Guide to Synthetic Hamidon Exposure Values


Alpha-One

 

Posted

[u]Synthetic Hamidon Exposure Values[u]

My first encounter with a “Hami-O” was when my wife first participated in a Hamidon raid with her lvl 45 Defender. After the battle, she received a shiny level 50 HO, which she couldn’t slot. Someone offered 100’000 influence for it, and she agreed. That’s led me to wonder for a long time what the actual value of a HO is. However, I have no heroes in Hami Raid level range. But I do have a level 50 MasterMind, with which I have successfully participated in many Lord Recluse Strike Forces. After many ad-hoc trades, I decided to do a little research and figure out what value a SHOE really has.

Please note: the procedure followed is based on my opinion only. All values are derived from City of Villains. None of this was cross checked with City of Heroes. You may not agree with some or all of it. You may use any portion of the following guide to generate your own values.

[u]Phase 1: A New Enhancement Class[u]

My first decision was to create a 4th class of Origin for SHOs. Even though Hami-Os only enhance at the same degree as Single Origin Enhancements, I believe that the time and effort and rarity increases their values above SO level. As most of us know, there are 3 classes found in stores: Training Origin, Dual Origin and Single Origin. First step was to find the curve by which the value of each class is set. I did this by noting the values of all enhancements of all origins at level 30. This is the last level at which Training Origin Enhancements are sold. These values are noted in Table 1-1.

Table 1-1: Enhancement Values at Level 30
Enhancement--------------Training--Dual------Single
Accuracy-----------------2530------11875-----35712
Confusion Duration-------1428------6704------20160
Damage-------------------2550------11970-----36000
Defense Buff-------------1785------8379------25200
Defense DeBuff-----------1862------8739------26280
Endurance Reduction------2372------11133-----33480
Fear Duration------------1173------5507------16560
Flight Speed-------------1607------7542------22680
Healing------------------2550------11970-----36000
Hold Duration------------1683------7901------23760
Immobilization Duration--1862------8739------26280
Intangibility------------893-------4190------12600
Activation Acceleration--1530------7182------21600
Jumping------------------1020------4788------14400
Knockback Distance-------842-------3951------11880
Range Increase-----------2040------9576------28800
Recharge Reduction-------2372------11133-----33480
Endurance Modification---2040------9576------28800
Resist Damage------------1683------5940------23760
Run Speed Increase-------1683------7901------23760
Sleep Duration-----------1683------8739------26280
Slow---------------------1862------8739------26280
Disorient Duration-------1862------9098------27360
Taunt Duration-----------1938------5985------18000
ToHit Buff---------------1275------8739------26280
Accuracy DeBuff----------1862------6345------19080

To deduce the curve, I simply divided the value of a higher origin by its lower origin to obtain a multiplier. Example: The multiplier for Accuracy Enhancements from Training to Dual is 11875 / 2530 = 4.69. The first thing I noticed is with a few exceptions (Resist Damage, Sleep Duration, Disorient Duration, Taunt Duration, ToHit Buff, Accuracy DeBuff) the value was always 4.69. Why the exceptions? I can only speculate. I decided to consider 4.69 as THE modifier from Training to Dual value. The same method was used to deduce the modifier from Dual to Single, which in this case is 3.01 with only one exception, Damage Resist.

To create a new enhancement class, we need a new modifier to go from Single Origin to “Hamidon Origin” (as I will call it from now on). The modifier drops by 64% going from Training to Dual to Single. I decided to apply this drop to the Dual to Single modifier. This gives us a new modifier which averages to 1.92 (Accuracy: (3.01/100)*64=1.9269). The results are shown on Table 1-2.

