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Quote:The Performance Shifter proc is worth 0.2 EPS over time (20% chance of 10 end every 10 seconds -- 0.2 * 10 / 10). It can be worth slightly more than that if you have more than 100 max end, but it's never going to get beyond that ballpark.The thing with Physical Perfection is that it can be slotted with another performance shifter...
(120 max end would yield 0.2 * (0.1 * 120) / 10 = 0.24 EPS. That's about as high as you're realistically going to get your max endurance pool.)
Anyway, by my calcs, in order for the 33% Cardiac Alpha boost to outpace enhanced Physical Perfection and the extra Performance Shifter proc, you'd have to use an unmodified ~5.6 EPS with attacks, utility, and toggle powers. On a Dark Armor Tanker, that should be trivially easy to do. Remember, the prior estimate was extremely conservative on purpose. I wouldn't get too caught up on this-or-that detail; Energy Mastery's a loser once we introduce Cardiac into the equation. -
Quote:Yes, especially on the AoE holds. Then again, you can throw an extra slot at the problem with the Basilisk's set.True, but you gotta be careful gimping accuracy too much.
Quote:I tend to go for the triples and quads also for exemplaring abilities. The enhancement from a quad will not be reduced by exemplaring until you go to level 19 or lower. Same with a level 43 triple. But you gotta drop all the way down to a level 24 dual IO to be protected from exemplaring. So my needs aren't the same.
Quote:Also I have a habit of thinking shaped by the wonderful nuts int eh scrapper forum who argue over the difference between 44.93% defense and 45.1% defense and actually have in-game stats to show that it changes whether you can or cannot successfully survive a given AV solo. o.O I am both frightened and in awe of those guys. So thanks to them I do have a habit of thinking how to slot that gives the absolute most of everything at all times. Which, obviously, isn't what everyone wants.
But yeah, the Scrapper boys and gals are pretty hardcore. Sometimes I think they get a little too caught up in their self-sufficiency metrics -- even to their own builds' detriment, on occasion* -- but I'll always have a warm place in my heart for that forum, cause it's where I started lo these many years ago.
(* I say they get a little too caught up sometimes because self-sufficiency -- without using temps or inspirations -- is basically impossible to achieve through the full range of the game's content, even at a given level. Every build has weaknesses, no matter how well-planned, no matter how expensive. So it's a little misleading to claim that the ability to solo a Rikti Pylon with no temps/inspirations is deathlessly important when the same build can be popping candy like a madman against Rularuu or Paragon PD or Malta or whatever. Infinite endurance sustainability is likewise somewhat arbitrary and impractical a standard, because most of the game only requires relatively short bursts of activity followed by relatively short breaks as you run between targets and whatnot. Some of the weaknesses their builds retain could, in other words, possibly be shored up a little better if they weren't married to kicking the crap out of the stress-test du jour. Still, all of their testing through the years has proven invaluable to players of every AT.)
Quote:Check the PBAoE PVP set also. I'm putting the Dam/End/Rech (2m recipe) Dam/Rech (5m recipe) and acc/end/Rech (16m recipe) into my fire/fire/fire dom to pick up those 3 points of knockback protection. =) Then adding scirrocco's proc, and eradication's proc and quad to round it out. if I have slots left over.
I was amazed to find some pieces of this set available for less than Scirocco's dervish. And We all need KB protection. -
The problem with Crushing Impact is that it interferes with your ability to slot Kinetic Combat (or Smashing Haymaker for those more budget-minded), which is your most slot-efficient source of S/L DEF bonuses.
I don't know how much money you're willing to spend, but if you want psi RES, then you're better off throwing the Impervium Armor and Aegis psi +ReS IOs into your RES powers. Just using those six slots will give you 18% psi RES, as opposed to the 10% you have now from CI sets.
Or, you could go for three-slotted Impervium armor to increase psi DEF (or both). Personally, I wouldn't recommend chasing psionic mitigation on an INV Brute or Scrapper. Possibly a Tanker, because Tanker builds have more defensive room to work with and because Tankers aren't well-known for their offensive strength, but it seems to me that a low-offense IOed Brute is self-defeating.
My INV/SS Tanker has better offense than your Brute does (or will have, at 50), for instance. I don't say that to make you feel bad; I've put much more time and much more investment into that build, and so it's not quite fair to draw a strict equivalence between our situations. The only reason I bring it up is to illustrate why I think you're swimming upstream with the heavy emphasis on defensive bonuses -- and not just defensive bonuses, but defensive bonuses in an area of traditional weakness for your secondary, to a comparatively rare attack type.
If you are to enhance defense, you're better off going for S/L DEF, then Energy/Negative DEF, and then maybe a little Psionic DEF/RES where you can fit it in. You're going to want to fit in Hasten at some point, maybe after I-19, unless your character concept absolutely forbids glowing hands. The benefit to Dull Pain (your best built-in mitigation against psi) alone is worth the price of admission, and the benefit to long-cooldown powers like KO Blow and Footstomp is priceless.
Personally, I would likewise skip over the Energy Mastery pool, but I understand that SS/INV can be an end-hungry build. In the long term, you can work on using IOs to shore up your endurance (the aforementioned Impervium armor actually has a very sexy +end bonus at four slots, btw), and/or work on getting the Cardiac Boost for your Alpha slot when it's introduced.
