Fury Flechette

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  1. Your build:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Marka Ragnos (Respec): Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(13), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/Rchg:30(25)
    Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(15), Heal-I:50(15), Numna-Regen/Rcvry+:50(17), S'fstPrt-ResDam/Def+:30(40), ResDam-I:50(46)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(40), RctvArm-ResDam/Rchg:40(40)
    Level 4: Cremate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(9), P'ngS'Fest-Acc/Dmg:30(9), P'ngS'Fest-Dmg/Rchg:30(43)
    Level 6: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(7), AdjTgt-ToHit/EndRdx/Rchg:50(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(11)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Heal/Rchg:50(23), Mrcl-Heal:40(36), Mrcl-Heal/EndRdx:40(37), Mrcl-Rcvry+:40(39)
    Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(17), Tr'ge-Heal/EndRdx:30(36), Tr'ge-Heal/EndRdx/Rchg:30(39)
    Level 18: Fire Sword Circle -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Acc/Rchg:50(19), Armgdn-Dmg:50(19), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Dmg/Rchg:50(42)
    Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21)
    Level 22: Health -- RgnTis-Regen+:30(A), Numna-Heal:50(25), Numna-Heal/Rchg:50(42), Numna-Heal/EndRdx:50(45)
    Level 24: Super Jump -- Jump-I:50(A)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/Rchg:30(43)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(29), LkGmblr-Def/EndRdx/Rchg:50(29)
    Level 30: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(31)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(34)
    Level 35: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:30(45), P'ngS'Fest-Acc/Dmg:30(45), P'ngS'Fest-Dmg/Rchg:30(50)
    Level 38: Strength of Will -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 41: Boxing -- Acc-I:50(A)
    Level 44: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
    Level 49: Confront -- Taunt-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |B|
    |-------------------------------------------------------------------|
    For future reference:

  2. Quote:
    Originally Posted by Nihilii View Post
    Problem with that is lots of forum builds that claim to be ~50m run actually in the 300-400m range (if not more !) ingame. It seems to me people use the absolute lowest value they can get from a recipe, by lowballing and waiting for weeks. That doesn't make much sense to me, if we're going by a certain price standard then it should go by the market standards too - that is, average price, not lowest price - unless specifically specified.

    Then there's quite often builds in which the salvage cost alone is over 50m, yet that's completely ignored. Salvage has an actual value, just like IOs - in fact, it sometimes makes recipes that might seem cheap at first end up a bad investment (i.e., I know there's a cleaving blow that sells for 11k but requires a 2M piece of salvage).

    Now on the other hand, it is very unlikely that anyone would get only 50m inf from 1 to 50, unless that player chose to sell everything at NPC vendors. A much more realistic result would be in the 300-400m ballpark, which conveniently makes the "50m" forum builds that actually cost 300-400m affordable.

    So maybe in the end this is not a problem. Except you've got to know 50m really means 300m in CoH lingo.
    Level 27 Katana/WP for 8M.

    When I mean the entire build for under 50M -60M, I mean it. In the referenced thread I include the cost breakdown for everything I used, including salvage and crafting costs. If you tripled the price to account for more slots after level 30, you'd still have a level 50 build that cost you 24M.

    But, I get your point about how most forum builds aren't nearly as cheap as they seem.
  3. Quote:
    Originally Posted by Miladys_Knight View Post
    I agree with the Goat on this one. If the devs have been paying attention, every time they have diversified the number and types of drops, or have expanded the system by adding in another currency, prices have climbed for some things and the costs for others have skyrocketed (Costumes, Merits, AE tickets, PvP recipes are all prime examples) adding goods with out increasing the rate at which those goods are supplied increase the rarity and therefore the price.
    I generally agree.

    Quote:
    I'm hoping that the devs aren't so blind to the in game economy that they realize this.
    I'm not convinced that the devs are that familiar with economics unfortunately. If so, why haven't they merged the markets earlier, why have they created so many multiple currencies (reward merits, vanguard merits, AE tickets, infamy/influence), why have they pretty much borked the availability of PvP IOs?

