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Quote:Hmm, interesting stat, but that doesn't really tell you how popular an AT is. It simply tells you how fast an AT can level. There are a LOT of factors that can affect that, and I'd say they are significant enough to make the stat mostly worthless. Plus it doesn't measure level 50 chars, though I suppose you could count XP equivalent at level 50.If I had access to the devs' datamining tools, the statistic I think I would most want to pull (related to this matter) would be total XP earned per archetype per day per level, normalized as a percentage of the total for that level. In other words, how much bars of XP is each archetype earning per day, summarized per combat level. Analysis of that information would probably reveal a lot about cumulative patterns of play.
Many people are proficient at PLing, which would make it appear like the PL'd char is being played a whole lot by gaining a lot of bars. In fact the PLer may be the only character being actively played.
Good teams earn XP faster than solo chars, so team oriented ATs and powersets would appear overrepresented.
You don't account for time played. If I had to guess, I'd guess that solo oriented ATs are more casual friendly, and get played for less time. ATs designed for teams (Tankers, Defenders, and Controllers) would be played for longer stretches. Add that to the previous point and team oriented ATs may be significantly overrepresented.
I'd say "time played" is really the stat you want. After all, it takes into account what people have logged in. Whether they're afk, soloing, teaming, or getting PLd, they chose to log in a specific char. That's really all that's important. And I still think the /search tool is all you really need. Do it a few times a week at different times to get a random sampling, and that will really represent what people are playing. Granted it won't see hidden chars, but I'd expect that to be a fairly small percentage of the population.
I honestly think /search will paint a rather different picture than all of the stats above, more than the population shifts due to recent buffs and nerfs would account for. -
While the recent Dominator buffs were nice for casual players, the associated nerf to PSW likely reduced their popularity among farmers, and increased the popularity of Brutes.
That said, I think we should really look at something different to see what people are playing. Honestly, the initial AT info is misleading, and probably produces a disproportionately high number of Brutes, Scrappers, and Blasters. People playing around with costumes are probably more likely to pick the top AT (Brutes or Blasters). Ditto for people making fillers, mules, marketeering drones, or other chars where AT doesn't really matter. And someone could make 5 Scrappers before realizing they want something tougher, so those Scrappers last an hour but the Tanker makes it to 50.
So what would be a more realistic way to measure what people are playing? Well the /search list is about the only tool available to players, but I think it'll do everything needed. You can /search and get a list of chars by AT and level, and I think level is important. It can take a while, but it should be fairly easy to log in to every server and get a count of chars by AT. You can add up the total levels of each AT or just count chars in certain level ranges (say around 1-15, 16-39, and 40-50). Maybe I'll do it some night. Or someone else could. Nudge, nudge. -
I haven't farmed since before the Dominator changes, so I don't know what my current kill speed would be. I expect it would be somewhat slower, but no idea how much. Plus prices have changed considerably. I specifically listed the IOs I got, so take a look through there and figure it out.
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Drop Listing & analysis
Of course that's a somewhat old thread, from before the Dominator "buffs" (which icluded a BIG nerf for PSW). -
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Cycle time is 9 seconds. Base Immobilize duration is 22 seconds. There's absolutely no need to slot it to immobilize for longer. Slot it for damage.
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It's only better if you need the recharge. If you have enough global recharge that you can get a solid attack chain, you're better off with the 7% more damage.
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While I don't think I'd use Inf, I have used the Prestige I earned doing all my farming to improve my personal bases (Freedom heroes, Justice Villains) very recently. Obviously they have to be fully functional (all Telepads, rez ring, and storage), but I've got my sights set higher. After all, what rich person wants to live in a one bedroom apartment? Too bad no one else will ever see the inside of them. I store too many nice IOs to risk inviting anyone in, given the past bugs regarding storage permissions.
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Rich means having wealth or great possessions. That "great" means it's relative to everyone else. Inf is a good indicator. I'd say someone with under 10M Inf on a level 50 character is poor, as they can buy just enough to slot out their char with SOs or a little better. I'd say 100M is middle class, able to buy common IOs and some set IOs. It takes probably around 300M on a single char to get into the lower end of the upper class (rich), where you can start buying the good stuff. But just like in RL, rich can cover a VERY wide range. Someone with a billion Inf is rich enough to buy almost anything, but not fully load up on the expensive PvP and purple sets. It takes several billion on a single char to be at the top end of the wealth distribution curve.
Rich is also a moving target, because remember that it's relative. A while ago, 100M was considered rich. If 20% of the player base is doing boss farms in the AE and wisely spending their tickets, soon they will be the rich ones. But if 90% of the player base is doing boss farms, then they are all middle class, and you have to do something special to rise above them. I'm guessing we're closer to 90% than 20%. -
Why would I want to? That's not the way I play. I'd rather make 10 billion and use it to purple out my remaining chars. (I purpled my Warshade long before it was the in thing to do, but I've got a lot of 50s to go. Good thing most of my villains are on Justice where I have those Panacea procs.)
