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I just use lev 25 commons until i hit 50. Why? I don't spend hours in WW looking for 0 IO's under 50. When i do try to IO a toon at 22 with lev 25's (frankenslotting) i can never find any. So, i just wait until i hit 50 and use lev 50s. The purples go with me when i exmp so i don't really tell any difference in my toons performances.
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I stopped a toon at 20 and 25 on my server just so i can farm my other account and gets lev 20 and 25 tix. Works great. Who knew lev 20 stuff would become so high after stamina went inherent? *wink* But it's darn near impossible to go to WW for anything under 50 as far as sets. May not be impossible but sure is hard on alot of items.
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well, drops in PI have been better. ive gotten 7 purps since sat night. 2 pets, 2 arma damage, 1 arma trip, 1 apoc rech/acc and 1 rag trip.
i don't even know if i should bin them for future toons or sell since the prices are so ridiculously high?? lol. the Rag is like 900mil atm and the Apoc is 800. Hmmm. -
Quote:I get what youre saying. Personally, length isn't a factor to me really. Im not one that has to speed every TF in the game and complain if a TF takes longer than 20 min. I don't think thats how it was originally designed. Hence the capability of logging and continueing tomorrow. I'd take a little longer mission or arc in replacement of the massive lag on 24 man teams and having to tell people that have ran 100 umpteen BAFs to get the AVs closer together, lol. And even a great soloist would have problems with +4s (with bosses)and an AV at the end or EBs. Im sure the DEVs could give us a good system to work with. Err, id hope, anyways.If we do get them, I expect that they'd actually take longer to accomplish than the Trials, if the rewards are the same. I mean, the Trials only take about 30-60 minutes, tops. I've been on some that only take about 20.
Allowing for smaller groups (or soloists ) to get the rewards, while able to go away and come back to it as they need to, I would imagine that they'd be several-mission-long arcs that would take longer to accomplish, but would allow for more freedom in terms of when you accomplish them.
Think about it this way: take Task Forces versus normal mission arcs. TFs get merit bonuses in comparison to arcs of the same relative length. This is to compensate for the toughness in stopping them and coming back to them whenever you feel like. I would think that since the rewards would have to be about the same for Incarnate Arcs that they'd take longer to accomplish. -
Hopefully not too long though. Trials are ok but too tedious for alot of people to bother with. We do it because we have no choice other than shelving the 50s. I'd love to see something other than 24 man trials for Incarnates.
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I don't know if it's been mentioned anywhere but i'd love to see Incarnate Contacts allowing 8 man Incarnate teaming. Keep the missions at +4 but allow smaller teaming. Alot less lag, wait times, order giving, etc. Farming it on one toon is mind numbing at times. Now imagine someone with 5-30 alts. Just an idea.
Incarnate Contacts for missions or Incarnate TF's. However it can be broken down would be nice. IMO. -
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Quote:All of my builds "need them". You get more rech from 2 of them compared to the 5 pieces of a purple set. Therefore giving you more rech than purples at a FAR cheaper price than 5 purps. I don't know of one build that wouldn't benefit from extra recharge.Just going back to this for a minute:
The first question should be "Do you NEED them?"
There are some builds- a lot of builds- that get very good results from having a whole lot of extra Recharge. Which, as you have noticed, is really expensive. But a lot of the builds you see on these forums are designed with some or all of the following assumptions:
1) A billion inf is not too much to spend on a character
2) Thirty billion inf is not too much to spend on a character
3) There is no reason to work on a character build below level 50
4) You will never exemplar below level 50
I keep thinking of putting together a build bingo card, like this one.
I will also point out that there's often a considerable difference in price between crafted and uncrafted LoTGs- just don't get high on your own supply.
My high rech toons, like Doms and Trollers, use 5 purp sets and 5 lotgs.
As far as what level you need, it all depends on what you do with your toons. I very, very rarely play below 50. So, i just buy all lev 50 LOTGs and IO's. Mainly due to the sucky system we have pre 50 IO-wise. And the toons that i do run TFs with are purpled so the IOs work at any level anyways. Just my 2 cents anyways. -
I LOVE Ice Armor. I have an Ice/KM. Ice is very tough and very cheap to make that way. As far as ice melee, i think ice patch is the best part of it. I'd go DM or SS for some extra goodies. Like a Heal, or Rage.
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Quote:All depends on if you like playing (tips) or sitting in WW or running back and forth crafting. Personally, i like to play. So doing the tips and finding pieces for 1 or 2 Merits to sell is alot more fun for me. All depends on what ya like.The Hero Merit process is the slow-n-steady sure thing way of getting your Luck of the Gambler Recharge recipes. The market is the fast-n-risky way of maybe getting your recipes.
