MadScientist

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  1. [ QUOTE ]
    5. Tesla Cage not available.

    [/ QUOTE ]

    We've been told by Positron that they coded some items that are not unlockable yet, so they'd be in place for future badges. (Advanced Holodisplay and Elite Sapper are another 2.)
    Though perhaps the probelm is that it's taking too long to get to those badges.
  2. what happened to my large base bug post? did it get eaten by the forums?

    (if it did, I think I have a copy on my desktop.)
  3. -----------------------------------------------------------------

    To Ex Libris, Positron, and the rest of the City Dev Team,

    We, the base-building community, thank you for taking an interest in our thoughts on bases. We have compiled this list of base-related bugs, suggestions and general needs for improvement.

    This is only a summary, where there are complicated discussions or multiple ideas of how to solve a problem you will find links to other threads in the forum. When you decide to address those larger issues, an official "call for feedback" thread would be very useful. (Like the thread for thoughts on Defiance.) For example, if you choose to add new rooms, there have been dozens of suggestions for which sizes and types are most desired, an exercise similar to this Suggestion Collection would be useful, especialy with more focus to it.

    Would it be possible to have more Developer presence in this forum? We could provide better feedback if we knew your design goals. And sometimes a short explanation from a Dev can clear up debates quickly.

    Thank you again.
    Signed, the posters in the Base forum.

    -----------------------------------------------------------------

    Bugs.
    This list contains things that are broken. Either not functioning at all, or not functioning properly.

    Base Usage bugs<ul type="square">[*]Robosurgery doesn't attach.[*]Upkeep Overpayment - if you pay too early, your next bill for rent will be due 2 weeks earlier than it should[*]Players using the "Leaders Teammates" base entry permission (so not SG or Coalition members) are immediately kicked out of bases after they zone in. This seriously hurts the Silver Mantis SF. Details here.[*]Game Client can shutdown while you are zoning to your base with the message ""You have been forcibly disconnected from the server. MapShuttingDown" Details here.[*]Grandville beacon artwork shows "destroyed" when in place, but not when moving the beacon.[*]Missing FX on many items (mostly defensive items - Stealth Supressor, Force Field Generator, etc.)[*]Empowerment stations list 15 minute durations, they were changed to 1 hour in the 8.16.06 patch but the text was not updated.[*]What's the status on the Cathedral of Pain and Items of Power? What exactly was broken about it? (Players have some likely causes, but no Dev has ever spoken on it.) Maybe knowing where the problems are, the community can suggest COP/IOP designs without those troublesome parts of the system.[/list]
    Base Building bugs<ul type="square">[*]Blocking 1 doorway placement completely prevents room creation/movement - the logic of this should only prevent the room if no doorways can be made at all.[*]Changing room style can automatically overwrite other room styles (not reliably reproducable, though)[*]Inability to edit while people use Storage, because storage keeps repainting the base and resetting your edit[*]While editing, the total prestige available sometimes does not take into account the last few edits, leaving you with less prestige than you really have (even a negative total). This can take a long time to correct itself.[*]Incorrect/missing SG logos on items. Bomb, Globe, Lightning 2 and the letter X show up as the Biohazard logo. The number zero shows up as the Globe. Club, Diamond 1, Hourglass, Ornate 2, and Shield 1 are not visible at all. Visual guide here.[*]Personal Invention Salvage Vault sometimes doesn't get Energy/Control[*]Teleporter Beacons don't always interract right with Energy/Control[/list]
    Base Raid bugs<ul type="square">[*]"Field" items not working during raids[*]Raids do not end when all attackers are out of the defender base after the half-way point (Back when this did work properly, corpses apparently could prevent a defender from winning. That may still have to be addressed.)[/list]
    Supergroup bugs<ul type="square">[*]There is no confirmation prompt when you hit Kick on the right-click menu (unlike using the Remove button on the SG Roster Window)[/list]
    -----------------------------------------------------------------

    Flaws.
    This list holds design flaws. Things that don't work as well as they could. Things that could be improved to better serve their intended use, or their expected use.