Once you've got your endurance under control, almost any other Patron/Ancillary Pool will do more for you. An extra AoE attack is always nice, or the spectacular-to-the-point-of-ludicrous Gloom for extra single-target goodness. You have plenty of ToHit already from Rage, so you don't need or want the end-hogging Focused Accuracy; the +regen from Physical Perfection is negligible in the grand scheme, and Laser Beam Eyes and Energy Torrent are pathetic attacks when compared against other Patron/Ancillary analogues.
Anyway, I hope you find my ramblings helpful. I'd post a sample build, but I'm not exactly sure what you're going to want or what your budget is. -
Quote:I think you're onto something there. Honestly, after having messed around with various Tanker/Brute/Scrapper builds since the game's inception, if anything I'm of a mind now that Brutes are the odd man out, not Tankers.I know you've forayed into Brutes a bit, and not come out happy.
While no SD tanker will give you the same level of survivability as a Dark Armor tanker (this is my opinion), you might try SD/SS/Soul with Gloom.
In my opinion, outside of select FA Tanker builds, it comes as close to the Brute AT as it gets in terms of damage dealing - but you're still a Tanker, with better overall survivability.
Scrappers comfortably exceed even full-Fury Brute damage (especially now that full Fury is 75%) with any set other than Super Strength, given equivalent investment. Super Strength works great on a Brute, but Tankers are better suited to take advantage of double-stacking Rage -- which puts them very close to single-Rage, Fury-enhanced Brutes:
Brute: 0.75 AT damage mod * (1.95 enhancements + 1.5 Fury + 0.8 Rage) = 3.185 damage.
Tanker: 0.8 AT damage mod * (1.95 + 1.6 double Rage) = 2.84 damage
3.185 / 2.84 = ~1.12, or a 12% advantage. Granted, the Tanker gets more crashes, but even if we average crashes out over time, we end up with the Brute sitting at 3.185 * (120 / 130) = 2.94, and the Tanker sitting at 2.84 * (55/65) = 2.40, which is a 22.5% advantage for the Brute ...
Which is almost exactly what Bruising gives Tankers.
So you're left with a significant but certainly not insurmountable disadvantage with respect to AoE damage and in teams where there's more than one Tanker -- but your single-target damage is essentially equivalent in all other scenarios, and your survivability ranges from marginally higher with heavy buff support, to several times higher with no buff support.
We're also assuming the Brute is at full fury full-time, which isn't necessarily a fair assumption. What's somewhat amusing to me is that in any realistic situation that would invite a side-by-side comparison of Brute versus Tanker -- the Tanker will diminish the Brute's ability to maintain Fury simply by his very presence. (Because he cuts into the Brute's aggro.)
Some may say that I'm being unfair here, that I've glossed over several details -- like the Tanker's need to use a generally sub-par attack to set up Bruising whereas the Brute doesn't even need to take his first-tier attack. Yes, clearly, damage comparisons are much more complex in practice than the back-of-the-napkin calcs I've used here. A Tanker does have a slight DPS disadvantage from having to work Jab in, all else being equal, and a Tanker isn't handed extra recharge to double-stack Rage on a silver platter.
But a Tanker does have more opportunities to fit recharge bonuses into his build if we assume that both builds are going for some arbitrary and equivalent standard of IO-boosted survivability -- say soft-capped S/L DEF on a Willpower or INV character. That makes double-stacking Rage easier for the Tanker, who also has more incentive to stack it because the second Rage represents a higher proportional gain for him (the Brute only nets something like 10% extra DPS out of the second Rage if you account for the extra crashes).
By the same token, the Tanker has more recharge to fuel his attack chain. So if he loses by having to fit Jab into the equation, he also gains by having attacks like KO Blow up more often. YMMV, but I'm willing to call that a wash. In fact, even if we assume that the Tanker only goes for single Rage (which is reasonable, given that the crashes are annoying), the Tanker can make up some of his offensive shortfall through extra (relative to the Brute) recharge and damage procs in his attack chain.
The bottom line is that Brutes are generalists. They're desirable because of their flexibility. Notice I'm not going so far as to say that Brutes are useless. But for standalone capability in the age of IOs, the extreme choices (in this case, Tanker and Scrapper) tend to be better from a pure min/max perspective because IOs allow you to shore up weaknesses and build on strengths. A by-design middle-of-the-road Archetype can be similarly improved, but at the end of the day it's still middle of the road.
Any accusation that can be leveraged at an over-specialized AT with respect to team attractiveness can also be leveraged at an over-generalized AT. For my money, the latter has more to worry about -- to the extent that any AT really needs to worry about type-A team leaders passing them over in what is generally a very easy game. -
Quote:Yeah, and now that A-Merits are around, it's even sillier how easy it is to make influence. If you simply run tip missions every day on one character, then you basically make ~37.5 million every day (based on an LoTG priced at 150,000,000 on the market). That's before we account for influence for kills/objectives. That's before we account for valuable drops.I'd phrase it slightly differently: is it appropriate that people who concentrate their time and attention on one part of a game should get better rewards from it than people who don't?