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That deserves some Reputation!
One other thing to take into account. Minions give 70% of their XP in Inf. Lieutenants give 120%. Bosses give 200%. A LOT of people are ending up at level 50 with 2.5 times as much Inf as they used to, just because they're fighting bosses most of the way.
Also, level 50 chars who used to be able to earn a million Inf/hour in total (counting defeat Inf, Salvage, Enhancements, and Recipes) are probably earning significantly more in the AE. They earn more in Defeat Inf, and the tickets can be worth significantly more. -
Don't be greedy, we can ALL get a Forum IO off him. In fact once every 5 minutes if he keeps coming back! Don't pwn him too badly or he'll leave. Then we'll have to Forum PvP with each other, and it's harder against a target who actually knows the game.
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The Vanguard Intro is usually pretty simple. Levantera tells you to talk to Borea, who tells you to hunt 10 Rikti, then tells you to talk to Serpent Drummer, who passes you on to Gaussian, Dark Watcher, and Lady Grey. Now one little glitch can appear to break the chain. If you get mapsevered right as you talk to Borea after the hunt, you won't see that you should talk to Serpent Drummer. Your mission may not even change. And if you click on her again successfully, she'll start offering her random missions.
Ignore Borea. She gives infinite random missions, no arcs. Check your missions and look for the one given by Levantera. Follow it till the end. It is a single multi-part mission.
You might also want to check your badge list and see if you have the badge already. It's possible to do Levantera's first arc and therefor earn the badge via Ouroboros. -
<Checks sig...>
I'm almost there on my villain, and my hero is looking forward to the 700 club one in the next update or two. -
No travel power till 49? I hope you don't exemp much. If so you'll be stuck with a Jetpack.
Superior Invis is a major END hog. I generally prefer Super Speed with a Stealth IO.
I rarely bother with Accuracy in Lingering Radiation. Any mob worth using it on will already have Radiation Infection, though granted I usually have more Accuracy from IO set bonuses. The regen debuff will stack, so I load it up with Recharge Reduction.
Even though you'll rarely be attacked on an Ill/Rad with near perma-PA, I still prefer 2 Blessing of the Zephyr IOs in travel powers for the 3.13% Ranged Defense.
Mutation is a bit END expensive. I usually put in an END Reduction, since you'll pretty much always benefit from that. You already have massive global Recharge Reduction, so slotting more in Mutation won't help it a huge amount. And you shouldn't need to rez frequently given the massive amount of control you have.
EM Pulse doesn't have an Accuracy penalty, but Flash does. You may want to slot a fair amount more Accuracy in Flash to make up for that.
I've heard that after using Hibernate you can't use it again for 120 seconds. You've got enough global Recharge Reduction already to get Hibernate below that, so slotting more won't help. You might want to slot Heal or Recovery, depending on which is usually slower. -
Quote:Times change, and so does the Market. An elite build probably costs 3 billion these days, given the higher price of purples. Anyone think they can do that in 30 days?In January of 2009, a claim was made on the City forums that anyone equipped with the desire, knowledge, and persistence could earn enough for an elite IO build in a month. From that claim, a challenge was issued: take a new character on a new server, starting at level 1, and see whether that character could reach 1,000,000,000 inf at the end of 30 days.
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I disagree with the postulates, so here's a minor threadjack.
You believe there is a problem with Tanker END efficiency. The root problem is with the Tanker's role. They're the first into combat in most team settings, so they spend more of their time actually fighting than most other ATs. Their lower damage table means it takes them longer to defeat opponents solo. Compared to other ATs, they spend a disproportionately high amount of time in combat, which usually means spending END at a high rate. Any AT that spends as much time as a Tanker attacking is going to see the same issue.
There is one side issue as well. Tankers are more likely to be hit by END draining attacks simply because they're more likely to be hit by any attacks.
HP and END are the big two limiting factors on how fast a character can mow down mobs. Make a good Tanker and HP really isn't a problem. That means END is really the limiting factor, and I doubt the Devs are going to loosen that. Every AT is limited by END. Try making an AV soloer who can attack non-stop for several minutes and you'll find that END is a big factor.
The addition of IOs means Tankers can now kill faster than ever (ignoring the pre-target-cap era). You can ED cap your damage while significantly reducing the END cost of your attacks and toggles, and you can increase your END and Recovery on the side. Willpower Tankers with Quick Recovery helped as well. I suspect Dev datamining indicates that Tankers are doing just fine (compared to before Update 9), and improving as time goes by. That trend will continue as more and more Tankers start using IOs to help with their END problem.