    Base Usage flaws<ul type="square">[*]Generator Energy Curtain doesn't work with Turbine or Fusion Generators.[*]Inf-&gt;Pres trade-in at the Register is a huge ripoff. A level 50 turning on SG Mode gives up about 1 million Inf for 10k Pres, the register gives 2k for each million. This function did not change back when all other Prestige awards got increased 25%, so it seems it should be at least 2500, but that may not solve the problem.[*]Unable to control the direction you face on zone-in[*]Storage needs to be sortable, or simply default sorted by item instead of by time (such as using the same sort order as an NPC store)[*]Storage permissions don't match how most groups want to use them. Some enhancers should be more secure than others, and so on. (Permission by table would be ideal, a whole tier of more-secure tables would probably give enough flexibility to be useful.) In general, the all-or-nothing nature of the permission, combined with the need to educate new SG members makes it difficult to trust people with any storage permission at all. More storage discussion can be found here.[*]Storage log can be spammed to remove history - should something be guaranteed to exist for a length of time before being pushed off the list?[*]Storage doesn't always remember who placed an item, and definitely forgets it all if you move the storage to a new room.[*]Lack of a way to pool Invention Salvage and Recipe resources among a SG. Thouse should have SG Storage items.[*]Combat Logs is too weak for its huge prerequisite[*]Mission Computer needs more use (see wishlist)[*]Whatever happened to seeing Storage from a Worktable/Empowerment? (If that idea was dropped, just tell us and we'll stop asking.)[*]Most Empowerment buffs are considered insanely weak, and most are rather dull since you can get better effects from Inspirations. Tangent thread on Empowerment, since there's a lot to focus on.[*]Little use for "special" salvage (Alien Tech, Weapon of Mu, etc)[*]Lack of base salvage rarity labels.[*]Lack of concrete information about Salvage drop rates - we have been given similar information for Invention Salvage, Recipes and Enhancers.[*]Base salvage isn't worth selling to stores. Components DEFINITELY not worth it. (Perhaps when we have concrete drop data it will show that 100 Inf for commons is balanced compared to Invention drop rates.)[*]Are we ever getting the Tesla Cage, Elite Sapper, Advanced Holo-display? (like the Fusion Generator, how about a new requirement for the AHD if its requirement doesn't exist?)[*]Inability to use the Base features when teamed in the RWZ[/list]
    Base Building flaws<ul type="square">[*]Some higher-end functions were balanced for a 75 player SG, but most groups are only 75 CHARACTERS, not players, so those are very hard to reach. For example, largest plots, the high-end SG Badges, the idea that you have to sign up for raids because not everyone can fit on the team. (This is a flaw in recognizing how players utilize SG Rosters and Alts. Perhaps the solution is not to change costs, but to fix the rosters?)[*]In general, the editor has a lot of room for improvement. Expanded discussion is found here.[*]Low percentage of SG members are given edit permission. Like storage permissions, this seems to be a problem because of the all-or-nothing setup. How can base editing be "tiered" to allow different amounts of access to different ranks?[*]Removing a placed Personal Item deletes it totally. This is a big contributing factor in the previous problem of leaders not sharing edit permission.[*]Having to use 2 different editors to place a personal item is clumsy. Can crafted items go into a SG inventory accessible from the normal editor?[*]Why can anyone edit the base by placing a personal item despite security limitations?[*]Moving the entrance room with no other rooms uses a very roundabout solution.[*]Plot Upgrade Costs are misleading, since the displayed cost does not account for selling back the current plot. (Some people don't even know you get refunded the old plot cost.)[*]Apply room style to base is too destructive. You can't copy 1 room without overwriting everything. Why not a Copy+Paste Style instead? (you could still apply that to the base, just with a bit more running around.)[*]Removable floor/ceiling trim[*]Lack of feedback on collisions, especially when unable to place a door (including when moving a room)[*]"Hollow" items that block pathing (for example, Spike Rings and Arcane Arches can block doorways even though you can walk right thru them.)[*]Roundabout means of getting multiple SG logos onto items. Possible solutions: A color selector for item, similar to lighting/ting. Make these items craftable, selecting colors at creating in an interface similar to a costume editor.[*]Lack of info prior to crafting an item (Size, Prestige/Energy/Control costs, many items lack pictures)[*]Veterans base items are poorly implemented. (Perhaps if they were crafted, unlocking recipes like the Invention badges do.)[*]Not enough Worktable spots on a plot for all 6 tables plus Invention. Why limit Wortables at all, when Teleporters and Defenses are never limited?[*]Inequalities between Tech/Arcane item sizes. (Raid porter, 2nd and 3rd control items.)