macskull

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  1. Quote:
    Originally Posted by Uruare View Post
    A) Farm like machines
    B) Flip
    C) Buy inf.
    Or just play the game, like I do, and make bank off selling your drops. Seriously, if you want something badly enough, you'll do what's required to get it. Apparently, you don't want it badly enough because here you are whining about what you "have" to do to get it.

    Quote:
    You're never gonna see a purple without buying it off the market or getting one dropped on you (unless you have awesome friends. Most friends are not that awesome.)
    Duh? That's the point of the market - sell drops you don't need, buy drops you do.

    This thread is full of such idiocy it's laughable.

    (Oh, I like your suggestion to add price caps on items, because it would make me even richer while screwing over everyone like you who thought it would be a good idea. For an example, see the +3% def PvP IO, which routinely trades off-market or 3-4 billion.)
  2. Ah, so you're the one that's responsible for the going rate of PvP IOs.
  3. Psi is a funny thing. As you probably know, there's typed defense, and then there's positional defense (typed being psi, toxic, smashing, fire, energy, etc., and positional being melee, ranged, or AoE). Most player/NPC powers have both a position and a type, so as not to completely ignore defense. However, when the game was created psi damage, like toxic, was meant to be a "screw you" kind of damage, which essentially bypassed all defenses except those provided by Minerals in Stone Armor (which was, at that time, the only melee armor set that gave any protection from psi damage at all). Because of that, some attacks were only flagged as psionic and didn't have a position associated with them (many powers from the Mind Control set and their counterparts in the epic pools are examples of this).

    With very few exceptions, however, NPC powers that deal psi damage (Mental Blast, Psi Scream) will also have the corresponding position, which means your FF bubbles will offer some protection against them. Rikti do have a few attacks that aren't given a position (such as Total Domination) which can cause issues, but those aren't common.
  4. Quote:
    Originally Posted by ClawsandEffect View Post
    You won't be giving up your crits. Stalkers crit out of hide also. They actually crit more often than scrappers do, and get a bonus to the percentage chance on larger teams.

    And even in the OLD stalkers you wouldn't be giving up your crits with OGloom. Stalkers used to crit on targets that were mezzed, and I believe stun is one of the mezzes that counted.

    Might be worth it on a Ninja Blade/DA stalker that is built for scrapping.
    Crits on held or slept targets.

    Yes, Stalkers can crit out of hide (base 10% chance, compared to the 5% or 15% Scrappers get depending on the power, plus I believe 3% extra for each teammate within range for a max of right around 31% chance). However, part of the appeal of a Stalker is the ability to control when you crit (especially on Assassin's Strike). As far as I'm concerned, Dark Armor is the worst Stalker secondary when it comes to meshing with what the AT is designed around (quickly eliminating single targets).
  5. Quote:
    Originally Posted by Steele_Magnolia View Post
    It's quite simple.

    1. Remove all the nonexistent level 53 recipes from the listing. They shouldn't be in there anyway. The ability to store 2 billion inf at a time, safely, will be gone.

    2. Invalidate all bids for those nonexistent level 53 recipes.

    3. Perhaps raise the inf limit to 5 billion, no more, to molify the "but we want to be able to have more inf" crowd. People will still be able to play the market minigame and flip, but won't be able to abuse it and drive prices out of control the way they have now.
    At that point, everyone who's currently using nonexistent recipes will pull their bids (making sure to spread their inf out so as not to lose any to the cap) and then re-store it using sufficiently lowball bids on existing items (i.e. stacks of 10 bids at 200 million for the +3% defense PvP IO). Is it possible they'd lose that stored inf by actually purchasing items that make it to market? Not likely, as no one would actually list that item for that low, and if they did the person storing that inf would make even more inf off such a mistake. In short, you've solved nothing and have cost programmers a substantial amount of time to do so. (That's not even counting the time it would take to raise the inf cap, as 2 billion is about as high as they can make it without changing it away from a 32-bit signed integer.)

