macskull

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  1. Quote:
    Originally Posted by Days_ View Post
    Would that data not have included the data from before I13 when activity on (some) SF's was remarkably different? I was asking if it would be an idea to re-calculate based on the data from I13 and excluding data from before that point.

    If the previous data is included then it might have had an effect on the end result. I know I am over-using the example of Virgil Tarikoss here but; if it was the habit of some to run that SF repeatedly and quickly multiple times per day then they might have completed [WARNING: ARBITRARILY MADE UP NUMBER] 1000 speed runs. I13 comes in and the reward is not significant enough to carry on that behaviour so less runs are made. The up-dated data would still have a bias towards those 1000 speed runs which are no longer an accurate representation of how that SF is now played.

    Or have I missed something pertinent?
    No, it seems I missed you asking that originally. Their datamining for merit rewards post-I13 probably still includes all those pre-I13 speed runs, which is effectively keeping the merit count down, but there are a few problems with throwing the pre-I13 runs out and starting fresh:

    1. The merit rewards for particular content are low (Eden, KHTF, Tarikoss, as examples) so there's very little incentive to do them "normally." Even after I13, I've seen very few teams do "kill-most" runs of any of those three pieces of content. This leads to number two:

    2. Most teams post-I13 are still completing them relatively quickly. Even if that weren't the case, and merits were upped to the point where they'd actually be worth the time to run again, people would go back to running those pieces of content en masse, which is what merits were designed to prevent in the first place.

    Quote:
    Originally Posted by Bionic_Flea View Post
    Ummm . . . Mac, your spreadsheet proves that heroes have a higher merit/minute capability and always have. Sure, it's not a big difference -- 4.44 merits per hour -- but that adds up over time. After running the content you listed five times, the heroes have enough for an extra random roll.

    But I'm surprised you didn't include the first respec in your chart. In my opinion, it is very possible to get 1 merit per minute by having the same team run all 3 respecs back to back, earning 43 merits in 45 minutes or so. I think that little grouping is the most efficient merit earning program on either side.

    In fact, if you substitute the first respec in for RSF that nets you 59.17 merits per hour or .98 merits per minute.
    Yeah, you're probably right about the respec trials there - at the time I put the spreadsheet together I was simply thinking of the content which gave the most merits, and then figured out average times we were running it in. Never really crossed my mind that dropping the RSF and doing a respec instead would end up coming out better, which is odd especially considering almost everyone I know takes the Hami instead of merits on the RSF.

    EDIT: Updated the spreadsheet based on Flea's feedback, and unless my math is wrong, that works out to about 1/3 merits more per hour for heroes, which means it would take sixty hours of running content for the heroes to get 20 merits (or one random roll) ahead of the villains. Just remember that the tab the spreadsheet opens to is the original numbers from I13, which aren't correct anymore - the latest merit numbers are on the third tab of the spreadsheet.
  2. Quote:
    Originally Posted by JohnX View Post
    The payoff now is ok and all. But merits were created to reward those who didn't have time to chain-run-farm task forces and such.
    No, they were mostly created so that really long content would give comparable rewards to really short content (i.e. reducing the "KHTF takes 15 minutes and gives a recipe, so why do anything else?" line of thinking). One of the nice things about merits is that not only can you get them from TFs/SFs, but you can get them through Ouroboros flashbacks and regular story arcs (assuming you're the mission holder), which you can complete at your leisure. Don't have time to run task forces a lot? Okay, run some Ouro arcs or maybe a few regular contact arcs. Sure, the merit gain won't be as high as someone who runs a lot of TFs, but it isn't supposed to be.