[*]Stacking items in the editor is extremely difficult. This guide illustrates the difficulties players need to overcome.[*]Inability to move rooms when items are stacked. (any more details on this? does it only take 2 items in the room to block the move, or do you need a filled room to trip this bug?)[*]Many flat-top items do not allow things to be placed on top of them. eg, bookcases, counters, floor tiles[*]Large steps exist in the growth of bases, notably when growing out of the Startup items, and when trying to upgrade a Mainframe to a Supercomputer. Tangent thread here discusses some options.[*]Many architects feel unjustly constrained by Raid considerations if they're not using the base for raiding. Can the system be more flexible? Or if there are general limitations, raiding or not, could they be better expressed in terms that don't trigger phrases like "but I'm not raiding"[/list]
    Base Raid flaws<ul type="square">[*]Where's the Scheduled Raid System? (and would enough people care? no, seriously, the amount of people who don't want - even fear - scheduled raids even while wanting IOPs was pretty amazing. Why is the SRS often seen more as a cost to be paid/avoided than as "content"? Should the premise be rethought? Maybe the whole SRS/IOP interaction has to be re-thought?)[*]Griefing on Zoning in to an attackers base. (Yes, all's fair in PVP, this is not an exploit, but so many people are unhappy with it that it needs to be examined.)[*]Long zoning times are no fun, it's just time you're not raiding. Why not instance both maps together and use "elevator" type code to move to the PVP area faster?[*]Defending players are unable to join a raid that's started, even if there's room.[*]Why even require players to find a "join" button to sign up? Just add them to the raid team if there's room.[*]Unable to concede a raid to end it early (Maybe not a good idea for Items of Power Raids, but pickup raids should allow it.)[*]People not in the raid are immediately kicked out of the defending base with no explanation (so often they keep trying to enter) - the base menu should simply tell them there's a raid in progress and deny access.[*]Why is the defending base off limit in the first place? Could you instance a raid version of it to leave the non-raiding people a base to use? The attacking SG has no such inconvenience.[*]Attacking teams can have SG and coalition member "buff bots" sitting in their base providing raid help, Defenders can not. This is an imbalance.[*]What's with the function of the Relay? its effect and worktable description don't match.[*]Batteries are useless on a hidden plot because of the need for Control. What was the design goal for those?[*]The Pylon setup means the ideal defense is to have as few rooms as possible, which narrows strategy options. What's the design goal? Can this be improved to better meet that goal?[*]Mez Protection IOP was insanely overpowered, especially in PVP. This should be examined before it returns to play.[/list]
    Supergroup flaws<ul type="square">[*]Many SG issues are related to bases, and often discussed in this forum. eg, security affects storage; rosters affect prestige; SG-focused functions make sense on items in the SG's base. There's a tangent thread for those, and many of the following points.[*]Most people commit many alts to a SG. The SG Roster is not currently designed to facilitate that behavior. Can the 75 Roster Limit count by global instead of by character?[*]Chest icons that aren't available as SG Logos[*]Complete loss of Prestige history and Join On date when you leave a roster (at the very least, if you don't join another group in-between it should remember them)[*]Lack of security with regards to Alts - should we know someone's global, or be able to globally kick a security risk?[*]It's hard to set security limits if you can't demote offline/hidden members. Promoting offline members would be useful, too.[*]Lack of logging - any action dangerous enough to necessitate a Security permission should be trackable when leaders are offline. Most such actions generate system messages to a player involved, or to the whole SG, so should be easily recordable. (eg, Join, Quit, Kick, Promote/Demote, Base Edit. Changes to Permissions are perhaps the big case that doesn't generate a system message but should be logged.)[*]Promoting up to the same level as you should have a confirmation prompt since you can't undo that action (and since it can happen due to lag or an accidental keypress on the right-click menu)[*]SG Register should display and filter on Hero/Villain[*]SG Costume Color Settings should be saved separately for each costume, since changing costumes often needs a SG Mode adjustment.[*]There is no tangible benefit to supergroups working as a group. Such as bonuses teaming with your SG.[*]The auto-promotion system is seen as a bit to arbitrary. A lowest rank can too easily gain sole control of a whole group. Can the system prioritize higher ranks?[/list]
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    Wishes.
    These are the most popular game additions to improve bases and supergroups. This is only a summary, when it comes to things like new base decorations the list would be much too long to post here, links to other threads will be provided.

