Smurphy

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  1. I use Team Teleport to great effectiveness with Fallout. Unlike Recall friend there is no interruptible period and the casting time is much lower. Run to body, teleport to target, Nuclear Fallout.
  2. Quote:
    Originally Posted by Nethergoat View Post
    When it comes to the market heroes are tooling around town in sports cars while villains are taking the bus.
    Do you feel that the data collected here strongly/weakly confirms or undermines this analogy?
  3. Back Alley Brawler's little brother: Rear Entry Rumbler.
  4. There are lots of arcs that are submitted and available for the March 1 Billion. Let me update the list of arcs entered:

    95 Cyborg Misunderstandings Lead to Bombs #389407
    90 7662: The Nemesis Task Force #364346
    80 Psychophage #283197
    70 A Warrior's Journey - The Flower Knight Task Force #260284
    60 The Ghastly Secret of Dreams #38686

    Needs Revision:
    Breathless Nights #38769
    Clubbing Nightmare #4234
    Mantisman Task Force #15819
    Imperial Task Force 2 aka Romulus Rematch #385400
    Test Mission for Pacing of Smurphy’s Challenge #388594
    Rescue Numina from the Circle of Hands #388422
    Pentarchy of Punishment #388164
    The Many Faces of Hydro's Villains TF
    Episode I: The Next Big Thing #219429
    Episode II: Minister Of Pain #224793
    Episode III: Made in Paragon #228570
    The Many Faces of Hydro's Heroes TF
    Episode I: A Dire Threat #41066
    Episode II: Tumultuous Times #72829
    Episode III: Alpha and Omega #210970

    Eligible for March 1 billion but not tested:
    7662 - The Labors of Rustam: The Cold and the Dark #54293
    7662 - The Labors of Rustam II: Rustam and Sohrab #59243
    7662 - The Labors of Rustam III: The Longest Day #78130
    Robots (Test for Smurphy’s Challenge) #390036
    7662 - Cathan's Revolt #122478
    The Lost Time Task Force #392221
    The Stroke of Midnight #391853
    #215669
    Vernon's Big Break #390611
    The Peregrine Falcon #352527

    Quote:
    Originally Posted by StratoNexus View Post
    Cyborg Misunderstandings Lead to Bombs
    Arc# 389407

    4 missions
    Sometimes it seems too easy. Sometimes it seems too hard.

    Is the final encounter in Mission 3 too much? Vanguard are mean at +2 / x8.

    Yes! Yes yes yes. This arc is what I'm talking about.

    If you are thinking of submitting an arc to this contest or wondering what I am looking for then you should run this arc. This arc isn't perfect. There are ways it can be improved. There are ways it can be more epic. However, it is on the right track. If this arc doesn't place in the top 5 it would be a glorious day. That means I found 5 arcs even more epic. For now, this arc is clearly on top and winning.

    No, the final encounter on mission 3 was not too much We had about 15 or 20 deaths in that final room and zero team wipes. Very fun times. Let me get the actual review stuff...

    Score 95 - Cyborg Misunderstandings Lead to Bombs #389407
    Quote:
    Enemies spawn as 50s. Cool looking enemies but whites are pretty simple. 52s eventually. Don't like soft frontload. I like the Kabooms (Nemesis exploding minions). Awesome enemy group. Nice ambushers. The malta bosses can be annoying but otherwise pretty awesome.

    Council in mission 2 are too easy. Family, worse Two AVs and EB in the same room... awesome. and ambushers. Hell yeah. Mixed in some easy packs and hard enemy groups. Well done. Well done.

    Mission 3
    Ambush/Patrol at door. BIG negative. Vanguard are great. 2 Heavies, Hell yeah! Ambushers and more. Yeah! More Heavies! Yeah! That was awesome.

    Mission 4. Enemy group closer to annoying than hard: Flying bosses. Kinetics. Stone cages. Blind. AV. Ambush. Arachnos. Pretty cool. Ambush should come at a higher % of health. AV died before Ambush fully got to us. Demon AV too. Awesome. Healing Flames on AV annoying. Another AV. Huge piles of ambushers. SOOOOO awesome. I crashed after the AV near the final room went down. Apparently that was the end and I missed nothing.
    Need some input The Many Faces of Hydro's Heroes TF
    41066, Episode I: A Dire Threat

    Quote:
    Originally Posted by Hydrogen_NA View Post
    I've read the rules you've listed and I think my two published task forces fit them.