Table 1-2: Enhancement Modifiers
Enhancement--------------Training--T-D Mod-----Dual-------D-S Mod-----Single-----Mod Rate---S-H Mod
Accuracy-----------------2530------4.6937------11875------3.0073------35712------64.07------1.9269
Confusion Duration-------1428------4.6947------6704-------3.0072------20160------64.05------1.9262
Damage-------------------2550------4.6941------11970------3.0075------36000------64.07------1.9269
Defense Buff-------------1785------4.6941------8379-------3.0075------25200------64.07------1.9269
Defense DeBuff-----------1862------4.6933------8739-------3.0072------26280------64.07------1.9268
Endurance Reduction------2372------4.6935------11133------3.0073------33480------64.07------1.9269
Fear Duration------------1173------4.6948------5507-------3.0071------16560------64.05------1.9261
Flight Speed-------------1607------4.6932------7542-------3.0072------22680------64.07------1.9268
Healing------------------2550------4.6941------11970------3.0075------36000------64.07------1.9269
Hold Duration------------1683------4.6946------7901-------3.0072------23760------64.06------1.9263
Immobilization Duration--1862------4.6933------8739-------3.0072------26280------64.07------1.9268
Intangibility------------893-------4.6920------4190-------3.0072------12600------64.09------1.9273
Activation Acceleration--1530------4.6941------7182-------3.0075------21600------64.07------1.9269
Jumping------------------1020------4.6941------4788-------3.0075------14400------64.07------1.9269
Knockback Distance-------842-------4.6924------3951-------3.0068------11880------64.08------1.9267
Range Increase-----------2040------4.6941------9576-------3.0075------28800------64.07------1.9269
Recharge Reduction-------2372------4.6935------11133------3.0073------33480------64.07------1.9269
Endurance Modification---2040------4.6941------9576-------3.0075------28800------64.07------1.9269
Resist Damage------------1683------3.5294------5940-------4.0000------23760------113.33-----4.5333
Run Speed Increase-------1683------4.6946------7901-------3.0072------23760------64.06------1.9263
Sleep Duration-----------1683------5.1925------8739-------3.0072------26280------57.91------1.7416
Slow---------------------1862------4.6933------8739-------3.0072------26280------64.07------1.9268
Disorient Duration-------1862------4.8861------9098-------3.0073------27360------61.55------1.8509
Taunt Duration-----------1938------3.0882------5985-------3.0075------18000------97.39------2.9289
ToHit Buff---------------1275------6.8541------8739-------3.0072------26280------43.87------1.3194
Accuracy DeBuff----------1862------3.4076------6345-------3.0071------19080------88.25------2.6536

My next critical decision was to use a general modifier for each class. This would remove fluctuations caused by the exceptions (highlighted in red on Table 1-2). So applying modifiers of 4.69 T-D, 3.01 D-S and 1.92 S-H, we receive the values indicated on Table 1-3 for a new “Hamidon” Class of enhancements.

Table 1-3: Hamidon Enhancement Values at Level 30
Accuracy-----------------68567
Confusion Duration-------38707
Damage-------------------69120
Defense Buff-------------48384
Defense DeBuff-----------50458
Endurance Reduction------64282
Fear Duration------------31795
Flight Speed-------------43546
Healing------------------69120
Hold Duration------------45619
Immobilization Duration--50458
Intangibility------------24192
Activation Acceleration--41472
Jumping------------------27648
Knockback Distance-------22810
Range Increase-----------55296
Recharge Reduction-------64282
Endurance Modification---55296
Resist Damage------------45619
Run Speed Increase-------45619
Sleep Duration-----------50458
Slow---------------------50458
Disorient Duration-------52531
Taunt Duration-----------34560
ToHit Buff---------------50458
Accuracy DeBuff----------36634


 

Posted

[u]Phase 2: Bringing it all up to 50[u]

Now that we’ve created the modifiers for a Hamidon Class of enhancements at level 30, it’s time to find their values at the level they are dropped, Level 50. To do this, I noted the values of all Single Origin Enhancements at Levels 30, 40 and 50, shown in Table 2-1.

Table 2-1: Single Origin Enhancement Values
Enhancement--------------Lvl 30-----Lvl 40-----Lvl 50
Accuracy-----------------35712------47232------58752
Confusion Duration-------20160------26880------33600
Damage-------------------36000------48000------60000
Defense Buff-------------25200------33600------42000
Defense DeBuff-----------26280------35040------43800
Endurance Reduction------33480------44640------55800
Fear Duration------------16560------22080------27600
Flight Speed-------------22680------30240------37800
Healing------------------36000------48000------60000
Hold Duration------------23760------31680------39600
Immobilization Duration--26280------35040------43800
Intangibility------------12600------16800------21000
Activation Acceleration--21600------28800------36000
Jumping------------------14400------19200------24000
Knockback Distance-------11880------15840------19800
Range Increase-----------28800------38400------48000
Recharge Reduction-------33480------44640------55800
Endurance Modification---28800------38400------48000
Resist Damage------------23760------31680------39600
Run Speed Increase-------23760------31680------39600
Sleep Duration-----------26280------35040------43800
Slow---------------------26280------35040------43800
Disorient Duration-------27360------36480------45600
Taunt Duration-----------18000------24000------30000
ToHit Buff---------------26280------35040------43800
Accuracy DeBuff----------19080------25440------31800

I applied the same procedure as before to deduce modifiers between every 10 levels. This generated modifiers of 1.33 between levels 30 and 40 and 1.25 between levels 40 and 50, with a slight fluctuation for Accuracy Enhancements, as shown on Table 2-2.