    Base Usage wishlist<ul type="square">[*]There's a huge list of art that exist in-game, and could be easily used for Base Items. See excellent thread here.[*]and countless wishlists of new decorative items. There's a whole thread on this. The most often requested categories of items are: doors/windows/walls, more room styles (outdoor/water/lava), NPCs, architecture for 2-level rooms, and look-a-likes of functional items.[*]Bring existing game functions inside the base (as was done with Issue 9's items) - Tailor, Auction House, Arena, Trainer, Info Kiosk, Mission Difficult Setter, NPC Store (to sell Enhancers), Mission Doors[*]SG-missions (on mission computer?) Tangent thread started here.[*]Return-to-mission Teleporter was mentioned by the Devs long ago, whatever happened to that idea?[*]New teleporters, either to increase beacons per room, or to simply put more destinations in one click spot. Focus thread here.[*]More personal storage - that would prevent people from trying to retask group storage for personal means[*]Storage for Inf (though would it be degenerate since the character limit on Inf is so insanely high?)[*]Text labels on Storage item interface since people have many systems for how to file their group's items (eg, "Magic Enhancers only in here")[*]Defend against a raid by NPCs A way to use your defensive designs without engaging in PVP.[*]Ability to zone into your Coalition bases directly from the Base Exit Portal, to make it easy to tour, or to utilize coalition items. (Should be easy to code since the Portal can generate a zoning menu if there are multiple instances to zone to. Just get the other bases onto that menu.)[/list]
    Base Building wishlist<ul type="square">[*]Clean up and resort item menus see also: the Base Editor tangent thread.[*]Some way to rapidly place favorite items. Such as making a Favorites listing in the base editor. Or a Most Recently Used list. Or a "place another copy" button on the item's info window.[*]Ability to change the Base Exit Portal's look.[*]Ability to change the Entrance Room's size.[*]More variety of room shapes and sizes, especially Decorative rooms.[*]Transition effects in doorways, instead of sharpy dividing the room styles[*]Ability to put 2 doorways side-by-side.[*]Placement of items (including Trim) in doorway squares[/list]
    Base Raid wishlist<ul type="square">[*]Can the Raid Schedule window be used to plan pickup raids more than 5 minutes in advance? (eg, current setup a group can plan a friendly raid and put it on the SG MOTD, but still only have 5 minutes to log in and actually sign up when the invite is sent. Why not make the raid official right away and utilize the schedule window for a longer sign-up time?)[*]Option for shorter duration pickup raids?[*]Option for lower level pickup raids? (level 40? 30?)[*]Variable size limits on raid teams[*]Groups with no IOP are easier to defend, there is 1 less victory condition because there is no IOP shield to take down. Should defenders need a Raid Target, so all raids have the same set of rules? (ie: place a Flag to be captured.)[/list]
    Supergroup wishlist<ul type="square">[*]Passive recruiting using the SG Register. Anyone looking for a SG should be able to use the Register to find one, and to send that SG a request for membership. This would cut down on the need to run around broadcasting, recruits would come to you.[*]More communication - Messageboard, mass email[*]Some way to email a Group, not a Player. eg, "dear coalition, whoever is in charge..."[*]A way to chat to a single coalition (disabling Chat To every other coalition is really clunky.)[*]SG Info on a character Info screen. (info tab with the logo in SG Colors, SG Motto, player's Rank, "member since...")[*]SG Costumes. Most SGs have a costume, some way to better communicate those costume settings in the costume editor would be useful.[*]NPCs around town should "namedrop" the SG, especially when multiple members of a SG are running around on one team. (dialog like "I saw the Freedom Phallanx battling the Freakshow!")[*]A way to contact a PLAYER who's in the group, even if that CHARACTER doesn't log in. (Knowing globals on the roster would fix this. As would allowing a player to read all their character's email in 1 place without having to log everyone in.) The biggest use of this would be "you haven't logged in for a while..."[*]IO Memorization for a SG. (So one person in the SG doesn't have to do all the efficient crafting and pass it around thru storage.)[*]Info Kiosk style stat tracking for SG members. eg, rank most kills by SG members, prestige gain over the past week, etc.[*]A way to get both Prestige AND Inf past level 35 (frequently toggling SG Mode on and off is a clumsy solution). A Prestige Slider is often mentioned; adding a single 50/50 SG Mode setting would be better than the current extremes of 100/0 vs 0/100; or simply cut back the Inf tax to less than 100%.[/list]
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  4. How about a few wall styles pulled from mission maps?
    For example, the wood paneling from the Office map.
    I wonder if the curved floor/ceiling in the Tech map is a trim that we could get.
  5. [ QUOTE ]
    (level dependent damage from chart) * (0.2) = average damage from a proc with a 20% chance of activation

