graystar_blaster

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  1. Quote:
    Originally Posted by graystar_blaster View Post
    Your not getting it


    For someone to buy that stuff


    NEW influ had to be earned and the only way to "earn" "new" influ is to kil npcs.


    what u sell on the market is irrelevant thats is the point. To sell on market someone had to "earn" "NEW" influ to but itl. the Market is a sink for influ it makes it go away to sell something NEW influ had to bed printed or "earned"

    so to say the market helped you is to say your not understanding what im getting at which is totally ok try to look at it in a analytical perspective. Its not what you got from the market its what INFLU ONLY came from npcs kills.


    and how did that new influ afford what you sold.

    sorry for the spelling its terrible ill try to reread next time im making dinner so i rushed that post.
  2. Quote:
    Originally Posted by graystar_blaster View Post
    Your not getting it


    For someone to buy that stuff


    NEW influ had to be earned and the only way to "earn" "new" influ is to kil npcs.


    what u sell on the market is irrelevant thats is the point. To sell on market someone had to "earn" "NEW" influ to but itl. the Market is a sink for influ it makes it go away to sell something NEW influ had to bed printed or "earned"

    so to say the market helped you is to say your not understanding what im getting at which is totally ok try to look at it in a analytical perspective. Its not what you got from the market its what INFLU ONLY came from npcs kills.


    and how did that new influ afford what you sold.


    ill read befoer i post next time my spelling was horrible sorry i had too much wine as im making dinner atm

    sorry
  3. Quote:
    Originally Posted by Neuronia View Post
    I don't have to kill 2 bill worth of NPCs to generate "new" Influence, that's the thing.

    I just use the Market! Case in point, my Mind/Cold. She's level 44 now and sitting on 450 Merits from just doing Phalanx TFs for accolading and my Friday night TF groups (we recently did Shard TFs, massive influx of Merits there).
    On the side, I did AE and cashed in at level 35. I made close to 100,000,000 influence just off those rolls from AE.

    Other players gave me that money! *YOU* might have given me that money. On the other side, I run my bubbler through my demon farm and just craft the drops and sell them. On a bad run I sell a few crafted uncommons for 5 to 20 million and sell the salvage for 2-10 million. On a *good* run I get a purple and sell it for 70,000,000 plus.

    My Warshade on Triumph, The Casual Player, is sitting on 10,000,000 at level 20 and that's not that much, but I've been lazy in playing her. All I did was sell drops to the Market.

    If *all* you do is just defeat mobs and vendor stuff you'll make enough to outfit yourself in single origins and still clear the several million cap. Seriously. It's impossible to not make money somehow!

    My SGmates on Pinnacle were actually wondering how they'd afford an LOTG for their builds: "It's so expensive!"

    I told them EXACTLY how to do it:

    i)Roll a new alt
    ii)Sell insps on market (20,000 - 50,000 inf)
    iii)Sell any salvage on market
    iv)Place low bids on recipes and vendor them
    v)Do a few TFs, cash in Merits and craft and sell.

    Eventually you'll get your millions, and quickly at that.
    The game also gives you "new inf" with mob defeats; millions of "new inf", especially at level 50! I think Catwhoorg did a report a while back that states an hour's play on even a low-damage character at level 50 got you 1,000,000 per hour...do the math.


    Your not getting it


    For someone to buy that stuff


    NEW influ had to be earned and the only way to "earn" "new" influ is to kil npcs.


    what u sell on the market is irrelevant thats is the point. To sell on market someone had to "earn" "NEW" influ to but itl. the Market is a sink for influ it makes it go away to sell something NEW influ had to bed printed or "earned"

    so to say the market helped you is to say your not understanding what im getting at which is totally ok try to look at it in a analytical perspective. Its not what you got from the market its what INFLU ONLY came from npcs kills.


    and how did that new influ afford what you sold.
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Whether inf is "new" or "old" is functionally irrelevant where player to player prices are concerned. What matters is the change in the amount of inf per capita. It matters very little who actually owns that inf as long as they are using it. If they aren't using it due to either lack of interest or because they quit then the inf is effectively removed form the economy.