    Quote:
    The other thing to note would be restrictions on the IO sets that you posit. What happens when you slot one? If the result is that you can't switch sides then the devs have just blown their entire new expansion out of the water which would be a bad thing to do.

    Would the IO pop out of the slot when you switch? That would be something that has never been done previously and would also be a bad precedent to set especially considering the costs in time or inf of set IOs.
    I'd speculate that the IO would just turn red, much like a SO turns red after outleveling it.

    Quote:
    Would the villian/hero be able to change sides after slotting one without a punative penalty? If so, it defeats the purpose that you posit.
    In my scenario, yes, but the IO would turn red upon complete side switching. Admittedly, this probably wouldn't go over well with the player base as a popular game mechanic.

    Quote:
    Edit to add - that the TF/SF discrepancy is being adressed by side switching and the so called PPP discrepancy has been blown out of proportion. Villians are generalists, PPPs are nice but aren't nearly as important for the villians in general. Heroes on the other hand, being specialists, have several survival/damage tools withheld from them until they get their APP. The hero exception is the scrapper and look how few APPs there are (especially prior to I16) and how hard most of their APPs suck. The scrapper, like the villians, can get along just fine without an APP/PPP.
    Just to clarify. I don't think the devs go out of their way to penalize villain players and I do personally think that each faction is roughly on par. However, there still some major discrepencies, only some of which have been dealt with very recently (badge change so villains didn't have to spend 5 hours in a PvP zone, merit reward value of some SFs, etc.) I could point out a fair list of things that I think unduly burdens a villain player and not a hero player, but I'll save that for another thread.
  4. I'd say a good rule of thumb for a budget build is no IO costing more than 25M, and the entire build costing less than 50-60M.

    Stuff I wouldn't expect in a "budget" build:
    Luck of the Gambler's set, including the global recharge
    Obliterations
    Eradications
    Blessing of the Zephyr
    Kinetic Combat
    Impervium Armor
    Numina's Heal/Rech, Heal/Rech/End, Heal, proc
    Miracle Heal/Rech, Heal, proc
    PvP IOs
    Purple IOs except Sleep, Confuse
  5. Quote:
    Originally Posted by Nethergoat View Post
    Given that the last several years of development have been aimed at canceling out rather than exacerbating factional discrepancies, I would be very surprised by this.
    And yet exacerbating discrepanices remain (hero villain epics, number of TFs/SFs, etc.).

    What would be mean spirited is if the villain IO set was substantially inferior to the hero one. That would work the conspiracy theorists who decry dev villain hatred up in arms.
  6. Quote:
    Originally Posted by je_saist View Post
    I'd doubt this method for one reason... It would be an active punishment for switching sides.

    While it was stated at HeroCon that there would be something done to reward those who stayed Hero Only or stayed Villain Only, I somewhat doubt side specific enhancements as a method of reward / punishment.
    Actually, a faction specific IO would be an incentive for staying true for one side if moving towards a different faction would make it less effective. Whether you want to define it as a punishment for switching or an incentive for staying, it amounts to the same thing: a reward for staying true to your faction.
  7. This is pure speculation on my part, but I think an IO based on what faction you are will come to pass.

    Hero specific IO - Set bonuses equivalent to PvP/purple IOs. Significantly less bonuses if you are a vigilante. Completely non-functional or red if slotted in a villain/rogue.

    Villain specific IO - Set bonuses equivalent to PvP/purple IOs. Significantly less bonuses if you are a rogue. Completely non-functional or red if slotted in a hero/vigilante.

    I don't know the dev's motivation for their insistence of keeping the markets separate in GR, but I suspect that they are planning something like this. Could this be the "reward" for staying true as a hero or villain? It's the only thing to me that makes sense. Supposed dominance of hero players over villain players is a poor justification simply because most players play both factions. I think the separation is due to something more tangible that they are planning or will announce.

    Again, pure speculation on my part. As a disclaimer, I have no proof of this whatsoever. However, to me something like this may be one of the reasons why the devs keep the markets separated.
  8. Quote:
    Originally Posted by Eddy_B View Post
    I'm no where near perma PA yet on my illu/rad troller, but this thought did occur to me.j If one player did get perma PAs, would it be possible for one illusion troller to keep Lord Reculuse tanked without risk to himself?
    Yes, it's possible.