    [/ QUOTE ]
    I think that's a very misleading way to approach these.
    Let's say that your formula converts a Proc to the equivalent of an SO. (Which is what you get out of the formula with a Ghost Widow in a low damage Hold power.) There's still a very significant difference between getting an SO buff on every hit and getting 5 times an SO Buff on an occasional hit.

    For that reason, I actually prefer the Proc in a Hold in place of SOs, even though it costs so much more than a Damage IO. When it goes off, it can take a huge bite out of a minion and change who I'm deciding to target, where spreading around small SO buffs of damage on one hit is not going to be very noticable. But it's less useful against something like an AV where you need a sustained damage to beat their Regen.

    Or consider Ice Bolt. The Proc is not a buff on average taking you to the equivalent of 115% Damage Buff and beating the ED cap, it's instead a 20% chance for double-Scourge.

    To draw a comparison to other analysis... people talk about HP Regen in terms of equivalent damage mitigation per minute, but you can't forget the key difference that Regen won't stop you from being 2-shot. It's OK to make the comparison, but don't lose perspective.


    [ QUOTE ]
    (Oh, another question you might want to address in the guide: what happens with the proc when a scrapper gets a critical? I think the answer is nothing, but I'm not sure.)

    [/ QUOTE ]
    Good question to include, I agree.
    The answer is that the Proc is not affected by things like Criticals, Containment or Scourge, similar to how damage buffs do not affect it.

    On a related issue, one of the huge advantage of Procs is that they are independent of the damage cap, since they're separate damage than the power's normal effect. That makes them useful for people using things like Fulcrum Shift, or who like to max out Fury/Defiance constantly. (Course, if you've got 400% Damage Buff going, that 70 damage from the Proc is pretty minor, especially for what you pay for the IO.)
  6. Redlynne, I think the imporant detail to focus on is the type of power. The key difference is whether or not the power summons a "pet". Not an actual pet, but a pet-like invisible object.

    A rain power is technically a pet that throws out a damage AOE power every so often. It's like an invisible Auto Turret, or Poison Gas Trap.


    I believe the rule of thumb is that "dropped" powers are all pets. Burn is not a targeted drop, but is still a drop - it doesn't move with you like Blazing Aura does. Targeted powers are typically not pets, but there are a few exceptions. (Kinetic Transfusion and Transferrence are pets and targeted, but don't take Procs.) Is there a better way to determine which is which?

    Though I wonder if it really matters if a Rain will fire the Proc twice - it's not like a lot of people are in the Rain for all 10 seconds, and I don't think an extra tick from a Proc will make or break whether you want to slot it in there. Are there any pet-like powers that last more than 10 seconds?



    What does this all mean for Oil Slick? Oil Slick is techincally 2 pets. The first pet is the knockdown-empowered black slick. When that pet takes damage, it summons a burning patch, which has the Proc effect running. Thus the 10 second timer starts moving when the burning pet is spawned.
  7. [ QUOTE ]
    The main reason I'm hesitant to open my base storage to the whole SG is there's numerous very valuable items of mine in there that would disappear to sticky fingers and end up on the market. I have little faith in human nature.

    [/ QUOTE ]
    (emphasis mine.)
    If they're YOURS, then you shouldn't go throwing them into the GROUP storage. You should keep them in your auction slots, or in your personal inventory.

    That's not to say I disagree with the goal here. Different storage permissions are needed so that, for example, common level 10-25 IOs are available to Rank 2+, but the level 30-50 ones are only for Rank 3+. That way low rank / low level people can take IOs to use, but the ones that would sell for a lot on market are only available to more trusted SG members.
  8. Nice guide. Mind a few comments?

    [ QUOTE ]
    They all do the same damage.

    [/ QUOTE ]
    May be worth mentioning that various enemy resistances may affect things. eg, Psionic is going to probably be better than Smashing.


    [ QUOTE ]
    (Subjective) It is better to slot Procs in fast recharging attacks than in slower recharging attacks.

    [/ QUOTE ]
    Less-subjective phrasing: The more often you get a Proc to fire (such as in fast-recharge attacks), the more often it will succeed.


    [ QUOTE ]
    (Subjective) This makes the procs more useful for Archetypes with lower Melee/Ranged Damage Modifiers.

