TopDoc

Legend
  • Posts

    819
  • Joined

  1. I'll bid 1.5B for the KoA and 1B for the Rikti Mentalist. Contact me via PM or @TopDoc in game if I win.
  2. TopDoc

    Cebr

    Time to finish up my last CEBR (Pinnacle). I had him level locked at 32, but I guess I'll just buy the recipes I want now rather than farming for them.
  3. I remember running the KHTF because of the 10 high level Enhancement drops from Mary.
  4. Quote:
    Originally Posted by Arbegla View Post
    Well, it looks to me like Mids does some pigg diving of their own to keep ahead of the 'curve' if you will of what the devs throw out.
    Lots of things get into the pigg files long before they are announced or put into production. I don't believe the Mids people do any pigg diving themselves; they just get the raw data from elsewhere and import it wholesale. In that way Mids is a lot like the Market. Sometimes things just show up because enough of the data files have been updated with some new Recipe, Enhancement, or whatever. It makes sense from a software development point of view. Adding new IOs means recipes (crafting requirements), enhancements, set bonuses, power changes, art, and drop table/purchase info (reward merits, Amerits, ...). As long as you don't do that last step to put the IOs into the game, you can do everything else to test them.
  5. TopDoc

    Cebr

    Quote:
    Originally Posted by guybanda View Post
    i have been wondering which maps are useful lately...
    My "Icebreaker" mission should work, it's fixed at level 2 so you can run +1/x8. It's the "non-farm" version of my original arc.
  6. Quote:
    Originally Posted by KMartin View Post
    I assume the lower the level the better, correct? Most people would prefer lvl 10 to lvl 50?

    Do people prefer the recipe or would they rather have the IO itself?

    When you sell the recipe/IO for a couple of billion or so, how do you handle the transaction in the game? Is it through e-mail or through trading? I'm sure someone's thought of a way to protect both parties, but I have no idea what it is.
    Yes, lower is always better for this specific IO, but some people have more Inf than brains and don't realize it.

    Might as well craft it, it's less than 0.1% of the sale price to do so.

    There's risky, fairly safe, and safe ways to trade something worth more than a billion. Risky is just trading/sending the IO or Inf, and hoping the other party will honor their part of the bargain. If you're well established on your server, you might ask the other party to trust you. That way they assume the risk. If you're selling in this forum, just say you would prefer payment up front. You could ask a neutral third party to do the transfer. Find a well established person on your server or maybe TheMarket channel, someone you can both trust.

    Next, do the middle trade method. If you want to sell it for 2B, first trade is 500M for nothing, second trade is 999M for the IO, last trade is 501M for nothing. At worse someone will miss out on 500M, rather than 2B.

    This last method is a bit of trouble, but it lets two people do a big trade with little risk to either side. Say you also have in storage 2 Apoc: Damage and they're trading at 800M. You trade one with the buyer for 800M. You trade the other with the buyer for 800M. Then you trade the Glad Armor for both Apocs and 400M. You end up with 2B and both Apocs back, the buyer gets the Glad Armor IO.

    My preferred method is to offer the last form of exchange, and then let the buyer say it's too much trouble and just give me the Inf first.
  7. Quote:
    Originally Posted by Nihilii View Post
    Considering how performance hungry this game is, with the kind of computing power / electricity needed to run 17 accounts you could probably cure cancer.
    I believe a high end gaming machine would be able to do it. I don't know if anyone is crazy enough to PL up 16 F2P accounts though, since it has to be done outside of AE, and tomorrow the Devs may just add a patch that prevents F2P accounts from dropping PvP recipes. That said, I think people with friends who have left may be borrowing those old accounts and bumping up the current farms.
  8. TopDoc

    Badge bug?