    The arc #'s:
    The Many Faces of Hydro's Heroes TF
    41066, Episode I: A Dire Threat
    72829, Episode II: Tumultuous Times
    210970 Episode III: Alpha and Omega

    The Many Faces of Hydro's Villains TF
    219429, Episode I: The Next Big Thing
    224793, Episode II: Minister Of Pain
    228570, Episode III: Made in Paragon

    If this interests you, I'd be happy to get your input and grading on them to see if they fit this play style you're looking for with respect to the contest you're holding. It sounds like yours is a lot like mine - challenging, evenkill, balanced but difficult tending towards enemies being slightly stronger, that sort of a thing.
    Quote:
    #41066
    Team with 4 ROrs and some high level friends. Get some people I don't know too. We got a 10MM and a 26 Scrapper. Two Trappers.

    Freakshow are a little too easy. The ROrs run off a suicide when they know Fallout is up (they don't even have to ask they just know). Don't like scattered map. Enemy packs are spread out. We fight 3 or 4 packs and decide to find the boss. Don't like this mission. The boss was right under the first bridge. We easily defeat a boss pack and leave.

    Mission 2, Defeat all freaks with rezzers. Small map. Just 1 EB splatted easy. Felt silly to load into something so tiny. Literally took me longer to type this than complete the mission. No deaths and I team TPd the team while they loaded.

    Mission 3. Family are WAY too easy. AV and EB are nice. Runner AV stinks. We defeat it easily and decide to try some other arcs.
    The first three missions in the first arc were simply too easy and not very eventful. Which of those 6 arcs do you consider the most difficult and the most epic? I didn't want to go through them all when I can start from the top and see how that goes.

    Quote:
    Originally Posted by Venture View Post
    Smurphy, an announced feature for i17 is the availability of Giant Monsters. Do you want/not want to see these in your arcs?
    If you can make the GM encounters fun and interesting they are fine. There's a danger a GM encounter could be like fighting a bag of hit points with no excitement.
  5. Perhaps the first power you choose in your Primary powerset will automatically auto-fire in a new preset mechanic allowing you to set another power to the standard "green circle" autofire.
  6. I am interested in obtaining Influence. I have roughly 10 Billion Infamy. I would like to exchange this at 1 to 1 for Influence. Small amounts accepted. Send me a PM, @Smurphy in game, or simply use /em noooo while saying "Curse you JoJo" in local while at any of the consignment houses.
  7. Quote:
    Originally Posted by Daemodand View Post
    I'm wrong then. Good.
    I'm also curious how you came to this conclusion.
  8. Quote:
    Originally Posted by Daemodand View Post
    So Smurphy opposes combining markets? *boggles*
    I'm curious how you came to that conclusion.
  9. I would like to exchange MY Infamy to YOUR Influence with anyone.

    I want to move roughly 10 Billion Infamy. The Infamy is on Freedom. I would like Influence on Virtue or Freedom. I am interested in trading at 1 to 1. I am not interested in Influence on other servers... unless you are willing to give me 1 of my Infamy to 1.1 of your Influence.

    Amounts less than 10 Billion are welcome... obviously.

    @Smurphy
  10. Smurphy

    Respec Recipes

    Quote:
    Originally Posted by Lohenien View Post
    Smurphy is the patron god of respec recipes - he probably owns 95% of the supply of them.
    As of this past weekend I own 0. I bought between 50-100 at 66 to 100. I sold them all at roughly 200. I could have made more money in the meantime with effort. Instead, I did nothing and made something.
  11. I too have one for sale on Redside Freedom.
  12. The data collected here is NOT...
    accurate.
    comprehensive.
    scientific.
    the whole story.
    ideal.
    a perfect representation.
    a random sample.

    I've collected the data in a spreadsheet. It's 16MB. I took screenshots of the market window for the item, cropped the picture, and then pasted it into a spreadsheet. The process went faster than you think and I was watching high quality Nickelodeon programming while I got things down. Link to the file hosted on a random file hosting site. Obviously, I hope to apply this data to the market merger discussion. It's an Open Office file. I'm open to posting other versions and having it hosted on other sites. Feel free to steal, change, alter, repost, plagiarize, or otherwise use the information there in any manner you feel like.

