Catwhoorg

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  1. Quote:
    Originally Posted by Mr. NoPants View Post
    79 unknown rewarding mobs?

    Program needs work...
    The new version tweaking the inf rates because of the last patch was released this afternoon
  2. Catwhoorg

    Origins

    There are a couple of missions that award a power that is different based on your origin

    http://paragonwiki.com/wiki/Demon_Box
    Summon Wailer (For Magic Origin characters) or Tar Patch (Non-Magic origin characters)
  3. My recent data from redside only:

    Code:
    ----------------------------------------------------------
                Archie Gremlin's Drop Stats v0.5.0
                http://www.glasspaw.com/dropstats/
    ----------------------------------------------------------
    Analysing C:/dropstats/chatlog 10-01-2009.txt
    Analysing C:/dropstats/chatlog 10-02-2009.txt
    Analysing C:/dropstats/chatlog 10-05-2009.txt
    Analysing C:/dropstats/chatlog 10-07-2009.txt
    Analysing C:/dropstats/chatlog 10-08-2009.txt
    Analysing C:/dropstats/chatlog 10-12-2009.txt
    Analysing C:/dropstats/chatlog 10-16-2009.txt
    
    Defeats  Minion Lieut.   Boss Under.    Pet   Grey Unknown
    ----------------------------------------------------------
      4,663   3,985    438     82     60      0     19      79
    ----------------------------------------------------------
    79 rewarding mobs of unknown rank
      Chief Mentalist (14) failed heuristic rank check
      Guardian (64) failed heuristic rank check
      Gunslinger (1) failed heuristic rank check
    
    Drops         Total Common Uncommon   Rare Very Rare
    ----------------------------------------------------
    Pool A          146    107       32      7         0
    Pool B            1
    Pool E            1
    Pool C/D          2
    Salvage         384    290       84     10
    Inspirations  1,149    753      381     15
    ----------------------------------------------------
    
    Other Drops
    ----------------------------------------------------------------------
    Inf. Rewards      4,682 (11,449,936 inf, 0 xp, 792,000 debt)
    Prestige        145,494
    Vanguard Merits      53
    Enhancements         39 single origin enhancements
    Other                71
    ----------------------------------------------------------------------
    
    Pool        DropRate   Drops        Expected Mobs
    -----------------------------------------------------------------------
    Pool A         2.82%     144         115-161   5,107 minion equivalents
    Pool E         0.03%       1               ?   3,985 minions
    Pool C/D       2.44%       2               ?      82 bosses and EBs
    Salvage        7.79%     376         350-424   4,824 minion equivalents
    -----------------------------------------------------------------------
    (Table excludes mobs of unknown rank and their drops.)
    (1 in 20 runs will be outside the expected range.)
    Both recipes and salvage are very close to the expected rates.
    All collected since the drop rate 'fix' went live
  4. It certainly works that way with Adrenalin Boost slotted with at least one End mod given
    pre-nuke
  5. Catwhoorg

    Defender Inherit

    Quote:
    Originally Posted by DaveMebs View Post
    I was thinking, maybe get rid of vigilance and give defenders a critical buff, similar to the critical damage that scrappers have. For example a defender uses Insulation shield on a teammate, and there is a 10% chance that the buff has double strength. Feedback on this idea?
    How does this help Trick Arrow, Rad (outside of AM) Storm and Dark ?
  6. Quote:
    Originally Posted by Reptlbrain View Post

    Does the cap not mean that Heat Loss can't (alone) overcome the post-nuke crash?

    The Cap is applied after the buffs and debuffs.

    For example if you had two 625%, and a nuke crash

    Base 100 + 1300 -1000 = 400

    With three

    Base 100 + 1925 -1000 = 1025 which is then adjusted to the cap
  7. A toggle basically recasts itself periodically.

    For the sake of this discussion lets use a 1 second pulse, with a 1.25 second duration.

    The 'toggle' phase would cast for 1.25 seconds. When the second pulse was checking, it would see the target was unaffected and not be able to cast. Thats assuming the toggle wasn't dropped by the unaffected flag.
  8. Catwhoorg

    42

    Hoopy birthday Frood!
  9. The supply side of the supply/demand balance low level procs is weak.

    Now if more folks started rolling 30-34 over 35-39, that would change, however I think that roll is too ingrained into people to get a enough of a shift currently.
  10. Quote:
    Originally Posted by JuliusSeizure View Post
    I believe that it checks once when it's cast, and once again every 10 seconds after that.
    This is how it should work. I haven't tested it myself though
  11. http://boards.cityofheroes.com/showthread.php?t=193665

    player collected data is showing the drops are functioning with a little variation the rates for anything that is published
  12. My first run

    SS/fire brute with some IOs, but certainly not optimized for farming

    Was trying Rikti set for 4/+0 level bosses enable

    a) Mob influence 1 870 195 (plus worked off 264 000 debt)
    b) Drops: 1 132 181
    11 common 2 uncommon recipes
    25 common 8 uncommon salvage
    4 SO

    c) Total 3 002 376

    The 2 recipes were good for uncommons
    Crushing Impact and a Doctored wounds, each of which should net 2-3 million or so after crafting costs.

    <edit>
    durn ran in SG mode.. Probably should double that mob inf.
  13. Im not sure I would use that phrasing.

    I would additionally see the appearance of Arbiter Kim in the redname ranks as a recognition of the issue and of a desire to do better
  14. http://paragonwiki.com/wiki/Sister_A...in_St._Martial

    Note the two bugs listed on the wiki page
    1) Ghost Widow though flagged as an AV her HP and attacks are the same as a boss
    2) the Ambush spawns at a minimum level of 40.

