UberGuy

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  1. It's worth remembering that The_Gamemaster did illustrate how to earn a profit manipulating prices. If you buy up the right stuff the in the right way you can create a price "pulse" or wave. The key to success was create the wave in a way that it builds past where you were buying so you could sell what you had bought (at inflated prices) into the rising wave and make a profit before the wave crashed back down.

    That writeup also showed that pulling this off took a lot of trial and error, careful observation, and a decent mix of skill and luck.

    Given what he described, though, sustaining a long-term price ceiling well above where various factors tend to otherwise drive them seems like it would take what I consider mind-numbing levels of attention and the continuous pissing away of lots and lots of inf. Certainly I believe there are people with enough other ways to earn inf that they could afford to do this. I'm not certain I believe that anyone is pathological enough to spend not just the inf but the time required to prop up prices the way some people seem to assume is happening basically in perpetuity.

    I wish I could find a cached copy of that thread, given that I didn't save it. It was one of the only walkthroughs of we've had of actual manipulation, and it came from someone who could also hold their own very well in hard core (real) economic discussions. GM's were some of the most compelling arguments I read for not merging the hero and villain markets, and I say that as someone who was convinced they should be merged . (His arguments assumed that inf would not be directly tradeable as it is today, as I think most of us assumed would be the case.)
  2. I bought a stack of these like a week ago for like 2600 inf apiece. I actually thought that was weird.

    (I didn't flip them, I used them to craft stuff for the L25-30 memorization badges, which I frequently get on multiple characters because, well, they increase my number of salvage slots. Somewhere in there is some kind of recursive irony.)
  3. Quote:
    Originally Posted by White Hot Flash View Post
    You're also assuming that you'll hate the changes before you see them. See how this works?
    Except that example assumes the situations are symmetric, and the point is that they are not. If everyone loves the new items, then losing the old items is a non-issue. But if that assumption turns out false, then for folks opposed to Option 1 there's the risk of losing something that potentially cannot be regained.

    Quote:
    If you never use something, it's not really an option anymore, is it... There are 5 costume slots for a reason.
    I'm sorry, where did "never use" something actually enter into the picture?

    Quote:
    They don't expect people to stick to one costume for the entire life of their character.
    Can you point out the design document that states that? Moreover, can you point out the dev statement backing the idea that we should never expect to be able to do that in general?

    Obviously I don't think you can do any of those things. The above is your opinion. You don't speak for the devs; you're stating you you think things should be based on what you do. Thereby, you're trying to enforce how you play the game on other people, without regard for their own preferences.

    Let's call things like they are - everyone here is looking out for their own interests. The problem is, as I pointed out above, that the results of the different options here have asymmetric outcomes. When it comes to how their characters look, pro-Option 1 people are guaranteed to [edit]to not lose anything from[/edit] their own costumes with any of Option 1, 2 or 3, while the anti-Option 1 people risk undesirable (to them) costume changes with Option 1.
  4. Quote:
    Originally Posted by Leandro View Post
    I would strongly prefer if there was a checkbox in the tailor that just said "Show Legacy Pieces", unchecked by default. Those who want to use the old, low resolution costumes can check the box and enjoy the ugly low resolution textures, while new players would by default see the nice, high res ones.
    I really would not like that. If a new and old piece really don't look the same, and I use the piece in a way that looks fine in the old view and bad in the new, I don't want a costume that looks bad to other people just because it looks OK to me.
  5. Quote:
    Originally Posted by Angelxman81 View Post
    Im 100% with you.
    Cant understand why some players wanna be stuck in the past with low def and plain texture pieces... But, anyway you doing it well since you listening to all of us. Everyone have a voice in this playerbase.
    Any chance this updates come with I19 or soon?
    For some of us, costume appearance is a core aspect of our characters. I have characters who've existed since the first few weeks this game existed (been playing since CoH pre-release). Certainly those characters costumes have changed since I created them, but I eventually settled on a core appearance that's central to my concept for them, and some of the pieces (and faces) I've used are very old. Once I find an appearance I really liked, I generally do not change it. I may have other costumes for the characters, but there's always one stable "main" costume I intend to be theirs.

    Sure, some new pieces may come along, and I may decide that, "damn, that's so much more what I really wanted them to look like all along," and if so, then I'd change them. But that's not what's being discussed here. What's being discussed is taking legacy pieces and updating them, and there's simply no guarantee that those updates will leave my "core" costumes looking like they do now, or more specifically, that those updates will leave my "core" costumes looking good.

