has full enhancements is crazy powerful.
  18. Quote:
    Originally Posted by Stormfront_NA View Post
    Given that the assertion from a poster above, that shard award is different from the norm, in where each mob could potentially award 8 shards, (1 to a player) as opposed to the normal loot practice that a creature checks to see if it has a drop at all, then decides which one player get it.

    So in the case of shards on solo versus teams, there is no 1 on 8 chance that given a drop, you may get it for teams. Thus teams tend to be better for shard drops, solely because you kill faster the bunches of mobs that you would be able to do alone. That is technically, in my own experience, it tends to be true. I can solo and decimate entire maps for hours and maybe get 1 or 2 shard drops ( I average a shard an hour, I know my luck suxors), which is often my norm. But I can go to level 50 TF with lots of people, kill in 30 min as many mobs I would have killed in two hours and walk out with an average of 2 shards. Which is by far better, timewise, for acquiring shards.

    I still have an issue with the randomness of shard drops, I feel its inherently wrong that luck plays such a large component in the acquisition of a critical component in the incarnate system. I feel aweful when hard working players go into a kill all ITF for example, and because of the "range" they walk out empty handed, and contrasted in the very same ITF another player walks out with 8 or more shards. Again I understand that is luck and the range, but does luck need to be so over-bearing? I mean zip versus 8? Is this really reasonable? Is this pragmatically fair?

    I use pragmatically as a means to emphasize in the final analysis. At a low level of fairness, it is understood that we all have the same chance to get a drop, so at an entry level, it is fair. But after an hour of grinding, and when the loot split is remarkly skewed, is that in truth fair?

    Lets look at the random number generator, is it working right? Is it possibly getting stuck at a certain range for a player?

    Let me delve into my concern, say there is a an average 1% per mob (averaged between minions, LTs, and bosses) chance to get a shard. That means that statisticaly 1 in 100 mobs is supposed to get you 1 drop, this is very basic statistics. The greater the sampling, the more likely the proportion will be experienced. That is if you take a sample of only ten rolls, you are very unlikely to get a drop, it was only a sample of ten and you had a 1 chance on 100. If you take a sample of 50 rolls, you really have a 50/50 chance to get that drop given also some form of standard deviation. If you were to do 100 rolls, and had a 1 in 100 chance, given a 1 sigma statistical variation, you should have an 87% chance to get it; that means there is a 13% chance a statistical aberration may occur and you get shafted. If you do 200 rolls, thus double the statistical pool, you still have the same 1 sigma deviation, but the 13% drops to 7% chance, at 300 rolls the aberration chance is only 4%, at 400 rolls would yield a 3% chance of you getting cheated.

    Now lets look an ITF, how many mobs we polish away in each mission? I would estimate about 300 of them. At 3 hundred and at an average 1% chance, under a properly working random number generator you should receive 3 shards give or take one standard deviation or +/- 0.51 shards. Now if you wind up with no drops, yeah sure bad luck, but how bad was it? 3/0.51 is roughly 6, my goodness a standard deviation of 6 is essentially unheard of in real life, really! that statistical catastrophe is like your being bitten by a blind dog, while a lightning strikes your head, as you stood by a leaking fire hydrant, as your cell phone shorted and zapped your ear while talking, and your state is decimated by a giant asteroid: All at the same time! While these events could possibly happen, in or out of the game, they should really, really , really be extremely rare. Judging by the frequency they do occur, I would think something is not right with the so called "range" or random number generator. Please note, these numbers are only after completing a single mission, not an entire ITF! Think how truly broken the range is if you walk out empty handed after an entire ITF!

    Perhaps after 100 rolls for a shard, a streak breaker should kick in, and give you 1!

    hugs

    Sue
    I'm fairly certain the shard drop rate is less then 1 in 100. Maybe it would make you feel better to know that if someone got 7 shards on an ITF, they're very very lucky.
  19. How peculiar.... I would think people who actually play through the content (many people don't) would be happy to know that there's a never ending source of content out there should they want to keep playing their toons. It's not like completing all the story arcs means you win.
  20. Quote:
    Originally Posted by Quasadu View Post
    That's only true if we ignore other means besides market fees for removing inf from the system. The OP lists a bunch of them. For x Inf entering the system we could actually destroy it all without a single market transaction by converting it to prestige, deleting the toon, etc.

    A more accurate statement would be that x Inf entering the economy takes at most 10x in market transactions to destroy.
    Perhaps you'll notice the phrase "simplified way to look at this" in the first line of my post.
  21. There's a simplified way to look at this using the "influence neutral" concept. Influence entering into the market economy from kills/mission compete, etc takes 10x that amount in transactions to be detroyed. Or in other words, 500M inf from fighting generates currency that funds 5B inf in transactions. So if you've earned from kills 10% of the market value of your build, you're neutral. If a toon is above or below that value, you're probably that way because of sharing from one toon to another.

    In truth we can expect the average of all toons participating in the market economy to be at this 1:10 earned vs value ratio... because if we weren't, the long term average market prices would shift one way or another to balance it this way.
  22. Quote:
    Originally Posted by Werner View Post
    So, kind of like some additional animation options for Super Strength or Martial Arts?
    You can also do something like this with claws.... using some of the smaller claw options and larger gloves, you essentually appear to be punching with spiked gloves instead of slashing with blades.

    I think stylistic themed power sets like the suggested "brawling" really fit better as an "alternete animations" rather then a powerset change. New powersets are generally reserved for something that has a unique mechanic like kinetic melee has power siphon or dual pistols has swap ammo.
  23. My MA/Fire scrapper (Tiger Dragon Monkey on Freedom) hit 50 last night. I like MA... /fire hasn't won me over yet, although it's hard not to like focus chi>burn. I like running a chain of SK>CAK>SK>Burn>SK>CAK>SK>EC... which has no punching at all and in general is very jumpy-kicky-flippy-monkey-like.
  24. For a bit of perspective my company has 90,000 employees world wide and donated 1.5M USD. For a company the size of NCsoft... I honestly thought it was a misprint.
  25. Quote:
    Originally Posted by Scientist View Post
    One other thing you may want to be aware of, if you don't have high level villians you've done it on already, is that you can do ANY of the patron arcs and it unlocks all the Patron pools. Thus if you prefer one of the other arcs because of the stories, or the foes, or the badge, feel free.

    And the only defender I'm not doing this on is my rad, since I like the epic sleep and Dominate in the Psi pool too much and the rad debuffs achieve much (though not all) of the same protection.
    Another note: You also earn a handy respec upon completion of the villian patron arc.