I took one of my oldest characters sitting on 110 mil and decided to try a little bit of marketeering (I'm generally not a Marketeer). I picked a niche that seemed to have a pretty quick turnover. Bought up recipes and Salvage, crafted them. The IOs were selling pretty steady for 20 mil, and I was crafting them for about 3-5 mil, a nice profit. I put them up for sale at 17 mil and they were selling quickly. After about 2 sets of 10, I crafted and put up my third set of 10. 6 sold at the same 20 mil mark, but then there seems to have been a market price switch . . . to 15-16 mil, just below my listing price. Those 4 have been sitting on the market now for 3 weeks at 17 mil . . . I could just eat the listing fee and re-list them, but I'm not really in a hurry. I keep hoping they will sell eventually.
The point of the story is that the market is volitile. You can earn a bunch very quickly, but you can't be sure if a market price fluxuation will suddenly result in losing out on some significan listing fees or take longer to sell. If you have Reward Merits and even a moderate amount of Infl, you can buy one Hero merit per day with 50 Reward Merits and 20 Mil Infl, earn one Hero Merit every other day with Tip Missions. Craft and sell a desired 1-merit recipe on one day and then buy your LotG Recharge the next day. If you choose your recipe-for-sale right, you should be easily able to make up the 20 mil it costs to buy one Hero Merit per day. You will have to do other things to make sure you have 50 Reward Merits per day. -
Quote:Well, i never asked for a DEV reply before or had to ask a question. Thanks for the tip.Pets' attacks are not affected by +recharge, but anything else will function properly for them. So the movement part of SB works, the debuff resistance part works, but not the +recharge part.
PS; eryq, you should know by now that if you want developer feedback, you need to PM a developer. Asking in Random Forum Thread will almost guarantee no developer response.
And i know they run faster, but i was more curious about the attack rates. If it works on players, why not pets? At this point in the game with -res, alpha attack rates boosts, alpha end reductions for /dark, and lore pets, i'm sure SB'd pets isn't going to hurt anything. Or am i wrong? Will SB pets attacks be more Uber than Incarnate powers? -
I posted this in the Beta forums and was just curious how the "players" felt.
Will the new SB aura affect pets like Imps? I don't understand why it don't affect them now. If i team with my wife on her SS/SD, and SB her, she outperforms what the imps would do if i were solo on my /kin.
I'm not sure if MM pets are helped by SB or not. But again, why not, if they aren't? It is a team to help me. Whether i team with real people or the team the comes with MM's and Troller pets, SB should be used to help my toons.
I'd love to get some Dev feedback if possible. Esp given all the advantages coming with the Incarnate stuff. I don't see SB'ing pets as game breaking. Thanks for any info. -
I'd IO mine first. Then do whatever you want to do in the game. Badge hunt, do TFs, sit in atlas doing CC's, kill GMs, sit in WW/BM flipping, Incarnate stuffs... The possibilities are endless. Roll an alt?
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At 50, the 2 charges kill all anyway. No need to really worry about the xtra HP as long as you're soft capped. I have the scrapper version soft capd and each charge is up for each mob in farms and i've yet to need any more HP than i have already.
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Quote:That sounds promising.There are two more trials in the immediate future, and the devs are reputedly looking into solo/small team Incarnate content.
The trials will be coming before Issue 21 (one of them at least for sure), so I am anticipating some kind of solo/small team Incarnate stuff to be released in Issue 21. Shouldn't be too much longer. -
I dont visit the forums much any more so i havent heard. Are they planning on another trial or 2 or are we actually going to get some contacts and incarnate missions, also? I'd love to be able to get threads in missions just like shards.
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I really like all the new stuff, BUT, it's getting boring. I don't like waiting 30 min to start a new trial while trying to get 20 people to form them.
Is there any way that we could get new contacts in PI or G-Ville just for Incarnates? Make all the missions at +4 or whatever so that smaller teams can run them and be able to get Shards, Threads and other goodies? Or even new zones specifically for levels 50-54? Just something other than the same 2 things that take forever to form. -
Same here. I have 6 to redeem and wifes had 4. Not sure what's up but id love to keep them.
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Quote:Guess my luck is just gooder than somes. 1 shard per hour solo, is, um, bad. IMO. I normally get 2-3 per run of a farm. It takes me 15 minutes to do one. But i get those darn purples, too. And those %s are higher solo, too.Given that the assertion from a poster above, that shard award is different from the norm, in where each mob could potentially award 8 shards, (1 to a player) as opposed to the normal loot practice that a creature checks to see if it has a drop at all, then decides which one player get it.