    [/ QUOTE ]
    again, less-subjective: This means that viewing the Proc as a damage buff it will be a greater bonus (by percentage) in a lower damage attack or for a lower damage archetype.
  9. [ QUOTE ]
    FORKLIFT!

    [/ QUOTE ]

    How could I have forgotten that in the list?

    Which contact has the "Sabotage Boomtown Construction" mission? I bet that's full of interesting things. No, I don't know why we'd need rolls of pink insulation sitting around our base, yet somehow I know I'd use them.....
  10. [ QUOTE ]
    Remember, this thread is looking for items that already exist in the game.

    [/ QUOTE ]
    quoted and bolded.
  11. Almost everything thrown by Propel is not available. (no idea how I'd get screenshots of those, but the location seems pretty easy to find.) For example: dumpster, oxygen tank, gargoyle statue, sink, etc.

    Also not worth a screenshot, because they'll be easy to find, a lot of Glowies exist as objects already but aren't placeable. Such as the Fridge, Tech Lab, various computers, the short file cabinet, wall safe, gun racks.
  12. we gotta watch ourselves. if we don't play nice the Devs will never code any base features for us ever again.


    what's odd is that having written that I don't feel like punctuating it with a smiley. it's just not as funny as I thought it would be.
  13. [ QUOTE ]
    Just bumping the thread up.

    [/ QUOTE ]

    bumps are frowned upon the same way as petitions. you're not helping the cause.
  14. Knockback is incredible. Consider the cost of 3 Base Salvage vs the cost of buying a low level KB IO, even if you need to use the Empowerment station 10 times it's better.

    As for the resists, I think they're too expensive to be worth it. 1 damage type is far too limiting.

    The movement speed buffs are a joke, being less buff than unslotted Fitness.

    Anti-End-Drain can be useful in certain situations, like set up one person with that to handle the Rider on the Rikti TF. Of course, the trouble with that is you have to set them up before you start and hope to do the earlier missions fast enough...
  15. I don't think the search engine in the auction house cares about capitalization, but things like hyphens and spacing are definitely a big deal.


    For the blue/white... are you talking about white text in the description, or the white name of the crafted enhancement? (which I think are usually the same, it's just the recipe name that's always wrong, but maybe not) Do you know what the enhancement actually buffs when slotted?


    for Touch of Death's chance, I seem to recall it being 15%. So that's worth noting here in case someone comes looking for it. Anyone have a link to where that was said? I agree it should definitely get added to the description in-game.
  16. And a collection of recipe names that do not match the crafted enhancements.
    These cause a problem when trying to search for both the recipe and the crafted enhancement at the same time to compare prices. For example, I've personally searched for Touch of Death: Chance for NE Damage, seen only recipes for sale, and paid a lot for salvage. After crafting it, looking for the rest of the set, I saw the crafted versions for sale with much lower prices.

    Positron's Blast recipes have the apostrophe, Positrons Blast enhancements do not

    Call of the Sandman: Chance for Self Heal (Recipe)
    Call of the Sandman: Chance to Self Heal (Enhancement)

    Devastation: Chance for Hold (Enhancement)
    Devastation: Chance to Hold (Recipe)

    Entropic Chaos: Chance to heal (Recipe)
    Entropic Chaos: Chance to Heal Self (Enhancement)
    Note this is also inconsistent with Call of the Sandman

    Tempest: Chance for end drain (Recipe)
    Temepst: Chance for Endurance Drain (Enhancement)

    Touch of Death: Chance for NE Damage (Recipe)
    Touch of Death: Negative Energy Damage (Enhancement)


    Invention: Stun Duration (Recipe)
    Invention: Disorient Duration (Enhancement)
    In general, the mix and match use of Disorient and Stun is problematic in the Auction house.

    Debilitative Action: Chance for Stun (Recipe)
    Debilitative Action: Disorient Bonus (Enhancement)

    Pounding Slugfest: Chance to disorient (Recipe)
    Poundind Slugfest: Disorient Bonus (Enhancement)

    Unspeakable Terror: Chance for Disorient (Recipe)
    Unspeakable Terror: Disorient Bonus (Enhancement)

    Executioner's Contract: Disorient Bonus is the name for both the recipe and the enhancement, which is at least self-consistent, but is not consistent with similar recipes. (Yes, the 4 disorient Procs have 4 different recipe names.)
  17. Does this need a cross-posting in the Market, since so much of this affects the auction listings?

    If someone could sticky this post, it'd be much appreciated. Thanks.