    Quote:
    Has anyone actually managed to successfully tank LR with Phantom Army?
    Personally no, but I ran the STF with a good in-game friend many times with his ill/rad troller as our *only* tank. I've witnessed the application of this tactic many times.
  9. Yup. I've seen this trend. In a post a little below this one, I detail how I frankenslotted a level 27 Kat/WP scrapper.

    The hardest things to get for that build were the level 30 PBAoE Acc/Dmg and Acc/Dmg/End pieces. They required overnight bids and a premium in order to acquire them. The cost of those ballooned the price of the build significantly. Those 6 pieces alone added about 1M to a build that cost about 8M total. Everything else was dirt cheap, especially the salvage.
  10. Quote:
    Originally Posted by CrazyJerseyan View Post
    Oriental to describe a people is an outdated term and akin to calling a black person Colored...
    This.

    The term Oriental when referring to a person is cringe worthy.
  11. Quote:
    Originally Posted by Fulmens View Post

    One question: How much savings do you think people get from having SG storage space available to them? Cause the "buy in advance and be patient" thing, which I recommend, only works if you have places to store stuff. Just occurred to me.
    Actually I never thought of that. I suspect that if players had their own personal storage, regardless of whether or not they had access to base storage, they could save *alot*.

    The market implications would be interesting, because I think it would encourage more hoarding than is already occurring.
  12. I have an acquaintance in game who, upon reaching level 27, fills every slot with level 30 generic IOs. Level 30 generics, she reasons, are as good as green SOs and they never expire. The last time she did this, she spent about 10M buying/crafting the salvage, recipes and IOs she required. The process is not an easy one for her because she's at the constant whim of shortages in the market, and have to, at times, pay many times the going rate for the things she wants.

    Seeing her struggle, I volunteered to completely outfit her next level 27 character with frankenslotted IOs. I told her that I could kit out her character for less than what she paid and that she'd have a more effective character at that level than one outfitted with generics.

    This is the proposed build I've been using:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tuesday: Level 27 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness

    Hero Profile:
    Level 1: Gambler's Cut -- S'ngH'mkr-Acc/Dmg:30(A), F'dSmite-Acc/Dmg:30(3), F'dSmite-Dmg/Rchg:30(11), Dmg-I:30(13), Achilles-ResDeb%:20(15)
    Level 1: High Pain Tolerance -- Heal-I:30(A), Heal-I:30(5)
    Level 2: Flashing Steel -- C'ngBlow-Acc/Dmg:30(A), M'Strk-Acc/Dmg:30(3), M'Strk-Dmg/Rchg:30(11), M'Strk-Acc/Dmg/EndRdx:30(13), M'Strk-Dmg/EndRdx/Rchg:30(25)
    Level 4: Mind Over Body -- TtmC'tng-ResDam/EndRdx:30(A), ResDam-I:30(5), ResDam-I:30(15)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg:30(A), AdjTgt-Rchg:30(7), RechRdx-I:30(7)
    Level 8: Divine Avalanche -- F'dSmite-Acc/Dmg:30(A), B'Snap-Acc/Rchg:25(9), S'dpty-Def:30(9), S'dpty-Def/Rchg:30(23)
    Level 10: Indomitable Will -- EndRdx-I:30(A)
    Level 12: Combat Jumping -- DefBuff-I:30(A)
    Level 14: Super Jump -- Jump-I:30(A)
    Level 16: Rise to the Challenge -- H'zdH-Heal/EndRdx:30(A), H'zdH-Heal:30(17), Heal-I:30(17)
    Level 18: The Lotus Drops -- C'ngBlow-Acc/Dmg:30(A), M'Strk-Acc/Dmg:30(19), M'Strk-Dmg/EndRdx:30(19), M'Strk-Acc/Dmg/EndRdx:30(23), M'Strk-Dmg/EndRdx/Rchg:30(25)
    Level 20: Quick Recovery -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21)
    Level 22: Fast Healing -- Heal-I:30(A)
    Level 24: Swift -- Run-I:30(A)
    Level 26: Soaring Dragon -- S'ngH'mkr-Acc/Dmg:30(A), F'dSmite-Acc/Dmg:30(27), Dmg-I:30(27)
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Acc-I:30(A)
    Level 1: Sprint -- Run-I:30(A)
    Level 2: Rest -- RechRdx-I:30(A)
    Level 1: Critical Hit