    Mathematically the change in inf per capita for a given time period is represented by:
    (Inf generated by combat - Inf removed by Inf sinks)/number of active players

    The first two terms are both functions of the number of players in the game so when the devs increased the amount of inf being generated by combat then the inf per capita for a given time period will increase irregardless of any change in player numbers.

    At this point all I can really say is go and study some economics.


    EDIT: Against my better judgment I will try one more time to explain. Let us assume for the sake of an argument that you can actively measure the amount of inf going through the market of two successive days. We will call these values A and B. Now on Day1 IOs sell and a total Inf of A passes through the market. Now on Day2 more sales happen and an amount of Inf equal to B passes through. How much Inf has to be farmed (F) on Day 2 to allow for this to happen? Assume that everyday 100% of the available Inf passes through the market.

    Now we know that on Day 1 A Inf passed through the market so the amount of inf going into day 2 is 0.9 * A. Therefore F = B - 0.9 * A

    I would say that the player base is less than the capita of the players remaining can generate.

    Please provide numbers with an equation before assuming i dont understand economics. And furthermore this is a game and economice while important for a market as we are experiencing here in our little game is important i will postulate to you that there is less influ generated today than 6 monts ago yet prices are more than 8x. So the dev fix on earnings are not enough to compensate for the increase on prices.

    I also would like to add that pvp ios as well as purples and some regular ios are so far ahead of the price from months ago that the current base(my server is way less then 10x less than just 6 months ago) acroos all server is down so the increase in prices is not sufficant to account for dwindling pop.

    Please for reference go back to my original discussion to new people reading this before we get off topic

    cliff notes" population decline versus the increase in xp earned by the new mecahncs is not enought to account for the spike in prices"
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    This is absolutely irrelevant. If we assume that the player population is declining (I disagree but for the sake of an argument lets go with that for now) then that means that the demand for purples is shrinking at approximately the same rate as the supply and therefore we would expect prices to remain remain constant and for the supply to move at about the same rate.


    Ok, you are looking at this purely from the point of view of one player, you have to look at the overall point of view. Even if it takes a single player months to farm 2 billion Inf it probably takes the entire player population less than a day. You only see the rate at which inf enters the economy through you, but for market trends you need to consider everyone.

    First off you are correct that the market removes money from the economy. However the only money it removes is the 10% transaction fee, the other 90% remains in the economy. Given that prices are definitely inflationary at the moment I think we can say with some certainty that in actual fact more Inf is entering the economy than is leaving it. In other words most of what you are seeing on the market ISN'T new money, it's old money that is moving around.

    With I16 the devs drastically increased the rate at which inf entered the economy (effectively a demand increase) without any change to the rate at which IOs entered (supply remains constant). This had two effects. First off there was more demand for IOs which tends to lead to higher prices and secondly the inf sinks (particularly the market fees) were no longer taking out as much inf as entered the economy. This lead to higher prices being charged and thus inflation. I'm not going to get into the actual mechanics of the change because I'm not that good at explaining it (at least not without a whiteboard). But if you are interested there are plenty of places on the web that explain it, I'd start with wikipedia:
    http://en.wikipedia.org/wiki/Supply_and_demand
    http://en.wikipedia.org/wiki/Inflation

    u say that it takes less than a day it does not you have to kill 2 bill worth of npcs to generate "NEW" influ thats my point the population is way down. Yes they farm 2 bill easily a day but look at whats selling a day. Its SOOOOoo muchmore than that where is the "NEW" money coming from.
  6. Please remember that "NEW" influ comes only from killing npcs not selling at markets. You me we he she they have to kill npcs to make new money ultimatly. even though at some time markets are almoast irrelavent even though they ar a influ sink.
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    I can now, if I choose and my character can handle it, play solo with settings for a team of 8 at +4 difficulty.

    I'd be making more INF. (Actually, even more in less time if I drop the difficulty.) Which, honestly, makes your "I can't farm more than I did before" false. You may not be able to put more *time* in but you can adjust your settings for a greater return.

