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Elmyder

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Everything posted by Elmyder

  1. I attempted these and I'm getting the error: "unknown command: salvage_open"
  2. That's gonna depend on your setup, but the print screen key usually has something to do with it.
  3. I do use both stealth and envenomed dagger, but I don't really need stealth to run to objectives, and there are no avs, so envenomed dagger doesn't see any use in this in particular.
  4. Update: I made an attempt and soloed Posi 1 in just under 11 minutes the other day. The 8 minute record is impressive, but this was just my first attempt, so I know I could do better in the future.
  5. This is really going to depend on how much the average farmer's behavior changes. We shall see. However, if you're correct, I hope it takes some time, because I am still selling around 100 winter IOs at 30 mill a piece lol.
  6. Catalyze the winter IOs and sell them at 30 mill. Therein lies the profit.
  7. Convert your threads to super inspirations (specifically furious rages, impenetrables, righteous rage imbuements, and impenetrable imbuements) and put those up on the market for 1-2 mill inf a piece. They will sell. I will buy them, for one, and thank you for supplying them haha.
  8. Really Hard Way in Magisterium involves fighting Tyrant at +6 (+5 if you use ultimates, as you should). This gives you an idea of what +5 or +6 bosses would be like. (Technically, Tyrant also has a large max hp buff and regen that grows as you kill him, so he is still a bit harder than what a normal +5 or +6 av would be.) So not impossible. But the drop off is still pretty steep after +4.
  9. Introducing specific new content is not the same as skewing the game. For example, consider Magisterium. This is already about the highest level content in the game. It's still very easy for an experienced league. Now, there is the Really Hard Way badge challenge. Certainly a lot harder than a normal Magisterium, and apparently it was supposed to be very hard, but turns out with the right strategy and team comp, it is also very easy. So the devs already attempted to create content that would challenge the most min-maxed players. I'd love to see new content like this, but a lot harder.
  10. Going to go off this as well: It is a fact that with an optimized team, pretty much every single boss in the game can be killed in well under a minute. Moreover, most avs can be killed in about 10 seconds. This is the reason that you see all the best speed teams full of fire/fire blasters, because high front loaded damage ends up being better than debuffs, since the fights are so fast anyway. While I'm aware that this is a fairly specialized example, I do think it is a strong indication that the game lacks hard bosses. It would be nice if new bosses were introduced who were better balanced for existing min-maxed builds, so that such fast kill times were simply not possible and more elaborate strategy was necessary.
  11. Something to keep in mind regarding +5, +6, +7, etc. Purple patch has a very steep drop off after +4. Things very quickly go from easy to impossible. To see an extreme case of this, enter an Apex or Tin Mage tf without alpha slotted, and see how you fare against +8 enemies. Harder content cannot be achieved by level shifts, but rather by enemies with unique combat mechanics and special buffs/debuffs.
  12. I personally think it would be a really bad idea to restrict the use of incarnate powers in the game. It would have a drastic impact on the way I play the game, for example, and not a good one. If you want to play old content without incarnate powers, all you need to do is find a few people who feel the same and you can do it. You don't need to restrict everyone else's ability to play the game the way they like to do that. Other things you can do to make old content more difficult with like minded people: Purposely sub-optimize your build. Set the tf to have enemies buffed or players debuffed. And so forth. In general, I don't think we should be restricting any existing freedoms regarding difficulty. If we decide the game should be harder, then that should be achieved by introducing new, harder content, or at the very least by expanding optional difficulty settings. With that said, I would really, really love to see new, harder content. I'm not sure how likely we are to see any significant new content in the future. But if we do, I hope that it will involve a lot more unique combat mechanics to increase difficulty. The unique mechanics of many itrial bosses is a good example of the kind of things I'm talking about (Pendragon's absorb shield, Tyrant's crackle, Maelstrom's marking you for death, etc). Other things that can be done: Create enemy groups that debuff players more often, to work against the huge amount of buffs that a team or league of incarnates brings to the table. Create bosses with more max hp/regen/resists so that fights will last longer (kind of like Marauder on a Lambda badge run). These are examples of ways to create optional content to challenge those of us who enjoy endgame and min-maxing without upsetting the way we currently play old content.
  13. Note on emp merits: 4 emp merits can be converted into 40 reward merits, but not the other way around, so it always makes more sense to take reward and emp merits than to take reward merits twice.
  14. You will never have high enough regen on your own to stop hami from debuffing it to 0. A friend of mine has a regen brute, and even with regen set slotted for healing + vigor + rebirth radial + melee hybrid, his regen is still floored without external buffs. In a league setting, this rarely matters, because enough people will hit you with regen buffs that you'll have nonzero regen for at least some of the time. And the raids go so fast that any tanker with good max hp who keeps EoEs up will most likely survive to the end even without regen. But with that said, willpower is not the best set to tank hami because it has no self heal.
  15. I noticed this as well, when I observed that the support passive was not appearing anywhere in combat attributes, specifically under 'endurance discount', like other endurance discount bonuses I have. As expected, if I unslot an endurance discount bonus, my endurance consumption (with some set toggles) increases. But slotting/unslotting support has no effect on my endurance consumption, as I would expect.