    Saying it's just a choice between old, ugly pieces and new better ones is a false dichotomy. As a group, we have no idea what updated pieces might end up interacting with how some of us have used the legacy ones. Changing them (rather than adding updated versions) is risking that pieces we think work very well right now might not look right (or deliver the same impressions, which is important) tomorrow.

    If you can't understand that, I really don't know how to explain it better.
  6. Don't forget, you've now got all the villains who listed stuff piled in with all the heroes who listed stuff. The rate of "junk" accumulation is higher than it used to be, especially from a villain perspective.

    I market everything for the badges. When I have all the volume badges, I'll probably just delete my salvage.

    I certainly am not worried about making a profit selling stuff I market for badges. But I'm also at the point that I am not worried about keeping all my market slots busy making me a profit. There's just no need for that either, so tying up my slots selling junk doesn't bother me, as long as it doesn't sit for days, and none of it ever does the way I price it.

    That said, I actually pay attention to the "real" price floors and tend to list junk a little above them, because I'd rather sell to someone who's putting in a "real" bid, even if it's still a pittance. The idea there is that folks who do that are usually not the ones who'll just go vendor the item after they buy it. I don't care a lot, but I have a vague preference that people who buy my salvage in particular actually craft something with it.
  7. Quote:
    Originally Posted by Noble Savage View Post
    Bottom line, avoiding menu work is preferable and brings us back to Options 1 and 2.
    I would prefer you spend the time to make the system more flexible than spend the time revisiting legacy pieces. If you spend time now on the menu work, you reduce the either/or requirement for Options 1 and 2 later.
  8. Please do not replace things that look "painted on" with things that do not look "painted on". This is a change in basic function of a costume piece for anyone who has intentionally gone for the "painted on" look, which is actually fairly staple of real comic graphics.

    So long as we're only talking about sharpening up edges on things that are currently blurry, I'm fine with option 1. The instant a change migrates over into changing the general appearance of something, changing its shape in any way form or manner, I'd want at least that change to be managed as option 2.

    The belt example posted early in this thread is a great example of what I mean. That was not just a sharpening up - that texture change completely modified the feel of that costume piece. The old piece, with its blurry and shiny look, would fit well on a metallic or tech costume, whereas the newer one, which looks like a normal piece of clothing, would not.
  9. My Defenders all already have two or three powers out of the Leadership pool, and already all have Fitness. (Their other pools are a non-speed travel power and the Speed pool.) I'll likely pick up Super Speed if I didn't already have it for Stealth purposes rather than dip into the Concealment pool, but I might consider Stealth if I'm really aching for a small dose of +defense to all. (All my high-level Defenders have powers like Shadowfall or Steamy Mist that interact badly with Stealth. They're also all fliers, so I'm considering Combat Jumping for that instead.)

    I might look at the Fighting pool, but I already tend to be very toggle heavy. This change doesn't directly improve my recovery at all, so I'm not sure the added toggle cost is going to work out for me.
  10. Quote:
    Originally Posted by Another_Fan View Post
    Seeing as in the pylon thread you stated that BotZ allowing blasters to achieve decent levels of survivability was a real problem that needed to be fixed it certainly seems strange that you can consider a change that lets much more to be done a minor thing.
    Could you link me to that? I don't remember saying that.

    Quote:
    Then again it shouldn't be surprising that in this thread you completely miscast what this allows someone to do, make a calculation and then declare "SEE NO BIG DEAL"
    Given that 5-6% improvements in recharge aren't likely to translate into 5-6% increases for metrics like DPS or survival time, and that the 5-6% increases don't even apply across all powers (the improvement tends to be lower for powers with lower recharge-to-activation time ratios), no, I don't see a big deal.

    Edit: To be clear, I know we can get things besides this kind of +recharge. I started rebutting the recharge as a specific case of something you claimed was likely to be transformative even on high-end builds, which I do not accept. Of course you are now explaining this line of thinking further, as shown here...

    Quote:
    Somebody who could actually read would realize the ability to remove the slot from hasten, and shift 2 slots from defense powers to 2 of the 3 new powers gained would realize they just got 2-3 slots in their build without giving up anything.
    (1) I never said we weren't gaining anything. I'm calling BS on the claim that the thing we're gaining in general is more than a few percent improvement in the total attributes (calculated as 1-old/new) of most previously highly optimized builds, with specific exception made for cases where high-but-not-capped defense can add more defense.