    There's no limit to the INF you can make (well, single character holding 2 billion, and filling up slots with 2 billion INF bids on nonexistant items, but other than that...)
    and how long would it "ACTUALLY" take you to farm 100 mill not drops but real influ generation?
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Read my earlier post again. The markets are inflationary because people are getting more Inf per kill than they used to. Since the main inf sink in game is the market fees and these scale based on the amount of inf being generated it should eventually stabilize at a higher price point than before. So regardless of whether the number of players is increasing or decreasing the Inf per player IS increasing and that causes inflation.


    i have sold so many high end ios its not feasable that les people are playing that much more.

    yes IOS are not influ innfamy

    and ther is les than half the original base playing and price are more than double

    but the markets dont make money they disolve it. Also more influ per kill is not enough to accomidate the rapid inflation. Think about it. A two billion io takes months to farm enogh for and there is more going out than coming in. Where is the NEW money coming from
  9. Quote:
    Originally Posted by Fulmens View Post
    Dumple: There's a difference between moving inf from another character to yourself, and creating inf from nowhere, and I think that's the question the OP is asking.

    Every time you hit a badguy and inf comes out, that's creating inf from nowhere. Every time you hit a badguy and a generic IO recipe comes out, that's [effectively] creating inf from nowhere. Every time you hit a badguy and a purple comes out, that's moving inf from another character to yourself, and destroying 10% in the process.

    To the OP:

    It also means less customers.


    THIS THIS THIS


    My point is best made by this quote. Getting a purple is not making anything cause you have to "sell" it only killing an npc generates. So with less people where is all this "NEW" influ/infamy coming from



    Example i got a apoc dmg recipe. Its awsome but I didnt get anything unless i use it. So i sell it where did that influ/infamy come from. Its 200+ mill actually more but for arguement sake lets say its 200 mill. That 200 hundred mill had to come from killing npcs thats the only place "new" influ/infamy comes from.

    So with a lower player base why are prices GOING UP i cant farm more than i did before and less are playing so where is all the new influ/infamy coming from
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    Because the market is honest, and you will never get screwed using it. Shady, unscrupulous players would use the trade window to steal stuff from people.

    You can accept a trade without putting anything up in the window, what's to stop a jackhole from putting the influence or recipe up in the window and then removing it before clicking "Accept"?

    People use the market because it is literally impossible for that to happen, you will always get what you paid for, or you will always get the influence for your item. There is zero possibility of someone taking your stuff and leaving you with nothing.
    agreed but the rest of my comment
    any ideas there
  11. Most people would agree that playerbase is a little low with new games and everyone waiting on GR to hit. Its kinda normal but thats not my point.

    Consider this-with a lower pop lvl untill the new content the prices are still skyrocketing. Mostly for the good sets, pvpios, and purps.

    Now here is the question with less players means less farmin, pvpin, and random players. So where is the Money coming from. If less are playing how are all my ios sellin for so much. Really, does anyone have any ideas on this. If all the farmers remaining, both pvp and pve ,are still selling their stuff like hot cakes whos buying this stuff and where are they getting 2 bill for an io. Dont get me wrong I love the fact that i finshed and IOd every toon i have on every server and i could just buy it now. But doesnt it seem to go against the logic.

    I say this cause

    1) If the only people left are the hardcore vets like us are we just trading amongst our selves really, or are the newer players 1yr and more recent actually buying this.
    a. if they are buying it where are they getting all this money
    b. if there not who is buying it

    2) if vets are buying it why arnt we just advertising in a chat channel for our wares and stop trowing away 10% in fees.

    3) with all the highend stuff selling there are major fees involved example. I just finsihed a toon cost me about 2 billl nothing great but good stuff. i just bought it at the market. So the real cost is 2.2 bill i think and why did me, u , they all of us just do that. And that 200 mill went poof.
    a) doesnt that mean that more money is leaving faster for the people that remain without new people re-supplying the influ/infamy

    b) leads me to belive someone is printing influ/infamy



    Just some points if anyone has any ideas please respond if you understand what im getting at. I tried to put it as clearly as i could.
  12. I missed the whole thing but this is why i love tri.

    tri is fine the way it is. I left and played and iod 4 toons to 50 on another server. More and bigger isnt better. Ask my wife shell tell ya...(wink)

    Also the other servers are boring. Time to go farm more bye.