The thing is, it's perfectly possible to get a perfectly good return for your play time from the market by simply throwing every drop onto it for 1 inf. You won't make the best return by any means, but you'll get plenty, *precisely because* of the things you're seeing as flaws. I'd really like for any alternate system to be able to provide an equally acceptable for that kind of absolutely minimalist market use.
If we assume that the character in question is higher level, then we can safely bump that number up to 40 million or so just from kills (no drops). That means that in 50 days anyone playing about an hour a day and not playing the market at all can make two billion influence.
You can probably cut that number by a third or even a half once you throw drops into the equation. For what little it's worth, I find that I get at least 10 million or so from drops for every short play session, probably closer to 15 or 20 if you average in the occasional lucky strike. The game basically throws money at you, at this point. People complain that high-end recipes are absurdly expensive -- and it's true that they're a lot more expensive than they used to be -- but the corollary is that you have much more earning power now than you did before.
Quote:I play another game where listed prices are given, and you simply click on an item to buy it. The only way to get a bargain in that game is to sit on the market screen and refresh until someone lists low, and then hope you can click fast enough. I love that in CoH, I can put in a low bid and just walk away. Used properly, the CoH system is a great time saver when you look at it from the point of view of time spend using the market interface versus time spent in the rest of the game.
The reason that prices don't go down in practice is a combination of an ever-growing money supply and the impatience of buyers preventing widespread and patient bid creeping (because it's a game, and therefore the only truly valuable currency is the players' free time). If we were playing with real money, you can be assured that more people would carefully escalate bids.
Quote:I also note that one of the changes in the market UI recently was to *reduce* the amount of information given, as times were taken out of the 'last' sold window, leaving only dates. Now, I'm quite willing to believe that was done because it makes the window fit better or something, but it certainly doesn't point to a dev feeling that more info is better. -
Quote:Your English is excellent. I wouldn't have known you were working in a second language if you hadn't mentioned it.Hi,
I'm french and i play on Vigilance (sigh at servers/community).
Quote:Looking for some thoughts on my identity crisis. I'm on the verge of stripping my claws/elec of all his IO's cause i invested all my money on him and i regret that. But doing so is fastidious as it imply doing quiet a few respec trials or having kept vet respec and then some (eventually buying respec on NC shop).
Some of those costly IOs (couples LotG, Numina's/steadfast/Miracle...etc) come from an already striped down toon, my once highest char, a lvl44 SS/SD brute that i hate, cause i found out that i couldn't stand the Rage crash. Add to that Hasten crash, and, well *puke* I respecced him to grab the Energy mastery Pool and that solved some of my end probs, but even then i told myself that SD was better on a scrapper anyway (dam cap) and i already focused my hope on something else.
Quote:That's when Elec Armor comes into play. I thought that Elec, with heavy IO investment too, could be the all around soloing beast (including AV) i needed. As anyone should know layered defense is king, so i thought that a set with no glaring hole in resists, very good debuffs protection, end drain,20% recharge passive and a self heal, could benefit the most from +def IO set and +rechg. Add to that sapping potency and i told myself "you're golden". Quote:- I wanted to solo anything (well, except +4/x8). Uh, uh, uh :
Positron told me to get the **** out with my poor dps
Aurora Borealis and Countess Crey went trough my 42% psi res + 37sec Energize like nobody's business
Melee builds are not the best-suited for AV soloing. You can do some amazing things with certain high-end melee builds -- and at least with Scrappers and Brutes, you'll have amazing solo performance through most other encounters too -- but you're never going to find a melee build that can solo every AV.
Some AVs have too much self healing. Some AVs have high resistance to your damage type (and if you're playing a melee type with Smashing/Lethal attacks, then you're more likely to encounter resistance). Some AVs have buffs/debuffs that trivialize your defenses.
It's easy to get the wrong impression from reading the Brute/Scrapper forum, because those Archetypes are probably the best generalized soloists, which means that they attract a lot of min/max players. Those players like to make characters that are as self-sufficient as possible. Those players create insane challenges to test their builds' self-sufficiency, and a lot of those challenges are very impressive, but those challenges also tend to be rather narrow in scope.
For instance, a high-end Invulnerability Scrapper/Brute with sufficient DPS can easily solo a Rikti Pylon without temps or inspirations, but if you throw that same Scrapper/Brute up against a large spawn of Paragon PD, and all of a sudden the hail of energy-based DEF debuffs has that same character popping Inspirations like candy.
The truth is that the game's content is very well varied at the high end. Every build has weaknesses, no matter how well planned, no matter how expensive. Even Tankers can look downright squishy against the right (or the wrong) opposition.
Anyway, I'm rambling. The point is that if what you want is to solo the widest range of AVs in the game, then your best bet is probably a Sonic/Cold or Sonic/Rad Defender with soft-capped Ranged DEF, or a /Cold controller (preferably Illusion/Cold).
If you're intent on using a melee character, and specifically a Claws character, then I'd recommend switching to a Scrapper. Higher consistent damage is worth the trade-off of lower HP and a lower team-buffed resistance cap.