    Issues/Concerns
    The data collected and the information I provide is acquired by looking only at the number of items listed for sale at one instant in time. This method of collection is flawed. I do not focus on the number of outstanding bids. I don't belief that is a very important and meaningful number because anyone with 1 Inf and a market slot can make that number go up. One needs the specific item and the Inf to place it on the market to list the item for sale.

    Ideally, the volume of items traded would be tracked over a period of time. A player could get some of this data on low volume items by watching the last 5 history of an item and recording the quantity and dates of the transactions. That method of collection was beyond my capabilities to acquire. If someone is able to collect data in such a manner then I would be greatly appreciative.

    The number of items listed for sale at one point in time does not necessarily correlate to the volume of items being placed on the market. Items may be in a shortage on the market. An exaggerated example of a possible shortage would be Miracle:Recovery Uniques only being listed for 100 Influence on the market. The price of 100 is below their value. The Miracles that reach the market and are listed for sale would sell very quickly. Inspecting the market at any point in time would show that very few, if any, Miracles are listed for sale. Volume of Miracles may be very high but data collection only focusing on items listed for sale would not indicate that volume. Conversely, a Surplus could exist where items are frequently listed for above their value. In a surplus the number of items listed for sale on the market at one point in time would indicate a larger volume of items being traded than is truly present.

    Purples
    I collected information on recipes and not enhancements. I collected the information on two dates: Friday March 12th and Wednesday March 24th.

    Percent of purple recipes that have X for sale.
    12th
    Code:
    0		1-4		5+
    R  	B	R  	B	R  	B
    11.6 	1.6	50	25	38.3	73.3
    24th
    Code:
    0		1-4		5+
    R  	B	R  	B	R  	B
    18	3	68	23	13	75
    Prices are generally significantly higher redside. Some purples recipes have a large number of items listed for sale, redside, and maintained the large amount listed for sale. These items also have higher prices redside. Prices were significantly different on many items where there were none currently listed for sale redside and some listed for sale blueside.

    Salvage
    I collected salvage data on two dates. I only collected a sample of the salvage and only at one instant in time on each date. I selected my sample by going to http://paragonwiki.com/wiki/Invention_Salvage_Tiers and selected the top 2 of each column. I didn't inspect salvage prices.

    Percent of salvage that have X for sale.
    12th
    Code:
    R		
    <10	10-100		100
    Common		
    0.00%	16.67%	83.33%
    Uncommon		
    0.00%	25.00%	75.00%
    Rare		
    0.00%	33.33%	66.67%
    		
    B		
    <10	10-100		100
    0.00%	0.00%		100.00%
    Uncommon		
    0.00%	0.00%		100.00%
    Rare		
    16.67  25.00%		58.33%
    24th
    Code:
    R		
    <10	10-100	100
    Common		
    0.00%	16.67%	83.33%
    Uncommon		
    8.33%	41.67%	50.00%
    Rare		
    0.00%	25.00%	75.00%
    		
    		
    B		
    <10	10-100	100
    0.00%	8.33%	91.67%
    Uncommon		
    0.00%	0.00%	100.00%
    Rare		
    0.00%	25.00%	75.00%

    Pool C Recipes.
    I only collected the data once on the 24th. I also took a count of how many of each recipe were listed for sale at levels below the maximum level. Prices are generally higher redside. Many of those higher prices exist on items that have a constant and sustained amount of items listed for sale. I'm not doing analysis on how many on each side are currently listed for sale at max level. However, sub max level on my non-random sample...