    (2) Stop speaking in the abstract. Give me a concrete example. Show me a build. Illustrate how the example is applicable across a wide range of powersets and builds, and isn't an edge case. Be prepared to defend the example against the argument that the "before" build is poorly optimized.

    If you aren't willing to do (2) above, then you need to be quiet.

    Quote:
    Or looking at it another way they would realize realize they could add or move 2 lotg and lose 3 5% recharge bonuses and still not lose anything and gain 18 slots to play with.
    Again, I want a concrete before/after build example. I am asking for this because highly optimized builds don't slot things with 18 extra slots to gain 15% recharge. If this is your idea of min/maxing something I cannot wait to see builds you might post.

    Quote:
    You keep on with the Chewbaca defense here.
    (1) Based on your example above, I'm starting to think you think it's a red herring because you aren't very good at this whole min/max thing. Come on, take the opportunity and prove me wrong.
    (2) It's spelled "Chewbacca"

    Quote:
    Next, Its mind boggling to me that you can seriously maintain your position while presenting evidence that contradicts yourself.
    Um, what? Are we even having the same argument?

    Quote:
    Those people with perma hasten now have 3 slots to plop their lotg globals into with no cost to their build.
    OK, so let's be clear. We can agree this change is an unqualified boon to all the people who have perma Hasten. Have you looked at how many builds that is? I mean, wow. You would have done better to home in on my exception for high defense - more builds are going to be effected by that.

    Quote:
    That gives them 3 slots to redistribute 3 powers that can be reoptimized. All those builds that had 5 red fortune plus a lotg global, they can now just take the 6 red fortune piece and gain 7.5% ranged defense for free.
    Oh yeah, all those highly min/maxed builds that slotted 5 Red Fortunes... Wait, what?

    Quote:
    At this point I have to presume this is just another case of Uber Guy being Obtuse Guy. Either way Its really hard to understand how someone who claims to be a min maxer could say that the ability to potentially repurpose up to 18 slots isn't a major transformation for builds.
    This is UberGuy waiting for you to post a real build. This is UberGuy finding it really hard to understand how those examples you gave of "before" builds are (a) representative of strong min/maxing or (b) representative of enough existing min/maxed builds to represent a broad shift in power at the top end of existing performance. I have been qualifying my claims with words like "most", because I do recognize that there are almost certainly build outliers I didn't think of, but I don't believe they're going to be common enough to represent a general issue.

    What I'm asking you to show is an example of a well optimized build that you then dramatically improve performance of. If you can it'd be awesome if you showed the qualitative improvement on something like DPS, average time-to-defeat (or average immortality line), Mez mag/sec stacking potential or something like that. If you can't or won't, just post the builds and let someone else do it for you. The best example would be something that you think a lot of builds could replicate because it uses [edit]commonly-used[/edit] sets, commonly-used pool powers, etc.

    Just as an FYI if you haven't seen it, last I saw in the Scrapper forum it looks like BillZ wasn't sure he's going to see the DPS increase he last presented in this thread because it's not clear how Follow Up stacking works out at his top-end recharge. Until that's cleared up, we probably shouldn't use it as an example.
  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    Far as I'm concerned, many builds are only now catching back up to where we were before all of that. Pushing us past it places us right back in the zone that prompted ED/GDN in the first damn place.
    This may be a valid concern, or it may not. After all, we only have those examples of wide-scale re-balancing to tell us what might cause a wide-scale re-balancing.

    On the flip side, this is a completely different set of conditions, by which I mean the devs are now two different lead designers removed from those days, and the powers lead in particular is a different guy who came in rather after those decisions were made. In some ways, the entire philosophy the devs take can be said to have changed; Statesman was of the opinion that unhappy people would be replaced by standard MMO "churn" while Positron said he was more interested in retaining what had proven to be an unusually stable playerbase.

    So sure, they might give us an ED/GDN. Or, they might revamp more narrow things, like just +defense (elusivity?) or just purples (probably not likely, but it's an example), or something like that.