Quote:Now, i recently been playing a MA/Regen scrapper (lvl 27 ATM) that i'm having lot more fun than with the toon above aaaand was wondering if i could expect far better than elec in terms of soloing capabilities with the kind of IO investment seen in the build above.
You almost have to pair Regen with a sword primary (for the extra melee defense offered by Parry/Divine Avalanche) for your survivability to compare with other secondaries.
Best of luck. -
Quote:Thing is, you only need four pieces of Basilisk. So you don't need both the triple and the quadruple. If all you're interested in (or if what you're primarily interested in) are the set bonuses, then you don't even necessarily need either of those two enhancements. (Heck, if we're assuming equal slot investment, then you could slot four Basilisk for the set bonuses and then use a fifth slot on a different, cheaper set's IO to flesh out the enhancement values.)I consider it this way (prices checked in game this morning):
Basilisk Quad: 110m crafted, 70m recipe
Gladiator Quad: 100m crafted, 50m recipe
Basilisk Triple: 40m crafted, 40m recipe
Gladiator Quad: 45m crafted, 35m recipe
Looks like the other pieces of basilisk have come down, some of the recipes are under 5m right now, though the crafted are all going for 15m+ (recharge/hold is 25-30m). Meanwhile the off pieces of Gladiator are up since I bought mine, running in the 20s and 30s each for the recipe, and 30s to 50s each crafted.
Assuming you want the quad and triple of both, that's looking like:
180m Basilisk's Gaze for 4 pieces crafted
290m Gladiator for 5 pieces crafted (240m for 4, but you probably want the Recharge bonus)
I don't have access to the market right now, but if the rest of the pieces are in the 5-20 million range, then buying Basilisk's could be much, much cheaper than even you estimate, when compared with the Gladiator hold set.
You're absolutely right that the matter depends on what you're building for. Perma-Dom builds can, in my view, sacrifice a bit here and there when it comes to enhancing the duration of their controls (especially the heavily situational AoE hold powers). Almost everything else is secondary to the need to make Domination permanent.
Personally, I will always favor +DEF builds as long as the IO system remains in its current form. But if you're going for +damage, then the Gladiator set is good, great even. And don't get me wrong; I appreciate the information you've offered on the subject. It frankly never occurred to me even to check the prices for that IO set.
Good food for thought. -
Quote:I'm not off-the-top-of-my-head familiar with Physical Perfection's exact stats, but I know that it's not that much +regen and recovery. I think it's something like +15/15%.Did Eden trial last night. Could herd 30 mobs around no problem, and fought the wall spawns alone (pulled away from wiped team so they could rez) for 10 minutes or so. No problem holding aggro with taunt on AV's monsters etc. Was a real DPS heavy team. Also endurcance is a non-issue when teaming (dont have to keep a continous chain going non stop).
With I19 and alpha slots I am wondering if I will be endurance sustainable with Cardiac while skipping physical perfectian (and instead going for sould or earth mastery). None of my powers have more than 40% end reduction in them so the whole bonus will be applied. Also what will my resists be with a 30% bounds where only 1/3 is affected by ED?
Take my s/l resistance for example (4 reactive armor slotted in each). With tought and PVP +3 I am now at 74%. Will I go over 80%?
In any case, it's not as strong as Stamina for recovery, and not as strong as Health for +regen. If (between toggles and attacks and utility powers like Dark Regen) you're using let's say 5 End per second unmodified, and if we assume that all of your powers go from 40% end reduction to 73%, then:
Your initial end use per second (without the slot) is 5 / 1.4 = 3.5 EPS.
With the Cardiac bonus, your end use per second drops to 5 / 1.73 = 2.89 EPS.
That's a savings of 0.61 EPS, and that's a fairly conservative estimate, given that a DA Tanker who's going all out to attack and heal can use probably much more end than that to begin with.
Now let's say that Physical Perfection is +15% recovery. Base recovery is 1.667 EPS (100 endurance / 60 seconds). But most people at the high end of the game have more than 100 endurance, so base recovery actually tends to give you more than that. For the sake of argument, let's say you have 115 endurance, which is pretty high. Your base recovery goes up by 15%, from 1.667 to 1.92 EPS.
ED-capped Physical Perfection would therefore give you 1.92 * (0.15 * 1.95) = 0.5616 EPS.
So yeah, using every concession I can think of for Physical Perfection, the Cardiac boost comes out ahead. It will only get better when we get access to Rare and Very Rare boosts, too. It's safe to say that even the Common Cardiac Boost is at least as good and probably miles better than Physical Perfection for a build like yours.
As far as your RES numbers go, you'll probably get about 5% more S/L from the Uncommon boost. It all depends on how many (and how powerful) S/L RES powers you have to enhance, and how well slotted they are for resistance. -
Quote:The market can take can of itself it is not helped (in fact it is detrimental) to have flippers involved in the transaction process. They are a pointless middleman who adds to the price of IOs while providing zero benefit.Quote:Finally they sometimes say "we keep people's slots open!" This is true but now that you can mail IOs between characters this is far less of a benefit then it might of been. In addition the only people who tend to fill up there slots to such an extent tend to be the flippers themselves. It seems a high price to pay for such a minor benefit.Quote:You are basically harming the market to make a rent seeking profit.Quote:At no point do flippers lower prices. At best they are neutral.Quote:How do they collapse the top end? The IOs still list at 'buy it naow' are unaffected.