    Stupefy: Chance for Knockdown (Recipe)
    Stupefy: Chance for Knockback (Enhancement)
    This actually does KnockBACK, and the recipe description says that, but the recipe name is misleading.


    Essence of Curare: Acc/Hold (Recipe) all show as Essence of Curare: Acc/Hold/Rech (Recipe). This mixes them in with all the actual Acc/Hold/Rech recipes, and means there is no Acc/Hold listed in the left-hand pane under that recipe set. The recipe description, however, lists it as Acc/Hold, and once crafted it has the correct name.


    All Sets that come into existence at level 25 have bugged level 25 IOs. These IOs can not be slotted until you reach level 23, where they should be slottable at level 22. The description does state level 23, which is a bit odd, and not an excuse for this behavior. That affects these sets...
    Melee - Focused Smite
    Melee - Touch of Death
    Ranged - Ruin
    Ranged - Decimation
    Pet - Blood Mandate
    Pet - Sovereign Right
    Resist - Titanium Coating
    Resist - Aegis
    Defense - Red Fortune
    Defense - Luck of the Gambler


    Luck of the Gambler: Increased Recharge Speed (Recipe) (called Luck of the Gambler: Defense/Increased Recharge Speed once crafted) buffs the Defense of the power its slotted in, and buffs the recharge of all your powers by 7.5%, not just one power as the description says. The recipe description does note the defense buff, despite it being absent from the recipe name.
    By comparison, Luck of the Gambler: Def/Rech (Recipe) (called Luck of the Gambler: Defense/Recharge once crafted) buffs the Defense and Recharge Rate of the power its slotted in.


    Chance to disorient percentage inconsistencies.
    Ten percent from Pounding Slugfest (melee) (this may be intentionally low)
    Twenty percent from Executioner's Contract (snipe)
    Two percent from Unspeakable Terror (fear) (this seems too low to be right)
    Two percent from Debilitative Action (immobilize)


    Sometimes you can not replace a slotted IO with a different level version.
    The system thinks you're trying to put 2 of the exact same name IO into the same power. There are 2 workarounds:
    1) Delete the first IO, then slot the new one. Drag and drop the slotted IO to the trashcan in the lower-left.
    2) Move the new IO into the same slot in your enhancement tray as the slot in the power you want to replace. eg, if you are overwriting the 3rd slot in the power, put the IO in the third slot in your tray and then drag it to the power.



    What else can people come up with?
  18. It'd probably be useful if you mentioned how those tiers of salvage get used.
    <ul type="square">[*]Level 1-25 Recipes require Tier 1 salvage.[*]Level 26-40 Recipes require Tier 2 salvage.[*]Level 41-50 Recipes require Tier 3 salvage.[/list]I've found it's convenient sometimes to build a recipe a few levels lower, or wait a little while for one a few levels higher, if it uses salvage that's easier to find.
  19. [ QUOTE ]
    You have a chance to get invention salvage whenever you defeat any NPC that cons green or above ...

    [/ QUOTE ]

    You sure about that green part? I thought it was any enemy that gave you XP, which would include a level of grey-con just below green-con.
  20. There are plenty of good, *current* threads about this. (The whole Post-I9 series.) It'd probably be better to join in those than this long out of date thread.
  21. [ QUOTE ]
    I do not want to start an SG -- it changes reward items percentages.

    [/ QUOTE ]

    That statement about reward percentages is completely untrue. Joining a SG does nothing to your item drop percentages.

    Just wanted to make sure that got stated here before someone locked this 6-month-dead thread you dragged up from the depths.
  22. Kinetic Combat: Dam/End/Rech
    Pounding Slugfest: Chance for Stun
    both from completing the Hess TF. (one mine, one from a teammate.)
  23. [ QUOTE ]
    ...I got no drop at all for TF completion a few minutes later.

    [/ QUOTE ]

    so we seem to have 2 options...
    That drop is a TF reward and for some reason is coded to drop from the AV, not from the mission.
    That drop is a mob reward and both those TFs are bugged and not giving a TF reward.

    It's also possible either option extends to other TFs.

    I guess the determination is if anyone can see one from a definite source, like the LRSF award, or a mob drop not in a TF.
  24. Did you get a drop after you defeated Clamor?
    Because I did not get any other drop at the end of that TF, so I figured it had to come from the mission.
  25. Pounding Slugfest: Damage/Recharge from a delivery mission.