    I do agree with the assertion that the merit system has caused more problems than it solved, but I don't think reducing the cost of buying a recipe outright is the solution.
  3. Another potential reason in addition to the above-mentioned ones is that the devs originally probably didn't want people to move between zones too quickly - for example, the original Paragon Dance party had an entrance/exit in Steel Canyon that got relocated because it was too close to the Yellow Line station. Of course, in the age of Ouroboros portals which when combined with the trains can take you almost anywhere quickly, this doesn't make quite so much sense anymore.
  4. I would not slot the hold procs if it's for large team matches, as you may sometimes end up messing with mez suppression on a target (for example, my Therm often 2v2s with a Dominator and I don't want hold procs interfering with his stuns). If it's for smaller matches (depending on your teammates) or zone, sure.
  5. Quote:
    Originally Posted by Serevus View Post
    For those of you CoX filmers out there... Are any of you folk familiar with Virtual Dub? If so, what compression settings do you generally use to get the best balance between high quality and file size? I've been tinkering around with this with the intent of uploading to Youtube, but I either get files that are far too large (1G+) or too poor quality... or both. That's tinkering with Xvid and DivX compressions.
    I downloaded the Xvid codec and use the "Xvid MPEG-4" compression setting in VirtualDub. I just run the raw Fraps recordings through there and they save a lot of space without significantly impacting video quality.
  6. Rumor has it someone is trying to get a 3v3 event going. >.>
  7. Quote:
    Originally Posted by Eiko-chan View Post
    Yes.
    Yep, the only way to obtain a recipe that isn't either your level or the maximum level of the set is to purchase it outright (a level 50 character could get a level 25 LotG but not through random rolls). This is one of the reasons supply at non-max-levels for many pool C and D recipes has hollowed out pretty badly since I13.
  8. Quote:
    Originally Posted by Solo_One View Post
    that might even be overkill. how much knockback is knockout blow...? like 7?
    It's 7.79 base on a Tanker. Acro gives 9, but some of the meleetards on Justice actually slot KO Blow for KB instead of damage, so you'd probably want a few IOs on top of Acro.
  9. You're looking for a fight? Next time you need to make it more clear, bud.
  10. Quote:
    Originally Posted by Days_ View Post
    I wonder if it would be an idea to re-calculate the merit rewards based on data since merits were released. Might that give a better balance based on how TF's and SF's are being played at this time rather than before the new rewards system?
    There have been at least two (maybe three?) occasions since I13 where the devs have gone through and rechecked the data to recalculate merit rewards for all tasks, not just specific ones. Some haven't changed (the RSF, for example, still rewards 25 merits), some have gone down (the Nictus Insurrection arc went from 29 merits to 8 merits), but most have gone up (LGTF was originally 30, is now 37, and the ITF was 20 and is now 26). I'm going to detail the examples I just gave, because they're a good representative of why values either change or don't change:

    * The RSF rewards 25 merits, compared to the STF which rewards 37 (plus another 2 for the flier, which is a bug that still hasn't been fixed for some reason). The reason for this is because the RSF's median completion time has been datamined to be faster than the STF's. It does not, however, take into account the time used to prepare for the SF, such as collecting Shivans or the Warburg nukes, nor does it take into account teams which do not complete it (i.e. give up on the last mission). The RSF is also the hardest content in the game and it's very rare to see a team slog through it and stick it out over a long period of time, which happens on some STF runs - more likely than not a team either gives up, or they steamroll it. Villain teams in general are faster and more efficient running the same type of content, which is another factor in lowering the median time. Someone brought up the "challenge" aspect of the RSF as a reason to buff merit rewards for the RSF, which Synapse acknowledged, but nothing has been done on that front as of yet.

    * The Nictus Insurrection arc is an example of the original merit value simply being set far too high in the first place. That arc had been run so few times that the devs had only a handful of runs to base their completion time on, so they assigned it a 29-merit reward. Someone discovered you could run it in 25-30 minutes easily, so with more data in hand the devs were able to adjust the reward for that arc to what it should have been from the beginning.

    * The ITF and LGTF had their merits buffed, and then lowered slightly, but are still well ahead of where they were when I13 launched. Considering these two pieces of content have been the most-run "speed" TFs since I13, and they're still worth more than they were when I13 launched, I'd say the argument that "speed runners cause rewards to be reduced and hurt everyone else" is bunk.

    Furthermore, the "heroes have more content that gives better rewards" argument is bunk as well - I spent a while figuring out "optimal" sets of TFs and SFs to run when I13 dropped, and it turns out that *gasp* at level 50 a hero and a villain will have the opportunity to earn about the same amount of merits in the same amount of time. Of course I included co-op content in that, because it's content that's accessible to villains and it would be foolish not to take advantage of it. The argument that does hold some merit, however, is the one of heroes having access to better-rewarding content while leveling up (simply because most hero content is old, long, and clunky and has merit rewards to match the length, while villain content is more streamlined and efficient). Even on my Sonic/Sonic Corruptor, which I soloed most of the way to 35 or so, I had a few hundred merits by the time I hit that level simply by running story arcs as they became available, and hitting Ouroboros to grab the ones I missed (or to run an Ouro SF).