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Quote:How many, though? At what point do we dismiss low-ball listings as outliers? At what point does most of the inventory-strapped game population abandon the market if even their low-ball bids don't sell quickly enough for them to keep bashing bad guy's heads in?Low ball listings do exist whether flippers are there or not. Or do people specifically provide low ball bids just for flippers?
Quote:This quote equals flippers lower inflation? Do the words "higher price" or "IO costs more" mean anything to you?
It's true they add an extra set of listing fees. It's also true that every IO they flip costs more. In fact the increase of price of flipped must be higher then the listing fees otherwise the flipper wouldn't do it.
If you a IO cost 30 mil your not going to flip it to 31 or 32 mil are you? The increase price you put it at must be worth your time.
Flippers by definition (by your definition, in fact) lower the money supply. Thus, they lower inflation. This isn't up for debate. It's factually accurate, and based on your very own premise that flippers don't create anything. -
Quote:Yes, the blind bidding system encourages a downward pressure on prices as the equilibrium is reached and as traffic increases. If there are several dozen items for sale and the price is consistently the same, then sellers are encouraged to list for lower so that their items will get preference.I would probably list for something like 31.55M, which means someone might buy it for 32, which is a downward pressure on the market. But I'm not a flipper, and no flippers would hang out in the environment implied by consistent 35M prices. If my lowball listing precipitated a new gap, a flipper might come back and work off that gap again. My sale is just one price in the trend, and while it might "unstick" a stuck price that's actually too high compared to what the market will bear, I am not sure it would start a true downward trend. If 35M is the price the market really "likes" 35M, sales will tend to oscillate around it a bit, and my lowball listing probably would just be a point on the scatter graph.
Flippers wouldn't hang out in an environment where items are always going for the same price, it's true. But they are the largest singular force to drive prices towards that same-price equilibrium, and because we have only five transactions to look at, at any given time sellers very well could see the sort of price consistency that I showed in example #2 even if there are flippers present.
But for inflation -- and assuming patient buyers, a steady increase in participation, and a starting price near equilibrium -- the blind bidding system by itself would encourage a gradual decrease in prices. Simply because most people are inventory-strapped and want to move items.
But inflation is a big deal. So's impatience in an environment where the only true currency is free time. -
Quote:Strawman? Your entire premise rests on the presumption that low-ball listings would exist in appreciable quantities regardless of flippers. Otherwise, why argue that flippers raise prices by raising the absolute (and usually laughably small) floor on prices?Firstly my use of alts comes from my WoW. To use a bank alt in WoW isn't considered hardcore it's fairly normal.
The bolded part is silly. Don't try to tell me what I'm saying. Strawman bashing embarrasses everyone.
Where have I acknowledged that flippers lower inflation? Where have I acknowledged they are neutral. I said "at best" they are neutral. ie never having a positive impact. That's not exactly a ringing endorsement.
What everyone else is saying is that the average is what matters most, because it does.
You acknowledged that flippers lower inflation here. By implication, if nothing else. In any case, it'd be pretty absurd of you to deny that flippers lower inflation, when you spent so much time arguing that flippers don't crate items or inf, adding an extra set of transaction fees instead. -
Quote:Think about the Last-Five transaction history.Hmm. I'm not sure I believe that. Multiple flippers drive faster high/low price convergence on the equilibrium, but I'm not sure it provides particularly strong force to lower the equilibrium value.
They provide some overall downward pressure by increasing the number of market fees in the transaction chain, but I suspect that's a very weak, long-term effect even if prices are sufficiently out of equilibrium with the money supply for fees to drive price change.
For example, let's pretend we have a Regenerative Tissue IO. Let's say the transaction history looks something like this:
- 100,000 on 11/24/10
- 70,000,000 on 11/24/10
- 35,000,000 on 11/24/10
- 69,204,020 on 11/24/10
- 72,000,000 on 11/24/10
Now, pretend you're not the expert you are on the market -- just a guy with a shiny IO you want to sell. Or, heck, pretend you're you. What would you list the item at with those conditions?
In contrast, let's pretend that instead the transaction history looks something like this:
- 35,000,000
- 35,000,000
- 35,000,000
- 35,000,000
- 35,000,000
Now what would you do?
As you point out, what Max doesn't understand is that the bargain lister and the bargain seller aren't so important that they should overwhelm all other considerations. How consistent the price appears to be at the time of listing does have an effect on what people do for their listings. Someone who might have been inclined under example #1 to list more towards the high end will instead list more towards the low end in example #2, because under example #2 they have virtually no expectation of selling their item any time soon.
So, fine, let's assume for teh sake of argument that Max is right about the pre-existing high-end prices. Let's say the flipper doesn't influence those listings to be taken down and lowered. But every potential subsequent high-end listing is lowered if the prices are seen to be stable at a lower number.
All of this is particularly true for the expensive items, which people put a lot more thought into listing and buying. -
Quote:Flippers can make bids in stacks of ten, whereas the person who's buying for himself or selling for himself using drop-acquired items will have to buy/sell them piecemeal.Just for the record there are only a few Regens left. Most of them were sold previously. But yes I can wait.