As to stacking Tankers, I know they stack just fine, but that's just me. Here's a little anecdotal evidence (which of course means nothing). I participated in a few AE boss farm with my 42 Rad/Rad Defender over the Double XP weekend. I demorecorded the runs and fed them into my demo parsing script that calculated Damage Per Minute (DPM) for the entire team. The Fire/Kin was on top, big surprise. But the Ice/SS Tanker was a close second, and well above everyone else. Now my Rad/Rad is no slouch. I was in there getting Fulcrum Shift and spamming AoEs constantly. I was well slotted and had a pretty complete build. But the Tanker still did considerably more than me and the damage oriented ATs on the team.
Why did the Tanker do so well? To start, he had Icicles and Foot Stomp. Between Rage and Fulcrum Shift, he was doing great AoE damage. But he was also the first person into combat every spawn. Apparently the squishies were fairly smart, as they waited for the Tanker to establish agro before attacking. But in those first few seconds, the Tanker got a massive head start on damaging the mobs with his AoEs. It takes a Fire/Kin or AoE heavy Blaster to make up for that. In other words, datamining will likely show that Tankers do plenty of damage in teams. Granted the playstyle and build probably had a lot to do with it. But the key point is that Tankers CAN open with AoEs safely, and they have a significant advantage in the damage dealing department because of that. More Tankers means more chars opening with AoEs, and mobs going down faster.
So what's the real problem? Just the impression that people have of Tankers in teams. If I clean up my demorecord parsing program so people can actually see how much damage different people in a team do, then the impression may change. But for now, everyone KNOWS that all Scrappers and Blasters do more damage than Tankers on paper. That means they MUST do more damage in the game, whether or not it's actually true. -
It may be time to sell the 6 of so of those that I have. But then I'll have to find something else to spend the Inf on.
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It is probably useful to slot it, and even slot it in several powers, but only for PvP. While it won't stack, it will replace. That means a new one will replace an old one, so you may be able to maintain a constant debuff if you have a Dark Melee buzzsaw type of build.
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Quote:I believe you're wrong. I believe they stack just like regular powers do. My Bots/Traps MM (AV killer build) can have 2 Acid Mortars out most of the time, and using the Temporary Power: Power Analyzer Mk III I've observed two Achilles Heel effects on an AV. According to City of Data, it doesn't stack from the same caster. So the double stack I saw was from each of the Acid Mortars getting lucky with the proc. Someone slotting those in non-pet powers probably won't be able to stack them. But 8 people in a team could stack it 8 times if they all got lucky.If you mean stack as in "stack with other procs just like them," I don't think any of them do, so you can't have someone under the effects of two Dark Watchers or two Achilles.
As to the original question, I wouldn't bother slotting the Deflated Ego at all. Just ask any Electric Blaster, minions die before you drain them of END, Lieutenants too, and bosses it depends on how you slot things. The same is probably true of Recovery debuffs. They will rarely do anything useful. -
Random rolls are nice, but there's no way I'm gonna get a level 25 LotG: 7.5% Increased Recharge by random rolling on my level 50 chars. And that's usually what I want, for exemping purposes.
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I'm noticing that the prices have completely crashed and I'm seeing a lot more for sale all the time.
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Maybe someone who cares (or a group of someones) finally decided to do something about it. It wasn't me, but if I cared here's how I'd do it...
1) Get 7 trial accounts using Refer a Friend.
2) Make up 7 new villains, team them with a farmer.
3) Run them through a big farm, level 14 plus 1500 Tickets for them.
4) Train them all up for 30 Salvage and 12 transaction slots.
5) Load up all market slots with Salvage, 840 total for 250 Inf per item.
6) Some sells instantly, but you have tickets for 472 more Salvage.
It helps if you have a char with Recall Friend to TP the entire team to the Mercy AE, Arbiter, then back and forth between the Ticket Vendor and Black Market.
Each run is 1312 Salvage, 12 runs to fill every character slot is 15,750 Salvage. Plus your Farmer earns some tickets as well, though not as many if he's doing it right.
The problem is, this is a short term solution. You need to repeat this process if you want to make up for the Salvage being lost by people using the AE and not picking it.
As an alternative, try this...
Get a farmer, invite 7 PUG people to an AE farm where they can doorsit, make them listen to a 3 minute infomercial about the value of rolling Random Common Salvage, farm the map, then let them go. Make sure you research price points, compare the returns to Rare Salvage, etc. But obviously you only tell them stuff that will make them think they can get rich off Common Salvage. Repeat, making sure you don't repeat people (track their globals). In no time, you will have a dedicated sales force who will convert all of their tickets to Common Salvage. Best to do this on Freedom, where there are massive numbers of people who will probably fall for it. -
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At some point, I think I'll make a 'one billion in a day' goal and just not sleep for 24 hours and not do anything else, and see if maybe I can reach 1.5 or 2 billion
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It should be possible. Based on a Drop Analysis thread I posted long ago, I was making about 60M/hour farming the Liberate TV mission on my Fire/Psi Dom. Prices on purples have gone up considerably, and they were over half my income. Though granted the kill speed on my Dom has probably gone down. I haven't tried her at farming since the Dom changes.