    I can tell you, I really don't expect them to address buff stacking. Even ED was a tweak within the existing system. The implications of changing buff stacking seem pretty far reaching - I think the devs would have a lot of work to do to make that happen, because I believe that doing it right would take much more than just a change in the buff calculations. Every stackable buff and debuff would conceivably have to be reviewed, including those from NPCs. I can only offer guesses and theories here, but my guess is that doing this well, reviewing and balancing it would take enough man hours away from other production that it's probably better just rolled into a new version of the game. (That doesn't even touch on the uproar it would cause, because I think it would be a bigger impact to how characters play than ED and the GDN were put together.)
  12. Quote:
    Originally Posted by Bill Z Bubba View Post
    And I won't be alone in doing so. We'll have a new batch of people running around soloing content that is "designed for teams." We'll have more players punching their difficulty levels to the diff cap. The current content will become easier and easier. As things stand NOW, on the day the new CoP trial went live, a group from Pinnacle tore through it in 15 minutes.
    It's a tangent, but I want to point out that the CoP is only hard in two respects.

    (1) It takes multiple teams of people to coordinate their actions. We're talking really simple levels of coordination, to be honest, but people on the same teams are rarely required to coordinate in this game. If you get even just the team leaders on Skype or Ventrillo or something, the coordination gets a ton easier.
    (2) The aspect of Rularuu is an exercise in raw effective DPS. If you have enough, you will take him down in one pass.

    So if you are coordinated and bring a truckload of effective DPS, you can blow through the trial in like 10 minutes. If you are uncoordinated and/or don't bring enough DPS, or bring too much of it as melee DPS without enough +toHit to overcome Hurricane, you might never finish it.

    It's wildly binary. Honestly, if you're coordinated and know what to do, it's probably easier than the RSF.
  13. Quote:
    Originally Posted by Another_Fan View Post
    Let me know when you actually "Break Out Math" instead of pulling a Kroenecker and asserting that because 2+2=4 god exists. You made a calculation that shows something, mostly that you consider partial work good enough. You failed to consider increased up time for hasten and the ability to reslot powers that needed additional recharge.
    (Someone really good at this debate stuff would do the math themselves and then prove my assertions wrong - if indeed my assertions were wrong.)

    To recap the conditions under debate:

    Quote:
    Let's say I could add two LotGs, for a +15% global recharge. I typically run between 60% and 70% global recharge. I typically slot between 43% and 87% enhancement recharge. I typically have Hasten.
    <snip>
    To be fair, lets pick a long recharging power - one with 650s base recharge time and 95% slotting. Without Hasten, 249s to 235s, or 6% reduction.
    Hasten with 98% recharge slotting (your number) and 60% global recharge has a cycle time of 141.9 seconds. During one cycle of Hasten, our 650s recharge power, 3-slotted for recharge (which I called 95% recharge) would earn 445.8 seconds worth of recharge time, meaning it would, on average, take it 650/445.8 = 1.46 Hasten cycles to recharge. That's 206.9s.

    Now let's add in your 15% global recharge. Now Hasten's cycle time is 134.1s. During one cycle of Hasten, the 650s recharge power with 95% slotted recharge earns 446.1s of recharge time. That means it takes 650/446.1 Hasten cycles to recharge, which still works out to 1.46 cycles, which is now 195.4 seconds.

    195.4/206.9 = 94%, or a 6% reduction.

    I seem to recall saying...

    Quote:
    (Edit: The Hasten example here is wrong, because this recharge time outlasts Hasten's duration. I don't have time to fix it now, but it's probably closer to 5-6% improvement.)
    Maybe it's a good thing you didn't go through the effort of the math yourself after all.

    Quote:
    Just as a counter example to what you claim as your proof

    Hasten 3 slotted has 98% recharge, with an extra 15% recharge global not affected by ED I can take a slot out of hasten and put it somewhere else. This is hardly the only case.
    And yet if you kept those thee slots in Hasten, you would improve its uptime. I have never known anyone who had anything less than perma-Hasten to remove slots from Hasten when they got more global recharge.

    Quote:
    /Mental blasters that use high recharge and drain psyche
    /Rad defenders and corruptors that use AM
    I know plenty people who build "min/max" versions of both of those (more Rads Emishes than MM Blasters) and none have built either without Fitness. Of course those builds were optimized for DPS and -regen - those with other goals might be able to optimize differently.

    Quote:
    That brute has fitness, what it doesn't have is energy mastery. In I19 it gets energy mastery specifically superior conditioning, and physical perfection for nothing. Heck I can take maneuvers on that brute pull a lotg out of one my existing defense powers slot it into maneuvers and I get anothe slot to play with and improve something else.