    In short: lolno.
  6. Not sure where to begin, since I'm not sure if you're trolling (god help you) or if you're actually serious (god help you even more). So I'll start at the beginning...
    Quote:
    Originally Posted by MeanNVicious View Post
    They are 100% right. It's simply the truth. Rant on about economic mechanics all you want, and use it as an excuse to justify what you do. The simple truth is - if so many people didn't purposely flip with the intent to drive up prices for their own profit - the prices would be COMPLETELY different in our little market. And yes that means far far lower. Period.
    People can't flip unless there are buyers willing to pay what they're asking. If everyone refused to pay 2 million for that Pangean Soil, no one would be able to list them for that much. If people were smart about it, they'd place bids for 1.5 million, or even 1 million, and let them sit a few days. Unfortunately people are lazy or just impatient, see the last 5 bids, and assume that's what the going rate is (which is never a good idea unless those last 5 bids are spread out over a significant period of time). So, the simple truth is - if so many people actually took the time to place reasonable bids instead of blindly bidding along with the last 5 - the prices would be COMPLETELY different in our little market. And yes that means far far lower. Period.

    Quote:
    Before you rant on about supply and demand think of this - when the market first came out - and there was zero supply of anything - you would assume that would be the peak of pricing no ? But it wasnt. Those prices were but a fraction of what we see today for comparable items (yes some new things exist but the top tier items were equally rare at that point in time). Marketeers have steadily driven up pricing on anything they could flip.
    Inf prior to the market was essentially worthless past the mid-30s, because by that point you'd have enough inf to buy SOs every 5 levels for the remainder of your leveling career. It was sometimes an issue before those levels, or if you wanted lots of Hami Os and didn't have a build capable of getting them at Hami raids (or didn't have generous friends). When the market first came out, prices were low because people didn't realize how much inf was out there. Things like purples and PvP IOs didn't exist, and costume recipes were ridiculously expensive because of how rare they were (remember when those cost 10, 20, or 50 million?). The reason prices are different now is because of how much new inf is entering the economy due to changes to the game as a whole that have been made since I9 (debt reduction, debt cap lowering, bugfix for level 50 inf earning, XP curve smoothing, etc.). If the amount of inf entering the economy never went up, prices would've stayed the same, because no one would have been able to afford to pay higher prices. Do you actually think about these things before you blindly point fingers?

    Quote:
    People want and need to buy these things in our little closed market. The flippers are simply the ones setting the price. They prey on the want and need and exploit it for their profit.

    Without marketeers I guarantee you pricing would never have ever gotten near this point.
    Flippers can't set the prices any higher than the population is willing to bid. If they've got a monopoly on a particular item (yes, this happens sometimes) they can sometimes artificially raise prices and keep them raised for a short period of time, but in the end they always fall to what they were before the manipulation. Don't believe me? I'll take a leaf out of Smurphy's book and give you the inf to try such a scheme. Still don't believe me? Buy a Luck Charm and list it for 200 million. No one will ever buy it, because that's a price no one is willing to pay. Why are the prices on some items "high" right now? Because that is what buyers are willing to pay. It really is that simple.

    Quote:
    Its just the truth. So many of you come here and brag about how you drove up the price on item "x" all the time. Revel in the mad profits you make by exploiting the system. You blatantly admit to it pretty much daily.
    Some of say "hey, look how much this sold for!" Yeah, we just got a lot of inf off a sale because someone was willing to pay our listing price (and that's assuming we listed it near the price it sold at, which often isn't even the case). Many of my "big sales" come off items that are listed at 10-20% below the going rate. It's not my fault someone wants to pay me 10-20% more than I am willing to sell for.

    Quote:
    Those you call lazy arent actually lazy. They are just observant. And calling you out seems to make marketeers freak and go into massive self defense mode. Trying to defend what they do and say "its not us really...". When in fact it is, and has been all along.
    No, they're lazy. They're certainly not the observant ones, at any rate - if they actually took a bit of time to read up on the market, using information we freely give away, which we admit hurts our bottom line, they could make inf like we do. They don't, however. It's not our fault they don't use the resources we provide them with. If you consider someone telling you the facts as they are to be "going into massive self-defense mode," then you should probably take off your tinfoil hat and open your eyes to what's really going on.