    Code:
    Red	Blue		
    72	44		Aegis: Psionic/Status Resistance
    29	45		Aegis: Resistance/Endurance/Recharge
    1	0		Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold
    4	39		Blessing of the Zephyr: Knockback Protection (4 Points)
    1	17		Call of the Sandman: Accuracy/Sleep/Recharge
    0	0		Celerity: Stealth
    4	27		Dark Watcher's Despair: Recharge/Endurance
    1	12		Decimation: Accuracy/Endurance/Recharge
    0	6		Devastation: Damage/Recharge
    2	0		Expedient Reinforcement: Endurance/Damage/Recharge
    39	35		Force Feedback: Recharge/Endurance
    0	1		Gaussian's Synchronized Fire-Control: Recharge/Endurance
    2	10		Gift of the Ancients: Defense
    3	0		Impervium Armor: Resistance
    7	12		Luck of the Gambler: Defense/Increased Recharge Speed
    11	3		Luck of the Gambler: Defense/Endurance/Recharge
    2	21		Mako's Bite: Accuracy/Endurance/Recharge
    2	5		Miracle: Recovery
    2	8		Numina's Convalescence: Regeneration/Recovery
    3	4		Numina's Convalescence: Healing/Recharge
    15	2		Obliteration: Accuracy/Damage/Recharge/Endurance
    3	5		Pacing of the Turtle: Endurance/Recharge/Slow
    13	2		Positron's Blast: Accuracy/Damage/Endurance
    1	1		Regenerative Tissue: Healing/Endurance/Recharge
    1	1		Scirocco's Dervish: Accuracy/Damage/Endurance
    1	57		Sovereign Right: Accuracy/Damage/Endurance
    0	0		Sting of the Manticore: Damage/Interrupt/Recharge
    6	2		Touch of Death: Accuracy/Damage/Endurance
    15	9		Unspeakable Terror: Accuracy/Fear/Recharge
    240	368
    Pool A Uncommon
    Data collected same as Pool C.

    Code:
    Red	Blue	Pool A Uncommon
    30	10	Adjusted Targeting: To Hit Buff
    68	96	Befuddling Aura: Accuracy/Recharge
    4	207	Blood Mandate: Damage
    200	294	Cleaving Blow: Damage/Recharge
    28	31	Crushing Impact: Damage/Endurance
    18	43	Crushing Impact: Damage/Endurance/Recharge
    1	2	Decimation: Accuracy/Damage
    203	307	Detonation: Damage/Endurance/Range
    44	11	Doctored Wounds: Healing/Endurance
    1	15	Doctored Wounds: Healing/Endurance/Recharge
    16	12	Efficacy Adaptor: Endurance Modification
    71	228	Enfeebled Operation: Accuracy/Recharge
    132	257	Essence of Curare: Accuracy/Recharge
    180	499	Exploit Weakness: Damage/Range
    150	156	Gaussian's Synchronized Fire-Control: To Hit Buff
    29	23	Harmonized Healing: Healing
    177	175	Horror: Accuracy/Recharge
    94	98	Impervious Skin: Resistance/Endurance
    63	106	Maelstrom's Fury: Damage/Endurance
    118	43	Multi-Strike: Damage/Endurance
    107	180	Perplex: Endurance/Confuse
    61	47	Reactive Armor: Resistance
    2	23	Red Fortune: Defense
    124	167	Regenerative Tissue: Healing/Endurance
    0	15	Steadfast Protection: KB Resistance
    4	2	Steadfast Protection: Restitance Defense
    1	1	Thunderstrike: Acc/Dam
    43	113	Titanium Coating: Resstiance
    6	16	Touch of Death: Acc/Dam
  13. With Apoc in Fire Blast and Decimation in Blaze...
    3.74s. Blaze recharges in 2.74 + 1 =
    2.25s. Fire Blast in 1.05 + 1.2 =

    Reversed...
    3.63s. Blaze
    2.3s. Fire Blast

    I could run Herostats again and see which I use more and by how much. The damage % slotting is roughly the same on both sets. The end discount is a little higher with Decimation, actually. That comes into play at low levels though most of my costs come from the AoEs. With all the bonuses on the build the Accuracy and Recharge don't really affect all that much. You can see the 20% recharge slotting difference equates to less than a 1/10th of a second. I'm not sure if it actually changes things with the server ticks or however "arcanatime" or whatever its called works.

    I'll give Herostats another run through and if the use is close I'll give them a switch.
  14. Thanks for the input.

    The information I am trying to acquire is a general understanding of what % increase in Influence Reward each level grants you.

    For example, I whooped up this chart...

