Viva Las Vegas intermediate guide to IOs (I9)
lol, read this just after i went on a salvage dump and noticed that my Pangean Soil was worth over 7 mil... mainly for resist - not something i'm gunna use on my defender=)
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if u cant stand the heat... Dont start the Flames!
Fulmens,
excellent post here. This highlights a nice way to delve into this whole bonus thing. Just using your example for the blaster, you slot your regen build in 3 ranged and then 2 punding slugfest combos in melees powers....then you can consider the whole 5 or 6 slotted health. My ws has alot of these combos from closed, and it is nice.
Good work.
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Any specific numbers or techniques I give will be immediately obsolete, but there is one general thing to know: Every 5 or 10 levels, the needed ingredients on a recipe change. If a level 41 "Impending Doom: Accuracy/damage/DOOM" requires a Hamidon Goo, and the level 39 version requires two Chaos Theorems... buy the 39.
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The ingredients only change twice. There's one set for 25-, another for 26-40 and a third for 41+ (assuming the recipe can be made in all three level ranges).
[EDIT: Changed 40+ to the correct 41+.)
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
One other thing you might want to note; the cost of crafting some enhancements jumps dramatically at certain levels, so just like checking the cost of the salvage for a level 41 recipe versus that for a 40, if you're trying to scrimp, the extra 100k an L40 recipe may cost might not be worth it. Jumps tend to occur at levels 25, 40 and 50.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
Move that thread into Player's Guides !
GJ, particularly in noting the disadvantages to slotting the IO sets, which seem to have been largely overlooked. Lots are screwing up their characters in blind service to loot.
Related point: If you have a full set of HOs already in place, the value of the IO sets is correspondingly less. You mention that players CANNOT place the Acc/Dam from, say, Crushing Impact, more than once in the same power. However, you CAN place more than one Acc/Dam HO in the same power. And the ability to slot multiple instances of the same HO (usually x3) in the same power emphasizes the point you make: that slotting a full IO set within a single power will often make that single power MUCH weaker than it was prior to the IO-set slotting. And the set bonuses are then a poor subsitute for what the power used to do.
On top of this, the respec system makes it difficult for players who currently have HO-slotted builds to improve their characters piecemeal. Adding IOs over time (and building up the set bonuses slowly) both forces players to permanently delete old enhancements (old HOs, for instance) and severely gimps the character during that process. And attempting to respec and do the rebuilding all at once means that many currently slotted enhancements must be loss (you can only keep 10 old enhancements in your avl slots after a respec).
The IO set design seems very awkward and gimmicky to me. Lacks elegance -- which would be okay, I guess, if players ultimately got something really cool out of it.
But, based on the amount of frustration I've seen around wentworth's, the sets are neither very player friendly nor, in most practical cases, player helpful.
Yeah lots of times it seems IOs work better when you have EXTRA slots to add to a power to make the IOs work.
And since we clearly have positrons attention any chance for the true value of health pos? From a direct dev response.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I would add it is not necessary to hit 3 IO worth of enhancements to achieve the common ED limits but 3 SO worth. I use the following table to match what level equivalent magnitude of IO will equal 3 SO.
<font class="small">Code:[/color]<hr /><pre>
IO Level
2.375 50
2.4375 47
2.5 44
2.5625 42
2.625 39
2.6875 37
2.75 35
2.8125 32
2.875 30
2.9375 28
3 26
</pre><hr />
For example I wish to have 3 SO worth of flight enhancements in Fly and minor set bonus but not dedicate more than 3 slots to the power. If I use [Fly] and [Fly/End] from Soaring and [Fly] from Freebird or a basic invention recipe I will have [1]+[0.625]+[1]=[2.625] IO. Referencing the table, the enhancements all (or at least the weighted average) need to be level 39 or higher to obtain 3 SO worth of flight enhancements.
I use the same philosophy to decrease melee toggle defense powers from 4 to 3 slots on slot tight builds and still maintain 3 SO worth of resistance/defense and at least 71% SO worth of endurance reduction once the character can slot level 39+ enhancements.
Pentangle - Base Building Engineer
Join the channel - BaseBuildersInc.
Nifty table.
More advanced than my "all you have to do is add halves" standard for "intermediate" but I will use it even if nobody else will.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
This guide is incredibly helpful! Thanks a lot for your hard work on this!
Or what i do is just realize what value the even ones (which were talking about common ios you mentioned there right?). IE a level:
30 IO = +1 SO
35 IO = +2 SO
40 IO = +3 SO
45 IO = +4 SO
50 IO = +5 SO
not sure on the math of 25 IO but is 32% which is about a -1 SO right?