    As of yesterday (I started 2 days ago), I managed to acquire all but one of the pieces in that build, craft the necessary IOs and have them waiting for her when her scrapper reaches level 27. Here's the price breakdown of what I paid (all IOs are level 30):

    Code:
    						
    	IO	Recipe Cost	Salvage Cost	Craft	Total Cost	Notes
    1	Bruising Blow Acc/Dmg	5,000	8,000	87,400	100,400		Originally Smashing Haymaker
    2	Bruising Blow Acc/Dmg	20,000	8,000	87,400	115,400		Originally Smashing Haymaker
    3	Focused Smite Acc/Dmg	55,000	39,000	43,700	137,700	
    4	Focused Smite Acc/Dmg	55,000	39,000	43,700	137,700	
    5	Focused Smite Acc/Dmg	55,000	39,000	43,700	137,700	
    6	Focused Smite Dmg/Rech	50,000	8,000	43,700	101,700	
    7	Damage			1,000	6,000	41,300	48,300	
    8	Damage			1,000	6,000	41,300	48,300	
    9	Heal			1,000	6,000	41,300	48,300	
    10	Heal			1,000	6,000	41,300	48,300	
    11	Heal			1,000	6,000	41,300	48,300	
    12	Heal			1,000	6,000	41,300	48,300	
    13	Harmonized Heal/End	1,000	36,000	43,700	80,700	
    14	Harmonized Heal 	1,000	3,000	43,700	47,700	
    15	Cleaving Blow Acc/Dmg	160,000	42,200	43,700	245,900	
    16	Cleaving Blow Acc/Dmg	160,000	42,200	43,700	245,900	
    17	Multi-S Acc/Dmg		150,000	9,000	43,700	202,700	
    18	Multi-S Acc/Dmg					
    19	Multi-S Acc/Dmg/End	101,000	4,000	43,700	148,700	
    20	Multi-S Acc/Dmg/End	101,000	32,000	43,700	176,700	
    21	Multi-S Dmg/End/Rech	85,000	8,000	43,700	136,700	
    22	Multi-S Dmg/End/Rech	85,000	8,000	43,700	136,700	
    23	Multi-S Dmg/End 	60,000	41,000	43,700	144,700	
    24	Multi-S Dmg/Rech	80,000	7,000	42,440	129,440		Level 29
    25	Steadfast Res/End	0	29,000	87,400	116,400	
    26	Resistance		0	0		10,000	
    27	Resistance		0	0		10,000	
    28	Bonesnap Acc/Rech	15,000	65,000	78,400	158,400	
    29	Serendipity Def	15,000	1,300	43,700	60,000	
    30	Serendipity Def/Rech	15,000	10,000	43,700	68,700	
    31	Endurance Redx		0	0		50,000	
    32	Defense			1,000	82,000	29,000	112,000	
    33	Jump			500	2,000	16,600	19,100	
    34	Endurance Mod		24,825	7,500	33,100	65,425	
    35	Endurance Mod		24,825	7,500	33,100	65,425	
    36	Endurance Mod		24,825	7,500	33,100	65,425	
    37	Run			2,000	27,000	27,300	56,300	
    38	Run			2,000	27,000	27,300	56,300	
    39	Adj Target Rech/ToHit	75,000	34,000	43,700	152,700	
    40	Recharge		0	0	0	75,000		Originally Adj Targeting Rech
    41	Recharge		0	0		10,000	
    42	Recharge		0	0		10,000	
    43	Accuracy		500	27,000	40,040	67,540	
    44	Achilles Heel Proc	100,000	3,000	23,700	126,700	
    						
    		1,530,475	739,200	1,636,980	4,071,655
    					
    					
    	TOTAL	7,978,310
    Total cost 7,978,310

    So, what did I learn from this:

    1. If you are even a little bit patient, you can grab fully crafted generic IOs or their corresponding recipes for next to nothing. You'll see on my chart above that I grabbed a number of IOs for 10k, and the recipes for 1k. A crafted recipe that you buy for 1k is approximately 45-50k in cost when you factor in salvage. If you buy the recipe right off of the invention table (like I had to for the end mod pieces), the cost increase by about a third, around 70k.