  16. Hi, I'm the raid leader you're talking about. First of all, I would appreciate it if you would refrain from publicizing issues you have with me without further discussing them with me first. But since you have already gone public with it, I would like to clear up some false information: You were kicked halfway through the second mito phase of the first hami because I observed you had not participated up to this point. This is something Veracor and I have unfortunately had to begin doing as a result of some people who would afk entire raids repeatedly. Believe me, we do not like doing this. When I first began leading raids, I would get tells from many people complaining about others they observe leeching and multiboxing, since they rightly saw it as unfair. Eventually, it became so pervasive, we had to address it. In any case, you were kicked long after the monsters. In fact, I have never kicked someone for not participating in the monster hunt. However, I do not like to assume the worst in people, and I understand people may afk for valid reasons, misunderstand instructions, etc. Therefore, if I see an issue or feel the need to kick someone for any reason, I will send them a tell about it so we have a chance to clear up the situation. (Take a moment now to think about how many tells this must add up to over the last few months.) With that said, I sent you a tell and told you what I observed. You explained that you sat outside of hami because you lacked EoEs. In response, I offered to give you EoEs during any future raids if you needed them. There was no further communication, and I made no accusations, arguments, or rude remarks. (I just reviewed my logs of our conversation, btw.) I have handled every interaction with raiders I felt the need the message more or less like this, including ones who were repeatedly hostile to me in tells. Furthermore, I have never publicly accused anyone of anything. So I will reiterate that I would appreciate it if you would extend me the same courtesy and refrain from making any posts like this in the future.
  17. You're correct, thank you for the clarification!
  18. Yes, I do agree it is a cleaner presentation. I was mainly just curious what the mathematical difference was, because it would affect my own calculations for builds. Question: Am I correct that the area modifier is missing from your 'singly formula (for copy/paste)'? Specifically for click powers. It appears this one is using the classic 60*AF. This is what I was originally referencing to compare them.
  19. Okay, yes, I see the AreaMod difference now. Thank you for clarifying!
  20. No, these formulas are actually the same from both sources. The reddit post factors cast time into MRT, whereas the one on the Homecoming thread factors it into probability to proc (the first formula on that post). So it's just a matter of MRT being defined slightly differently, but the end result is the same. As for AF, if you distribute (arc-360)*11, you'll see these are also exactly the same formula. (Namely, 4500-11*360=540.)
  21. I'm confused, the formula for area factor in the reddit post is exactly the same as the 'one formula to rule them all' in your thread. As for toggles and pseudopets, the guide I posted made note that these were not completely understood (specifically regarding the activation period for toggles). With that said, I was unaware of your thread, so I look forward to reading it to learn more. Thank you for the work you've done to test and compile these results! Cast time is included in the formulas in both sources in exactly the same way. The formula for Area Factor is also the same in both locations (aside from the lack of info regarding chains in the reddit post). Not trying to argue, I just want to understand the mechanics! (I don't take anything as authoritative anyway, I will test it myself if it applies specifically to my gameplay.)
  22. Thank you for sharing. Can you please points out what exactly is outdated about the reddit post? Is it just a matter of your links containing more information? (I know the reddit post notes some things as not yet known.) Or does the reddit post actually contain erroneous information? A quick review of the formulas show that they are exact same on the first link you references as on the reddit post.
  23. As an example, take a look at the purple hold set, Unbreakable Guard. One of the enhancements says "chance for smashing damage". This enhancement will make it so that, on each activation of the power, you have some chance of dealing an additional 107.1 points of smashing damage. (Damage procs are always 101.7 for purples and 71.75 for oranges.) The chance that a proc will occur is a function of ppm (procs per minutes, noted in the enhancement description), the power's base recharge time, enhancement recharge, activation time, and (if applicable) the power's arc and radius. You can read all about the mathy details at the link below if you're interested. Alternatively, you could play around in mids. It will automatically calculate the chance to proc and factor it into the power's average damage. There are 7 damage procs that a controller can fit into blind. Find them by checking each set for a "chance for ___ damage". Bear the following general principles in mind: more recharge, larger arc, larger radius, and shorter cast time all = lower chance to proc. https://www.reddit.com/r/Cityofheroes/comments/c5ub58/all_about_ppm_procs_per_minute/
  24. One huge piece of advice: Fill Blind with damage procs. This will turn your weakest attack into your strongest by a good margin. The guide from 2009 that someone posted advises against doing this, arguing that slotting for damage would be better. I'm not sure if procs worked differently at that time, but this is definitely false now. With 4 orange damage procs and one purple, it will have an average damage of approximately 300. If you wanted to go really extreme, 4 orange damage procs and 2 purples will give it an average damage of almost 400. (This assumes you are not getting any enhancement recharge from alpha, like agility or spiritual. If you do, these numbers drop significantly, but they will still be way higher than they would be with any other slotting.) By comparison, slotting for damage and taking musculature core will only have it doing an average damage of about 70, Second piece of advise: Put achilles heel chance for res debuff proc into rad infection. This will have a 20% chance per 10 seconds to do an additional -20% res debuff for 10 seconds. So in other words, if you have both enervating field and rad infection on a target, they will be at -42.5 res about 1/5 of the time. This effectively raises the -res of enervating field to -26.5.
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