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Galactiman

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  1. This is pretty terrible advice on playing Bio. First of all, if you build for decent recharge (which you always should), the down time on these powers is pretty small. Second, there is no reason to wait on using Ablative Carapace. Its job is to absorb damage, so why you would wait until your health is low to let it perform that function I have no idea. The sooner you use it, the more effective damage absorption you will have over time. Third, you generally don't wait to use DNA Siphon as a clutch heal. You use it as soon as you have a decent pile of bodies to keep the regen and recovery going. What you should be doing is: Use Ablative Carapace Jump into spawn Use Parasitic Aura Wipe out minions and lieutenants Use DNA Siphon Wipe out bosses Go to step 1 If you're killing things too fast to keep this on repeat then you need to increase your notoriety settings and/or get more recharge.
  2. My man, you really gotta start using some grammar and punctuation. This stream-of-consciousness word vomit stuff is hard to read.
  3. I noticed Bopper never came back and explained the math, so maybe I can help with that. First, you need to know how to calculate an expected value. I found a pretty easy to understand explanation here: https://www.varsitytutors.com/hotmath/hotmath_help/topics/expected-value#:~:text=In a probability distribution %2C the,represented by E(x) . This tells us we need the sum of the products of the probability of each potential outcome and its value. In this case, the potential outcome and its value are the same (i.e., 1 tick = 1, 2 ticks = 2, etc.) To calculate the probability of each outcome, we multiply the chance of the previous tick occurring, the chance of the current tick occurring, and the chance of the next tick not occurring. Example using the 25% chance proc: The chance of the first tick occurring is 25% and the 2nd tick not occurring is 75%, so: 0.25 * 0.75 = 0.1875 This means the chance of getting exactly one tick is 18.75%. Chance of getting exactly 2 ticks: Chance of the first tick occurring is 25%, chance of the 2nd tick occurring is 25%, and chance of the 3rd tick not occurring is 75%, so: 0.25 * 0.25 * 0.75 = 0.046875 You'll quickly notice we can simplify this calculation to: 0.25x * 0.75 where x is the number of ticks. The exception being the last tick because if it has occurred then we're done, so it is simply: 0.25x Now to put it all together (factoring out 0.75 for brevity): 0.75(0.251(1) + 0.252(2) + 0.253(3) + 0.254(4)) + 0.255(5) = 0.3330078125 As you can see, that matches up with Bopper's results. For nerds:
  4. Galactiman

    Too strong

    ATOs are so out of whack. Some are amazing and gamechanging like Scrappers, Stalkers, and Tankers, then you look at hot garbage like Brutes and Khelds for instance. Makes no damn sense.
  5. How are you guys really this oblivious to what's already out there?
  6. This only worked because you converted your merits to inf and bought your IOs, which is only possible because of all the farmers.
  7. You've hit the nail on the head for why I don't play on Homecoming anymore. The amount of time it takes to complete a build by doing regular content is ridiculous and designed around a monetized game. Remember, on live you could buy super packs with money and get merits out the wazoo, meaning you could complete a build as fast as you could imagine it by spending money. As with most other F2P games, it was designed to be a slog in order to push you to open your wallet. There is absolutely no need for such a thing on a non-monetized private server. A lot of people are saying they don't agree that regular content needs to be buffed or needs to be buffed only a little, but I totally disagree. It needs to be buffed by a whole lot. Maybe not up to AE farming levels, but a lot closer to that than what it currently is.
  8. Pretty sure inf rates are cut in half in AE, whereas drop rates are not. Also, people tend to hoard inf more than than they do unwanted recipes. Also, recipes are exclusively a market item, while inf has dumps outside the market. So no, it won't be a wash. You could see this on live where the supply of inf vastly outstripped the supply of recipes, resulting in some things costing billions of inf. For the casual to medium level player, it was terrible.
  9. I don't really have an opinion on the validity of farming as a playstyle, but my major concern is the impact that reduced farming will have on the supply of IOs. Buying IOs with inf is vastly more efficient to buying them with merits, regardless of whether or not you are farming or just playing the game normally, and that is in large part due to the vastly increased supply from the sheer amount of farmers. And even then, in my opinion, completing a build is entirely too grindy. Anything that nerfs farming while not somehow compensating with increased supply by some other means will just result in even more grind for everyone playing the game.
  10. Mids will tell you the average damage of an attack based on your slotting, including procs. So you can play around with it until you figure out what will give the most output.
  11. Not really fair to compare it with GW2, the games are totally different. GW2 is all about making sure your party has every buff covered. We're talking about an enhancent of which you have a finite amount in a power and choosing one is a trade off. If you choose to increase animation speed you must sacrifice something else, like damage, recharge speed, endurance consumption (which will also be increased with animation speed increase), or a proc or set bonus. Also, if you don't balance your recharge correctly then having quicker animations will just leave you standing around waiting. Also, like anything else, it's just math and can be balanced with the right effort.
  12. I know it's completely impossible within the current game engine, but an Increase Animation Speed enhancement would be cool.
  13. Personally, yes, since I enjoy random loot (you know, a staple of the RPG genre), but I don't enjoy crafting (a typically optional, alternative method for targeted loot acquisition). I find the random loot system unsatisfying because it is gated behind a terrible crafting system that is essentially just buying things from a vendor with extra steps. I do want that system, and I'm well aware it already exists. However, it is completely separate from the random loot and crafting systems, which are the topic of discussion. What I don't want is a random loot system that is inextricably tied to the crafting system, and I don't want a crappy crafting system that is just a glorified vendor. What I want to see, and what is typical to most RPGs, is the following: Completely Random: usable loot that drops when you defeat things or complete missions Hybrid of random and targeted: A crafting system (preferably a meaningful one that isn't a grocery list, most games fail at this). This is hybrid because you usually target specific materials (e.g. go mine some copper), but there is usually some randomness to things like the amount, quality, location, etc. Enemies that sometimes drop specific things you want (i.e. X boss in Y dungeon sometimes drops Z item that I want for my build) Completely Targeted: farm a currency (e.g. inf, merits) and just go buy the thing I want What we have right now is one system that is a sloppy conglomeration of all three of these systems, and also the third system. Which is why most people just stick to the third system.
  14. I mean that's not crafting and has nothing to do with crafting. It's just a vendor selling you something.
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