    When is gr im getting tierd of making billions by not playing
  13. graystar_blaster

    698!

    makes my 672 look so small thanks a lot...

    grats
  14. Quote:
    Originally Posted by Werner View Post
    Well, I'm not sure what the big leagues are. But let's conservatively say you can make five billion per week (the true figure is likely somewhat higher). If you've been doing that for a year, you'd have about two hundred and fifty billion. So if nobody has 40 billion stashed away, I'd be shocked.
    maybe
  15. Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    stacey static: Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(3), ImpArm-ResDam/EndRdx:40(7), ImpArm-ResDam/EndRdx/Rchg:40(25)
    Level 1: Charged Brawl -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:50(3), Mako-Acc/EndRdx/Rchg:50(7), Mako-Dmg/Rchg:50(25)
    Level 2: Havoc Punch -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:50(5), Mako-Acc/EndRdx/Rchg:50(9), Mako-Dmg/EndRdx:50(46)
    Level 4: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-%Dam:50(31), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(50)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Conductive Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx/Rchg:40(11), ImpArm-ResDam/EndRdx:40(11)
    Level 10: Static Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(13), ImpArm-ResDam/EndRdx/Rchg:40(13)
    Level 12: Grounded -- ImpArm-ResDam/EndRdx/Rchg:40(A), ImpArm-ResDam:40(15), ImpArm-ResDam/EndRdx:40(15)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17)
    Level 16: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(17), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(21)
    Level 18: Energize -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(21), Numna-EndRdx/Rchg:50(23), Numna-Heal/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(33)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(31), EndMod-I:50(31)
    Level 22: Build Up -- AdjTgt-EndRdx/Rchg:50(A), AdjTgt-ToHit/EndRdx:50(27), AdjTgt-Rchg:50(27), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit:50(29)
    Level 24: Lightning Reflexes -- Run-I:50(A)
    Level 26: Kick -- T'Death-Dam%:40(A)
    Level 28: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(33), S'fstPrt-ResKB:30(34), ImpArm-ResDam:40(34), ImpArm-ResDam/EndRdx:40(34), ImpArm-ResDam/EndRdx/Rchg:40(36)
    Level 30: Chain Induction -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Acc/Dmg:50(36), C'ngImp-Dmg/EndRdx:50(37), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(37)
    Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39), S'dpty-Def:40(40), S'dpty-EndRdx:40(40)
    Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(50)
    Level 38: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(40), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-%Dam:50(43)
    Level 41: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(43), P'Shift-Acc/Rchg:50(43), P'Shift-EndMod/Acc/Rchg:50(45), P'Shift-EndMod/Rchg:50(45)
    Level 44: Focused Accuracy -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/EndRdx:50(45), AdjTgt-ToHit:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-EndRdx/Rchg:50(50)
    Level 47: Physical Perfection -- RgnTis-Heal/EndRdx:30(A), RgnTis-Regen+:30(48), Mrcl-Heal:40(48), Mrcl-Rcvry+:40(48)
    Level 49: Assault -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Mako-Dam%:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 21.5% DamageBuff(Smashing)
    • 21.5% DamageBuff(Lethal)
    • 21.5% DamageBuff(Fire)
    • 21.5% DamageBuff(Cold)
    • 21.5% DamageBuff(Energy)
    • 21.5% DamageBuff(Negative)
    • 21.5% DamageBuff(Toxic)
    • 21.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 12.4% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 6% Enhancement(Heal)
    • 40% Enhancement(RechargeTime)
    • 52% Enhancement(Accuracy)
    • 10% FlySpeed
    • 196.8 HP (10.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 6.6%
    • 14% (0.23 End/sec) Recovery
    • 38% (2.97 HP/sec) Regeneration
    • 2.52% Resistance(Energy)
    • 2.52% Resistance(Negative)
    • 5.5% Resistance(Psionic)
    • 14% RunSpeed
    ------------
    Set Bonuses:
    Impervium Armor
    (Charged Armor)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    • 3% Resistance(Psionic)
    Mako's Bite
    (Charged Brawl)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Mako's Bite
    (Havoc Punch)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Obliteration
    (Lightning Field)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Impervium Armor
    (Conductive Shield)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Impervium Armor
    (Static Shield)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Impervium Armor
    (Grounded)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    Obliteration
    (Jacobs Ladder)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Energize)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 28.1 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Crushing Impact
    (Chain Induction)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Serendipity
    (Weave)
    • 4% (0.31 HP/sec) Regeneration
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Performance Shifter
    (Power Sink)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    • 2.5% DamageBuff(All)
    Adjusted Targeting
    (Focused Accuracy)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
    Regenerative Tissue
    (Physical Perfection)
    • 4% RunSpeed
    Miracle
    (Physical Perfection)
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
  16. i made this one


