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Everything posted by Due Regard
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Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Brilliant idea!!! Let's just UP Inf rewards to the same level that the level 49 farms were making! Run a steamroll TF with x8 mobs? Enjoy 2 million inf/hour! -
There's an entire sub-forum filled with advice on amassing inf....
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Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Correct on both. 49 IO's are ~250k to craft, crafting costs drop linear from there - yes, 50 IO's are inf sinks. 2 converters for Type conversion (Melee, Ranged, etc) to get the Uncommon > Rare upgrade, then 1 converter per conversion at Rare. So, 2 Type Conversions, or 1 Type and 2 Rarity Conversions, you break even/small loss on a 1 million sale (490k crafting, 25k for the uncommon salvage, 400k for 4 converters, 50k each in list/sale fees = 1,015k inf). If the recipe requires rare salvage, it might not even be worth it to craft. -
Arachnos Solider "Conditioning"
Due Regard replied to monkeygodbob's topic in Arachnos Soldier & Widow
You've got higher base HP/End than other classes at creation. That's the Inherent. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
All changes that were actually reversions or bug fixes. Eden/Abyss have always had zone caps, they came off accidentally. RWZ got them back on legacy when SSK'ing let any level into the zone. AE exp is returned to Legacy levels, and still retains the options for conventional rewards (which never happened on Legacy). Please take your doom and gloom elsewhere. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Homecoming is Live, it is the game we play on, now. Legacy what I call the server that ended in 2012. Desired enhancements will have more value. Always. That is the nature of demand - more people want it, there's a limited supply, so value goes up. Hypothetical: -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Do you remember the costs of IO's 8 years ago? Do you remember people making trades for a single PvP IO and having to log multiple toons on, since they'd sell in excess of the 2 billion influence cap? I do. The current costs of set IO's is normalized, compared to what existed on Legacy. Converters are what enabled that. Fungibility in the market has enabled that. In a year's time, I've have multiple toons with top tier set builds. I didn't even finish my top build for my main on Legacy. The difference in availability and cost is that stark, and it is due to the changes that SCORE/HC has made to the market system. 50-70% less influence is not going to break the system. But leaving it in, I've seen prices creep up since Homecoming came on in April. I see more and more farm toons because "it is the only way to afford my builds..." except that the farm toons are the one contributing to the inflation issues. I'm not selling to marketeers when I flip an uncommon into a rare and list it for 10-20x what the uncommon would've gotten - that's being bought by people who see the last 5 and bid at or above it, because they want it now. And the prices creep that way. People trade inf for time: instead of placing a bid and waiting, they overbid until they get it... and then complain that their build cost 1 billion, and they have to farm to afford anything. If we didn't have converters, it'd be even worse. I'm sorry you think they're evil/a problem, but economically, you're wrong. CoX let's us perform alchemy with trade goods - literal lead into gold. Yes, the lead is more expensive to buy and sell as a result, but the gold is cheaper - and I promise, the gold is devalued more than the lead is envalued. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
So, by giving useless sets value, and lowering the cost of desired sets, converters are bad? Is that it? Giving value to 50-80% of the drops (which are trash), and lowering the barrier to entry for the 10-20% of actually sought after enhancements (the remaining percentages are the middling sets - not crap, but not the best) - this is a bad thing? Oblits (20-50) 3-6 million, Scirocco (30-50) 2-5 million, Multi-Strike (30-50) 1-2 million, Eradication (10-30) 2-5 million, Cleaving (10-30) 600k-1 million. Seems to be working fine... the low level drops have value, the high level ones are affordable and available. You're right that the cost of a crafted Multi went up - that was a good thing, since that level 50 enhancement cost 500k JUST TO CRAFT (Not counting salvage). Why would someone bother to craft it if it was going to sell for 50k? Converters gave it value. Other's find value in it, because they're buying them for cheap, and then converting them to the more expensive sets. Converters did cause cheaper sets to sell for more. Why aren't you selling them and reaping the benefits? The overall effect, the larger picture, converters lower market and build costs overall - both by making the desired sets more popular/affordable, giving value to unwanted drops so that a toon has larger buying power, and finally giving alternative options and allowing you to get close and fudge it by converting to your desired IO. If the converters weren't in existence, market prices would be even higher - because you wouldn't HAVE the option to buy the something and convert to what you wanted, you'd be fully reliant on RNG or merit vending. Converters HELP the market, not hinder. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