    Quote:
    LOL ... seriously WTF ?!
    WTF, indeed.
  7. The reason villain content is lower rewards, merit-wise, is due to a few factors:

    * More streamlined, therefore faster to complete on average
    * Redside team synergy
    * Lower population means speed runs weigh more, and on some SFs like the RSF, most of the teams that do it are speedrunners because in a lot of ways the RSF is an all-or-nothing SF
  8. Hop over to the GP site and register, we'll get you going from there.
  9. macskull

    Fire/Em Blaster

    For an arena build all you really need is Flares, Fire Blast, Aim, and Blaze from the primary, with Power Thrust, Build Up, and Boost Range from the secondary. An argument could be made for taking Blazing Bolt and Total Focus... CP is nice if you have room for it. In a team arena build I wouldn't put hold procs in your attacks as they can mess up the mez timer for spikes.

    I stand by my statement that with DR the way it is, there's no point in taking PB on a Blaster unless you're Sonic or Rad. PB'ing Aim or BU adds maybe a few percent tohit these days.
  10. Quote:
    Originally Posted by Fiftycalsniper View Post
    Okay-I *think* I already know the answer to this, but I thought I'd ask, just in case:

    Is there any reason to take either Oppressive Gloom or Cloak of Fear for a stalker? Won't both pull you out of Hide? I see them as inherently skippable. Thoughts?
    Basically, you're giving up your inherent for extra survivability. It'd be like a Brute giving up Fury for a bit stronger secondary.
  11. And there's your firsthand experience: in their efforts to make more things work, they somehow managed to make even less work.
  12. Your 1:70 number you've been tossing around is fairly close to the 1:60 I guesstimated back when you could still reliably farm these things in arena (60 kills per 30 minute match, usually at least one drop per match). I haven't bothered to get data since they nerfed that, since I just don't care that much.
  13. Got some good draft picks in there, I see. GLHF.
  14. macskull

    new player

    Welcome to the game! A good first thing to do is to join your server's global channels (you can probably find more information on these in that particular server's forum), where you'll find people who are willing to help with specific questions. Next, there's ParagonWiki, which is good for answering questions and getting general information about the game and its workings.
  15. Well then... GLHF. These guys had better get some Emps ready.
  16. Quote:
    Originally Posted by BigSung View Post
    macskull, your build only has 3 -kb IOs + acro. Do you have an updated build for the Rad/Psy? I am assuming that it needs to have at least 41pts.
    I know, that's why I said "don't copy this build." I just posted it as a reference as to what kind of powers you should expect to take, and a (very rough) idea of how to slot them.
  17. One of these days I'll find one that isn't a lolhuge GIF, I promise.
  18. Lots of weird stuff with that build, I'm not really sure where to begin so I'll just post the build for my Rad/Psi (this is just to give you an idea of what powers to take as well as how to slot them, don't actually copy this build since it was a half-***** attempt at getting my I12-spec'd build ready for I13 without having to buy new sets, so it's really not that good).

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Psychic Blast
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Apoc-Dam%(11)
    Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), Achilles-ResDeb%(13), RechRdx-I(13), Range-I(25)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc/Rchg(15), P'Shift-Acc/Rchg(17), P'Shift-EndMod/Acc(17), RechRdx-I(19)
    Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(19), RechRdx-I(23), Range-I(25)
    Level 8: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29), TotHntr-Dam%(31)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- Clrty-RunSpd(A), Clrty-EndRdx(33), Clrty-Stlth(33)
    Level 16: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), ExStrk-Dam%(36)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37), FtnHyp-Plct%(37)
    Level 24: Lingering Radiation -- Acc-I(A), Acc-I(40), RechRdx-I(40), RechRdx-I(43)
    Level 26: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(39)
    Level 28: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(39), SprngFt-EndRdx/Jump(39)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Stealth -- Krma-ResKB(A), EndRdx-I(40)
    Level 35: Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Phase Shift -- RechRdx-I(A)
    Level 41: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), NrncSD-Dam%(43), UbrkCons-Dam%(43)
    Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResKB(45)
    Level 47: World of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Conf%(50)
    Level 49: Telekinesis -- RechRdx-I(A), RechRdx-I(50), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 9% Max End
    • 4% Enhancement(Confused)
    • 47.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 164 HP (16.1%) HitPoints
    • 12% JumpHeight
    • 12% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 13.2%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 24% (1.02 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 10% RunSpeed




    Code:
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  19. The D6 teams are going to be very interesting, as it looks like many of the signups aren't even going to have PvP-ready builds at all, let alone something that will work for team arena. I don't think that will be too much of an issue (PLing new characters doesn't take more than a few days) but the inf to get a character ready may be prohibitive for some of these players.