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Take just one of your 50s, and pay the $10 to transfer to Freedom.
At 95 hours per week that character will have accumulated over 100 million inf (assuming its a bad soloer and you dont team). Take a decent soloer and you would be loooking at over 200 million inf as a pot.
Oh and thats in SG mode, so you would have at least half a million to a million prestige to make a starter base. (5-10k prestige/hour is not hard to do running missions)
Thats your new base of operations. Problem done and dusted for good.
Alternatively start a newbie, and in the 95 hours level 'normally, you shouldn't be far off 50 with the same prestige. You would have less inf to hand unless you lucked out into a big worthwhile drop.
1 week, and you never have to complain again. Well until Freedom is locked during the next event anyway... -
To all:
What would be the perfect levelling speed in gameplay hours to the cap, in your opinion?
200-250 hours for a first 50, dropping down to about 100 for those with many. Judging from my coalition mates 'about' 100 is where experienced teams end up
Slow enough that you feel accomplishment, fast enough that it doesn't feel like forever?
I am a 60 month vet with one level 50 (and over 100 alts), so the speed doesn't matter to me, but I'm curious.
For bonus points, how many purple IOs should you acquire in that same amount of time from drops?
Dropped or bought ? I frequently run non-50 content with my 50s then use the inf earned to buy them from the market. A purple per 45 hours seems like a nice figure. 20-25 hours to 'purple out' a power. About as much time at 50 as played to 50 to be a 'fully purpled' build -
The May 15th Raid is when Cat finally gets his Demolitionist Badge.
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http://wiki.cohtitan.com/wiki/Invent...hancement_Sets
It currently doesn't have the PVP IOs listed, which is something on my wiki-do list -
Of course the Devs haven't reduced debt (several times), and implemented XP smoothing
Oh wait they did.
Faster levelling through 'normal means' is encouraged.
Using exploits to get ridiculous speeds is bannable. -
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8man team vs4 man team
8 man team
more xp and drops and money
4 man team
less xp and drops and money
Hope i kept it simple enough for you to figure out. But still look like you might have a prob.
Lower population means less teams. Which means less of it all.
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Simple and also wrong by the way.
Drops do scale with team size, but fail to keep up with the splitting of the drop chance
Easiest to explain
3 minions solo = 3 8% chances
5 minions in a duo = 5/2 = 2.5 8 % chances
Its not too bad of a drop off upto about 4, but 8 personteams have lousy drops -
Thanks.
Already got some data from Abigail, plus some extra rolls on test I did. Hopefully we can break 500 data points by the weekend. -
Whilst I agree with the general concept of more and different stuff for bases.
Remember the base is sort of a psuedo-mission in the way it is set-up.
Right now you get dumped back at the base portal or point you base-TPed from if you could go into a different instance, such as a hypotheitical MA mission/arena match.
Want to test this ? Use the mission porter from your base into an outdoor map. Leave that map and see where you end up. -
Im against HoF being locked in permanantly.
Getting up to the HoF is one achievement, basically a marketing one, maintaining that status over the logn run is the true test of worthiness for the HoF.
I am however in favour of the HoF flag being locked for a day or a week at a time, to avoid the up/down issues. -
Force Feedback proc is still broken as well to my knowledge, thats going away if you exemp at all.
Thnik of the list as how things SHOULD work, and bug em if they dont -
More mission slots were mentioned by Posi in one of his anniversary promotional interviews (I forget which one) as a likely paid for thing, in the way that extra character slots are.
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Just to be clear:
You keep the badges already awarded.
The progress towards the higher badges is lost eg. Living Legend is awarding for 2500 stars on a single arc. -
[ QUOTE ]
QR:
This is all well and good, but its not really answering my original query about what this infamous 50-million-each set of IOs, or original single IO is, that allows people to completely disregard Fitness.
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50 million each set ?
Not even close try 2-4 million/piece crafted and available now
(numbers for a level 50)
*Numbers are pre-ED adjustement to illustrate how youc an even pull an enhancment(s) from these sets and still be ahead of the 3 SO levels.
Crushing Impact
68.9% Acc Endrec and recharge
143.1% Damage*
Thunderstrike
68.9% Acc Endrec and recharge
143.1% Damage
Doctored Wounds
116% to heal and recharge
74.2% Endrec
Multistrike (PBAOE)
74.2% accuracy
121.9% damage
95.4% endrec
47.7% recharge
Detonation (TAOE)
47.7% Accuracy
148.4% Damage
68.9% Endrec
26.5% recharge
47.7% Range
Titanium Coating
70% Damage resist
116.6% Endrec
Red Fortune
70% defence buff
116.6% Endrec
Note, ALL of the above are UNCOMMON pool-A, I have not even dipped into the rare sets
Any post 30 mez set has 47.7% endrec
Stamina provides about a 48.7% recovery increase compared to the basic recovery.
It is absolutely Trivial to to reduce your endurance expenditure to be ahead of the stamina position through slotting a combination of the above sets.