All shards use the same market. The market has cycles, and paying buy it now prices would make things more expensive (higher bids are more likely to get filled, so they purchase faster - however, placing some lower bids and waiting can have surprisingly good results). And I keep harping they're good, because you keep insisting that they are what causes inflation, because they make everything thing else more expensive. I'm trying to show you they lower (overall) the costs of goods, because they turn the trash into treasures. Red Fortune (25-50 Uncommon) is all about 2.5 million. Serendipity (15-40 Uncommon) is 200k-1 million... These can both be converted into LotG's. Red Fortune's I see slotted, sometimes. Serendipity? Never. It's a trash recipe... but it has value because of converters. *Note: all prices were as of writing, and for crafted IO's, you might get even better deals by looking at recipes. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Yup! At 500k crafting (level 50), and 500k for the rare salvage, the IO needs to sell at greater than 2 million (extra fees for my time) for me to consider crafting it. Hells, I don't even sell most recipes on the market - uncommons are 100 inf/level, and rares 200 inf/level at a vendor, so the market has to beat those costs for me to craft it in the first place, if it calling for rare salvage (yes, some uncommon recipes require rare salvage, and some rare's don't). Have a Vanguard Quartermaster in my base solely to expedite liquidation of non-useful merchandise. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
HOLY CRAP! I knew that it worked that way (salvage in pools, recipes in level band pools, crafted set IO's in leveled/attuned pool), but I never knew why... The reasoning is amazing, and thank you for sharing that! *mind blown* Okay, Reactive Defenses - Rare set, similar level band (20-50) as LotG (25-50). has the same 5 enhancements and a global (Scaling Resist bonus). They're all going for ~2.5 million, some spikes up to 5 million, and the global is 5 million with 1 10 million sale. There's also a much lower number of both bids and listings. You can buy one of these for 1/3rd the cost of an LotG, and then use converters to roll within defense sets to get LotG, and then roll for your +Recharge. Buy a level 41 or higher and 50% of your first conversion will be LotG (only 3 pools at that level) - 200-400k inf. Then roll the LotG until you get +Recharge - 300-1,500k inf. Total cost: 3-4.5 million influence. Seems cheaper than buying an LotG outright. Oh, not attuned - catalysts are 2 million on the market, totals up to 5-6.5 million. Still cheaper than the 8 million off the market. Converters are GOOD. Converters lower prices overall. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
It's not a forced issue at the moment, and I think this is where the disconnect is. The game drops according to the GAME's RNG table. However, the rate of drop of recipes is not the same with the rate of use of the recipes. People want LotG: +7.5% because they are useful in many ways - 1 slot onder for 1/10th of Hasten's buff, buffs Defense in the power (if you use it for more than a mule), and has solid set bonuses (+Regen, +HP [which synergize together, along with defense keeping you from being hit], +Acc, +Res S/L, +Res T/P). Many take Defense powers as mules (Hover, Combat Jumping, Stealth Pool, etc) solely to drop in an LotG: +Recharge, because it is that useful, and they want 5 of them. The other enhancements in the set are useful, but less so... Most defense powers are toggles, so the Def, Def/End, and the Def/End/Rech are useful - buffing the primary aspect, and then helping out on costs elsewhere. The Def/Rech and End/Rech are less desirable, as they either have a mostly wasted component (Recharge), or don't enhance the primary aspect of the power (Defense). Typically, on my defense slotting, I'll +Rech, Def, Def/End into any defense toggle - gives me nearly ED-capped Defense enhancement, +7.5% Recharge, +10% Regen, +1.13% HP. Damn good deal for 3 slots. The Def/End/Rech, Def/Rech, and End/Rech are useless to me, in this scenario, because I don't need/want the higher bonuses or that level of enhancement (toggles don't have high recharge). So, if I had a theoretical farm where I earned 1 LotG/day, I'd only get a useful enhancement 50% of the time. Converters fix that. Especially with the merit costs for them and for recipes. Given value of a converter is ~100k, and I get 3 for 1 merit. 3 is conveniently the number I need to reroll a crafted IO within it's set. So, now, for 1 merit, I have the chance to convert those 3 useless IO's (Def/End/Rech, Def/Rech, End/Rech) into something useful for my build. This raises the value (slightly) of the undesired IO's (since they're now conversion fodder, instead of being useless), and lowers the value of the desired IO's (since there's now more of them!). End result - I get my build quicker, as I get the pieces I need. And, I don't hurt anyone in the process, because the trash enhancements get converted into something useful. Now, extend this out from just in-set conversions to set-type or rarity conversions. Now, I can take my Serendipity Defense IO, and use converters to gamble on changing it into a Gift of the Ancients, Red Fortune, or Luck of the Gambler... Or, I can convert my random uncommon recipe into a rare, giving it more value either for slotting or selling on the market. Converters help to mitigate RNG, and normalize value, since there's a greater supply of desired items, and a lowered supply of undesired items. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
You realize, that that is how it is working, now? And that the reason there's so many +7.5% recharge is because they're being converted to that, and then placed on the market? That the salvage market is stable because all rarity salvage exists as all types once listed and until bought? -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Do you know how those were all made? Conversion. And if the market is saturated with 10,000,000 LotG Proc, their value will drop. Then, if someone wants a Def, Def/End or one of the other 3 usually useless ones in the set? They can convert them. SHOCK! -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