    I can slot another performance shifter into physical perfection or move the one I have in stamina somewhere else. I can also reconsider my entire health slotting and change up from +recover to +regen.
    Having added PP and more than +5% end some of my own characters, I'm going to say I'm not sure that'll be as transformative as you think it is, because while I noticed the difference in my own characters, I didn't find it dramatic. I will however, concede that being able to add Body/Energy Mastery to a build that didn't have them is going to be one of the nicer improvements the Fitness move will allow. As I said, I've added that pool to characters already, and I still wouldn't consider it a dramatic change in performance, but that's getting into subjective arguments. Focusing just on the +regen part, I'd say take a look at difference in the actual number of HP/sec regen you're earning between builds. If it's around 3 HP/sec or less, I don't consider that a major performance change; I couldn't "feel" the difference in play.
  14. Quote:
    Originally Posted by Psylenz View Post
    In my opinion, there are going to be three pools that will get new scrutiny: fighting, leadership, and concealment. There are a number of good points to be made for each and depending on your playstyle. All three pools will open new chances for defense slotting. A team where each member ran manuvers with a single slot of end redux and grant inviz would improve the defense across the board for the whole team by a significant factor.
    All my melees actually have Fighting, and all my Defenders/Corruptors/Controllers already have Leadership. I think the potential weirdness gets into play when they all have both. (I already have a Scrapper with both today, and it's a Regen who didn't take Fitness.)
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    As for the argument at hand, as long as you accept that what's going to happen in I-19 is a buff without sacrifice where making the changes to get the same level of DPS output now would cost me in both utility and mitigation, then there's nothing left to argue about. It's a buff. A big one for some of us.
    I'm definitely not trying to say it's not a buff. I just think there's a lot of hyperbole about how big a buff it is for most people, and that some people are defending that hyperbole by pointing out two examples.

    1) Examples where people fit in more +defense into high defense builds that aren't currently soft-capped. Those are going to get a lot better for sure.
    2) Examples where someone has a build that could already be a lot better, and they combine those improvements with the additional improvements this change makes possible. They then point to the combined improvements and declare how massive the improvements possible with this change are.

    There are some good points being raised in this and the other discussions, but I'm specifically trying to argue against the two above. You mostly got dragged into this because your build kind of straddles both examples, and because you were one of the only people posting facts about a known good build.

    Edit: By the way, if they do give us more slots, my whole position flies out the window, and I'm board with the notion that this would be big-time power shift.
  16. Quote:
    Originally Posted by Streeja View Post
    This fitness change will nearly every toon I have. Have any announcements been made to confirm that any new slots will (or will not)be made available?
    No, they have just said we'll be able to slot the powers, and have made no suggestions that anything else (like number of slots) is changing as a result.
  17. I think a bit part of this argument is about definitions, as is most often the case.

    Here's what I think of when we say "min/max" or "maxed out" builds. Everything your character could have or you want them to have is given a weight, based on what you want the character to do. In this forum in particular, we usually give high weights to DPS and survival metrics. Whatever your build goal. you take all the stuff that helps you get there, and you order it, top down, in the order of how strongly it helps you approach your goals.

    You can only fit so much of it in, thanks to limits on number of slots, number of powers, the rule of five, uniques and so forth. What doesn't fit gets truncated off the bottom of the list.

    At the top of the list is stuff you must have, because it's so damn important to your build goals. At the bottom is stuff you're almost certain to skip, because it's just "nice to have". In the middle, just above the truncation point, is a bunch of stuff that has some meaningful benefit on your character, but you can't fit it all in. The benefits here are often sort of orthogonal. Maybe you can have more +rech or +regen, or more +def or more +recovery.

    It's this middle stuff that I see this change affecting. In my opinion, if you've skipped something at the top of the list in order to keep something in the middle, your character is not really "maxed out". You've made a sub-optimal performance decision, possibly for arguably subjective reasons that don't directly impact your main performance goals. (I know that's usually why I do it.)

    To me, the stuff in the middle can't be transformative. That's why it's in the middle. Yes, obviously, adding it back in at no cost is free increased performance. I can't accept in the general case that it's big performance. If it's that big, it shouldn't be that far down the list.
  18. Quote:
    Originally Posted by Another_Fan View Post
    You did ? I saw a post by you that missed quite a bit and proved that our schools no longer teach the difference between performing a calculation and building a proof. This goes toward your whole tack on the reply. Tacken individually any of the improvements is not big thing. Taken all together they are a very big thing
    And here we get into classic Another_Fan argument territory. Compared to most regular posters around this forum I am a lightweight at breaking out math to back up a point, and you can't even be bothered to make a quantitative argument with me.

