perwira

Rookie
  • Posts

    353
  • Joined

  1. Deathsurge, at least, is quite doable with bots/traps - I've done it twice at least just for the 2 merits. What I don't recall is how many if any inspirations I used doing so. I may have provided the assault bot with some damage inspirations during the battle. I'm not sure whether Deathsurge should be classified a GM compared to some of the other GM's, either. I'll have to learn how to do a video, but would a screenshot at the end will suffice if I can keep other people from crashing the party?
  2. Quote:
    Originally Posted by Kheldarn View Post
    Yeah, apparently, the code to have them zone with you isn't perfect. I came out of a mission, and my lone 'bot was there, all Yellow and unnamed. I couldn't issue commands, or resummon him, but he'd follow me.

    I was told that using a buff on him would work, but I was only Level 3, so no buffs to use.

    I ended up having to use /releasepets and resummon.
    Just to echo that I had the same experience with a bots MM several times.

    In one case, I had all six bots with me, zoned to Ouro with them, dismissed them, zoned to Cap and had a generic unnamed assault bot follow me into Cap.

    I hadn't tried the buffing trick, though, to see if that 'wakes them up'. I have been using /release_pets to clear and reset before summoning them again.
  3. Quote:
    Originally Posted by Jade_Dragon View Post
    I think most people prefer concentrating their fire, though, as this allows the most dangerous foes to be deal with quickly, instead of having your henchmen defeat all foes all at the same time.
    I'm one of those who prefer concentrating fire at a single target at a time, usually with an 'Attack my target' command. A mob of 8 half injured enemies are still going to return 8 enemies worth of fire, whereas a mob of 4 down and 4 up will only return half that fire. Mathematically, it is best to eliminate one than to injure another.

    Of course, the downside to this is that I'm no longer in BG mode when giving an attack order. But as I play a bots/traps, it's usually the bots who will draw fire after their attack anyway, and I'm rarely shot at while I'm stealthed laying traps and giving the bots targeting orders.

    As noted in some posts here, some bots/traps and other MM's prefer to taunt and use BG to protect the MM and keep the bots/henchmen out of the line of fire. Note, though, that while BG provides additional protection for the MM, the bots/henchmen will still take a fraction of the damage as well. I think it's a matter of style preference, as I often find myself outside BG range to stealth-lay traps in the midst of the enemy or up front of the bots, while I focus their fire to quickly take out one enemy at a time.
  4. Quote:
    Originally Posted by PrincessDarkstar View Post
    Ignoring the negative in this thread, the added 'complication' of using those bind files makes it much easier for you to do more advanced binding.

    Your solution is simple and will work, but I always look upon chances like this as opportunities to learn as much as I can about things.
    Agree. I started out with simple binds just to get them working and then explored the well-written articles on how to create binds overall and ideas on binds specifically for Kheldians (with some interesting Kheldian tactics!). For me, it's been a gradual process, particularly with my first Kheldian recently having reached 20th level with the new ability to transform into White Dwarf form. Papa's guide on tri-form peacebringers and the links he shared helped me a lot.
  5. Quote:
    Originally Posted by KingSnake View Post
    So your complaining about an empath... doing there job... apperently a good one with no teamwipes... on a posi? Was this empath an exemp empath? If NOT, then, she prolly didn't have all that many powers at lvl 15 besides them 3 slotted to be all that effective. SURE, if it where me, i'd have fort and be using it, did you ID her build to even know if she had trained it yet?

    If she were a lvl 15 empath with level 15 powers and DOs, your expecting WAY to much at that level. If she were exemped down, she'd have had more powers, and better slotting (maybe) but that all then depends on how her build exemps. So of use, don't always take exemping into account when we respec... i'm guilty of that from time to time. It's normally an "DOH" moment once i relised i'd put off fort to 20 or something, but it happens.

    At the end of the day though, you had an empath that did what she could to keep a team alive at a point in the game when she had limited access to her powers. And you didn't teamwipe, so, IMO, you need to count your blessings.

    As for clearmind. I use it to brake mess if i see them or people call it out. I DON'T active try to keep it on everyone. It's a hassle. And most times, a waste. If she wasn't using it to brake messes, well, she should have, if the team called it out.