    I remember having to do that to get the 10 Missile Launch badge in Warburg, but that was on Freedom when there was more PvP.
  9. TopDoc

    Cebr

    On Pinnacle I stopped at 32 with my CEBR. That's the last server where I don't have a 50, but I've moved on to my next project which needs lots of mid level Recipes. The mob HP curve is pretty steep at low levels, and flattens out at mid to high levels. Player AoE damage is much straighter. If you start out with lots of AoE (like a Claws/Electric Brute) you can beat the Mob HP curve at low levels. Other characters can beat the curve at high levels thanks to multiple Primary/Secondary powerset AoEs, Patron or Epic AoEs, and Incarnate buffs. But I don't know of any power set combo that works particularly well at mid levels. SS/Fire Brutes have several AoEs available at that level, but CEBR is about as fast as a good level 50 SS/Fire with extra Patron AoEs and Incarnate buffs. I don't think you'll find anything that you can play at mid-level that is faster than CEBR.

    Since you can't exemp down and get mid-level recipes that actually stop at mid-level, your fastest option is likely to continue to use CEBR. It's still silly fast to ticket cap. Level 25 gives you the third row of Inspirations, which is necessary for efficient Inspiration combining. Beyond that, Energize and Power Surge are nice but not necessary. So actually, you'd be better off using Claws/Fire if you wanted to level lock around 30. Blazing Aura does a little more damage than Lightning Field, and you won't miss Energize much. But you want to continue to fight mobs that are level 2. Adding Burn to your AoE damage output won't make up for the big difference in mob HP.
  10. Hot Feet and Fire Cages can hit 16 targets.

    BTW, I always throught the rate was closer to 1 or 2 a day for a single target.
  11. The Weekly Strike Target thing is good advice, but it comes at a bad time. For the rest of this month and all next month, it's all very high level TFs. You'd need to level REAL fast in order to be able to run them. But if you can level that fast, you don't need them.
  12. Electri Kitty, Claws/Electric Brute, hit 50 about 2 AM PDT the night i21 opened. I was going to start this thread, but the login bug bit me and I forgot about it once I got in days later.
  13. Quote:
    Originally Posted by Soul_System View Post
    It's a common flaw to say that higher difficulty means higher rewards without adding time into the equation. Unfortunately with the purple patch it is rarely worth it for people to grind on the highest difficulty.
    You're wrong if you're talking XP. Cash doesn't change nearly that much, since level 50-54 mobs all drop the same things at the same probability, and most of your cash comes from selling drops. The table below has much more realistic numbers for cash. Fighting higher level mobs for cash is a very bad idea. But it is better for XP up to +3. At +4 the extra XP doesn't outweigh the extra time due to reduced damage. If it takes twice as long to defeat +4 mobs, you're doing it wrong. Probably not enough Accuracy or ToHit to softcap at 95%.

    +0 mobs, 100% damage, 12 min, 1.124M XP, $38M, 0.937M XP/min, $3.17M/min
    +1 mobs, 90% damage, 13.3 min, 1.52M XP, $39M, 0.114M XP/min, $2.93M/min
    +2 mobs, 80% damage, 15 min, 2M XP, $40M, 0.1333M XP/min, $2.67M/min
    +3 mobs, 65% damage, 18.46 min, 2.66M XP, $42M, 0.144M XP/min, $2.28M/min
    +4 mobs, 48% damage, 25 min, 3.45M XP, $43.9M, 0.138 XP/min, $1.75M/min

    But wait! I'm not done yet! Ambush farms are based on fighting massive numbers of mobs for a few minutes, then resetting the mission and doing it again. Due to the fixed overhead of zoning and such, you want to spend as much time fighting as possible. Fighting 1/5 as many mobs as above (taking 1/5 the time) and adding the overhead of one minute to zone, +3 mobs are 0.1134M XP/min, while +4 mobs are 0.115M XP/min.
  14. Quote:
    Originally Posted by Captiosus View Post
    Maybe it's just me, but it feels like if gameplay design is the cause of easier farming, on which points we agree, then the solution is to change gameplay design to make people not want to farm; Not by punitive or restrictive measures, such as putting on limiters and reward restrictions but rather by addressing why people farm in the first place. The only thing they can't change is the "lazy player" factor.
    It's human nature to want more. Just ask my kids. Give someone a million dollars, and they'll just ask for more. No matter how fun you make the game, as long as there are rewards people will try to get them. People who really like the rewards will try and get them faster.