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    stacey static: Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor
    • (A) Impervium Armor - Psionic Resistance: Level 40
    • (3) Impervium Armor - Resistance: Level 40
    • (7) Impervium Armor - Resistance/Endurance: Level 40
    • (25) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    Level 1: Charged Brawl
    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (3) Mako's Bite - Accuracy/Damage: Level 50
    • (7) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    • (25) Mako's Bite - Damage/Recharge: Level 50
    Level 2: Havoc Punch
    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (5) Mako's Bite - Accuracy/Damage: Level 50
    • (9) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    • (46) Mako's Bite - Damage/Endurance: Level 50
    Level 4: Lightning Field
    • (A) Obliteration - Damage: Level 50
    • (5) Obliteration - Accuracy/Recharge: Level 50
    • (9) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (31) Obliteration - Chance for Smashing Damage: Level 50
    • (33) Obliteration - Damage/Recharge: Level 50
    • (50) Obliteration - Accuracy/Damage/Recharge: Level 50
    Level 6: Swift
    • (A) Run Speed IO: Level 50
    Level 8: Conductive Shield
    • (A) Impervium Armor - Resistance: Level 40
    • (11) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    • (11) Impervium Armor - Resistance/Endurance: Level 40
    Level 10: Static Shield
    • (A) Impervium Armor - Resistance: Level 40
    • (13) Impervium Armor - Resistance/Endurance: Level 40
    • (13) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    Level 12: Grounded
    • (A) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    • (15) Impervium Armor - Resistance: Level 40
    • (15) Impervium Armor - Resistance/Endurance: Level 40
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (17) Numina's Convalescence - Heal: Level 50
    Level 16: Jacobs Ladder
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (17) Obliteration - Damage: Level 50
    • (19) Obliteration - Accuracy/Recharge: Level 50
    • (19) Obliteration - Damage/Recharge: Level 50
    • (21) Obliteration - Accuracy/Damage/Recharge: Level 50
    Level 18: Energize
    • (A) Numina's Convalescence - Heal: Level 50
    • (21) Numina's Convalescence - Heal/Endurance: Level 50
    • (23) Numina's Convalescence - Endurance/Recharge: Level 50
    • (23) Numina's Convalescence - Heal/Recharge: Level 50
    • (33) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End: Level 50
    • (31) Performance Shifter - EndMod/Accuracy: Level 50
    • (31) Endurance Modification IO: Level 50
    Level 22: Build Up
    • (A) Adjusted Targeting - Endurance/Recharge: Level 50
    • (27) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    • (27) Adjusted Targeting - Recharge: Level 50
    • (29) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (29) Adjusted Targeting - To Hit Buff: Level 50
    Level 24: Lightning Reflexes
    • (A) Run Speed IO: Level 50
    Level 26: Kick
    • (A) Touch of Death - Chance of Damage(Negative): Level 40
    Level 28: Tough
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (33) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (34) Steadfast Protection - Knockback Protection: Level 30
    • (34) Impervium Armor - Resistance: Level 40
    • (34) Impervium Armor - Resistance/Endurance: Level 40
    • (36) Impervium Armor - Resistance/Endurance/Recharge: Level 40
    Level 30: Chain Induction
    • (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
    • (36) Crushing Impact - Accuracy/Damage/Endurance: Level 50
    • (36) Crushing Impact - Accuracy/Damage: Level 50
    • (37) Crushing Impact - Damage/Endurance: Level 50
    • (37) Crushing Impact - Damage/Recharge: Level 50
    • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    Level 32: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (39) Luck of the Gambler - Defense: Level 50
    • (39) Luck of the Gambler - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (40) Serendipity - Defense: Level 40
    • (40) Serendipity - Endurance: Level 40
    Level 35: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (50) Kismet - Accuracy +6%: Level 30