    And as for attacking... again, lvl 15 we'er talking here. Endurance at a preimum. I'd not waste it either, seeing as how we have no recovery aura or stam and healing can be costly...
    And it's not even clear from the OP whether the empath was even 15th level. Even assuming she was 14th or 15th level, Fortitude is obtainable only at 14th level and Clear Mind is often considered optional at the early levels where mezzing is rare. The OP also didn't make it clear whether the empath had chosen any of the power pools, such as leadership and/or fitness, or travel powers, such as flight or superspeed, which is also only available at 14th level and might be wisely chosen prior to Fortitude.

    So, the OP doesn't provide enough information to make an accurate assessment - and it may well be that the only active things the empath could possibly do at her level were the actions stated, perhaps apart from a snap shot - which pretty much describes the content and tone of the OP.
  6. Quote:
    Originally Posted by peterpeter View Post
    A thought popped into my head today. Suppose the devs decide that they don't like how big the numbers on the market are. Imagine they are content with the amount of time it takes to earn the inf necessary to buy the loot. They just don't like seeing such big numbers with so many zeroes.

    ... Or a new currency, maybe one that can be used in a new cross-faction Praetorian market or something?

    I dunno. It's just something that popped into my head. What do you think?
    As a logical solution, mathematics and science already adopt the use of exponential numbers. Somehow, though, I can't picture people using an exponential number system interface, particularly when one billion is still only 10 to the 9th power.

    And who here hasn't done something like bid 22,222,230 on something that someone else was bidding 22,222,222 for? Although we might be dealing in the tens or hundreds of millions, every inf counts.
  7. 1) Play some SF/TF/arcs with some SG members who don't play often but are always around for DXP, along with a bit of how-have-you-been-lately side chats with friends. Which leads to...

    2) Prepare (now in advance) for a few characters to rise in levels by bidding/buying/crafting IO recipes for future level slots. Fast leveling and quick mission play will mean not much time to spend on getting IO enhancements for the new powers/slots. Also, availability and prices of things will be out of whack all weekend. Which leads to...

    3) Make a few (or tens of, or hundred of) millions of inf on the market. DXP weekend might as well be DINF weekend!
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Yes it would. But then you're taking up 10 of your precious market slots. All the time. Just to horde inf.

    As with everything in life, there are tradeoffs.
    Actually, it's the same thing - just one market slot with a stack of 10 x 200m rather than a stack of 2 x 1b. The extra 8 recipe bids within a single stack & slot doesn't take up additional market slots.

    But I agree it's not worth using up even a single market slot for holding inf if you're actively working all of the slots. I only have one toon with a net worth of (slightly) more than 2b, and the excess is stored as cheaply bought high-end, high-demand IO's (e.g., LotG +recharges, amongst others, some of which I'll use in a second build respec) in the base.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    When you cancel a bid you have to cancel all bids in the same slot at once so if the bids in the slot total up to more than 2 billion you would lose the excess.
    Wouldn't it be safer then to put up 10 bids of 200m each instead? In this way you could also sock away 200m at a time until the stack fills up at 2b.
  10. Quote:
    Originally Posted by Red_Raccoon View Post
    That aside, an account-wide bank might be a nice addition, and there certainly seems to be plenty of people who want such a feature. Personally, I kind of like the idea of starting with nothing and having to work your way up. I'm not sure I'd like or even use an account-wide banking system, I'd be afraid that it might trivialize the experience by making it too easy for my lowbies to get everything they need & want immediately. But I think I might be in the minority in that philosophy.
    Agreed, an account-wide bank would be convenient, but not necessary or even desirable. Given the already-existing methods of inf transfer, it wouldn't have much impact.

    I also agree with your basic philosophy of each character earning (and testing) their own keep without gifts from your or others' characters or groups. Self-sustenance is fairly easy to accomplish.

    Even so, group support (own or SG) can make things easier, particularly with the immediate availability of crafted enhancements (and inspirations, etc.) in base. It makes overall economic sense (not handing out inf to the game itself) and saves time for field crafters to craft more cheaply made items for the availability of associated/group characters.

    An account-wide multi-character bank balance is not at all necessary, but it can (depending on how you want to use it) make things more convenient.
  11. perwira

    Trying to Adapt

    Quote:
    Originally Posted by Sailboat View Post
    I'm not even sure it's that rational. I've been able to bid on a block of ten salvage items at 1 inf and place a block of ten of the same item up for sale at 10,000 inf at the same time. Then I sat back and watched as every few minutes I bought one for 1 and every few minutes or tens of minutes someone bought one of mine for 50,000 or 100,000 -- five to ten times the inflated price I'd set for myself (which was itself marked up ten thousand times the price I'd paid).