    Code:
    Level Inf/M %Increase  Inf/L  %              Inf/B  %
    5	11	9.09%	36	8.33%	110	0.00%
    6	12	8.33%	40	10.00%	120	8.33%
    7	14	14.29%	46	13.04%	140	14.29%
    8	15	6.67%	50	8.00%	150	6.67%
    9	16	6.25%	53	5.66%	160	6.25%
    10	17	5.88%	56	5.36%	170	5.88%
    11	20	15.00%	66	15.15%	200	15.00%
    12	25	20.00%	83	20.48%	250	20.00%
    13	30	16.67%	100	17.00%	300	16.67%
    14	37	18.92%	123	18.70%	370	18.92%
    15	43	13.95%	143	13.99%	430	13.95%
    16	44	2.27%	146	2.05%	440	2.27%
    17	46	4.35%	153	4.58%	460	4.35%
    18	47	2.13%	156	1.92%	470	2.13%
    19	48	2.08%	160	2.50%	480	2.08%
    20	50	4.00%	166	3.61%	500	4.00%
    21	51	1.96%	170	2.35%	510	1.96%
    22	52	1.92%	173	1.73%	520	1.92%
    23	60	13.33%	200	13.50%	600	13.33%
    24	69	13.04%	230	13.04%	690	13.04%
    25	96	28.13%	320	28.13%	960	28.13%
    26	110	12.73%	356	10.11%	1100	12.73%
    27	127	13.39%	423	15.84%	1270	13.39%
    28	146	13.01%	486	12.96%	1460	13.01%
    29	169	13.61%	563	13.68%	1690	13.61%
    30	210	19.52%	700	19.57%	2100	19.52%
    31	240	12.50%	800	12.50%	2400	12.50%
    32	274	12.41%	913	12.38%	2740	12.41%
    33	312	12.18%	1040	12.21%	3120	12.18%
    34	353	11.61%	1176	11.56%	3530	11.61%
    35	429	17.72%	1430	17.76%	4290	17.72%
    36	484	11.36%	1613	11.35%	4840	11.36%
    37	546	11.36%	1820	11.37%	5460	11.36%
    38	658	17.02%	2193	17.01%	6580	17.02%
    39	792	16.92%	2376	7.70%	7128	7.69%
    40	892	11.21%	2527	5.98%	7582	5.99%
    41	943	5.41%	2514	-0.52%	7544	-0.50%
    42	1063	11.29%	2657	5.38%	7972	5.37%
    43	1198	11.27%	2795	4.94%	8386	4.94%
    44	1351	11.32%	2927	4.51%	8782	4.51%
    45	1524	11.35%	3048	3.97%	9144	3.96%
    46	1719	11.34%	3438	11.34%	10314	11.34%
    47	1938	11.30%	3876	11.30%	11628	11.30%
    48	2185	11.30%	4370	11.30%	13111	11.31%
    49	2464	11.32%	4929	11.34%	14784	11.32%
    50	2866	14.03%	5732	14.01%	17196	14.03%
    I understand that some of those figures are not entirely accurate. However, the general concept is that generally, very rule of thumb, each level gives you roughly 10% more Inf rewards than the previous level. A more accurate statement might be that in the 45-50 range it's about 11%, 39-45 5%, and 25-39 10 to 20%. In general.

    Would there be a better way to describe, roughly, how much more Inf reward is increased per level?
  15. My survival cannot be computed by the standard methods. If I don't die in an incredibly short amount of time, the window might be 2 seconds or 3 seconds then I don't die and am at full health. Essentially, enemies have to hit me fast and hard. If they don't I can machine gun transfusion, eat inspirations, escape, or simply fry them.

    Defense reduces the amount of times that window of possibility of death comes into play.
    Resistance decreases the time of that window. For example: enemies might only have 2 seconds to take me from full life to dead instead of 3 seconds to take me from full life to dead.

    Currently, that window doesn't occur very often and when it does it is the most frequent cause is player error. I want the greatest amount of time for me to correct my errors and the shortest amount of time for enemies to have an opportunity. Resistance gives me that. Defense doesn't.

    I don't care about my ability to solo. The only time I solo is to make a stupid video of something.

    I'm aware on the numbers of Blaze and Fire Blast. Sadly, I busted out Herostats and I use Fire Blast more The only time I really care about my single target attacks is when I'm shooting an EB or an AV. In those situations, sadly, I use Fire Blast more. At other points in time I'm tossing AoEs. I'm always around lots of enemies. Throwing single target attacks simply pale in comparison to Fire Ball, Rain of Fire, and Fire Breath when their are multiple enemies to hit. I am shooting multiple enemies a vast majority of the time.

    There are only 4 situations when I die or am in danger of death.
    1) An AV or Multiple AVs are attacking me. Here I'm in danger of getting hit by 2 or 3 big shots in rapid succession.
    My resistances are only to S/L/E. This one might be a push between Resistance and Defense or it might favor defense.