    Level 38: Lightning Rod
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (40) Obliteration - Damage: Level 50
    • (42) Obliteration - Accuracy/Recharge: Level 50
    • (42) Obliteration - Damage/Recharge: Level 50
    • (42) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (43) Obliteration - Chance for Smashing Damage: Level 50
    Level 41: Power Sink
    • (A) Performance Shifter - EndMod/Accuracy: Level 50
    • (43) Performance Shifter - EndMod: Level 50
    • (43) Performance Shifter - Accuracy/Recharge: Level 50
    • (45) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
    • (45) Performance Shifter - EndMod/Recharge: Level 50
    Level 44: Focused Accuracy
    • (A) Adjusted Targeting - Recharge: Level 50
    • (45) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    • (46) Adjusted Targeting - To Hit Buff: Level 50
    • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
    • (50) Adjusted Targeting - Endurance/Recharge: Level 50
    Level 47: Physical Perfection
    • (A) Regenerative Tissue - Heal/Endurance: Level 30
    • (48) Regenerative Tissue - +Regeneration: Level 30
    • (48) Miracle - Heal: Level 40
    • (48) Miracle - +Recovery: Level 40
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Mako's Bite - Chance of Damage(Lethal): Level 50
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth: Level 50
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 50
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 21.5% DamageBuff(Smashing)
    • 21.5% DamageBuff(Lethal)
    • 21.5% DamageBuff(Fire)
    • 21.5% DamageBuff(Cold)
    • 21.5% DamageBuff(Energy)
    • 21.5% DamageBuff(Negative)
    • 21.5% DamageBuff(Toxic)
    • 21.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 12.4% Defense(Psionic)
    • 10.5% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 6% Enhancement(Heal)
    • 40% Enhancement(RechargeTime)
    • 52% Enhancement(Accuracy)
    • 10% FlySpeed
    • 196.8 HP (10.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 6.6%
    • 14% (0.23 End/sec) Recovery
    • 38% (2.97 HP/sec) Regeneration
    • 2.52% Resistance(Energy)
    • 2.52% Resistance(Negative)
    • 5.5% Resistance(Psionic)
    • 14% RunSpeed
    ------------
    Set Bonuses:
    Impervium Armor
    (Charged Armor)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    • 3% Resistance(Psionic)
    Mako's Bite
    (Charged Brawl)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Mako's Bite
    (Havoc Punch)
    • MezResist(Immobilize) 3.3%
    • 28.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    Obliteration
    (Lightning Field)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Impervium Armor
    (Conductive Shield)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Impervium Armor
    (Static Shield)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Impervium Armor
    (Grounded)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Numina's Convalescence
    (Health)
    • 12% (0.94 HP/sec) Regeneration
    Obliteration
    (Jacobs Ladder)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Numina's Convalescence
    (Energize)
    • 12% (0.94 HP/sec) Regeneration
    • 35.1 HP (1.88%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Adjusted Targeting
    (Build Up)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 1.5% (0.03 End/sec) Recovery
    • 28.1 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Crushing Impact
    (Chain Induction)
    • MezResist(Immobilize) 2.2%
    • 21.1 HP (1.13%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Luck of the Gambler
    (Weave)
    • 10% (0.78 HP/sec) Regeneration
    • 21.1 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Serendipity
    (Weave)
    • 4% (0.31 HP/sec) Regeneration
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
    Performance Shifter
    (Power Sink)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
    • 2.5% DamageBuff(All)
    Adjusted Targeting
    (Focused Accuracy)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
    Regenerative Tissue
    (Physical Perfection)
    • 4% RunSpeed
    Miracle
    (Physical Perfection)
    • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)