Table 2-2: Single Origin Value Modifiers
Enhancement--------------Lvl 30-----30-40 Mod---Lvl 40-----40-50 Mod---Lvl 50
Accuracy-----------------35712------1.3226------47232------1.2439------58752
Confusion Duration-------20160------1.3333------26880------1.2500------33600
Damage-------------------36000------1.3333------48000------1.2500------60000
Defense Buff-------------25200------1.3333------33600------1.2500------42000
Defense DeBuff-----------26280------1.3333------35040------1.2500------43800
Endurance Reduction------33480------1.3333------44640------1.2500------55800
Fear Duration------------16560------1.3333------22080------1.2500------27600
Flight Speed-------------22680------1.3333------30240------1.2500------37800
Healing------------------36000------1.3333------48000------1.2500------60000
Hold Duration------------23760------1.3333------31680------1.2500------39600
Immobilization Duration--26280------1.3333------35040------1.2500------43800
Intangibility------------12600------1.3333------16800------1.2500------21000
Activation Acceleration--21600------1.3333------28800------1.2500------36000
Jumping------------------14400------1.3333------19200------1.2500------24000
Knockback Distance-------11880------1.3333------15840------1.2500------19800
Range Increase-----------28800------1.3333------38400------1.2500------48000
Recharge Reduction-------33480------1.3333------44640------1.2500------55800
Endurance Modification---28800------1.3333------38400------1.2500------48000
Resist Damage------------23760------1.3333------31680------1.2500------39600
Run Speed Increase-------23760------1.3333------31680------1.2500------39600
Sleep Duration-----------26280------1.3333------35040------1.2500------43800
Slow---------------------26280------1.3333------35040------1.2500------43800
Disorient Duration-------27360------1.3333------36480------1.2500------45600
Taunt Duration-----------18000------1.3333------24000------1.2500------30000
ToHit Buff---------------26280------1.3333------35040------1.2500------43800
Accuracy DeBuff----------19080------1.3333------25440------1.2500------31800

Once again I decided to use general modifiers to remove any variances, thus 1.33 for 30-40 and 1.25 for 40-50. I applied these modifiers to the Hamidon values generated in Table 1-3. This created a final list of Hamidon Enhancement values at level 50, as shown in Table 2-3.

Table 2-3: Hamidon Enhancement Values at Levels 30, 40 and 50
Enhancement--------------Lvl 30-----Lvl 40-----Lvl 50
Accuracy-----------------68567------91423------114278
Confusion Duration-------38707------51610------64512
Damage-------------------69120------92160------115200
Defense Buff-------------48384------64512------80640
Defense DeBuff-----------50458------67277------84096
Endurance Reduction------64282------85709------107136
Fear Duration------------31795------42394------52992
Flight Speed-------------43546------58061------72576
Healing------------------69120------92160------115200
Hold Duration------------45619------60826------76032
Immobilization Duration--50458------67277------84096
Intangibility------------24192------32256------40320
Activation Acceleration--41472------55296------69120
Jumping------------------27648------36864------46080
Knockback Distance-------22810------30413------38016
Range Increase-----------55296------73728------92160
Recharge Reduction-------64282------85709------107136
Endurance Modification---55296------73728------92160
Resist Damage------------45619------60826------76032
Run Speed Increase-------45619------60826------76032
Sleep Duration-----------50458------67277------84096
Slow---------------------50458------67277------84096
Disorient Duration-------52531------70042------87552
Taunt Duration-----------34560------46080------57600
ToHit Buff---------------50458------67277------84096
Accuracy DeBuff----------36634------48845------61056


 

Posted

[u]Phase 3: PROFIT!!![u]

Now all that hard work done making all those nice tables and explaining them leads to one little problem. The great thing about Hami-Os is that they combine multiple enhancements into one. This is a great thing in-game, since you can use 3 slots instead of 6 to gain the same benefits. However this section is where I expect most arguments to stem from, so I will present as much of it as possible.

As stated before, Hamidon Exposures combine different enhancements. These combinations are shown in Table 3-1.

Table 3-1: Hamidon Exposure Enhancement Properties
Nucleolus: Damage/Accuracy
Centriole: Damage/Range
Peroxisome: Damage/Hold/Disorient/Confusion/Fear/Immobilize/Intangibility/Sleep
Endoplasm: Accuracy/Hold/Disorient/Confusion/Fear/Immobilize/Intangibility/Sleep
Golgi: Healing/End Redux
Ribosome: Dmg Resist/End Redux
Microfilament: End Redux/Fly Speed/Run Speed/Jump Height
Lysosome: Accuracy/Def DeBuff/ToHit DeBuff
Enzyme: End Redux/Def DeBuff/ToHit DeBuff
Membrane: Recharge/Def Buff/ToHit Buff
Cytoskeleton: End Redux/Def Buff/ToHit Buff

I found 3 methods to create possible values for each. The first method is simply adding the value of each enhancement applied with a Hami-O. This works best for those with only two enhancement properties (Nucleolus, Centriole, Golgi and Ribosome). The values obtained are shown in Table 3-2.