    Any one of my sales could have been had for 1/5 to 1/10 the price just by bidding carefully, and anyone willing to let a bid sit could have trumped my 1-bids by bidding, well, two inf. Instead they pay fifty thousand times what they have to.

    Man, I wish real life worked like that.
    I have to confess that as a 'craft-flipper' dealing in the tens of millions, it makes very little difference whether I pay 1 inf or 10,000 inf for a piece of salvage to craft an item selling at 15m or 50m. Still, as a matter of habit, I'll bid a very low price like 101 (then 202, 303, 505, 1010...) to pick it up. I figure if someone's making an effort to sell cheap salvage on the market for me to use and create an item sought after by others, I'll give them more than a single inf for their efforts. Plus, I'm cycling through several characters' market positions and I don't want to wait all day for cheap salvage to fill so that I can put highly sought after items for sale. Call it positive reinforcement if you want.
  12. Quote:
    Originally Posted by Smash_Zone View Post
    So, the currency in this game isn't tangible. You can't save some girls purse, then tell her "Hey, go tell the bank I saved you, so I can store some influence in there."
    Hah!

    Trust me, it's certainly tangible. Indeed, there is a whole forum dedicated to this.
  13. Quote:
    Originally Posted by Catwhoorg View Post
    The OPs proposal goes against the whole idea of the market being an inf sink, and as such cannot be supported in the current form.
    Why not? A lottery, by definition, is an inf sink.

    (Hey, devs! Open up some one-armed bandits in the Golden Giza Casino!)
  14. Quote:
    Originally Posted by Raymaiha View Post
    Everytime I have to pay for the Market or my base.. its like okay where is te money going within the economy of the game. Well I know its fake money and goes nowhere... but I thought after I found St Martial and the slot machine how fun it would be to have the money spent on the Market and bases to be put into some kind of gaming system to earn money or just a lottery.

    So today the Market raised 1.5 BILLLOOOON Dollars.. and have a chance once a day, once an hour or whatever to win all the loot or a percent based on who pulls the arm on the slots at the time.

    The good sets are so hard to obtain within the game because of the large price tags on things such as hecatombs or PVP enhancements. I know that you can obtain them by doing SF and other things from the merit system... this is just an idea for some fun in the game.

    I spent half a billion on one enhancment, would be sweet to have a new way to get that back besides the dreaded "farming" the game at 50 for money or passing money between my toons.
    A Paragon state sponsored lottery? Interesting idea, as it will take more inf than it gives, while giving the lucky winner the opportunity of a character-time.
  15. Almost always, I'll check who I'm teamed with, leader or not. But I'm more interested in their archetype and power sets than their description, although I can get some sense of their enthusiasm with their character from their description, if any.

    As a general rule, I won't alter my play style based on experience - only on composition. For example, I have a Kheldian who can blast, scrap or tank, and how she plays may depend on what's needed in the team.

    And I'm not fond of the term 'newb'. Although a person may have played CoX for 6 months, they may have considerable RPG/MMORPG/wargaming experience under their belt and be a much better player than their vet badges show. Indeed, I've seen cases of worse play by a 666-badge 'veteran' who couldn't team (or lead) well, and better play by a 'newb' who knew (and sometimes tested) their limits while contributing highly to the team's success.
  16. Yes!!

    But let us know that you've made a profit doing so, or else... (you know the consequences)...
  17. Quote:
    Originally Posted by Eek a Mouse View Post
    As far as set IOs, I will slot them as early as 15. A level 21 dual aspect IO has a total enhancement value greater than that of an SO. As long as I value both aspects, I'll slot a dual aspect IO at 18 and never have to worry about it again (although it will surely get replaced in the 30s-40s). Two level 21 DAM/ACC IOs are better than one Damage SO and one Accuracy SO, and can be slotted 4 levels earlier and never wear out. Obviosly this isn't optimal if one of the aspects of the IO is less useful (range, end, recharge on a toggle/auto).

    Similarly, a triple aspect IO at level 18 (slotted at 15) provides more benefit than an equivalent SO.
    You're yet another player who prefers to look at dual and triple aspect IO's as early as possible. I'm in your camp.

    What I'm gathering from this thread so far is whether you invest in DO's or SO's or IO's or IO sets/frankenslots depends a lot on how quickly you level. The more patient players tend to slot IO's/sets for their characters as early as possible while those who quickly rise to the 30's and above tend to be more expedient about it.

    From a personal player viewpoint, with only 7 characters rolled over as many months, I like to play my characters more slowly and gradually bestow IO benefits upon them so I can enjoy playing them more at the lower, sometimes "more difficult" levels, both solo and in team.

