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Knowing the drop rates of all three major categories of common/uncommon/rare salvage and recipes is pretty good. Granted, it's not like its listed in the game info pages or anything. The info was given out in I9 beta, and since then it's only carried forward by the player community.
It'd be nice to know the purple values though.
I have to say, if they ever changed the rates, I would be totally unsurprised if they didn't tell us the new ones. I wouldn't be massively surprised if they did tell us, though. At this point they've basically set precedents for both. -
Additional testing. I was able to summon an Ouroboros portal even when exemplared from level 50 to level 29.
I was still unable to summon a Shivan while exemplared. Or rather, nothing appeared when I cast the summons. I then dropped the Ouro TF I was using to force my level down, and the Shivan popped out of the ground at the spot where I'd summoned it, just as if I'd only summoned it just then.
I'm not concerned about Shivans specifically. They just are an example for a problem that seems to affect multiple pet-summoning temporary powers. -
Quote:From what I've read, that bug isn't restricted to TFs. BillZ was reporting that in Arachnos scanner missions during beta.Big deal - no, but an example of a bug created by the +4 difficulty setting.
Given that it seems to potentially affect all content (or at least all content with the right mob factions in it), I wouldn't expect them to fix this particular bug by turning off the settings in TFs.
(By the way, if it's an EB, it's the controllable RV spawn. The ones you get from the temp power are a lot smaller and they aren't EBs. I wonder if that means you can get Cataphract spawns when fighting Longbow.) -
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SO drops have been pretty abysmal ever since I9. I'd consider one per mission a decent clip.
Of course, they are worth a lot less than common recipes at vendors, and recipes don't need the "right" vendor to give you full price. Hell, you can't even sell SOs to mission contacts, but you can sell recipes.
So yeah, I haven't cared much. -
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Regen debuffs take a more significant role when you have a very small team taking on a hard target, including the case of someone soloing an AV. The larger -Regen effects range in magnitude from -500% to -1000% before resistances, which work out to about -75% to -150% after resistance for AVs around level 50. This, scaled by an AV's large HP/sec regen rate is a larger effective DPS contribution than someone solo, or maybe even 2-3 characters can sometimes dish out.
In contrast, -DR effects swing to the forefront on a large team. Because of how DR debuffs interact with resistances, an X% DR debuff is always an X% increase in damage inflicted. Because of this, it's likely that an extra 20-30% total DPS increase for a large team will outweigh the effective DPS increase of even a 100% regen rate debuff.
The exception might be if the foe has very high resistances, which means that even a 20-30% increase in total team DPS might not be enough to counter an AV's regen. The Mistress of Mystery Carnie AV comes to mind.
In any case, if you tend to play with your Stormie on large teams, this might explain your sense that all is well despite the lack of -Regen in Storm Summoning. While you lack that, you have a very nice DR and Defense debuff power in Freezing Rain. -
Quote:We know that's not true. Just because the uninitialized variable has been here all along doesn't mean that it was being populated with the same (erroneous) data all along. There is significant circumstantial evidence suggesting it changed meaningfully for the first time in I16.Nothing has changed about the drop rate, other than a lot of farmers moving back to PI and getting 'real' drops instead of tickets. From what they've said the drop rate bug has always been with us, so it's nothing new we just noticed it thanks to the changes in mission settings.
All you have to do is go back to TopDoc's purple farming thread, which pre-dated I16. In efforts to gather comparison data from live with test when I16 was still in Beta, TopDoc's numbers were found in adherence with predicted values.
I know that personally the whole reason I started investigating is that I noticed my own drop rates on test did not seem very good. It was in trying to gather data to confirm that feeling that I ended up part of a collective effort that, ultimately helped the devs find the actual problem. Yet there was no collective sense of issue before I16. While some people may have joined in after seeing the forum discussions, the beta effort to get to the bottom of things was spontaneous and simultaneous from several people. It's notable that such an effort never formed before. One obvious explanation is that this was the first time anything changed significantly. -
I'm very disappointed that the TF change is apparently going live as-is.