Table 3-2: Hamidon Exposure Values using Method 1

Nucleolus
Damage---------115200
Accuracy-------[u]114278[u]
Total----------229478

Centriole
Damage---------115200
Range----------[u]92160[u]
Total----------207360

Peroxisome
Damage---------115200
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Total----------604800

Endoplasm
Accuracy-------114278
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Total----------603878

Golgi
Healing--------115200
End Redux------[u]107136[u]
Total----------222336

Ribosome
Dmg Resist-----76032
End Redux------[u]107136[u]
Total----------183168

Microfilament
End Redux------107136
Fly------------72576
Run------------76032
Jump-----------[u]46080[u]
Total----------301824

Lysosome
Accuracy-------114278
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Total----------259430

Enzyme
End Redux------107136
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Total----------252288

Membrane
Recharge-------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Total----------271872

Cytoskeleton
End Redux------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Total----------271872

Even though Method 1 applies well to a few Hami-Os, it definitely does not apply well to those which enhance more than 2 values, Peroxisome and Endoplasm make this quite evident. This required I create a 2nd method, which is the averaging of all enhancement values. This generated the results in Table 3-3.

Table 3-3: Hamidon Exposure Values using Method 2

Peroxisome
Damage---------115200
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Average--------185143

Endoplasm
Accuracy-------114278
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Average--------184221

Microfilament
End Redux------107136
Fly------------72576
Run------------76032
Jump-----------[u]46080[u]
Average--------172032

Lysosome
Accuracy-------114278
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Average--------186854

Enzyme
End Redux------107136
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Average--------179712

Membrane
Recharge-------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Average--------189504

Cytoskeleton
End Redux------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Average--------189504


This generates much lower values. For some reason I don’t like this method. I guess it’s because the value of one of these slotted isn’t an average, but more. So I created a 3rd method, simply adding the values of the 2 highest value enhancements. This generates Table 3-4.

Table 3-4: Hamidon Exposure Values using Method 3

Peroxisome
Damage---------115200
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Best 2---------202752

Endoplasm
Accuracy-------114278
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Best 2---------201830

Microfilament
End Redux------107136
Fly------------72576
Run------------76032
Jump-----------[u]46080[u]
Best 2---------183168

Lysosome
Accuracy-------114278
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Best 2---------198374

Enzyme
End Redux------107136
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Best 2---------191232

Membrane
Recharge-------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Best 2---------191232

Cytoskeleton
End Redux------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Best 2---------191232


I find these values “look” better. There are a few situations where this could be modified. One could consider the difference between placing an Endoplasm in an Immobilizing power or a Holding power, where the value of a Hold enhancement is slightly lower. Or even in my situation, where I placed 3 Peroxisomes in Spec Ops, where they enhance not two, but four different abilities. The value of a Peroxisome for my Spec Ops is much higher than the value for a Dominator’s Hold. Also situations arise where the highest value enhancement is not used. Placing a Microfilament in Fly is more “valuable” than placing it in Swift, where End Redux has no effect. Or placing a Membrane in Personal Force Field compared to placing it in Vengeance, where Recharge Redux also has no effect. In these situations I suggest people take Table 2-3 and generate their own values according to what effects will be enhanced in a power.


 

Posted

[u]Phase 4: Rarity[u]

Now all these values are fine and dandy, but how can a Ribosome or Microfilament be worth less than a Centriole (otherwise known as POO) when you’re lucky to find one person who’s been awarded one after a LRSF? This is where most of my work has been. For the last 2 months I’ve been keeping track of all the Hami-Os awarded to everyone on my team whenever I’ve completed a LRSF. I can’t guarantee precise accuracy, due to some people either not being awarded one for completing a LRSF within the last 24 hours, failing to open a slot before accepting it (DOH!) or refusing to reveal what they were awarded. The list of Hami-Os awarded is found in Annex A.

This research has allowed me to create Table 4-1, which lists the percentage of Hami-O drop rates.