    2) Mezzed and no break free.
    Occasionally when I fight Rikti and some other enemies I don't have a break free, get mezzed, and get wailed on. This one might also be a push between resistance and defense. Resistances let me get wailed on for a few instants longer but defense lets me sometimes avoid getting mezzed entirely. Push?

    3) Multiple attacks hit me through my defense in a short span of time.
    This one is the most frequent danger (other than EBKAC). I get to the enemy spawns first very often. I stand in the middle of them and fulcrum shift. Often they are Romans or some other enemies and they all use their first attack on me. If I survive that attack, even at a sliver of life, I live.
    In every situation I've played in, in my experience in City of Heroes, my resistances let me survive that alpha virtually every single time. If I had defenses, over the long term, I'd probably take less damage. That doesn't necessarily correlate with surviving more, however.

    If you did a statistical analysis of me taking alphas from enemy groups and compared results from Resistances verse Defense it might look like this: The number represent how much damage I took from the enemy groups alpha attacks.

    Resistance
    800, 1000, 500, 400, 800, 600, 1000, 500, 600, 800

    Defense
    200, 400, 1500, 400, 200, 600, 300, 200, 1500, 400

    Total Damage from Resistance: 7,000
    Total Damage from Defense: 5,500
    Deaths from Resistance: 0
    Deaths from Defense: 2

    My play experience shows me that I survive those alphas on Resistance sets... and often not by much... but I always survive. I don't want to take less damage overall if it means sometimes I randomly get unlucky and splat.

    4) Player error
    My stupidity and not paying attention causes me deaths sometimes. There's a scene in Happy Feet where a seal attacks the penguins on land. Seals are incredibly slow and pathetic on land. The penguins laugh and simply slowly walk just out of the seal's reach. That's how I play on Trafficker. When paying attention on Trafficker I can be in Transfusion/Fulcrum shift range on enemies yet outside of enemy melee range. I can maintain this distance against all enemies. Sometimes I forget to return on Siphon Speed or Inertial Reduction. Sometimes I'm not paying attention enough. In these situations I get stabbed. Just like the example above I'm not concerned about the long-term taking less damage overall. I'm solely concerned about "will I splat in an instant." Resistance reduces the amount of times I simply get stabbed in the face and die. I take more damage... but I don't die.

    I get stabbed a lot on Trafficker. I get shot a lot on Trafficker. It would be nice if I was stabbed and shot less on Trafficker. However, I don't want to trade less damage for larger spikes. The spikes are the danger.
  16. Being that I survive all the late game content... at difficulty settings far above standard... I'm not going to be easily swayed to change my view on what it takes for me to survive things.

    It's hard to improve "not dying". I can't die less than zero.
  17. Quote:
    Originally Posted by Silas View Post
    Given you don't see the value in softcapping your defense and its a malefactoring-heavy build, *shrug* looks fine. What you might want to do is swap the Doctored Wounds set in Transfusion for Panaceas (5/6, minus the proc), since they exemp like purple IOs so you'll have the recharge, +rec and +hp at whatever level.

    If he's a blank check character, maybe give him a 2nd build built for endgame? Apocs in Blaze, softcapped s/l*, maybe swap Patrons so you have 33% s/l and give you another place for a LotG?

    *Yes, it really is worth it. With Veng on you're still not softcapped. Softcapping your defense means a)you're much better equipped to "outrun" people on your team and b) if someone does die Veng is pure bonus for you but will help people without zomguber builds on your team outrun better themselves
    I'll put the Panaceas in Transfusion. Good idea.

    Why would I want Apocs in Blaze instead of Fire Blast? Sadly, I use Fire Blast more often. Thus, I have the proc in Fire Blast.