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  17. graystar_blaster

    io maybe avail

    Maybe ill just wait till GR and bring it over on an alt and do it that way.


    Send me a tell if you do have what im looking for
  18. graystar_blaster

    io maybe avail

    anyone need a certain resist io?

    its blue but id like to take red infamy for it
  19. Quote:
    Originally Posted by Fury Flechette View Post
    Might be more trouble than it's worth. I have a few influence capped characters so I'd have to arrange to influence transfer to one and then screen cap. I readily recognize that I'm not close to being among the wealthiest. I also spend like a debutante with her daddy's no limit credit card. Along with that 3% PvP IO, I also picked up a Panacea proc and a Panacea heal, which set me back another 2.5B. That's 4.5B influence gone.

    Here's a #9 a la Catwhoorg of what all that influence went towards:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Flame Fencer Revised v3: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery
    Hero Profile:
    Level 1: Fire Sword -- T'Death-Dam%:40(A), T'Death-Acc/Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(21), T'Death-Dmg/EndRdx:40(21), T'Death-Acc/Dmg:40(31), T'Death-Dmg/EndRdx/Rchg:40(31)
    Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), S'fstPrt-ResDam/Def+:30(17), GA-3defTpProc:50(50)
    Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(13)
    Level 4: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Regen/Rcvry+:50(5), RgnTis-Regen+:30(13), Panac-Heal:50(17), Panac-Heal/+End:50(40)
    Level 6: Cremate -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg:50(11), C'ngImp-Dmg/EndRdx:50(19)
    Level 8: Swift -- Run-I:50(A)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(27), Zephyr-ResKB:50(36), LkGmblr-Rchg+:50(37), Ksmt-ToHit+:30(43)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
    Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(37)
    Level 18: Fire Sword Circle -- Armgdn-Dam%:50(A), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg/EndRdx:50(40), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Dmg/Rchg:50(46)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod:50(23), P'Shift-EndMod/Acc:50(34)
    Level 22: Against All Odds -- EndRdx-I:50(A)
    Level 24: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(34), GSFC-Build%:50(40)
    Level 26: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(29), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(31)
    Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Tough -- Aegis-ResDam/EndRdx/Rchg:50(A), Aegis-ResDam:50(43), Aegis-ResDam/EndRdx:50(46)
    Level 35: Shield Charge -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Rchg:50(39), Oblit-Dmg:50(50)
    Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
    Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42)
    Level 44: Fire Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(45), Apoc-Acc/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Dmg/Rchg:50(46)
    Level 47: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
    Level 49: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

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    just thought id say nice build im going very similar to this route in a day or two once fifty only a farm or two more to go
  20. here is some other interestig cases listed on this:http://en.wikipedia.org/wiki/Software_license_agreement

    http://www.internetlibrary.com/cases/lib_case209.cfm


    http://en.wikipedia.org/wiki/Specht_...nications_Corp. (ignorance of the law ok in situations.. i.e. in this game minors, and gifts)


    also
    http://en.wikipedia.org/wiki/Step-Sa...yse_Technology




    as you see there are many precedents already establish on both sides. EULAs are not easy subject. And there are many more to list i just got these in from my bud whos a IP attorney.

    And as far as I.P. property i was referring to the stuff i generated not the wholesale creation of the io system but what is "mine" and i have generated" through my gameplay" using their RNG.

    this is all clearly confusing and no answere will come here but i said i would post these.





    o well im gonna go play now have a great day
  21. Quote:
    Originally Posted by Catwhoorg View Post
    NCSoft could shut the game severs down tomorrow and owe people nothing more than a refund on their unpaid time.