I am in the process of patching to see if it still affects Ouroboros. -
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Quote:Are you familiar with the all-Defender and all-Controller STFs that have been run?I tell you what, when I do the all scrapper again, when they fix it so that you can't tamper with it, I'll time us. Then we will see about bagging it and getting a best time with the other ATs hopefully, team holding together providing, oh and on their alts lol some only do scrappers I think.
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Quote:Woah guys... sorry to derail the thread, but are you guys saying you're all in agreement that the -Res proc can make a character into a force-multiplier when before it was not considered one?

Absolutely. Probably most characters who can obtain such effects still won't be as impressive at them as an AT that specializes in it, but the -RES procs are one of the best examples of it just because of how nearly universally -RES benefits everyone beating on an affected target.
As I've mentioned earlier, the only effects there I would consider force multipliers is the -Def of a PB's attacks, which (perhaps sadly) is the most conditionally useful force multiplier we have access to even when wielded by things like Defenders.Quote:And do you guys consider Kheldians who, with each attack, refresh their minor debuffs of -Speed;-Recharge (WS) and -Def (PB) to be force-multiplier despite the debuffs not being constant toggle powers?
That's hardly to say the -speed/-recharge of a WS, the taunts of their tank forms, etc., are not useful. They just degrade the foe's ability to threaten the team, the benefit of which is conditional on how threatening the foes were to begin with. Outright force multipliers tend not to depend much that condition unless the foes are so threatening no one can keep the effects in play. -
Quote:I have a problem with those people too. I'm not one of them.I do have a problem with people who care too much about efficiency to the point where they unnecessarily exclude every day casual players with their concepts from the team in order to have a team that is so super powered the fact the team builder lacks any skill doesn't matter.
I only jumped in here because I saw what I perceived as people mangling the understanding of a reasonably well-defined term, at least in the context of these forums. I also think it helps people to understand just how useful things like offensive buffs and debuffs can be.
The problem (as I see it) comes in when the types of players you're talking about apply that understanding in extremis. They let efficiency drive their playstyle and team building to an extent that is needlessly exclusive.
I think this game is too "casual friendly" to have much need for that. It's not as if there's much content that calls for it. Even if one makes the argument that things like the RSF or STF do call for it (not something I'd automatically agree with), it's not as if the whole game presents anything like their level of difficulty. -
I look at it like this. Using the forum as a our sample base, calls for a way to systematically lower in the way a -1 setting does were basically non-existent. While there are certainly some builds and even whole AT/powerset combos that are... less optimal at soloing than others, very few people complained about the actual difficulty of the game at Heroic or Villainous difficulty. Indeed, most complaints about soloing ability appeared to take the form of complaints that they were "forced" to solo on Heroic.
In contrast, people were often looking for ways to up difficulty. Far from everyone, but more than I ever saw asking for lower difficulty than Heroic.
I have no objection to the -1 setting, either in general or even on TFs. However, I personally have no real use for it except for farming purposes, and even then I generally find it more fun to fight +2 foes. It's mostly been useful to me for purposes of faster gathering of drop rate statistics.
I think it's worth noting that there's no clear indication that the -1 setting is the stand-alone reason the devs are doing this. Remember, the new settings added +3 and +4 settings as well as -1, and as far as we know whatever problems the system introduced is just as likely with those settings.
This is one of the reasons I back the idea of giving us the old pre-16-style settings for TFs if possible. I would think that system would have been fairly well hammered out given how long it's been available. That's an assumption on my part, since I really don't know what the underlying problem is. It just seems reasonable based on how long the pre-I16 system was in play. -
Quote:You had an edge case going already with the -Def that let you slot the proc to begin with.A single -res defender/controller would have easily outdone what contribution I had in the force multiplier stakes, but it the context of that damage heavy team I did witness an edge case where the lone scrapper did act as a multiplier.
But there's no question that the -Res effect from the proc has a lot fewer conditions attached on being useful to a team. Letting the target be a single sack-o-HP like M. ReichsBison definitely makes it more likely to actually be leveraged by the whole team.
I have several slotted on my Broadsword scrapper, just to up the odds of activation for continuous benefit in situations like that. -
Ah, OK. That makes sense then. It also explains why sometimes people were able to access their extra character slots, but sometimes not.