So in the case of shards on solo versus teams, there is no 1 on 8 chance that given a drop, you may get it for teams. Thus teams tend to be better for shard drops, solely because you kill faster the bunches of mobs that you would be able to do alone. That is technically, in my own experience, it tends to be true. I can solo and decimate entire maps for hours and maybe get 1 or 2 shard drops ( I average a shard an hour, I know my luck suxors), which is often my norm. But I can go to level 50 TF with lots of people, kill in 30 min as many mobs I would have killed in two hours and walk out with an average of 2 shards. Which is by far better, timewise, for acquiring shards.
I still have an issue with the randomness of shard drops, I feel its inherently wrong that luck plays such a large component in the acquisition of a critical component in the incarnate system. I feel aweful when hard working players go into a kill all ITF for example, and because of the "range" they walk out empty handed, and contrasted in the very same ITF another player walks out with 8 or more shards. Again I understand that is luck and the range, but does luck need to be so over-bearing? I mean zip versus 8? Is this really reasonable? Is this pragmatically fair?
I use pragmatically as a means to emphasize in the final analysis. At a low level of fairness, it is understood that we all have the same chance to get a drop, so at an entry level, it is fair. But after an hour of grinding, and when the loot split is remarkly skewed, is that in truth fair?
Lets look at the random number generator, is it working right? Is it possibly getting stuck at a certain range for a player?
Let me delve into my concern, say there is a an average 1% per mob (averaged between minions, LTs, and bosses) chance to get a shard. That means that statisticaly 1 in 100 mobs is supposed to get you 1 drop, this is very basic statistics. The greater the sampling, the more likely the proportion will be experienced. That is if you take a sample of only ten rolls, you are very unlikely to get a drop, it was only a sample of ten and you had a 1 chance on 100. If you take a sample of 50 rolls, you really have a 50/50 chance to get that drop given also some form of standard deviation. If you were to do 100 rolls, and had a 1 in 100 chance, given a 1 sigma statistical variation, you should have an 87% chance to get it; that means there is a 13% chance a statistical aberration may occur and you get shafted. If you do 200 rolls, thus double the statistical pool, you still have the same 1 sigma deviation, but the 13% drops to 7% chance, at 300 rolls the aberration chance is only 4%, at 400 rolls would yield a 3% chance of you getting cheated.
Now lets look an ITF, how many mobs we polish away in each mission? I would estimate about 300 of them. At 3 hundred and at an average 1% chance, under a properly working random number generator you should receive 3 shards give or take one standard deviation or +/- 0.51 shards. Now if you wind up with no drops, yeah sure bad luck, but how bad was it? 3/0.51 is roughly 6, my goodness a standard deviation of 6 is essentially unheard of in real life, really! that statistical catastrophe is like your being bitten by a blind dog, while a lightning strikes your head, as you stood by a leaking fire hydrant, as your cell phone shorted and zapped your ear while talking, and your state is decimated by a giant asteroid: All at the same time! While these events could possibly happen, in or out of the game, they should really, really , really be extremely rare. Judging by the frequency they do occur, I would think something is not right with the so called "range" or random number generator. Please note, these numbers are only after completing a single mission, not an entire ITF! Think how truly broken the range is if you walk out empty handed after an entire ITF!
Perhaps after 100 rolls for a shard, a streak breaker should kick in, and give you 1!
hugs
Sue -
I rarely have bosses in my farms and get just as many purples as i can handle. (3 in 1 run last week) The only time i have bosses in my runs is when im pling my other account.
I can also see a difference in my drops by changing the 0 to +1,2,3 etc. I can run at 0x8 and fill up enh, recipes (mostly commons), and salvage. Then bump the diff up to +2 and get less than 1/2 on each run. I've documented it several times to back up my experiences. So, i just leave mine at 0x8. -
I can't tell the diff from solo vs team as some say. I done an ITF TF and got like 7 shards. Now, do the math. If it took us 45 min to do it, and i got 7 on a team and i can solo run a BM map in 15 minutes and get 3-5 (without having it set to include bosses) i don't see the benefit that some say.
I solo the BM farm blue side and the Liberate TV mish red side and have managed to get teh 3rd tier on the toons i want it on plus upwards of 100 shards. Depending on how much time you solo farm, of course. -
sorry to hear that. ive had 7 purples fall in about 10 runs. 3 were in 1 run. :P