    At the same time, those characters rising very quickly between levels might be better off holding off on obtaining or completing their IO sets until they reach their pinnacle.

    Just a thought.
  18. Quote:
    Originally Posted by Fulmens View Post
    Problem is, anyone who's not lazy can make their own damn money and keep 100% of it. I would be up for crackpot ideas like "making other people money" except I burnt out on marketeering on my LAST crackpot idea.

    I found Laev's investment fund and they started with a million inf per investor and turned it into a billion in about a month. After that all the growth went into dividends.
    Yup. While 300m would give a good jump start, with someone of Laev's (and others' here) skills, it'd save perhaps two, at most three weeks.

    I've tapered off the frantic market play after getting two characters to near 2 billion blueside and two more near a billion redside with two months of twice-daily or thrice-daily marketeering. Now I know if there's something in particular a character really wants, even a dog-almighty purp set, it's within reach, both in play and in the market.
  19. perwira

    Trying to Adapt

    Quote:
    Originally Posted by UberGuy View Post
    Yep. The whole thing will oscillate in kind of oddly shaped patterns of price difference, cycling back and forth between those initial and end states. That would be in the absence of any other influences, of course, which means it won't really do that. But it will may tend towards that.
    True this, especially so for the weekend cycle and special events like DXP. Then there are other considerations such as new issues affecting increased/decreased power set usage and the increased recipe drop rate since the drop rate bug got fixed.

    Marketeering is kind of like surfing, riding with the wave, not too far ahead, not too far behind, making it almost as much an art form as an economics exercise.
  20. perwira

    Trying to Adapt

    Quote:
    Originally Posted by UberGuy View Post
    Edit: Something to bear in mind about rarity in the recipes - it seem to me that this may often be cause by "craft-flippers" - people who buy the recipes specifically to craft and sell at a profit. I say this because you'll often see recipes with only a few for sale and lots of bidders, but the crafted item with lots for sale and few bidding.
    Good point and this can happen easily. I recall reading someone's guide here that mentioned market correction (and potentially overcorrection). Here's a possible scenario that incorporates your notion about craft-flippers as well as the lag effect that you were mentioning:

    Before:
    IO recipe drop: 10/day
    IO recipe available: 20
    IO recipe price: 8m
    IO crafting+salvage+fees cost: Approx. 2m
    IO crafted item demand: 10/day (that is, it is in sufficient demand to meet or exceed the drop rate at a generally stable demand price, i.e., not junk)
    IO crafted item available: 10
    IO crafted item price: 15m (assume this is the stable demand price)

    Suppose craft-flippers(s) see this 5m margin opportunity and will even do with as little as 1m, picking up the recipes and selling the crafted items. Let's start with craft-flippers doing 15 recipes or so until they approach the minimum total profit margin of 1m.

    After (a few minutes later after crafting activity):
    IO recipe available: 5
    IO recipe price: 12m, rising as craft-flipper bids and other bids creep up to pick up recipe inventory, halting at 12m which gives the decided minimum margin of 1m at 15m sales price and 2m crafting/sales costs. Note now that remaining 5 recipes still for sale now have sell prices *above* 12m.
    IO crafted item available: 25
    IO crafted price: Minutes later, still 15m, but now with potential to fall due to temporary oversupply.

    After (hours later), with 5 recipes bought on-demand (nao at a premium, without looking, for more than the craft-flippers did) and 5 new drops placed on the market (looking only at current recipe price going rates already >12m):
    IO recipe available: 5
    IO recipe price: Typically 15m, even up to 18m-20m if only 1 or 2 or 3 are available. Recall the remaining 5 recipes after the craft-flippers bought their take were already priced above 12m and probably closer to 15m or more. New items placed on the market tend to follow the new price trend.
    IO crafted item available: 20, with 5 bought (the normal turnover rate) and no new crafted items made or put on the market since the initial craft-flipping activity
    IO crafted price: Likely <15m, perhaps 14m or even 13m+. The early bird craft-flipper who got recipes at 8m or 9m and will likely quote a lower sales price such as 13m+ to capture the sale at an acceptable margin still with the hope of getting the previous going rate of 15m. The other 10 crafted IO's (likely priced at 14m-15m) are still waiting to sell.

    There we have it. Recipes selling for more than 15m. Crafted items selling for less than 15m (and notably, still at a reasonable profit for the early-bird craft-flipper!).