No I claimed flippers tend to have slot space issues because they tend to be far more active AH wise. Putting all those speculative bids takes slots. Think you read a little too much into it.
I'm not saying that there isn't downward pressure on prices because of flippers. I'm just saying there would be even more if there were not any flippers. Without flippers adding their markup the IO would cost even less.
Flippers (or hardcore marketeers) if you prefer, are also more likely to use alts in a coordinated manner. Again, you're essentially advocating for the casual player, but you're ignoring one of the casual player's most compelling needs -- the need to free up inventory space.
You're saying that in a magical world without flippers, we'd all have an endless supply of goods listed at hilariously low prices. That we could depend on the low end. That isn't a justified assumption -- or at least you haven't justified it yet. Eventually, people would stop selling these items at ridiculously low prices if they couldn't sell them reliably fast.
Eventually, they might decide not to bother with selling on the market at all.
You've acknowledged that Flippers lower inflation. You have acknowledged that you think flippers are a neutral influence on the market otherwise (which is in contrast with your previous contentions). So what is your argument again? You seem to switch up at whim. -
Quote:You raise participation by creating an environment where people can sell things quickly. Again, inventory is valuable. Your insistence that it isn't because people should spend endless time emailing items back and forth among a half-dozen alts is hilarious.Your first paragraph makes no sense. You free up no slots because if they were selling the IOs so cheap someone else would of bought it. Then you raise the prices with lowers demand since you don't increase supply. You say you increase participation? By raising prices and keeping supply the same? Interesting.
And again, you reveal your ignorance of the Market's mechanics. The seller would have received no sale or a lower price if the flipper weren't there. Why? Because the highest bid is paired with the lowest asking price. Thus, if the Flipper bought the item, then by definition he had the highest outstanding bid at the time.
Quote:Your second is a strawman. Never claimed to be anyone's advocate. Your 3rd paragraph I'm not even sure what it refers to.
Which is false on its face. Period.
Quote:I found one Uberguy.
But as for your poor reasoning Obitus. If you think the relisted prices would encourage a downward pressure on prices imagine what how much downward pressure those same IOs would provide before they were marked up by the flipper?
You just don't see it because you think sharing market slots among an army of alts is a reasonable or common occurrence. So perhaps you don't care that you have 14 Regenerative Tissues that won't move now because you listed them at the max possible price and the market has since moved lower. I guess you can afford to wait if you have a legion of alts running on the market. Eventually, inflation might take care of you.
Everyone else? Not so much. That goes for people playing normally; that goes for marketeers who are trying to maximize their profit over time. You have to list things at a low enough price that they'll sell in a realistic span of time. -
Quote:More self-conflicted gibberish. You keep saying, Max, that flppers don't add anything. They don't create items; they don't add to the money supply. What they do, and you've said it yourself about a hundred million times, is to add an extra transaction to the equation."Went to work" eh? Is that a new euphemism?
No one forces them to to buy the 50 mil true but if it wasn't for the flipper there wouldn't be the 50 mil to buy.
An extra transaction creates an extra set of market fees, thus lowering the money supply. Again, self-evident. Again, ignored by a guy who's read too many Wikipedia articles on economics out of context and doesn't understand the game environment we're discussing. -
Quote:Market stability encourages participation. Participation raises supply and demand. In CoH's case specifically, flippers make sellers' lives easier by freeing up inventory slots, which incentivizes sellers to participate, which raises supply.How can you raise supply when you add no new IOs? You add no new IOs. Wait for that to sink in. How can you add the same IOs and say your increasing supply? It's gibberish. How can you raise supply when you add no new IOs to the market?
Quote:As for market slots. It's called email. Easy enough to run half a dozen toons at the AH.
As noted earlier, ad nauseam, I have 57 salvage slots, 26 recipe slots, 10 enhancements slots and 18 market slots on my Tanker. Running about three missions maxes out my inventory space. In Max_Zero's world, though, apparently 57 + 26 + 10 isn't greater than 18. Arithmetic isn't your strong suit, is it?
If I want to get back into the action, I have to move that inventory. I don't spend the next hour emailing things back and forth and writing down which character has what. The idea that you're somehow describing typical or desirable behavior is asinine.
Why do you suppose people running AE farms take rare salvage with their tickets when white salvage would earn them a better return per ticket (thus driving white salvage prices through the roof)? Because it isn't worth their time to spend hours trying to sell inventory for every full load of tickets.
Quote:More flippers does not drive the buy price down. You know why? Because you don't control what other people list that. How many flippers bidding makes no difference if no one is putting up the cheap IOs for them to buy. Flippers can bid whatever price they want. Go make a 100 bids for Regen uniques for 1 inf. Hell make a 1000. Make 10000. Do you think that will fall to 1 inf just because you bid for it at that price. Do you live in that much of a fantasy world? Is your understanding of economics that poor?
You know how more flippers drives prices down? Because the market sees more and more items being moved at lower-than-high-end price, which means that sellers at the high end of the spectrum (like you, with your LOL-seventy-million Regenerative Tissues) are encouraged to relist at a lower price. Thus, a stable average is reached. The more flippers there are, the faster you reach that point, until all the flippers leave because their profit margin is too small, and then the cycle begins anew.