    And It isn't being lazy at all. In fact farming is usually a very difficult activity. The object is to defeat as many really hard mobs as you possibly can. If it's easy, you crank up the difficulty higher, because higher difficulty means higher rewards.
  15. TopDoc

    Cebr

    Quote:
    Originally Posted by Sonicheart View Post
    Two theoretical questions, TopDoc:

    1) For a person who does not care about EXP as much, how do the Inf and AE Ticket rates compare to the kinds of custom mobs you can pull now versus some Dev-produced sets?

    2) If they're even close, any chance we could get one that pits us against a horde of claw-toting catgirls?
    Inf and tickets are directly related to XP, so higher XP means higher Inf and tickets. Currently Dev created mobs are generally worth more XP than the ones I have in my arc, but that's because the ones I have in my arc have very few powers. My "next big project" is to evaluate all of the level 2 mobs available in AE (custom and dev created) to find out which ones provide the highest Reward/Risk.

    If custom Claws mobs are high Reward/Risk, then yes I'll make them catgirls. Unfortunately I doubt that will be the case.
  16. TopDoc

    Cebr

    Quote:
    Originally Posted by Crysys View Post
    If ever we needed NCSoft's validation that AE Farming is A-OK....we just got it.
    I wouldn't say that. A GM approved a single-mission arc containing custom DB/Regen mobs at level 2. There isn't anything especially farmable about that. There are appropriate descriptions and such, so it's not an obvious farm.
  17. TopDoc

    Cebr

    The feel depends on whether you're leveling up or farming tickets. Farming tickets is basically unchanged, except that you'll finish off most of the mobs around the time you hit 750 tickets. It's safer because the agro and incoming damage dies out sooner, so your initial Inspirations last for a longer percentage of the more dangerous part of the farm.

    Leveling up turns into a ticket farm. Rather than killing the mobs twice for around 1500 tickets and then clicking the glowie for 0, you defeat them once for around 750 then click for 750 and exit. You still ticket cap every farm but you spend less time in the mission, so ticket production goes up to ticket farming rates. But the XP is significantly lower. You earn half the XP in (wild guess) 75% of the time or so, so it ends up being about 70% of the pervious rate. Again a little safer because of the starting Inspirations.

    I've started putting Recharge Reduction in Energize while leveling up my last Brute (Pinnacle) because the mission cycle was under 2 minutes once, the base recharge time of Energize. That surprised me. I spend enough time outside the mission getting the next one and loading up on Inspirations that the Enhancements make a difference.
  18. TopDoc

    Cebr

    They finally OK'd my arc today. It's only a single mission, and the mobs no longer rez. Plus the mobs are worth a bit less XP because of the lack of rez. Time to replace them with regular Dev created mobs that are easier and worth full XP.
  19. Quote:
    Originally Posted by Reiska View Post
    I have no love for farming in this game, but I can't justify saying that self-rezzing mobs giving XP for the second defeat is an exploit with a straight face.
    When it comes to farming, the Devs throw logic out the window. They will gut any part of the game that people farm.

    http://en.wikipedia.org/wiki/Cutting...spite_the_face

    When mobs rez they don't actually have as many HP (maybe 75%?), so they really shouldn't be worth full XP. But there is no logical reason to reduce it to 0. It is an anti-farm measure, nothing more, nothing less. The Devs have done things like this before. Prisoners are worth WAY too little XP, just because they were farmed early on. Underlings are worth WAY too little XP, because they were farmed early on. Once AE gets nerfed enough all those SS/Fire Brutes will move to Harvey's Demon farm, and then those will be nerfed. Actually that'll probably happen as soon as F2P goes live, since all those F2P players won't be able to use AE. Then it'll be Battle Maiden.
  20. You do know that it costs like 25k Prestige to put a crafting table in your base, right? Why bother summoning a crafting table in there?
  21. TopDoc

    Cebr

    Quote:
    Originally Posted by Pureshadow2 View Post
    If they banned the arc, why would adding text and textures make a difference? I mean the point of the map is to abuse brutes with aoes that fight low levels mobs, to power level yourself starting at level 1.