    Quote:
    You can only have 4 pools now. You have to prioritize and pick 4 of the possible. You just got one for free. If you had a maxed out build without the fitness pool your survivability just got a giant increase.
    So can you give us an example build that's "maxed out" without Fitness? It'd be a big bonus if they aren't non-Stalker Willpower or Regen.

    Quote:
    There were higher priority items. As for hard evidence please, if you can't see how adding an unslotted 20% additional regen ,12% additional recovery and 5% additional end to a capped SR brute isnt a big deal I don't now what will do for you.
    And you feel that Brute is "maxed out" without Fitness now?
  19. Quote:
    Originally Posted by Bill Z Bubba View Post
    By making it easier, the change is making it happen. What you're stating here is a dodge and I think you know that.
    No, it's not. I'm sorry, but I disagree with you. It's not "making it happen". It's a huge increase in your DPS, and you don't want to do it now because of (a) you can't have the Incarnate slot with it, which isn't part of this at all, and (b) you don't have or want to get the cash on hand to make the change.

    Of the two, (b) is the most relevant. Getting Maneuvers in I9 is a hell of a lot easier for you than getting a +3% unique right now, but if you really cared enough about this leap in performance, you'd do it. It's an option. While losing an LotG would likely further impact your final DPS, your net increase would still be large.just

    "Making easier" is not "making possible", no matter how hard you argue the point. If you wanted this bad enough you could have the majority of it, period. What's possible tomorrow compared to what's possible today is much less of a transformative change than what's you have today compared to what's possible tomorrow.

    Quote:
    A change I could have now with sacrifice I'll soon be able to have without any sacrifice.
    And the sacrifice is the real delta here, not just the final delta in your DPS now vs your DPS later.

    Quote:
    Assault: .39/sec reduced with a single so to .29
    Maneuvers: .39/sec reduced with a single so to .29
    Total end consumption added: .58

    PhysPerf: .125 with another PerfShifter chance for +end adding, if I recall, about .2 on average.
    That's about what I was thinking. Will you actually have a full SO's worth of end reduction in Maneuvers? It sounds like you have an LotG in there now.

    Quote:
    Using conserve power will cover the remaining usage.
    Sounds likely.
  20. Quote:
    Originally Posted by Bill Z Bubba View Post
    Yes. But I haven't for two reasons: 1: I don't feel like farming up the 2 billion necessary to get the pvp unique and 2: I didn't feel like having the pause in my attack chain. With I-19 around the corner, I'll be able to get a gladiator unique with hero merits AND I'll have the +recharge alpha slot to close out the pause in the attack chain.
    OK, so you could have this build today barring the Incarnate slot, without the Fitness change to an inherent.

    That means that the Fitness change isn't introducing the potential for a DPS leap for your character. It's making it easier, no doubt, but it's not creating a situation that doesn't already exist.

    Quote:
    I'm showing you right now that this change on its own without even considering the incarnate abilities is going to FURTHER trivialize the existing content.
    It looks to me like it's giving you an alternative (and to you, more attractive/achievable) route to something you could already be doing.

    Quote:
    I think that the next build will be dropping combat jumping and going with maneuvers and assault instead since I'll have the extra recovery from physical perfection to cover the added end cost.
    You might want to look at that carefully. I don't think PP adds up to enough EPS for that without good slot investment in either it or those powers.
  21. Quote:
    Originally Posted by Another_Fan View Post
    That character was maxed out now its insanely maxed out.
    Post the builds.

    Also, I already shot down this notion that +15% recharge is likely to be a transformative addition to a character with far lower global recharge than what you're quoting. +15% recharge on top of 160% is an incremental improvement in the character.

    Is your "extra damage when you need it" Assault? How much extra damage is it? What's it do to your DPS, quantitatively?

    Quote:
    Your comment about fitting it in if you feel its important is hardly valid. You only have 4 power pool picks and the ancil/patrons, now you have in effect a fifth.
    It is absolutely valid. If one of the pools makes that much difference then you should have it today. Especially if it makes that much difference if it or one of the pools you would keep adds enough value to justify them with minimal slotting.