    2. A frankenslotted build is probably more expensive than a comparable fully generic build *IF* you are impatient. If you are like my acquaintance, a generic build is probably more expensive. The full build above was around 8M. I'm fairly certain I can do the whole build 3M with just generics...that's even assuming I have to buy recipes right off the invention table and craft each one myself.

    3. PBAoE recipes and IOs that are not max level are rare and hard to come by. The cost for the multi-strike and cleaving blow recipes above reflect the fact I had to put in overnight bids plus a premium I paid to ensure I would get any recipes listed. Due to the increase of solo farming at 50 and less AE activity, less than max level recipes are already showing signs of scarcity.

    4. I could've paid less by simply using AE bronze rolls and not even bother paying for recipes. That's why there's a Steadfast Res/End in the build. Crafted, that IO goes for around 5-10M, about the price of the entire build. However, I rolled the recipe with a bronze roll, bought the salvage for it and crafted it. A lot of max level 30 recipes, such as the Bruising Blows, could've been acquired using the same method. However, I rushed through the buying process. I'm just pointing out a mistake.

    5. I actually broke even on the build. When I was putting in lowball bids for the Achilles Heel proc (100k), I manage to win two of them. I stored one IO and relisted the other, it sold for 9M, which minus listing/market fees brings me a tiny profit overall.

    Anyway, if you made it all the way to the end, I hope enjoyed my little experiment. It was eye opening for me as well.
  13. Agree. It would be a great time to merge the markets, and I think with Praetoria, most of the player base would understand why it had to be merged.
  14. Don't feel too bad. I accidentally listed a Regen Tissue +regen for 650,000,000 yesterday. Obviously, I had to relist for something a lot more modest.
  15. Quote:
    Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
    Have you never played a buff set? Thermals, pain domination and sonics can well use the recharge and end redx that come with resist sets. Force field, colds and empathy can take advantage of similar pieces in defense sets.

    Quote:
    Players appear to prioritise powers as follows:
    In Damage Powers:
    Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.
    I prize end redx and recharge in my attack powers as equally as I prize accuracy and damage. Whereas global set bonuses can often make up for low accuracy and/or damage in an attack, it's difficult and much more expensive to get good amounts of global recharge or good endurance recovery. In power slotting, the multi-aspect pieces that have end and rech are quite valuable. I actually like the fact that many players seem to pass these up.

    BTW, as a previous poster mentioned, there are no end/rech IOs in any attack set, though there are acc/end, acc/rech, acc/end/rech, dmg/end/rech, etc. Some of the triple, quad aspect IOs that have both end redx and recharge are *quite* valuable (i.e., see Obliteration, Eradication, Devastation, Decimation, Mako's Bite) and far outstrip the value of the acc/dmg piece in the same set.

    Quote:
    Peculiarly rare powers have recipes of incredible comparative cheapness. Let's compare Sleep with Melee damage:
    Fortunata Hypnosis - recipes 2-10~ million infs
    Hecatomb - recipes 40-250~ million infs
    The answer to this is obvious. There are comparatively few character types with sleep type powers but many character types that use melee damage. Of course, the set that can be used by more players is going to be more expensive.

    Quote:
    I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?
    Nope. A snipe, an immobilize and taunt will have just about as much chance of dropping as a melee or ranged damage recipe in most cases. That's by design. Drops are not predicated on the type of AT you happen to be playing at the time.

    Quote:
    Now, I realise that it depends on what type of character you are playing and that, maybe in some twisted way this is a lesson to play a style which you don't enjoy, but that hardly seems the right thing to do, does it?
    As I mentioned above, it's pure chance whether a recipe happens to be useful for your character or not.