    Arguing about who owns 'stuff' in an MMO is interesting from a legal standpoint, but ultimately useless.
    I really didnt intend this post to go this way but here is some interesting reading

    http://www.publicknowledge.org/node/1546

    it is clearly complicated, and the courts cant decide it nor can lawmakers so i doubt in a fourm post we will get it done here.


    and i dont wish to keep this poing anymore i have enouigh of these conversations in my family, i dont want another in the game.
  22. Quote:
    Originally Posted by Spear0 View Post
    Nothing in the game belongs to you. It's all the property of NCSoft. Thus, it's not "your" stuff to take with you.


    o come on now. I was refering to the things i have on my account in a legal sense however....


    if u are interested some of the things arnt theirs either

    ill refer you to patent 6,731,314 and it lawsuits regarding it not to mention many other lawsuits the game and all mmos have had against them.


    and in regards to the "MY" aspect its allready been stated in some courts that owner/User generated content is possibly and or is the personal "intellectual Property" of the genertor. Specifically from things that happend in the mmo secondlife and WoW. Of course there is the end user agreement but its been established that you can not give away or agree to give up your rights for example when you get a sjob and sign a contract if you ever sign a non-compete clause it wont hold up in court that infringes on you constituional rights to life, liberty and pursuit of happiess. with certain exceptions such as miranda and even then you can reclaim them ex post facto i belive via the 5th ammendment.

    in fact i would argue that the stuff on my account is mine. And not the property of ncsoft, when i buy a coke or a pepsi its not theirs anymore.

    I of course with that pepsi or coke cannot now re-market it or use its logos thats their rights. Ios, salvage, etc... it is kind of the smae thing. Ncsoft made it i bought it now its mine. As long as im not remarketing it in a non approved way. Or change the codeing etc... to further damage their I.P. rights.


    this is how they say it. in the EULA

    (c) Member Content. Members can upload to and create content on our servers in various forms, such as in selections you make and characters, certain additions to the game world, and items you create for the Game(s), and in bulletin boards and similar user-to-user areas ("Member Content"). By submitting Member Content to or creating Member Content on any area of the Service, you (i) you represent and warrant that you have the necessary rights to submit such Member Content; (ii) the Member Content does not infringe the proprietary rights of any third-party, including intellectual property rights; and



    this part is where u agree to actually forfeit a right under the law. Its common practice but if you wanted to sue you could u cant give away your rights.

    (iii) acknowledge and agree that such Member Content is the sole property of NC Interactive. To the extent that NC Interactive cannot claim exclusive rights in Member Content by operation of law, you hereby grant (or you warrant that the owner of such Member Content has expressly granted) to NC Interactive and its related Game Content Providers a non-exclusive, universal, perpetual, irrevocable, royalty-free, sublicenseable right to exercise all rights of any kind or nature associated with such Member Content, and all ancillary and subsidiary rights thereto, in any languages and media now known or not currently known. You shall indemnify and hold NC Interactive and its affiliates harmless from and against any claims by third parties that your Member Content infringes upon, violates or misappropriates any of their intellectual property or other proprietary rights.



    clearly it gets complicated but your stuff is yours and mine is mine. within reasonably resposible usage of that stuff. Ill try to find the law that identifies it as such its not to recent a suit. So it will take me time i had an arguement with my inlaws about i.p. rights when peope were selling property on secondlife for real money.
  23. thanks for all the feedback.

    . I cant wait for GR and look forward to what ever the devs decide.

    This wasnt a rant i was just trying to raise a question i had not heard addressd. It will be fun what ever happens and i cant wait for the new content and zones.


    was great watching the video from Herocon. The first time i saw it i was just loving the graphics and missed alot of the deails in it. Hope beta hits soon
  24. Quote:
    Originally Posted by graystar_blaster View Post
    the things you say about my "intentions" arent true or on mark however it was a good post and i do have to agree with th rest of everything that you said.



    However isnt it a perplexing issue for us all if they wholsale make major changes to the fabric of the game like that. Without any dialouge isnt this ed or pvp changes all over again?

    Of course the changes are diferent but isnt the concept of major changes without dialouge with your customrs more of the same.


    They are programming as we talk about it and they ( the devs or their sub contractors, or their parent comp) are doing all this coding without any of our feedback or discussion with us,


    AND no they clearly dont have to tell us or discuss with the players a thing.

    ill still play i do know that. But maybe given past changes perhaps just perhaps they may want to try to go the "xtra mile" to get it right


    whatever "right" may be


    okay its not dr,ed, nerf that was a bit extreme.....
    i take that back this is new content i just want these thigs adressed