Quote:Apparently increasing demand, while keeping supply the same lowers the price. There goes 100 years of economic theory. Forget Adam Smith or Keyes, Obitus is going to change the face of economics!
http://www.mikeonads.com/wp-content/..._demand_11.JPG
There is a supply demand graph. Please show me how you lower the price without increasing supply. I really want to see it. -
Quote:His definition doesn't even fit.You've provided a definition of Rent Seeking that one can apply to flipping.
So?
All you've done is said that you can call flipping something else. You haven't proven that it's bad at all, just asserted that the something else, in a different economy which has things like food and water as opposed to being entirely comprised of bugatti veyrons and yachts that turn into helicopters, is a bad thing.
Then you get all asserty about how there cannot be positive effects.
I know it's a big post, and it's clear you're very proud of it, but that doesn't make you right, nor does saying 'time to end this' do anything to further that. It shows us that you are resolute, that you are being decisive, and that you are embarking on what you think is a killing blow, but all you're showing us is your devotion to being wrong.
Max procedes from the flawed premise that flippers do not (cannot, in his mind) increase either supply or demand. We know that increased movement of inventory is an incentive to sellers in the CoH economy, because players are severely inventory limited -- which means that supply is increased. We know that increased supply is an incentive to buyers to participate in the market, which means that demand is increased.
We also know that flippers cannot arbitrarily raise prices. In order to make a profit, the flipper must be able to buy low, but he also must be able to keep his asking prices low -- because the CoH market does not (contrary to Max's apparent assumption) sell your goods unless you have the lowest asking price. The highest bid is matched to the lowest listing in CoH.
That's why he's stuck with 14 Regenerative Tissues that he's not gonna sell anytime soon. And that's why, if he needs those market slots soonish, he's going to lose 49 million influence in listing fees. The dude doesn't know what he's doing.
Flippers benefit the market by increasing stability -- raising supply when demand is high, and raising demand when supply is high. In game terms, they make life easier for sellers who are inventory-limited, and make life easier for buyers who want items now. (Buyers are also inventory-limited, which is just one of many reasons that the impatient-bidding-prices we sometimes see on the market are not proof of irrational forces in the market.)
There is no magic button that any marketeer can push to raise prices. They cannot raise prices across the board, because -- as Max so helpfully points out -- they don't actually generate influence. They lower the inflating supply of influence through listing fees, in fact -- which is why StabBot's theory that flipping is the cause for the steady, across-the-board rise in prices cannot be taken seriously.
Quote:Originally Posted by Max_ZeroHow many flippers bidding has zero effect on this. What eventually drives flippers away from an IO is that so many flippers arrive that it takes too long to get successful bids so they move to another IO that is more time efficient. It's for the this reason you didn't see many flippers Red Side pre merge. Not because there was potential for abuse (there was) but because it took to long for that manipulation to have results. Flippers are in it for a quick buck not the long haul.
Further, and finally, the pre-merge Red-side market wasn't bereft of marketeers because they wanted a quick buck. It was bereft of participants because it wasn't active enough (a vicious cycle), which meant that you often couldn't buy the things that you wanted in a timely fashion, at any price.
See, having things to buy is sorta the point of making lots of money. -
Quote:Yes, and happily, that means you can sell stuff to them of your own.I do not weep for the salvage that costs 100k, not just because I can afford it without blinking, but because, despite that I still place patient bids. Because I keep a stash of salvage in my bins and vaults, and use that when I don't want to pay prices. 1M inf for a Nevermelting Ice? Use one of mine, put out a bid for ... 5,001. Go play for a while. Probably buy it. Didn't buy it? That's OK, I probably got one as a drop. Put that in storage to replace the one I spent. Still didn't get one? Oh, well, I'll check on that tomorrow. Oh, I need that market slot to sell something for 10M inf? Yeah, why was I worried again?
If you don't personally have characters that can do this, you need to understand that other people do, and they will happily sneeze out what you may consider stupidly high amounts of inf for things that you don't want to wait for. If you and they are both out there, they get dibs, not just in terms of buying a bid over you, but in setting the trend for the price sellers will list things at.
Jeez. You'd think the game forced people to commit to Buyer or Seller at character creation. The two are inter-related and mutually dependent. -
Quote:And again you ignore that it is in the so-called casual players interest to move inventory as fast as possible, because the natural pace of drops from playing the game is so high.Fair enough. That being said though, it seems like 90% of the players who make the effort to actually post on the forums of these games are not casual players, so I do think there's a pretty major case of confirmation bias here and all the similar forums, as was mentioned earlier.
Have you ever tried to explain to a friend you wanted to get started on the game what it would take to get a character geared out?
That's why AE exploits drive up the supply of rare salvage and drive down the supply of low salvage. It ain't because people don't know that low salvage would make them more money in theory; it's because when you're interested in beating up bad guys as quickly as possible, you don't want to deal with a gazillion low-value items every few minutes. They're basically burning tickets, on purpose, to manage their inventory space.