    No, the extra defense is not worth losing those resists over. Thanks for your opinion. *EDIT* Resistances are more important to me. Transfusion can be machine-gunned at all levels. I can be at full health within 3 seconds at pretty much any point in time. Resistances give me more time to fire off my inspirations and Transfusion when I actually get hit. Defense may, over the long term, reduce the amounts of hits I take but it doesn't buy me more time to fix myself up. I don't get hit all that often. I'm not concerned with reducing how often I get hit. I am concerned about how long I have to react. There is a very large very significant difference between having 1 second and 2 seconds to react. Every instant counts.
  18. Trafficker Fire/Kin Cor Thread

    I'd like to here ways I can improve Trafficker (My Corruptor with Purpled Brawl and Boxing). However, I don't think this thread is the ideal place for it. If you want to discuss his build or give me opinions/thoughts/suggestions... head there
  19. Link to the build with Video

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    ------------
    Level 1: Fire Blast (A)(3)(3)(5)(5)(7)
    Level 1: Transfusion (A)(7)(46)(46)(46)(48)
    Level 2: Fire Ball (A)(9)(9)(11)(11)(13)
    Level 4: Flares (A)(21)(21)(45)(48)
    Level 6: Rain of Fire (A)(13)(15)(15)(17)(19)
    Level 8: Hasten (A)(17)(19)
    Level 10: Siphon Speed (A)
    Level 12: Fire Breath (A)(34)(34)(36)(43)(50)
    Level 14: Hurdle (A)
    Level 16: Health (A)(31)
    Level 18: Blaze (A)(23)(23)(25)(25)(27)
    Level 20: Speed Boost (A)(27)(45)
    Level 22: Stamina (A)(29)(29)
    Level 24: Maneuvers (A)(31)(43)
    Level 26: Tactics (A)(31)(33)
    Level 28: Inertial Reduction (A)(33)(33)
    Level 30: Vengeance (A)
    Level 32: Increase Density (A)(34)(37)
    Level 35: Transference (A)(36)(36)(37)
    Level 38: Fulcrum Shift (A)(39)(39)(39)
    Level 41: Boxing (A)(42)(42)(42)(43)
    Level 44: Tough (A)(45)
    Level 47: Charged Armor (A)(48)
    Level 49: Weave (A)(50)(50)
    ------------
    Level 1: Brawl (A)(37)(40)(40)(40)
    Level 1: Sprint (A)
    Level 2: Rest (A)
    Level 1: Scourge

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    I believe the power order is correct. Some notes...

    Budget is not a factor. I don't care what things cost. Trafficker is my favorite character. He gets anything he wants. He gets a blank check. Actually, he gets two blank checks: I rolled a 2nd Fire/Kin Corruptor named Trafficker.

    I think that's the most up-to-date build. The power order might be slightly off in places. I'm open to altering some of the power choices but I don't really see that as being likely. The powers that I can contemplate changing are: Stamina/Health/Hurdle, Inertial Reduction, Increase Density, Fire Breath, and Flares (Which can only change into Siphon Power or Repel). You'd have to blow my mind to convince me to change one of the other powers. Charged Armor can change into one of the other Resistance Armors.

    Malefactoring is very important to my build. I have an outrageous and astounding amount of fire power at level 7. Fire Blast, Fire Ball, Flares, Rain of Fire and Fire Breath are all available. Hasten, Siphon Speed and 40% Global Recharge are at my command to let me unload those 5 attacks even faster. All present at level 7.

    Survivability is not an issue. I do not see the value in soft-capping my defense. I prefer the +HP slotting. If you can squeeze in more defense, HP or resistances without sacrificing something significant I would be very pleased. I'm open to viewing alternative choices (something like 5% recharge for 5% HP) or other such potential equal exchanges. As you can see in the video I make excellent use of inspirations and binds to combine inspirations to what I need. I can crank out purples, oranges and Break Frees. Survivability, to me is simply a question of "do I have enough to survive anything?" Currently, that answer is "yes". I've literally jumped up to an enemies buffed, players debuffed Statesman and Freedom Phalanx in the Lord Recluse Strike Force and hurled a Fire Ball in their faces and held my ground while the team leader called for buffs 100 yards away(really, it's on youtube). Granted, I had lots of buffs on me... but I can get those buffs anytime I want. Demonic Aura recharges in something like 8 or 9 minutes and inspirations are flowing at my fingertips.

    Also, Vengeance is incredibly useful and is close to always active in actual gameplay. There's a joke about two men in the African Savannah. They spot a lion coming towards them on the horizon. One of them calmy takes out his running shoes and proceeds to put them on. The other states "you can't outrun a lion!" The man putting on his running shoes responds "I don't have to outrun the lion. I just need to outrun you." That's pretty much my take on Vengeance. I just need to do crazy stuff. Teammates will follow me in or try to emulate what I do. I just need to "outrun" them.
  20. Quote:
    Originally Posted by Silas View Post
    If you're as rich as Smurphy you should be able to afford a build with smarter use of resources.

