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Posts
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45s is also filtered, (as in "we're fighting 45s") so I'm guessing B5 is filtered for the same reason.
And why is Satan not filtered, but Hitler and Stalin are? -
Quote:Well yeah, because random recipe drops are currently broken.For a system that wasn't supposed to replace normal game play by not awarding drops, the ticket system in the AE certainly does allow one to pick-and-choose the drops they get. It seems that tickets are actually a greater reward to some than the random drops in normal missions.
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The overall ticket cap is the same as the cap for merits and Vanguard merits, and I don't see it changing.
The ticket cap per map, on the other hand, could use some adjusting now, especially the lower caps on some of the smaller maps. I could easily hit the caps on some maps even before i16, running on Unyielding, doing arcs that could in no way be considered farms; with the new difficulty settings, I'm hitting those caps quite frequently.
Farm maps are designed so that they can be easily completed when the ticket cap is reached. Non-farm maps, not so much. -
With the changes to Electric armor I've decided to finally IO out my brute. She's 50, so this is a respec build. Does this look ok? What should I change? I don't plan on shelling out for purples or PvP IOs, and I didn't take Jacob's Ladder because I find the animation and the need for shifting position disruptive to my smashing.
Any help would be appreciated.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Iron Valkyr: Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Havoc Punch- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (5) Touch of Death - Accuracy/Damage/Endurance
- (5) Touch of Death - Damage/Endurance/Recharge
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Titanium Coating - Resistance/Endurance
- (9) Titanium Coating - Resistance/Endurance/Recharge
- (9) Titanium Coating - Resistance
- (11) HamiO:Ribosome Exposure
- (A) Scirocco's Dervish - Accuracy/Damage
- (11) Scirocco's Dervish - Damage/Endurance
- (13) Scirocco's Dervish - Damage/Recharge
- (13) Scirocco's Dervish - Accuracy/Damage/Endurance
- (15) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Titanium Coating - Resistance/Endurance
- (17) Titanium Coating - Resistance/Endurance/Recharge
- (17) Titanium Coating - Resistance
- (23) HamiO:Ribosome Exposure
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Aegis - Resistance
- (23) Aegis - Resistance/Endurance
- (39) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Run Speed IO
- (A) Numina's Convalescence - Heal/Recharge
- (19) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (A) Efficacy Adaptor - EndMod/Accuracy
- (21) Efficacy Adaptor - EndMod
- (21) Endurance Modification IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Touch of Death - Accuracy/Damage
- (25) Touch of Death - Damage/Endurance
- (25) Touch of Death - Damage/Recharge
- (27) Touch of Death - Accuracy/Damage/Endurance
- (27) Touch of Death - Damage/Endurance/Recharge
- (46) Touch of Death - Chance of Damage(Negative)
- (A) Run Speed IO
- (A) Numina's Convalescence - Heal/Recharge
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (29) Numina's Convalescence - +Regeneration/+Recovery
- (31) Doctored Wounds - Heal/Recharge
- (31) Miracle - Heal/Recharge
- (31) Regenerative Tissue - +Regeneration
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (40) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Endurance
- (A) Accuracy IO
- (A) Titanium Coating - Resistance/Endurance/Recharge
- (42) Titanium Coating - Resistance/Endurance
- (42) Titanium Coating - Resistance
- (50) HamiO:Ribosome Exposure
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Decimation - Accuracy/Damage
- (48) Decimation - Damage/Endurance
- (48) Decimation - Damage/Recharge
- (48) Decimation - Accuracy/Endurance/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Taunt Duration IO
Level 1: Brawl- (A) Accuracy IO
- (A) Run Speed IO
- (A) Empty
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 11.8% Defense(Ranged)
- 8.63% Defense(AoE)
- 2.25% Max End
- 31.3% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 5% FlySpeed
- 281.1 HP (18.8%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 8.25%
- MezResist(Sleep) 6.6%
- MezResist(Stun) 4.4%
- 4% (0.07 End/sec) Recovery
- 64% (4.01 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 10% RunSpeed
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Quote:Storm summoning uses two different palettes, so using "copy all colors" will only copy to the powers that use that palette.H
Edit: Wait... scratch that last thing about the red not showing up. It IS showing up. In fact more colors are showing up when I color them individually. I think this was a problem with the copy all colors across current powerset. Because as soon as I stopped doing that I suddenly could color my powers again. And its finally carrying over in-game. -
Quote:Ambushes in general were broken. They would show up at the minimum level for the enemy group.No, embarrassing was ... what was it, a year? Two? ago, when council ambushes tended to be broke.