Table 4-1: Hamidon Exposure Drop Rates from Lord Recluse Strike Force
Hami-O------------Drops---Rate
Nucleolus---------32------23.358
Centriole---------37------27.007
Peroxisome--------13------9.489
Endoplasm---------17------12.409
Golgi-------------7-------5.109
Ribosome----------2-------1.460
Microfilament-----2-------1.460
Lysosome----------7-------5.109
Enzyme------------7-------5.109
Membrane----------6-------4.380
Cytoskeleton------7-------5.109
[u]Total[u]-------------[u]137[u]-----[u]100.000[u]

Now I’m going to reveal the Rarity Index I’ve created from this. I’m sure many won’t agree with this system, and I hope someone can develop a better one. I simply assumed that Centrioles being the least rare of all Hami-Os, will receive an Index of 1. Thus its value is always constant. Subtracting the drop rate of a particular Hami-O from the rate of our Index (Centriole) gives a rarity differential over 100 drops. Dividing this differential by 10 prevents the value from being too high, and adding this to our Index 1 creates a Rarity Modifier we can use to calculate the value of a Hami-O. Sounds complicated, I know. Here’s the math: Example Nucleolus (27.007-23.358)=3.649/10=0.3649+1=1.3649. So we can say the value of a Nucleolus is 36.49% higher due to its rarity compared to a Centriole. All this work gives us Table 4-2.

Table 4-2: Hamidon Exposure Rarity Indexes
Hami-O------------Drops---Rate--------Rarity
Nucleolus---------32------23.358------1.364964
Centriole---------37------27.007------1
Peroxisome--------13------9.489-------2.751825
Endoplasm---------17------12.409------2.459854
Golgi-------------7-------5.109-------3.189781
Ribosome----------2-------1.460-------3.554745
Microfilament-----2-------1.460-------3.554745
Lysosome----------7-------5.109-------3.189781
Enzyme------------7-------5.109-------3.189781
Membrane----------6-------4.380-------3.262774
Cytoskeleton------7-------5.109-------3.189781
[u]Total[u]-------------[u]137[u]-----[u]100.000[u]

Apply these modifiers to the Hami-O values we calculated in Phase 3, and we get our final values, as shown in Table 4-3.

Table 4-3: Hamidon Exposure Values modified by Rarity Index

Nucleolus
Damage---------115200
Accuracy-------[u]114278[u]
Total----------229478
Modifier-------1.3650
Final----------313230

Centriole
Damage---------115200
Range----------[u]92160[u]
Total----------207360
Modifier-------1.0000
Final----------207360

Peroxisome
Damage---------115200
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Best 2---------202752
Modifier-------2.7518
Final----------557938

Endoplasm
Accuracy-------114278
Hold-----------76032
Disorient------87552
Confusion------64512
Fear-----------52992
Immobilize-----84096
Intangibility--40320
Sleep----------[u]84096[u]
Best 2---------201830
Modifier-------2.4599
Final----------496473

Golgi
Healing--------115200
End Redux------[u]107136[u]
Total----------222336
Modifier-------3.1898
Final----------709203

Ribosome
Dmg Resist-----76032
End Redux------[u]107136[u]
Total----------183168
Modifier-------3.5547
Final----------651115

Microfilament
End Redux------107136
Fly------------72576
Run------------76032
Jump-----------[u]46080[u]
Best 2---------183168
Modifier-------3.5547
Final----------651115

Lysosome
Accuracy-------114278
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Best 2---------198374
Modifier-------3.1898
Final----------632771

Enzyme
End Redux------107136
Def DeBuff-----84096
ToHit DeBuff---[u]61056[u]
Best 2---------191232
Modifier-------3.1898
Final----------609988

Membrane
Recharge-------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Best 2---------191232
Modifier-------3.2628
Final----------623947

Cytoskeleton
End Redux------107136
Def Buff-------80640
ToHit Buff-----[u]84096[u]
Best 2---------191232
Modifier-------3.1898
Final----------609988


As we can see, rarity makes quite a difference in the final value. I will continue to update the drop rates as I complete more LRSFs. I hope this guide will allow people to make informed pricing decisions once the auction houses open with Issue 9. And next time a /Stone Brute offers 100K infamy for a Ribosome you just earned, think twice and look here.