    Someone could easily just click report abuse again.
    Somehow "Crey Fire Cyborgs" is a Hall of Fame arc that is still around, despite being a major farm map. It looks like a regular single-mission arc. You have to use the right character and know how to farm it. In fact someone said that several of the Hall of Fame arcs are Fire farms, though I haven't verified that. Now mine just looks like a regular single-mission arc too, only at level 2. You have to use the right character and know how to farm it.
  22. Quote:
    Originally Posted by Arbegla View Post
    So how would that 'increase' the cost of them? If they are listed at, or below the crafting costs, wouldn't that lower the cost of them overall?
    Seebs comment was "Account-wide crafting tables would hugely increase the cost of crafted generic IOs." That's because fewer characters would need to earn the crafting badges. Specifically, if I wanted the crafting table on 4 of my characters, I would only need to earn it on 1 character by crafting and selling low huge numbers of IOs. As such, fewer characters would be selling IOs just to get rid of them. A larger percentage of Common IO Enhancements would be sold by crafters looking to make a profit.

    While I agree in principle, I don't think the numbers are really there. This only applies to people who want Field Crafter on multiple characters on their account. It's a nice shiney for badgers, and I have it on both my hero and villain badger, but there probably aren't a huge number of people like me. Plus all the hardcore badgers have long since earned this, so I don't think badgers are a big contribution to the Common IO Enhancement pool these days. With gleemail you only need a single character who has memorized everything to supply all of your own characters. People who want extra Salvage and Recipe storage will still need to craft and dump, and I suspect that's the major supplier of low priced Common IO Enhancements these days. That won't change.

    All that said, I don't see it happening. They'd probably put it up for sale on the Paragon Market for $5 or $10 rather than making the badge account wide.
  23. TopDoc

    Cebr

    The GMs still haven't gotten around to reviewing my arc (5 days and counting). But on general principle, I've adjusted it to not look like a farm. That means adding real descriptions and mob costumes, plus making it only a single mission long.

    I believe I already explained the basics of the farm in the original post, in case someone wanted to roll their own. The map has changed since then but the objectives haven't. There are 2 boss spawns in the front with 3 ambushes each, plus a glowie to finish the mission when done. The mobs are all fixed at level 2. Some maps have lower than the 1500 ticket cap, so make sure you play it and check. The mobs are all Dual Blades/Regen with fairly few powers. The Minions only have thrown knives, while the Lts and bosses get that plus a single melee attack. They all have Revive and Fast Healing I think, maybe Quick Recovery if it makes a difference. They aren't all worth 100% of XP at level 2, but that's exactly what the Devs do to balance "easy" mobs.
  24. A marketeer would say "prices are too high" if they can't bid for stuff on the Market because it sell off-market for over the Inf cap. A powergamer would say "prices are too high" because they don't have enough Inf to buy purples that actually are on the Market. A casual player would say "prices are too high" because they can't buy anything decent on the Market. I would say the later two uses of "prices are too high" are far more common, so it doesn't make sense to restrict that phrase to meaning what the Marketeer thinks.
  25. TopDoc

    Cebr

    CEBR is not an exploit. If this was an exploit, the mods would have removed it long ago.

    MARTy has no effect on it. I actually tested it. First mission got me up to level 9.5, second one (with spin and Hasten) to 13.5. So apparently going from 1 to 50 in around 5.5 hours is a reasonable rate for MARTy. Inf looked good, capped 1500 tickets each time, and there was no indication that I was defeating mobs without getting rewarded. I never even died, which is surprising since I only had enough Inf to buy a few Lucks before starting the first mission.

    I expect to have a new level 50 Brute on Exalted tonight. Unless of course MARTy is more forgiving at lower levels. Then again the extra speed from the Increase Attack Rate Empowerment buff or the cheap Global Recharge PvPs and Purples I recommended in the original post may also make a difference. I suspect a few people will be trying it out later today. See you in the Atlas AE. It'll be a refreshing change from Mercy.