    It's trivially easy to get a fire/kin to the s/l softcap and have permaHasten level recharge if you're using stuff that expensive.

    If you've got the slots and don't have anywhere else to put a purple set, fair enough but I still think it's silly.

    Build smart, not hard.

    I'm not making a judgement call as to how much of the Hecatombs in Brawl slotting was a haha-look-what-I-can-do joke or simple extravagance since he just posted the pic with no other explanation...I'm just saying it's not a build move I'd recommend.
    I'm open to suggestions on what would be a smarter use of resources. The character I linked to in my first post Malefactors frequently. I want recharge bonuses at low levels. I enjoy being a hurricane of Fireballs at level 4. At level 12 Trafficker is the most obscene, ridiculous, amusing and fun character I have ever heard of and likely could ever contemplate. At level 12 Trafficker has Hasten, Siphon Speed, 40% Global recharge, 2 single target attacks and 3 aoe attacks from my Primary Powerset. He has more than a mere attack chain... he has options: Fire Blast, Fire Ball, Flares, Rain of Fire, Fire Breath.

    If you can alter my build and get a comparable amount of recharge bonus or firepower at level 12 I would gladly implement the changes you suggest. However, I simply can't see a way to get those benefits while maintaining the power choices and slotting I require for higher level play.

    *EDIT*I forgot about Super Sidekicking. I get all that stuff at level 7. I think that's kinda neat.
  21. Yeah, asking for player's of Sister Flame's ability is probably asking for too much when considering the "average player".
  22. Quote:
    Originally Posted by KingSnake View Post
    Kids are smart, what can i say... and there Hellions... what do you expect?
    I expect players to be willing and able to use their attacks frequently across all levels.
  23. Quote:
    Originally Posted by KingSnake View Post
    This is a mentality i see alot on the boards. An assumption that the masses of player out there are as good, knowlageable, or dedecated at the board going memember are. And they AREN'T. It's not to say they arent good players, but people who take the time to read and post on offical boards tend to be alittle more into the game then the avg public and thus, tend to know and proform slightly better. Don't be fooled. These message boards reflect a small minortiy of the real player base.
    Quote:
    Originally Posted by _Wyll_ View Post
    They ran into some Hellions, but Flame told her sister to just mash the 1-2-3-4 keys until they were defeated.
    Sister Flame gets it. Perhaps Sister Flame is above average.
  24. I should answer my own question. Low damage teams to me are...

    For teams small in size (4 players and down): Teams with 1 or more players who either do not, can not, or will not frequently push their attack buttons.

    For teams large in size: Many factors...
    1) Teams with those players from above who don't/can't/won't attack
    2) Teams that lack a significant amount of aoe damage powers relative to their level (a large team at level 12 with few aoe attacks is normal... at level 50 abnormal)
    3) Teams that lack a significant amount of damage buffs
    4) Teams that lack a significant amount of enemy debuffs
    I'm not saying that teams that have these qualities won't succeed. I am simply saying that teams that have these qualities are generally (key word "generally") low in damage relative to other teams.

    I've seen some people mention things like "yeah, imagine if we had 8 emps on the team... it would be so terrible damage wise." I've been on 8 emp teams. I can show you 8 emp teams. There are lots of words to describe 8 emp teams. "Low Damage" are not such words. Perhaps the 8 emps others imagine are the "players who can't/won't/don't attack". The 8 emps I have played with call themselves "a rolling nuke" for legitimate reasons.

    Teams with large amounts of Controllers and Defenders really shouldn't be generally considered "low damage". I'm not sure how one could possibly consider such teams "low damage" unless they imagine the Controllers and Defenders as people who "can't/won't/don't push the attack buttons."
  25. Also, you need to keep your MM pets away from the Warhulks and other exploding Nemesis. I tried bringing my 3+ (I think I was on 4 at the time) Thug/Storm MMs against Nemesis 8 man spawns. I had a lot of problems with them.

    Comparatively, I took 4 Thug/Storms, two of whom were not level 50 and had zero enhancements, against +4/x8 Malta packs. I was able to Team Teleport into the center of the Malta and then quickly and easily eliminate them.

    I did not Team Teleport into the Nemesis. **shudders at the thought**