 

Posted

[u]Annex A: Synthetic Hamidon Exposures Awarded By Lord Recluse Strike Forces[u]

30-Dec-06 Buff/End
30-Dec-06 DeBuff/End
30-Dec-06 Dmg/Acc
30-Dec-06 Dmg/Mez
30-Dec-06 Dmg/Mez
30-Dec-06 Dmg/Rng
30-Dec-06 Dmg/Rng
30-Dec-06 Heal/End
04-Jan-07 Acc/DeBuff
04-Jan-07 Dmg/Acc
04-Jan-07 Dmg/Acc
04-Jan-07 Dmg/Acc
04-Jan-07 Dmg/Rng
04-Jan-07 Dmg/Rng
04-Jan-07 Dmg/Rng
04-Jan-07 Heal/End
06-Jan-07 Buff/End
06-Jan-07 DeBuff/End
06-Jan-07 Dmg/Acc
06-Jan-07 Dmg/Mez
06-Jan-07 Dmg/Rng
06-Jan-07 Dmg/Rng
07-Jan-07 Acc/DeBuff
07-Jan-07 Dmg/Mez
07-Jan-07 Dmg/Mez
07-Jan-07 Dmg/Mez
07-Jan-07 Dmg/Rng
07-Jan-07 Res/End
11-Jan-07 Acc/Mez
11-Jan-07 Dmg/Acc
11-Jan-07 Dmg/Acc
11-Jan-07 Dmg/Acc
11-Jan-07 Dmg/Rng
11-Jan-07 Dmg/Rng
11-Jan-07 Heal/End
11-Jan-07 Heal/End
13-Jan-07 Acc/Mez
13-Jan-07 Acc/Mez
13-Jan-07 Acc/Mez
13-Jan-07 Buff/Rech
13-Jan-07 Dmg/Rng
13-Jan-07 Dmg/Rng
13-Jan-07 Dmg/Rng
14-Jan-07 Buff/Rech
14-Jan-07 DeBuff/End
14-Jan-07 Dmg/Acc
14-Jan-07 Dmg/Acc
14-Jan-07 Dmg/Acc
14-Jan-07 Dmg/Acc
14-Jan-07 Dmg/Mez
14-Jan-07 Dmg/Rng
18-Jan-07 Acc/Mez
18-Jan-07 Buff/End
18-Jan-07 DeBuff/End
18-Jan-07 DeBuff/End
18-Jan-07 Dmg/Acc
18-Jan-07 Dmg/Acc
18-Jan-07 Dmg/Rng
18-Jan-07 Dmg/Rng
20-Jan-07 Acc/Mez
20-Jan-07 Buff/End
20-Jan-07 Buff/Rech
20-Jan-07 Dmg/Acc
20-Jan-07 Dmg/Mez
20-Jan-07 Dmg/Rng
21-Jan-07 Acc/Mez
21-Jan-07 Dmg/Acc
21-Jan-07 Dmg/Mez
21-Jan-07 Dmg/Mez
21-Jan-07 Dmg/Mez
21-Jan-07 Dmg/Rng
23-Jan-07 Buff/End
23-Jan-07 Buff/Rech
23-Jan-07 Dmg/Rng
23-Jan-07 Dmg/Rng
23-Jan-07 Dmg/Rng
23-Jan-07 Dmg/Rng
25-Jan-07 Acc/Mez
25-Jan-07 Acc/Mez
25-Jan-07 Buff/End
25-Jan-07 Dmg/Acc
25-Jan-07 Dmg/Acc
25-Jan-07 Dmg/Rng
25-Jan-07 Dmg/Rng
01-Feb-07 Acc/DeBuff
01-Feb-07 Acc/Mez
01-Feb-07 Dmg/Acc
01-Feb-07 Dmg/Acc
01-Feb-07 Dmg/Rng
01-Feb-07 Dmg/Rng
01-Feb-07 Dmg/Rng
01-Feb-07 Heal/End
03-Feb-07 Acc/DeBuff
03-Feb-07 Acc/Mez
03-Feb-07 Buff/Rech
03-Feb-07 Dmg/Acc
03-Feb-07 Dmg/Acc
03-Feb-07 Dmg/Mez
03-Feb-07 Heal/End
04-Feb-07 DeBuff/End
04-Feb-07 Dmg/Rng
04-Feb-07 Dmg/Acc
04-Feb-07 Acc/Mez
04-Feb-07 Dmg/Acc
04-Feb-07 Dmg/Rng
04-Feb-07 Dmg/Rng
04-Feb-07 Dmg/Rng
08-Feb-07 Dmg/Acc
08-Feb-07 Acc/Mez
08-Feb-07 Dmg/Rng
08-Feb-07 Dmg/Acc
08-Feb-07 Travel/End
08-Feb-07 Acc/DeBuff
08-Feb-07 Dmg/Rng
08-Feb-07 Acc/Mez
11-Feb-07 Acc/Mez
11-Feb-07 Acc/Mez
11-Feb-07 Dmg/Mez
11-Feb-07 Dmg/Acc
11-Feb-07 DeBuff/End
11-Feb-07 Buff/Rech
11-Feb-07 Dmg/Acc
11-Feb-07 Dmg/Acc
13-Feb-07 Res/End
13-Feb-07 Dmg/Rng
13-Feb-07 Acc/DeBuff
13-Feb-07 Acc/Mez
13-Feb-07 Dmg/Rng
13-Feb-07 Acc/DeBuff
15-Feb-07 Dmg/Rng
15-Feb-07 Buff/End
15-Feb-07 Dmg/Acc
15-Feb-07 Dmg/Acc
15-Feb-07 Dmg/Rng
15-Feb-07 Dmg/Acc
15-Feb-07 Heal/End
15-Feb-07 Travel/End


 

Posted

I can't speak to SHOEs directly, but I can tell you that based on many hero-side Hamidon raids your relative values are a bit out of whack. You've ignored part of one of the basic laws of economics, the demand half of supply and demand.