    What will eventually happen here is that craft-flippers (or straight recipe flippers) will exit the recipe market (or just leave their low bids sitting) while the over-priced market recipe inventory grows again and prices stabilize at the original lower price. Concurrently, as no new IO's are being crafted for the market, the market IO inventory will shrink with an increase in prices as the lowest priced IO's get sold off.
  21. perwira

    Trying to Adapt

    Quote:
    Originally Posted by UberGuy View Post
    This sort of thing happens from time to time. I think the most common cause is because the rate of transactions in the recipe and crafted items do not match. Usually, the rate of transaction is higher in the recipes. When there is a price shift in recipes, it takes a while for that to propagate into the crafted item. Because the "last 5" produces a kind of price inertia (people tend to both list and bid based on it), sometimes the crafted item's price will even ride out a temporary surge or decline in recipe price.
    Agreed. It seems to occur when there is a rarity in recipes, but an ample supply of crafted IO's. The recipe price will rise while the crafted IO will fall. It makes you wonder, though, whether whoever is buying/selling either of these is checking both prices.

    If you're in a niche long enough, you'll know what the generally stable going rate is for both the recipe and the crafted item and you can capitalize on this. Although I almost always buy the recipe, craft it and sell the IO, I picked up some crafted IO's that were going for well less normal rate and flipped them to sell a day or two later at a good margin, while just leaving low bids (unfilled for a day or a few days during this period) on the recipes. Although the rack turnover is lower this way, it's a lot safer and still quite profitable.
  22. Quote:
    Originally Posted by Starflier View Post
    I IO'd out a level 17 Scrapper this week. First time I've ever IO'd out a toon with sets. Not exactly a massive improvement, but a few recovery/regeneration bonuses in addition to the better enhancement values seems to be making a noticeable difference. Not to mention that the salvage/recipes at those levels are dirt cheap.
    Totally agree with this observation.

    (Edited to add: A simple case in point for one power, just at level 18.)
    ---
    Character: Level 18 illusion controller
    Power/attack: Spectral Wounds
    Slots: 4, with Entropic Chaos Dam/End/Rech(21), Dam/Rech(21), Dam/End(21), Acc/Dam(20)
    Bonuses: 63.1% damage (25.46 to 41.51), 16.0% accuracy (1.10x to 1.28x), 30.3% recharge (6.00 sec. to 4.61 sec.) and 30.3% endurance (6.86 usage to 5.27).
    Total bonus percentages: 139.7% (Compare to four generic level 20 IO at 102.4%, or four not-yet-attainable +0 SO at 133.32%, or four +3 DO at a paltry 76.64%)
    Additional set bonuses: Improves regeneration by 10%, increases maximum endurance by 2.25%. And one more (already crafted and next to be slotted!) for the full set of five will also improve the recharge time of all powers by 6.25%.

    It's noticeable!
  23. Quote:
    Originally Posted by Hart View Post
    Mathematically, the turning point is 26 - any IO above lvl 26 is functionally similar to or better than an even level SO.
    This true for generic IO's.

    However, double and triple aspect IO's can give a lot greater total bonuses (and flexibility) than generics. Rather than slot an accuracy, damage, and endurance reduction, wondering if you open yet another slot for recharge, a set of three set IO's in three slots can provide for all four of these aspects, and often give a higher percentage bonus in some of these aspects than generics alone. A level 20 triple-aspect set IO gives a higher total percentage (38.4%) than even a +3 SO (38.33%) or level 35 generic IO (36.7%).

    I tend to slot double and triple-aspect (and the rare quad aspect, if it makes sense) right from the start. In the right combination and/or through frankenslotting, slot-for-slot they're superior to DO's/SO's as well as generic IO's, and the effects are quite noticeable in actual play (hit more, damage more, fewer endurance problems, and attack chains are faster).
  24. Quote:
    Originally Posted by marc100 View Post
    Im just curious from a mathematical stand point. If I set the difficulty of my missions to -1, meaning the enemies are 1 level lower than me but also meaning that I can just blow through these missions, would I level up faster or slower than if i did more difficult missions but it took me longer to do them.

    I kind of like the speed of doing -1's but I wonder if I do it long term how much slower it will be to get me to 50.
    Mathematical is one thing, bored out of my skull is another.

    Yeah, -1 for mopping the floor. +1 at least for a challenge.
  25. Quote:
    Originally Posted by Justice Blues View Post
    I have been getting a steady stream of team invites. On all the servers.
    Yup, same here, even when I wasn't lookin' for 'em.