It is the anti-casual who insists that you can use alts to leave quadrillion listings up forever. I've been playing this game since launch. I enjoy the market not because I like to marketeer (I don't); I enjoy the market (and appreciate flippers) because I like to have an easy place to sell and items available to buy. Because, let me tell you, this game was much less interesting when there was no economy and no long-term build goals.
Period. Exclamation point. This is not a difficult concept. It's also the fundamental issue that anti-marketeers will not -- cannot -- address. -
Quote:No offense, but I can't help noticing that you didn't answer the question. You just hand-waved all external forces on the bald assumption that a massive AE leveling exploit wouldn't have as much effect as flipping would to inflate prices. AE leveling exploits spike the supply of rare salvage at the expense of non-rare salvage, because it's easier to spend that many tickets on bigger-ticket items, which is because -- you guessed it -- inventory/market storage is valuable.I used Nevermelting Ice as an example specifically because it used to cost less than 1k and now routinely goes for over 50k, topping out around what, 110k?
You guys talk a lot about inflation. Maybe I'm sorely mistaken, but do you believe the amount of money in the game has doubled in the past year? Quadrupled? Increased a hundredfold? I would wager that your perception of inflation is sorely inflated, but maybe I'm mistaken.
Obviously the AE issues have exacerbated things, but the notion that they've directly increased the cost of Nevermelting Ice tenfold, much less fiftyfold while providing an incredibly easy way to procure said Nevermelting Ice is a step further than I'm willing to suspend my disbelief.
Why do you suppose purples are now hovering in the 400 million range? Do you really think that that's because of Flippers? It couldn't be that people aren't playing regular content right now -- and thus are disqualifying themselves from those drops -- could it?
Yeah, inflation has had a huge effect over time. You gotta understand that inflation in an environment like this one (even ignoring the occasional, massive mechanical change to the rewards schemes that move the playerbase) snowballs like population growth. The more inf you have, the more people are IOing their builds to the nines to farm stuff (which was always a popular activity, even dating back to Issue 1), the more influence people produce per unit time. The enhanced difficulty slider also represented a massive boost to population's farming capacity.
But hey, let's hand-wave all of the above. Let me ask you again -- how exactly does Nethergoat force prices up so high and sustain it? Do you understand how bids are filled?
Nevermind. Nethergoat answered the question admirably. I suggest you read his little scenario to understand why outright manipulation on a large scale doesn't work -- or at least doesn't work to the manipulator's benefit when all is said and done. -
Quote:Heh, yeah, or even playing the game normally and selling what's valuable when it drops -- which leads us back to the beginning: Inventory/market space is valuable.Wow. That's amazing.
I am going to go exploit the system, now! I have a five dollar coin, which is actual gold, and currently has a market value of several hundred dollars. Clearly, it is an EXPLOIT and reasonably considered HAX that my great-grandmother saved this.
[snipped for brevity, though reluctantly]
And if he doesn't, sure, eventually he can make a profit.
But that profit is peanuts compared to what I can make by pricing things to sell and making smaller, but consistent, profits on all my market slots all the time. -
Quote:As (IIRC) Fourspeed very elegantly pointed out, Stab's problem appears to be inflation. He's complaining that you can exploit the system by fitting a bajillion alts with non-expiring bids/listings, wait several days/weeks/months, and profit hugely even if your initial estimate was absurd at the time.If there were some way in which Nethergoat wasted their time, that would make sense.
In fact, we all understand that people who don't understand even basic economics dislike the marketeers because they don't understand what the marketeers do, and fear what they don't understand.
Or at least, that seems to be his main point of contention. I happen to support the idea of a more thorough transaction history, and frankly I haven't seen one marketeer oppose that idea. If I missed one, then my bad, but there's certainly no monolithic opposition on that one point.
Regardless, it is inflation that drives up prices massively over time. No one flipper can do that, because he has to have the lowest available listing to sell anything. No group of flippers can do it either, because competition among flippers drives high-end prices down. So Stab has all of this misplaced anger stemming from the combo of unlimited list/bid time and the inflation that occurs in any online game where the minting of money is only limited by the collective population's time.
That's why I asked the question in my last post, which I doubt he'll answer. People really don't seem to understand that flippers can't just wave a magic want and inflate prices up to some arbitrarily profitable point. The market has built-in protections against that, protections that will make any such would-be flipper lose his shirt (as Max_Zero will do soon on his Regenerative Tissues, if he needs to free up those market slots in the next two months or so). -
Quote:Of course you are! Your controller has a monopoly on all the purples that are deathlessly important to every casual player's performance!
Although why anyone would pay me to waste their time is a bit of a mystery. I must be really awesome at mind control!
Capitalists -- burning's not just for witches anymore! -
Quote:Until you understand that players don't like you because you waste their time, the forums will continue to confuse you.
- "First off, a hundred reasons that you save time for players who are trying to sell and buy things on the market."
- "In conclusion, you're wasting people's time."
Your debate style is highly unorthodox, but I must admit, it's an interesting change of pace! Do you have a newsletter? I'd love to subscribe.
Quote:No one here would care if you raised the price of nevermelting ice to 5 billion a pop if it only took half a second to raise 5 billion influence. - "First off, a hundred reasons that you save time for players who are trying to sell and buy things on the market."