    It has been that way more or less since the the contact came into the game.

    Add the current whackiness with ambushes in general, and its easy to see how that mission can be nasty.
  15. The 10/14/2009 Patch note is this one:

    Quote:
    Fixed an issue where Level 50 (level capped) characters did not receive double influence when they exemplared down (with that option selected).
    In the hour chllange thread Uberguy spelled it out by critter rank:

    Quote:
    I figured it out. It's got nothing to do with being exemplared. My mistake was assuming that was what was different. It's not. What's different is that the new rules for double XP (or XP = inf) apply to level 50s full time, exemplared or not.

    I am earning 2.42x as much inf for +2 minions as I was earning before today's patch and 1.83x as much for +2 LTs.

    Edit: Running my DDD through the same map, I'm making 30% more inf/minute than I was making on double XP weekend.
    and

    Quote:
    I just tested, and bosses are worth a pretty even 1.8x what they used to be. So the new weighting bumps up the favor of AoEs against lots of minions compared to single-target DPS against a stream of hard targets.

    Edit:
    It used to be that a boss was worth 10.71 minions and a LT was worth 3.43 minions.
    Now a boss is worth 7.94 minions, and a LT is worth 2.59 minions. (All the above were at +2.)
    A mission complete bonus is now worth 1.43x what it used to be (from 13.99 +2 minions to 8.23).
    Summary big buff in per-defeat citter inf for a level 50.
  16. I haven't run all of the Kheldian arcs.

    (My highest PB is 35, and its taken quite a dedicated effort to get that far. I just dont like em)
  17. Sam,

    there were two changes involved here:

    Firstly there was the fix to the spawn rules that went in. I tried manually scouring the pacth notes for this change, but can't see where it went in.

    Secondly and after the above, the new difficulty settings came in.

    Set for two heroes, even con with bosses and no AV, is exactly the same solo as the old tenacious. What you are seeing is an effect of the first chnage rather than the second.

    Remember how the Lost and Rikti especially used to give bosses on teancious solo, sometimes a whole mission floor would be solo bosses ?
    That is less common (in my experience for those groups) now, but solo bosses are more common due to the first change for certain other groups.
  18. Congrats Wonderslug.

    Thanks for picking up new Devs Choices Dr. Aeon, I look forward to your next pick.
  19. After this weeks patch there is increased inf earning on level 50s, which will add to the inf supply.

    After the deflationary period esepcially for purples and salvage with the new difficulty settings, there is going to be added inflationary pressure fron the inf supply.

    It will be interesting to see where it finds the new equilibrium, and I R not smart enough to make any predictions.
  20. It is in a hospital room I assume ?
  21. Catwhoorg

    Get rid of rep

    I'd prefer the rep system went away 100%

    If not then automatic tagging of the person leaving the rep should happen.
  22. Catwhoorg

    "Zonekicking"

    Downside if this were a forced option:

    Running a level 45-50 arc say Crimson, and you get a mission in the hollows. (Happens more often than not when I run Crimson)
    Being forced down to a pre-travel power level by such a zonekicking would be not so ideal.

    Maybe only a few zones would be suitable, but then there is still the increased risk in getting to a mission door.

    I like that I can happily ignore the grey DA zombies (or more more recently aI have a lot of doors in Boomtown, so clocks,lost and council) when running a high level arc, just get in and get out and onto the next mission.


    The concept works well in the PVP zones, because those are entirely optional, and no mission doors from non-PvP contacts occur in them. Im not sure it would be such a good idea appied to Hazard zones.

    Having the zone chief be the optional source of the autoexemp seems like a reasonable compromise. But then each zone does have a large range of levels, (typically 10) where would you exemp to ?
    At that point however, using the O-zone as a workaround is barely less clunky.
  23. Catwhoorg

    hospital upgrade

    Quote:
    Originally Posted by Megajoule View Post
    For the sake of eliminating redundancy, then, we should have a single mission terminal in every zone which dispenses regular missions, AE missions, inspirations, TO/DO/SO enhancements, and functions as a black market, trainer, merit vendor, field analyst/fateweaver, and arena terminal. Oh, and a tailor too, of course. And you can pay your SG/VG rent there.

    Then we can get rid of all those unnecessary, redundant NPCs and stores and just have everyone go to one spot to get what they need.
    Did you check COV out ?
    Every single contact has unique missions (well apart from a few introductions like the PVP zone liasons which are shared)

    How about the newer heroic zones which show the same concept ?

    Look at older Hero content
    The Mind of a King.
    The same arc from Wyatt Anderson (Steel), Maggie Greene (sky), Jake Montoya (sky), or Colleen Saramago (Steel)

    There are several arcs in the mid-game with SIX redundant contacts (eg Hand of Iron).

    However, removal of existing contacts is not really sensible, and would lead to lots of issues big and small. Just last week we had someone who had the 'old' contact for the Sewer trial asking about how to clear the mission.

    The Devs learnt from the initial design mistakes, and made things better by eliminating a lot of unneeded redundancy as the game progressed

    Commenting against adding new redundancy is a reasonable position. Hyperbolic comments like the quote are not.
  24. Catwhoorg

    hospital upgrade

    Every architect building has an inspiration vendor, whilst thematically the idea of one in a hospital makes sense, a second 'open access' one in every city zone seems redundant.
  25. Congrats.

    You have far more patience than I ever could in this matter