So im confused as your post but if your talking common IOs, i like +3 so i use 3 level 40 IOs, past that you can get closer with 2, but still wont reach that 95%ish ED cap, BUT, the nice thing is if you use 2 level 50 IOs it takes you to rougly 85.6% IIRC, and you can then use just about any named dual effect IO past level 20 or so (10% of the one value) and then also get an extra little bonus of something like end reduction or recharge. That isn't too shabby and doesn't require much thinking about IOs to figure out like some others do and give an immediate easy to see bonus*.
Granted that is when you can use level 50s so doesnt work exactly like that before 47, but is still nice to know.
bonus* = extra advantage, wasn't talking about set bonuses.
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For example I wish to have 3 SO worth of flight enhancements in Fly and minor set bonus but not dedicate more than 3 slots to the power. If I use [Fly] and [Fly/End] from Soaring and [Fly] from Freebird or a basic invention recipe I will have [1]+[0.625]+[1]=[2.625] IO. Referencing the table, the enhancements all (or at least the weighted average) need to be level 39 or higher to obtain 3 SO worth of flight enhancements.
I use the same philosophy to decrease melee toggle defense powers from 4 to 3 slots on slot tight builds and still maintain 3 SO worth of resistance/defense and at least 71% SO worth of endurance reduction once the character can slot level 39+ enhancements.
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This part confused me. If your only having 3 slots, to keep that 3 slot SO worth of fly, how do you get 70% end reduction? (as you said in relation to your def/resist toggles).
I see the fly/end IO, at max gives 26.5% for fly and 26.5% for endurance. Add the 2 IOs of fly and that takes your fly portion to the 95%ish cap, but your endurance is only at 26.5% endurance reduction from the split fly/end IO. So how do you figure you have 70% end reduction from 3 slots?
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Pentangle can you please explain yourself for what i asked in the last part of my post.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
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Pentangle can you please explain yourself for what i asked in the last part of my post.
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He wrote "[...] at least 71% SO worth of endurance reduction [...]".
That's 71% of 33.3% EndRed or around 24% EndRed, not 70% EndRed. A bit misleading. Basically what he's saying is that you can get roughly 3.7 slots worth of SO enhancement out of 3 slots using L40+ IOs.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
OOOHHHHHHH ok thanks lol. Yeah the way i was reading it was 70% end reducer, not 70% of ONE end SO. Ok that makes more sense now, and yeah its what i was explaining i would do too lol, without even knowing he said the same thing :P.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Great read! I second the move to Player Guides.
You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.
great guide - I needed that.
I was looking at the sets. While "Hetacomb" is the extremely rare superior set for melee, I was wondering what happens when someone lucky enough to get all 6 puts them into one power?
Specifically, there are 4 + dam enhancements in that set. They total about +140% in damage. But ED would limit this to something on the order of 100-110%.
So in a sense, what's the point of so much +dam in a set? Yes, I know the "real power" of such sets are the overlapping bonuses, allowing greater values than SO's, to say nothing of set bonuses, but this part just seems odd to me.
"Hey! You knocked generic cola all over your precious D20 books!"
ED: Now I know how Nancy Kerrigan felt: "Why...?!? Why...?!?"
I don't know but I just needed to change the subject title to the proper spelling.
I get picky that way.
I thought of so much extra +dam because that would let someone max out +dam without needing the whole set, which is fine, but because of diminishing returns, it kind of removes the use of all 6 in one set, beyond the unique bonuses.
"Hey! You knocked generic cola all over your precious D20 books!"
ED: Now I know how Nancy Kerrigan felt: "Why...?!? Why...?!?"
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Appendix C: Salvage to Watch Out For.
This is what's very expensive at time-of-writing:
Pangaean Soil
Prophecies
Hamidon Goo
Empowered Sigils
Deific Weapons
Magical Conspiracies
Soul Trapped Gem
Enchanted Impervium
Mu Vestments
Essence of the Furies
Hopefully it's cheaper when you read this.
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You might amend this to mention that rare salvage can be bought for tickets at Aeon Entertainment. You can easily earn enough tickets in an hour or two to get something that sells for millions on the markets.
Also, common salvage can be rolled for randomly at a paltry eight tickets a shot (one in six chance for getting a Luck Charm!). These are two of the best deals in the game.
Did you know that the post you are responding to is nearly a year old?
Inevitably, I'm out of date on the market. . .
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.