Level 30-40s in FF. "OK, guys, there should be an ambush coming after this, I've got a fedex."
What comes running up? A few level 1 Council. (Or maybe level 10. Deep, DEEP grey in any case.)
My favorite was that one Malta ambush, in one of Crimson or Indigo's missions. I was in Talos, I had just completed a mission which led straight into another mission....so I prepared for an ambush. Two minions...easy. Ok, ambush dealt with...then the swarm of missiles came flying over the hill. Titans have INSANE range.
Ambushes like that were fun. They kept you on your toes. -
Quote:This works for Jim Tremblor, Stephanie Peebles, Gordon Bower, and Seer Marino as well.Myth: You have to unlock Wincott as a contact through a KR contact.
Fact: You can talk to Wincott as soon as you hit level 5, sparing yourself a long, tedious round trip from Galaxy or Atlas to KR, then all the way to the Hollows. As soon as you ding 5, go directly to the Hollows and talk to Wincott. Then, when you talk to your KR contact, he won't send you off to talk to Wincott, because you've already done it.
From before the defense revamp: Every time someone levels on an ice tank, it crashes the server. -
If you're short on submissions, feel free to give "Freaks, Geeks and Men in Black" (161629) a whirl, if you don't mind Malta.
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Quote:The patch note said that no critter in a currently published arc can be worth 0 xp. Nothing was said about existing critters set to Standard (unless it was in the list that said that Standard and Hard critters are worth less than Extreme critters, which is misleading, since Hard is supposed to give full xp).Well, I only said that (in reference to critter xp) because that's what the patch note said. I'm sure existing GROUP xp was definitely changed due to the new rules, but haven't actually been in AE to see for myself since the issue went live.
Yes, I am picking at nits, but with all the changes made to how custom critter xp works between the start of open beta and now, not to mention official dev posts that contradict each other, it's easy for people to get confused.
Edit: I've also removed my custom critter arc from my sig, but not just because of the xp reduction. I'm not entirely happy with the arc anymore, the xp reduction was just the final straw. -
Quote:All past changes to critters have been applied to existing arcs, so I don't see any reason why the xp reductions for critters on Standard or groups without all three ranks wouldn't.Did you take away any powers that are part of the "Standard" powersets? If so, the mobs will be worth 0 xp. This shouldn't have affected already existing arcs, but I have a feeling that editing those arcs will result in them falling under the new xp rules.
As for critters that are worth 0 xp, since it was previously impossible to remove Standard powers from critters, there is no way a critter created before i16 should be worth 0 xp. I say SHOULD, because as with everything else, "not working as intended" is a distinct possibility. -
Quote:What, exactly, is the law regarding other dimensions? Can we just invade them whenever we feel like it? Do we need a formal declaration of war? Can the Rikti have Nemesis put on trial by the Interdimensional court for war crimes? For that matter, what exactly constitutes a war crime, when you're at war with another dimension populated by what are, for all intents and purposes, aliens?Note that the start of it took place in Portal Labs, which was founded by the top researcher for who? That's right, Freedom Phalanx.
We have only the word of one of Statesman's little lackeys that the Praetorians attacked first. For all the truth may be, they may have just been reacting to an inter-dimensional incursion much as Portal Corps keep hiring freelance mercenaries to handle.
And note that Dr. Calvin is taken at his word.
I for one, refuse to believe the lies! -
The problem isn't whether other arcs are or are not better than Sumericon's, or GadgetDon's, or any other particular DC arc. The problem is that those arcs are showcased as "the best of the best." They are the first to show up in the search, they have a fancy icon next to them, they are locked to always display a 5-star rating. These are the first arcs a player new to the AE sees, and they are likely the first arcs this player will try.
These arcs establish a standard, due to their prominence. Other arcs have been published that meet or exceed that standard. Very very few of these other arcs (what, two, three since AE went live?) have been made Dev's Choice. Looking at the Dev's Choice list, its small size and the publication dates of the arcs in it, makes the MA as a whole look bad. -
Still broken. Both a required captive leaving the map (which they tend to do when you rescue them) and a required ally getting defeated will auto-fail a timed mission.
On an interesting side note, I used a Hellion ally, in a level 50-53 mission, and he got SKd up to 50 when I rescued him.
Edit: Who is the dev in charge of MA? I really want to PM this bug to someone, but don't know who to PM it to. -
Working on my blaster's defense build, I've noticed that the prices of a lot of the recipes I need for defense bonuses are lower than I expected. The LotG +rech has gone down too. Fewer people building for defense now that they're not facing +4 boss spawns maybe?