    Quote:
    Just another example I have an SR brute that couldn't fit in a patron pool well I19 they are getting physical perfection and that will take them into easy mode.
    Define "couldn't fit in a patron pool". Again, if it's going to turn you into that much of a monster, I think you would have done it already. Stop hand waving and back up your claims with hard evidence. So far, Bill's the only one doing so.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    I don't have hasten in my build right now due to the lack of another available power pool.

    This change allows me to add it.
    Quote:
    Current build:
    Claws powers chosen: All minus swipe and confront
    SR powers chosen: All minus elude
    Boxing, Tough, Weave
    Combat Jumping
    Fly
    Swift, Health, Stamina
    Conserve Power

    I-19 build:
    Claws: All minus strike and confront
    SR: All (+1 power)
    Boxing, Tough, Weave
    Combat Jumping
    Fly
    Hasten (+1 power)
    Conserve Power, Physical Perfection (+1 power)
    Can you replace Combat Jumping with a Gladiator's Armor +3% unique and take Hasten today?

    Quote:
    Incarnate abilities will function in level 50 content. This means the LRSF, STF, LGTF, and whatever else that can be run at level 50. Existing content.
    I know that. But so what? We know it's going to trivialize existing content if it's going to be needed for harder content - it has to. Lumping it in here (which you've now clarified) muddies the waters on what this change does.

    Quote:
    As for elude, single slotted with a basic level 50 IO grants... crap, don't even have Mids on hand.. .40% recharge? Plus the 102.5% global I currently have, +70 from hasten... 1000/3.125 = 320 seconds. 180 up 140 down. And only needed during extremely rough patches. The crash will be easily avoided by a well timed blue plus conserve power.
    Well, you gave the example of things like DE, and I find the whole damn mission to be a rough patch as far as them laying Quartz. Every spawn doesn't get one, but it sure seems like most do.

    It's a bit of an aside, but I can tell you that currently I can't get Unstoppable's end crash to go away with Conserve power. I mean I can get back in the fight plenty fast, but it seems to consistently drop my toggles. I'm not saying it's going to be a big slow down, but I do think you'll want to time the crash outside of combat.
  23. I find it incredibly unlikely that recovery tools will be nerfed as a result of this.

    If anything gets changed/nerfed, and I'm not at all convinced it will, I expect it to be something in the defense realm, or something tangentially related to that.

    Very strong +Recovery is necessary but not sufficient to solo on extreme difficulty levels, like +4/x8. Without careful cherry picking of foes, the only builds that can do that all have extremely high +defense.
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    You don't consider an increase of 36 DPS to be a leap? Interesting.
    I don't consider including the +Recharge Alpha slot to be part of this change. Unless I misread your posts, the delta without it is much smaller.

    Edit: I'd also like to point out that you speak of Elude as though you could perma it. Not including the Alpha slot, what's the average recharge your build is looking at? To get Elude to 2/3 uptime (180s on, 90s off) I'm getting that you'd need about +170% global.

    Edit2: The reason I want to exclude the alpha slot is that it's probably supposed to create a break in your character's power relative to existing PvE almost by definition. It's the kickoff down a road to new, supposedly (much?) harder PvE foes.
  25. Quote:
    Originally Posted by Another_Fan View Post
    It is one thing when a few teams are doing that kind of thing its another when most are. Seeing as you want to use BillZ as an example you might want to read the posts where he gives concrete examples of improvements he gets with his builds when you say there is no low hanging fruit with this change.
    You might want to go back and try re-reading what I said.

    I said all the low-hanging fruit that would transform a character's performance was already picked on a "maxed out build". If it hasn't been picked already, it's very unlikely (but not impossible) that the character is currently "maxed out".

    If something is going to absolutely transform how your character plays, and you're a min/maxer, you damn well find a way to fit it in. Yes, that usually means you make a sacrifice somewhere else - you sacrifice things that are less transformative. A good min/maxer drops the thing that will have the least impact on the character through the loss.

    Yes, this change means that some of those things min/maxers couldn't fit in will now come back into the builds, though probably with limited slotting. By the description above, those things will not be transformative or they would not have been dropped in the first place.

    I have consistently made exception for people with high but not softcapped defense who can now fit in more defense, because small incremental changes in high defense can become transformative changes in survival.

    I am not declaring that builds will not improve. My builds will improve. I am saying that the peak achievable performance will improve, but not by by a whole lot. BillZ's examples are, in fact, concrete evidence of this. Yes, his builds are improving. No, they are not improving by leaps and bounds.