Thats not factoring in a single point from the +recovery, or+end which some of the above sets give. -
Taking an example very close to my heart that of a Claws/regen scrapper with leadership pool
Single target attack chain: Follow-up Focus Strike Slash
Base cost 24.27 end in 4.5 seconds
3 toggles Integration, Assault, Tactics
Base cost 0.52 end/tick or 4.68 end in that same 4.5 seconds
So you can easily see how the attacks are the big drain, a drain incidentally made much worse if you take hasten and use the bigger hitters more often. Per a purged BABs post attack powers basically use a 1 end point per 10 base damage scale. (exceptions do apply)
Now for my slotting:
Follow-up has 1 part of endrec slotted (via HO) 33.33%
Strike has Gladiators Strike (5 parts) giving and endrec of 60.8%
Slash has Hecatomb (5 parts) giving an endrec of 33.33%
Focus has Apocalypse (5 parts) giving an endrec of 33.33%
(prior to getting purples, I was running crushing impart and thunderstrike, which give an even better end reduction ~69% in each attack)
Integration has 3 Golgis (95% endrec)
Assault has 1 endrec IO (42.4%)
Tactics has 3 Cytos (95% endrec)
Adjusted costs:
Attack chain now costs 17.69 end in the same 4.5 seconds
Toggles now cost 0.313 end/tick or 1.41 end in 4.5 seconds
A net change of (28.95 19.10) = 9.85 end in 4.5 seconds, or 2.19 end/second, the majority coming from the reduction in the click powers/attacks
Stamina 3 slotted is a boost of about 0.83 end/sec (SO number and no accolades)
The free endrec components from the IO sets is more than the increased recovery from taking and slotting stamina.
Now, I do have stamina on Cat, but he certainly doesnt need it in normal play. Pushing the envelope the way I do requires a much more balanced end use than normal play. His AOE chain is also more end intensive than the ST chain, but that means he gets proportionally even more from the endrecs slotted there. -
http://wiki.cohtitan.com/wiki/Table_of_Special_IOs
Is a very good source for checking what is what, the following are the 'globals' that act like set bonuses and go down to -3 levels of the IO.
Aegis Resist Mez & Resist Psionic Damage
Blessing of the Zephyr Protection from Knockback
Call to Arms Defense for Pets
Commanding Presence Resist Pet Taunt & Placate
Edict of the Master Defense for Pets
Expedient Reinforcement Resist Pet Damage
Gift of the Ancients Buff Run Speed
Impervious Skin Resist Mez
Impervium Armor Resist Psionic Damage
Luck of the Gambler Buff Recharge
Protection from Knockback
Rectified Reticle Buff Perception
Sovereign Right Resist Pet Damage (except psi)
Steadfast Protection Defense to All
Steadfast Protection Protection from Knockback
Winter's Gift Resist Speed and Recharge Debuffs -
Castle and the powers team, who have to rebalance each proliferation have been working rather hard on getting the MA AI custom critters into the right area, not too powerful and not too easy.
Outside of Pohsyb and the other actual programmers, they have probably had the most to do with the MA.
I personally would rather they had spent the time they ahve doing that, than examing other proliferations.
Once the MA custom critters are stable, they will again have time to look at proliferations. -
<font class="small">Code:[/color]<hr /><pre>
Offense 30-34 Drops A B C
Melee 28 40 0.07 0.14 1.94
PBAOE 16 18 0.04 0.06 1.53
Ranged 27 25 0.07 0.09 1.26
TAOE 12 19 0.03 0.06 2.15
Sniper 12 3 0.03 0.01 0.34
Pet 24 9 0.06 0.03 0.51
RI Pet 4 0 0.01 0.00 0.00
Defense
Heal 23 20 0.06 0.07 1.18
Damres 24 20 0.06 0.07 1.13
Def 24 30 0.06 0.10 1.70
AccHeal 4 1 0.01 0.00 0.34
Mez
Conf 16 8 0.04 0.03 0.68
Sleep 16 3 0.04 0.01 0.25
Slow 16 17 0.04 0.06 1.44
Immob 16 2 0.04 0.01 0.17
Holds 20 11 0.05 0.04 0.75
Fear 16 7 0.04 0.02 0.59
Stuns 16 7 0.04 0.02 0.59
Travel
Flight 4 3 0.01 0.01 1.02
Leap 4 1 0.01 0.00 0.34
Run 4 1 0.01 0.00 0.34
TP 4 1 0.01 0.00 0.34
UT 1 1 0.00 0.00 1.36
Other
Taunt 11 9 0.03 0.03 1.11
KB 9 4 0.02 0.01 0.60
EndMod 10 11 0.03 0.04 1.49
THBuff 10 6 0.03 0.02 0.81
THDeb 10 6 0.03 0.02 0.81
DefDeb 10 8 0.03 0.03 1.09
ADefDeb 4 2 0.01 0.01 0.68
ATHDeb 4 1 0.01 0.00 0.34
</pre><hr />
Upto 294 rolls and things are stabilising for some, the lower porbability ones keep fluctuating though.
Column A represents the unweighted probability (kept to a higher accuarcy on my sheets obviously)
Column B respresents that observed by my own drops (same caveat)
Column C is the weighting factor that I personally am seeing in my drops.
Melee and targeted AOE again appear to be to be weighted heavier than ranged and PBAOE
Defence seems to have a higher weighting than Damres, though the gap is much closer than before
I get a lot of slows are definately weighted heavier than other mez types.
Use data set which has yet to recah critical mass with caution
Again, if anyone has a data dump of all their Bronze 30-34 rolls, I'd be happy to compile that data with my own. -
Getting the usual acc and dam, with 60% or so end reduction in your attacks, pretty much mitigates the need.
Its not individual IOs, its putting the sets in (or frankenslotting) the heavy end users. -
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Actually, those of us who truely play the market are making more money than ever before.
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I have made more inf since I14 launched than I did in the whole of I13 to I14. -
And the same for me, not getting a charge after 2 full days
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I actually asked this late last night, and got the answer provided to me.
Move the slider to a level ending in a 5 or a 0 and the common recipes appear. -
In the offsite publicity interviews it was mentioned that there will likely be a pay for pack for extra slots.