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Right now I'm running +2/x4/yes bosses on my DM/SD and DB/SR, because I've been fighting Malta and am lazy.
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Disclaimer: All these answers are based on how I THINK the xp changes are supposed to work, based on patch notes and Horatio's posts. I could be wrong, or something could be buggy.
Quote:No. As long as your group contains all three ranks, you will get normal xp for the group, whether you encounter bosses or not.1) If I create a custom villian group with minions, Lts, and bosses ... but I don't set the mission high enough ... and ONLY minions and Lts. appear IN mission, does that mean I only get 50% of the experience. (I've tried readjusting spawns by increasing number of virtual team and +2 or more levels -- but then they the mobs just kill me. I don't play a lot of farm-friendly- style ATs.)
Quote:2) If I enjoy story-based AE missions with custom critters where the author only has one Object-Spawned boss, does that mean I only get 50% experience?
Quote:3) Do MA arcs that use standard foes (council, etc.) receive more experience than custom critters? (I hope not since the big lure of AE for me is not having to fight the same old good guys and bad guys that I get in traditional arcs and scanner door missions.)
Thanks -
Whoo, first!
PMd you my feedback since it's spoilery. -
Quote:What you are doing by removing a standard power makes your critters more difficult, which should make them worth more XP. What a lot of people want to do is remove redundant powers (like those ranged attacks, if the mob already has a ranged primary) or annoying powers that mob AI makes them spam (like web grenade) to make their characters more thematically appropriate and/or fun to fight, but not necessarily easier.Aha, this could explain why my custom soldiers are producing 0xp. So much for being able to customize power choices.
By taking out Slug and replacing it with Full Auto, I've apparently somehow neutered my soldiers, making them too weak to be worth xp?
Do these Devs actually THINK about things before they change them?
What the majority of people would do is exactly what you described: exploit the crap out of risk-free mobs for full xp. This is why the devs just implemented a sledgehammer fix. Honestly, I don't know why they bothered giving us the option to remove Standard powers before they implemented a way to make the critters created that way worth fighting. I guess the did what was easiest and least time-consuming, so they could say "hey, look, MA updates this issue, and they're not all nerfs!" and go back to work on the New Shiny. -
All powersets have a ranged attack on Standard. Removing any standard powers makes a critter worth 0 xp, for precisely the reason you stated.
My problem with AE farms is that everyone just has to make their own, clogging up the search with nearly identical farm missions. Also, lag in Cap. And, the farmers should be out farming regular missions and generating more purple recipes for me to buy. -
Updates for i16:
-Allies are now "aggressive," so they'll actually fight. They also have death dialogue for their inevitable defeat if you're testing at +2/x4Darkfire Avenger's pre-rescue emotes are back (I hope) and her ranged attack is gone.
-Mission 3 map changed, since the old one seems to have acquired some new spawn points that mess up the chained objectives.
-The sapperless custom Malta I was using for some of the ambushes and patrols has been replaced with regular Malta. A few ambushes and patrols removed as a result.
Note that the custom Crey I threw in now give somewhat reduced xp, due to being set below Hard (which would have given them Beanbag and Cobra Strike). I feel that a few lower xp minions are still better than tanks, tanks, and oh look, more tanks....but others may feel differently, and of course below 45 the customs aren't neccessary, but will spawn anyway. So: keep them, or ditch them? -
I did. "Sky Kings' Ransom" is two missions, so I really have no excuse not to. There is a nice little story in those two missions, the premise adds a bit of flavor to a canon group (not sure if the premise is canon or not, but iirc it's not not-canon, and it's a logical extrapolation), gameplay is easy even for an underlevelled squishy, overall worth playing.
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One of my arcs contains two missions with triggered objectives, where placement is very important. I went in to edit it today, and noticed that both of those maps now have "middle" spawn points where there weren't any before.
In the case of one map, the new "middle" spawn points consist of one right in front of the door, and one at the very back. This makes it completely useless for my mission, which has a front objective triggering a middle objective, which then triggers back objectives, as there is now a chance that the middle objective will spawn in front, forcing backtracking, or in back, forcing one of the back objectives to spawn in an area the player has already passed through. Searching for another map, I notice that most of the abandoned warehouse maps have a "middle" point right in front of the door, before the "front" spawn points. I ended up having to use a map that was quite a bit smaller than what I wanted.
So authors, check your missions, if objective placement is important. And devs, can we PLEASE have some consistency in spawn points? Please? MA updates should make it easier to create the missions we want, not harder.