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Quote:Just an fyi that NCsoft was working on the in-game store issue, and services were restored on Saturday, September 26th (within 24 hours of the service outtage ). We are continuing to monitor the issue, and did not want to call an "all clear" without more data.

I'm confused. As far as I could tell, the store was off-line, at least every time I logged in, from the scheduled downtime on Wednesday through sometime Saturday. (I wasn't on-line between Saturday noon-ish central time until late on Sunday, so I can only assume it was restored somewhere in there.)
That's a lot more than 24 hours... -
I sure hope not, given how often I play them. And Brutes who aren't built to hold aggro. And Stalkers (who are about as uncomplimentary as you can get with a damage dealer - they sic aggro on their teammates).
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The bug has nothing to do with being in missions or not. It may depend on whether you're in TF/Flashback mode or not.
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I'm pretty sure Gad meant that one of the three "D"s from DDD were missing. Specifically, the sacrifices in the build make it more of a "Dark Miasma Defender". Lacking "Dark Blast" knocks out the middle "D" in "DDD", leaving "DD", and thus D2.
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Quote:Yes, it does. I tested it. Settings have no impact on Ouroboros missions.Question, does this also prevent you from soloing arcs in Ouro as a full team of 8? Because if so... we're going to be right back to people looking for fillers again.
This is a bug, and was not intended.
The behavior in TFs is intended. I am hopeful we can change their minds enough to get us at least to the TF features we had before I16.
As an aside, getting fillers for Ouroboros sounds extremely onerous on the fillers compared to normal mission fillers, who can stay wherever they were without going to Ouro or a SG base to start an arc. -
Quote:Let me put my statements another way though.
4 + 4 + 4 =
That's addition right? Only if you choose to view it that way. I don't do things slowly, I don't have to care about the rules other people give themselves, so that may as well be a multiplication to me.
I understand, but while numbers (and many mathematical operations) can be reorganized to achieve the same results many ways, not all of those ways necessarily make good models for given game scenarios.
Let's take a simplistic team, composed solely of 3 Scrappers. We'll say they're all pretty similar in damage contribution. Maybe all three are sword scrappers with similar builds.
Now, let's say we can add one more character before the team runs off to maul foes. We can add one more Scrapper, or one Kineticist. (I keep using Kinetics just because the examples are easier to calculate, and so easier to explain.)
Adding a 4th similar Scrapper would increase the peak damage potential represented by the original three by about 33%. (4/3 ≈ 133.3%)
Now, if we grab a Kinetics character, we'll say it's a Controller, so the per-foe buff from Fulcrum Shift is 20%. We'll say that most of the time the /Kin manages to get 5 foes with FS, meaning they offer +100% damage bonus to all three Scrappers' peak damage potential. Assuming they already have about 100% damage enhancement, that's an increase in damage for those three equal to 50%. (100% base + 100% enhancement + 100% FS bonus) / (100% base + 100% enhancement) = 150%.
So even if the Kinetics Controller has some sort of bizarre "pure support" build and never contributes a lick of damage on their own (an unusual Controller build, for sure), they contribute more damage potential to the team than adding a fourth Scrapper.
Now, if we do as you suggest and consider adding the 4th Scrapper multiplicative, adding him or her is a "multiplier" of 4/3 while the Kinetics is a multiplier of 3/2. But if our original team is instead 7 Scrappers, adding an 8th Scrapper makes his force multiple 8/7, while adding a Kinetics Controller who regularly hits 5 targets remains a force multiplier of 3/2.
That means that treating an additive force bonus as a multiplier isn't a terribly intuitive model for explaining what those additive effects do for a team's peak damage potential, because their "multiplier" has to account for the team's existing damage output.
In contrast, the multiplier provided by -DR especially and +Damage to a point (it's generally easier to hit the cap on +Dam than the floor on -DR) tends to be more invariant of what the team already has. It's extremely likely that if your team has no primary force modifiers already, adding one will allow you to apply its full multiplier, no matter what else is already on the team. The same is not generally true of adding something like a primary damage character. -
I cannot prove it, but I say earnestly that I did not rep you.