    HERE is the spreadsheet where I figured out reward:time between heroes and villains. You'll find the initial values at I13 launch, values after the first merit adjustment, and values after the second adjustment (which I believe was I16).
  11. Quote:
    Originally Posted by The_Hegemon View Post
    The merit cost of the recipes needed for this build is 7560 – an absurd sum. Remember the intended time cost of Reward Merits – the cost of this build in Time, assuming the above numbers are correct (4 merits/minute for TFs, 3.5 m/m for Trials, 12 m/m for Story Arcs) are as follows:

    504 Hours spent running TFs.
    441 Hours spent running Trials.
    1512 Hours spent running Story arcs.


    Wow. You would have to spend 21 days running back-to-back Task Forces to get all of these recipes just relying on the Reward Merits system. Can’t find a team? You could spend 2 months and 3 days in Ouroboros instead, running story arcs. No sleeping allowed, slacker. Alternatively, I suppose you could hunt down and kill 3780 Giant Monsters…
    The huge flaw with this assertion is the implication that you are going to be using merits to purchase every recipe, when in reality you'd probably either purchase only a few, or none (I've never ever ever purchased a recipe outright with merits except on test, because I know I make more on average by doing random rolls in particular level ranges, and can sell the pieces I don't need to pay for the ones I don't get as drops). I've made bank off of simply playing through the game, selling drops I get and don't need, rolling my merits every time I get enough for more than a few rolls (I usually roll at 80 or 100 merits, though I have a few characters with over a thousand that haven't been rolled and I know friends who have several characters merit-capped), keeping the stuff I use, and selling what I don't. My Night Widow has something like 1.5 billion inf without any market games at all, and that's after I finished her build.

    The problem merits cause is that they are effectively removing pool C and D supply from the markets, especially at non-max-level (max level being levels such as 30, 40, or 50 depending on the set in question). Prior to I13, every completed task force, strike force, or trial offered a random recipe reward. Merits go a long way toward ensuring tasks offer uniform rewards (yes, it was silly that a Katie gave the same chance at reward as a Dr. Q, I admit this), but players are no longer forced to take a random roll where they would have needed to before, meaning a recipe might never be generated. If, for example, someone decides to save up 200 merits to buy a LotG, rather than doing 10 random rolls, that's effectively 9 recipes that were never created and therefore never entered the market. Except for a few specific examples, buying a recipe outright with merits is a terrible waste compared to buying it off the market.

    I foresaw this hollowing-out of recipes in some level ranges before I13 hit (and then before I15 hit, with the weighting system on random rolls), so I snatched up hundreds of "crappy" pool C recipes and have been reselling them for ridiculous profits. For example, I bought several stacks of Freebird stealth IOs redside for 50k a pop, and they're going for at least 100 times that uncrafted now.
  12. macskull

    no phase timer

    As soon as you activate a phase power, you are granted the "nophase" temp power, which has a duration of 120 seconds. During the first 30 seconds, you can use as many phase powers as you want, but at the end of those 30 seconds any phase powers you have running will shut off and you will not be able to phase for another 90 seconds.
  13. Quote:
    Originally Posted by Black_Mute View Post
    I guess no advice in the world will teach you not to go afk in a PvP zone then
    That's funny, considering you do the same exact thing.
  14. macskull

    PvP Drops

    Quote:
    Originally Posted by _Seph View Post
    Sorry about the thread-jack, anyway what methods are you using in the drop rate tests.
    Dualboxing and killing the same toon over and over again, normal pvp or setting up a group of different people trying to farm it?
    My estimation of the drop rate being about 1 in 60 rep-valid kills was done in I14 when it was still possible to arena farm (efficiently at least). I was getting about 57 kills per 30-minute arena match, and averaged one drop per match, hence rounding it off to 1 in 60. Epsilon's method which came up with something around 1 in 70 was a bit more scientific (i.e. he actually monitored the number of rep-valid kills and the number of drops, whereas my numbers are based off casual observation rather than hard data).
  15. dUmb vs EP D6