    Quote:
    I'd really appreciate it if anybody would like to crunch some numbers on this, and I would also like to see what you think of it, so I ask once again: "What's wrong with IO sets?"
    There is nothing wrong with IO sets, and your question is poorly worded. You seem to be under the impression that the AT you happen to be playing is a factor in the type of drops you get. There is no such correlation - at least none I've ever heard of. It's completely random. It's why your tanker will get sleep recipes and your controllers will get snipe recipes.
  16. Quote:
    Originally Posted by Laevateinn View Post
    I go from 1-50 on all my characters with SOs. It's something of a rite of passage for me, and replacing my SOs gives me something to look forward to every few levels.
    I can't do that anymore. I'm pretty much addicted to IOs. The only time I buy SOs is as a place holder when I first get a power, which is soon replaced when I get more slots.
  17. Quote:
    Originally Posted by Zikar View Post
    Sell salvage/recipes mainly.

    The AE is good for getting the exact high selling salvage you need.
    Unbelievably wrong. I farm AE regularly and it's still highly profitable. If you minus the chance of purple recipes, AE is far more profitable in the medium term than farming an instance set for 8 players. I wouldn't waste AE tickets for salvage ever.
  18. Mind you that I completely empathize with people who work during the week and can only do this event on the weekend or on certain days of the week. Having the event this long is certainly more fair in that regard.

    But for me, I'm done. The trick or treat mechanic, while amusing, gets tiresome after awhile, especially since I've seen iterations of this for years. It was just easier for me to put in lowball bids for Halloween salvage and cash them in for the costume slot rather than sit and click on doors.

    As for those people who thinks that CoH "misuses" instancing. I'll point out events like this one where a couple of players can pretty much ruin the experience of an entire zone. Griefing wasn't extreme but it occurred...sometimes accidentally, other times because the greed for salvage/loot/badges overcame simple common courtesy.

    I'll be glad when this event is over and I can get excited again about information about the new issue or Going Rogue.

    My apologies in advance for having such a gloomy post.

    FF
  19. Oh I completely agree that purples are nowhere close to the good ol days of 30M each, but they're no longer 1B for a set of 5 anymore. Prices of some purples are edging at or even below the cost of things like Obliterations, Luck of the Gambler and Numina's Convalescence.
  20. Over the last three days, I've bought 8 purple recipes to give my fire/shield scrapper two sets of 5 (Hetacomb and Ragnorak if you're wondering). I used to not buy purple recipes on principle because they didn't fit my idea of price/performance (too little increase in performance for the price you paid). Not anymore. Prior to this issue, you could spend 2B to buy 8 purples, but I paid a comparatively paltry 810M.

    Prices have fallen on some recipes by 50% or more. Oddly, you can buy some of the crafted ones for even cheaper than the recipes. This is probably the result of market lag as it adjusts to the increase in stock.

    I'm sure this won't end the whine threads that purples are still "unobtainable" (an ironic word choice since you can just buy them off of the market). However, issue 16 has definitely opened the supply floodgates.

    Purple recipes are definitely on my shopping list now and I will probably start slotting them on my characters en masse. I no longer see any reason to hesitate about them, since some sets are only marginally more expensive than rare set recipes.
  21. Quote:
    Originally Posted by Blood Spectre View Post
    Another thing that I find helpful is the following;