The glaring example is placing Nucleolus near the bottom of the price list; you're just cheating yourself. Everyone has damaging powers, everyone wants to do more damage. Compare the nearly twice as expensive Lysosome. Very few people have powers that require to-hit rolls and have debuffs large enough to be worth enhancing compared to the other things they could do with that slot (like a Nucleolus), and even when they do want Lysos, they don't want them in the quantity they want Nucleoli. As a result, in hero-side reality Nucleoli are typically worth multiple Lysosomes, not the other way around. Enzymes and Cytoplasms (equal value in your listing) suffer the same issue; I would love to trade my Enzymes even up for Cytos, but it's not going to happen because so many more people need Cytos that their value is much higher than that of the low-utility Enzyme.


 

Posted

[ QUOTE ]
I can't speak to SHOEs directly, but I can tell you that based on many hero-side Hamidon raids your relative values are a bit out of whack. You've ignored part of one of the basic laws of economics, the demand half of supply and demand.

[/ QUOTE ]

If you can't speak for SHOE's, then why did you post all that Hero side economy argumentation in a post about villain side enhancements?

The glaring problem with your post, is that you are ignoring the "Supply" side of the equation with SHOE's. Of course there will always be a demand, but villain side, where you have to complete a ridiculously hard TF with 8 players which can take anywhere between an hour to 3 hours to complete, supply becomes the single largest limiting factor with price of SHOEs...not demand.

The demand is through the roof because supply is very limited and only fairly recently implemented in comparison with Hero implementation time frame. If everything is in High demand, then the scaling of the potential prices will remain fairly similar, but the overall values will double or triple compared with Hero side equivalents because the supply can't currently meet the demand.

Of course, all this will likely be moot with the release of Issue 9 as having two methods of gaining HO's or SHO's will be available and will likely increase potential supply, and lower demand over a very long period. We also don't know enough about the changes being made to the hamidon encounter to know if it is going to be made easier or harder, relatively speaking.

My thinking is, just save your money and your SHOE's. Whether Issue 9 creates a sellers or buyers market for them is anyones guess, and it can easily go either way.


 

Posted

As I explained I've set my values according to rarity. I understand there isn't equal demand for all the SHOEs. However I'd like to point out everything is relative. As a Mercs/FF Mastermind, the value of a Nucleolus, of which I only need 9, is nowhere near the value of a Cytoskeleton, of which I need 21. I can't establish specific numbers for a global demand at this point. I attempted to do so by creating some characters in Hero Builder fully slotted with SHOEs. Since it's based on personal preference, I can't really use that. Once I9 goes live, I expect a huge demand for Nucleolus, since it's the "bread and butter" SHOE. However, once all the LRSF runners are fully slotted with them, there should be a rather significant supply, since about 25% of all SHOEs dropped are Nucleolus. On the other hand I expect the value of a Centriole to drop below 100K inf, since I personally find them to be useless on any toon (you get more range slotting 3 lvl 50++ SOs in a snipe than 3 Centrioles).


 

Posted

Not sure about these values. As far as I understood, a Ribo is practically priceless. I've traded one for three Acc/Mezzes before, and even then the person I was dealing with thought he had a good deal.


The Widow's Dark Hand - leader of Faux Pas
Champion Server
Tee Hee!

 

Posted

Nice list and good work. I also echo the other poster is saying that I feel your rarity is kinda out of whack.

My feeling is that perhaps 1/3, or maybe more, of all hami drops are Centrioles. There is without a single doubt in my mind that the devs had made the least desireable HO also the most common. I actually emailed and spoken with a "senior GM" and they CLAIMED that all HOs have an equal chance of dropping. Clearly, either that senior GM was clueless, or it was a blatant lie.


The only thing worse than devs making bad decisions is the hoard of fanboys and bootlickers that keep cheering them on.

 

Posted

The rarity is based on hard numbers (Annex A). They'll look better as I run more RSFs and get more drops. As of right now we've had 2 Microfilaments in one week, while I hadn't seen one in over 100 drops. Obviously they don't drop equally.