Except that merit farming earns merits - doesn't had inf to the system. Converters use merits (no inf) or are bought off the market (established as deflationary due to market fees). Both help create rare items in larger quantities than normally dropped by RNG. That's the opposite of causing inflation. Farming causes inflation because the farmer toons substitute inf for time/merits/effort. -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
STEALTH NERFS OMG WE'VE GONE TO THE AMERICANS!!!! I CAN'T AFFORD ANYTHING ANYMORE BECAUSE I HAZ TO FARM!!! NO U DONT, EARN MONEY ELSEWHERE!!!! - Re. removal of increased xp when level 50 and not earning Inf. - 18 pages worth Wow, cool shinies, thanks dev team! - Re. everything else - 1 Page worth -
Discussion: Disabling XP No Longer Increases Influence
Due Regard replied to Jimmy's topic in General Discussion
No, you do not. It is just the lowest barrier to entry to fund an alt. I self-funded my main, through just playing content, and slowly putting the build together. I THEN started marketeering, and have used that influence earned (before I stopped because of boredom) to fund set IO builds for 4 50's, 2 mid-tier, and 3-4 of my wife's alts. I've never farmed. I've played content at the highest difficulty I find fun (my main solo's most mobs at +2x8, Spines/Ice Scrapper, all my other toons adjust as needed), I TF (I do prioritise WST's, but more for the exp boost than the merits), and I low-key market on all my toons (selling rare recipes to vendor/market, whichever has best offer, craft/convert uncommons to rares for better profit, stockpile of rare/uncommon salvage and vend the rest/all common). I just now, 6 months after stopping the market, had to dip back into a marketeering role, as my Inf levels had finally gotten "low". I'll do it for a bit, and then ignore it again. Oh, also, all my alts run 2x from level 1 to level 50 - never had issues affording anything, as recipes/salvage/inspiration sales to market/vendor far eclipse the potential Inf gains. TLDR: You do NOT need to farm to afford to kit out toons. -
issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
Due Regard replied to The Curator's topic in Patch Notes Discussion
So, amusing thing, I never bothered to check the BLAST sets, I assumed the notes were right, and was only giddy to see it in on Electrical Affinity. However, I'm stoked to hear that this is a change coming in the pipes! Yay! No, farming is NOT the most efficient for time invested - it is just a lower and EASIER barrier to entry. This is why players are using Spines/Fiery, when Rad/Fiery and Savage/Firey outperform as Brutes, and Ice/Fire Blasters outperform them. Spines/Fiery is easier to start, and easier to run, with lower barriers of both build and skill requirements. Same again as to why players are graduating/moving to AFK farming (for those that farm), while it is less efficient in terms of inf/hour, the effort expended is minimal, so the time invested/inf earned is better. However, there's a higher barrier to it, since it requires both specific AE maps and a specific build. -
issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
Due Regard replied to The Curator's topic in Patch Notes Discussion
AMAZING!!!! Y'all did this for both Electrical Blast and Electrical Affinity! Can not WAIT until you port this option over for all the other Electrical sets, you can't quite get the right colors in the creator, and this makes it much easier if I've got an AT on the "wrong" side to get the right colors. (Currently Scrappers/Tankers get the Electric Control (purpley) of Controllers/Dominators as a default, Sentinels still have the Heroic Blue, and Brutes/Dominator Assault/Stalkers have the Villainous Red.) Assume that Mu Mastery will remain Villainous for default, but the Electrical APP's coulda also use this option. -
Thread formed the badge.
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Bigger issue with Dual Blades is that the secondary effect fails 14% of the time. And is the only set that does so.
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I was inspired... Pay no attention to the slot levels, they're a hot mess. Toon is currently 40, and I've just respec'd and started buying for a Bane build. Your thread caught my eye, and I did my take on a BaneHuntsman (to be spec'd into level 47 or endgame, purple ATO's and Hami's, oh my)... Thoughts?
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So, looking at the pending changes to Tankers, I knew I was ready to try them again (hard-core Scrapper, Tankers are SLOW). Had a Stone/Axe that was rerolled into Shield/Axe on legacy, never really got them anywhere due to hating how they played. Saw some pretty sexy things out of my wife's Staff/Rad Brute, so wanted to try Rad Armor on something with even MOAR HP (and Rad Armor seems very appropriate for Tankers, due to it actually having team support). And, of course, to maximize the benefits of the changes - Fiery Melee, which gets 2 PBAoE's ONLY on Tankers. Seemed a good fit! Rolled, and eventually started playing, and WOW. Lotta fun, even just running on SO-level enhancement - also, I neglected to MAKE a starter build for him, so he's gotten to 38 with me kinda slotting willy-nilly. Now, looking to see about giving him something tasty to play with, and make him even moar bettah. Gleaned the last 8 pages of the forum for Rad/ advice, since it does a lot, and I've not used it a lot, so I wanted to pick other's brains. This is what I've come up with: Highlights: 35/20/20 MRA Defenses, 77% Neg, 57% Cold, 70% Psi, rest 90% with one ATO proc. +1.75 eps, 451% Regen on 139.5% HP, 136% recharge with ~20 sec downtime on Hasten. Downsides - I've got some JANKY ass slotting, and I don't know what I'm doing with Tanks... I just built it like a fat Brute. Should I consider Proc-Fu? Something else entirely? Have I completely borked the build?
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Yanno you get at least one Global rename, right? Go to Menu > Chat Handle...
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Have to complete TF to get the badge... and the final fight is ROUGH.