    Get to the first generator asap, and then defend it with your life. Spam every aggro hogging power you can get, and stay by it until you've defeated every enemy anywhere near it. I think Ambushes spawn on it too, so stick around and keep an eye out. Once you've kept it clear and safe, ignore the other 3. You only have to save 1 of them. So once you've protected 1 from all comers you're free to rescue the Lois Lane knock off and then go get wtfpwned by Silver Mantis as many times as it takes.
    This is it exactly. Just make sure one generator is completely defended. After you kill the mobs attacking it, stick around since an ambush group will attack it soon after. After beating the ambush group, kill any mobs nearby just in case. After you do this, you can take your time to save the reporter and then purple/purple/red/red/Shivan/nuke/nuke Silver Mantis.
  22. Quote:
    Originally Posted by Lazarus View Post
    And yet when is the last time you saw anyone excited to go fight one?
    My point is that I don't think Captain Dynamic is wildly out of balanced compared to what you'd encounter normally in the game. I draw no conclusions as to whether or not people are "excited" to fight one...some will like the challenge, others will look at it as an opportunity to drop the mission or reduce difficulty.
  23. I'm seeing builds get to the 24-27M milestone. Can anybody break 30M in an hour?
  24. Quote:
    Originally Posted by LaserJesus View Post
    Of course the difficulty isn't insurmountable. I mean, I beat it, after all. The point is, should it be like this? Should the average player have to contend with sudden bursts of lots of damage and accuracy from lieutenants and up? I'm going to say no. There are one, maybe two enemies in the standard game that have build up, both faced very occasionally. I can't think of any single enemy that has the kind of regen that Captain Dynamic has. And you fight him in an arc that is tagged solo friendly. I mean, sure, you can just run away and wait for his instant healing to wear off, but again, why should I have to? That's boring. Sitting around waiting, doing nothing for a couple minutes before I can even deal any appreciable damage to an enemy.
    I'm a little leery of making assumptions of what the "average player" is capable of. Are the custom mobs in the arc harder than what you would encounter in game? I don't think so. I would find Arachnos, Longbow and the Circle of Thorns equivalent in difficulty to what I faced in the LOLBAT arc. I'd rate Malta, Carnies, Knives of Artemis as being much harder, especially at the +0/x3/Boss Enabled difficulty.

    As for Captain Dynamic, I think he's equivalent in strength to an Arachnid Elite Boss, about the same regen rate and attack power. In other words, there's an in game, dev created creature on par with him that the devs expect the average player to face.

    I also don't find build up / aim / fiery embrace as being so unbalancing that players can't overcome it. An Arachnos Tarantula Queen boss can debuff your defense down to nothing and have just as easy of a time hitting a defense based character as a custom critter with tohit buffs. And given that the attack is psy based, I'm fairly sure it's an auto hit against a SR character.

    Quote:
    This isn't an "Oh my god, this is too hard and I lost" post. This is a post saying that these arcs suffer from some bad critter design, and people will have problems. Some won't, but enough will, and in an annoying enough fashion, to be a problem.
    Didn't take your post like that at all. I just disagree that the mission critters are that hard.
  25. Well I just retried the LOLBAT arc at +0 / x 3 / Bosses Enabled / AVs Enabled. The fire/shield chef bosses show up with bosses enabled but don't show up if bosses aren't enabled. This explains why my Traps Defender had a far easier time since she never faced them.

    With that said, my opinion about the difficulty of the arc remains unchanged. I tested this with a fire/shield scrapper, which I admit is heavily IO'ed (though no purples). Since the mission arc exempts you down to 40, she did lose much of her set bonuses, so she played like a frankenslotted scrapper with a few set bonuses. Her melee defense at that level was 34%, so slightly better than a SR scrapper with SOs, but not exceedingly so.

    My scrapper didn't die once or was in any real danger. She dipped once down to yellow health when she encountered an unfortunate placement of a chef boss guarding a hostage right next to Croc Pot, but the encounter ended without much difficulty. Croc Pot died in the AoEs like the rest of the fodder so I didn't get to really face him until the last mission where using direct attacks only, he died in 4 hits. LOLBAT did have build up as you said, but again there are many ways of handling that, including just running away for 10 seconds and coming back. I didn't bother, just took the alpha and downed him pretty quickly. I completed the entire arc without using a single inspiration.

    I'm not writing this in an effort to embarrass you or suggest that defensive based characters won't have issues. They will. However, I don't think the challenge is insurmountable. If they find it too hard, they can lower the difficulty and the chef bosses won't show up. I did not find the custom chefs any more difficult than some of the ones found in the dev choice arcs...in particular I recall one set of critters where the Lts. had build up and the supporting minions were empathy. These aren't anywhere close to being that bad.