 

Posted

Calculating Influence and Infamy values for SHOEs and HOs is a waste of time. By time anyone is high enough level to earn HO's they have more influnce than they know what to do with.

HO's trade for HO's, and the occasional sexual favor

Sometimes people just give them away because they can't use.

I'd laugh at anyone that offered me influence for a HO of a SHOE unless it was in the millions.


Centinull

 

Posted

Sorry to be a buzzkill, but I think your whole methodology is flawed.

If there is any way to equalize the value of SHOs against influence or infamy, that method compares the time required to acquire X infamy vs. the time required to obtain the SHO.

Assuming you can run one LRSF in an hour, and that the drops go according to your rarity table (which is actually good information), then you will have to play, on average, for 4 hours to earn one Nucleolus (give or take). So the question is, how much infamy can one earn in 4 hours of play? I suspect the answer is, a lot more than you list in your table.

For the rarest drops, which you might have to run the LRSF 25 or 50 times to have a good chance at, the comparable inf cost goes up immensely.

And that's a very generous analysis. In the worst case, you don't have LRSF teams to run with consistently, or it takes you much longer than an hour. These factors inflate the inf value of SHOs greatly.

Finally, remember that there's very little else anyone needs inf for. There's no reason not to throw it *all* at acquiring SHOs, because you don't need any more SOs at that level, so the only other useful thing to do with it is outfit your own alts - and that doesn't require much of an investment. I don't know exactly that factors into "inf"lation (get it? ha ha) - someone with more of an economics background than me would have to do more analysis.

I agree with the previous poster, any pricing that's not in the millions seems ludicrously low to me.

- Protea


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines

 

Posted

There is no amount of infamy/influence equal to a Hami. Reason what 47-50 is going to need infamy? It is far easier for a 50 to run some paper missions at leisure and collect 1M as opposed to finding a 2-3 hour block of time with seven other people. So the only thing worth trading a Hami for (pre I9) is another Hami. That said I'll give 1M for each of you Hami's

Poison Pill


 

Posted

I based my methodology on value compared to SO enhancements. Comparing time to earn a SHOE and comparable time earning infamy would be rather flawed. My team can complete a LRSF in less than 90 minutes. In that time I not only earn a SHOE, but about 600K inf plus another 500K inf in SOs sold. So off the bat any SHOE would be worth at least 1 million. However, spend 90 minutes running paper missions. How much infamy would you earn? What's the size of the team? Reputation? Too many variables involved.

Right now I agree that the actual value of infamy is near nothing. Get one toon to 50 and you're good for all the alts on your server. However I9 will bring market economics into play. This is just an attempt at standardizing values. I'll never say these numbers are definate. Just look at the Rarity section. You could say I pulled that system out of my [censored] In fact, I'm hoping someone comes up with a BETTER system.


 

Posted

[ QUOTE ]
There is no amount of infamy/influence equal to a Hami. Reason what 47-50 is going to need infamy? It is far easier for a 50 to run some paper missions at leisure and collect 1M as opposed to finding a 2-3 hour block of time with seven other people. So the only thing worth trading a Hami for (pre I9) is another Hami. That said I'll give 1M for each of you Hami's

Poison Pill

[/ QUOTE ]

I'll trade you a Centriole for a Ribosome


 

Posted

[ QUOTE ]
[ QUOTE ]
There is no amount of infamy/influence equal to a Hami. Reason what 47-50 is going to need infamy? It is far easier for a 50 to run some paper missions at leisure and collect 1M as opposed to finding a 2-3 hour block of time with seven other people. So the only thing worth trading a Hami for (pre I9) is another Hami. That said I'll give 1M for each of you Hami's

Poison Pill

[/ QUOTE ]

I'll trade you a Centriole for a Ribosome

[/ QUOTE ]

If I could only boost the pet's range.....

Poison Pill


 

Posted

Blaster cone ranges. As if Fire Breath and Flamethrower needed more effectiveness. Wider and longer cone... toasty!
100% Dam + 100% Range


Tanker Tuesday #72 Oct 5 @Champion

"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."

 

Posted

[ QUOTE ]
[ QUOTE ]
I'll trade you a Centriole for a Ribosome

[/ QUOTE ]

If I could only boost the pet's range.....

Poison Pill

[/ QUOTE ]

Tell me about it, I put 3 in Spec Ops when tooltips were bugged, then realized you can't slot range in them I can see a corr or blaster maybe using them, but if you want to maximize range, it's better to buy a crapload of Range SOs and bring them all up to 50++ and slot 3 nucleos for dmg and acc...