    4-2 dUmb
    4-0 dUmb
    3-1 dUmb

    GGs EP.
  16. Quote:
    Originally Posted by GuessWhosBack View Post
    Im just telling you there is a larger pool of PvPers out there you could interest in matches if yall were so stubborn and cliquish.
    The reason team lineups are so horribly rigid is because of the system, not the players. I remember playing a Son/EM in a pentad tourney before I13 - when the Rad tagged our target and I got a few attacks off on it, I could often close to melee range and Bone Smasher might drop half their health between all my +dam and the target's -res. You could conceivably get kills with only one Blaster (and maybe an offensive/debuff Defender) because people didn't have retarded base resists and Blasters actually did damage.
  17. Maybe I'm overlooking something major here, but what are these similar systems? Are they in this game, or are you referencing features in another game that operate this way? Honestly, the "report content" button is more than enough, as I'm reasonably sure every reported arc is looked over at some point by CS staff. Even if your method were to become the de facto way of doing it, it wouldn't stop people from simply republishing their arcs to clear all the reports against them.
  18. macskull

    PvP NB, Clws

    Clawls actually has a faster Build Up than other Stalker primaries (72 second base vs. 90 second base) so I've seen a few people use it for arena builds where all you're doing is using AS and Sharks. For zones I'd go Elec or EM though, paired with WP, Regen, or Ninjitsu (WP if you don't have much cash to spend, Regen if you have a decent amount, and Nin if you've got a lot).
  19. Quote:
    Originally Posted by FredrikSvanberg View Post
    When an arc has been reported enough times it should be locked, automatically.
    So this way I can get a bunch of friends together and report-grief someone's arc so it gets locked and can't be played until a GM reviews it (which could be a while), and then they have to deal with support headaches? Sounds great!
  20. I wouldn't say that, there are some knowledgeable people in-game who don't frequent the forums. It is, however, a good idea to run builds by people here before you actually go and spend the money on them (lol Louie Kaboom).
  21. QFly has the same activation time as every other phase power (again, except the temp phase which is quite a bit longer), 0.5 seconds.
  22. Quote:
    Originally Posted by Kioshi View Post
    Sorry I didn't understand. Ok so only VEATs can see Stalkers at 100 feet or so (afaik) bt won't a regen w/ tactics and +pre proc be able to see VEATs, or only a wp with their inherent perception+tactics+per proc can do that?
    Max stealth radius for VEATs is something like 880 feet, so a perception-capped Stalker would be able to see a stealth-capped VEAT at something like 273 feet - enough to know they're there, but not enough to attack them. Meanwhile a percep-capped VEAT will see a stealth capped Stalker at about 120 feet. Base perception radius is 500 feet, the IO adds another 100, and Tactics will add 484 (on a Stalker; the number varies by AT). Just between those two additions, you'd have a 1084-foot perception radius, cutting the distance you'd be able to see a stealth-capped VEAT from to just above 200 feet (of course, VEATs can't self-cap their stealth unless they're running Invisibility, as they can't be running Cloaking Device/Mask Presence and Stealth at the same time, but they can get to 800 feet without outside help). WP has an in-set +perception power which would put you at the Stalker perception cap without outside buffs - other Stalker secondaries with this ability are SR, Ninjitsu, and Dark.

    Quote:
    Conflict, why is MoG useless againts Forts?
    Forts = psi damage (except TK Blast). MoG doesn't have defense or resistance against Psi (which is also why it's lol when a Regen Stalker hits MoG when he's being set after by half a dozen Psi Blasters).

    Quote:
    And if you could answer me... S. Shark Jaws I almost never see in PVP Stalker builds, but Mids and CoD says it does decent damage as a ranged attack in PvP (not as much as Spirit Shark, but maybe another ranged attack would be nice on a Stalker).
    It does good damage, yes, but Spirit Shark is better so that's what most people open with. On some multi-Stalker teams the one with Jaws will open with it to hold the target long enough for the other Stalkers to get in position for AS, or to drop fliers out of the air. However, even with the crit it's not worth it on its own as an attack just because it drops you out of hide.