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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. True, the window for that is closing, assuming that they put them on sale again.
  2. Honestly, I don't care if the only thing it does is summon a fart monkey. I six-slot it with Achilles proc, Annihilation proc, Touch of Lady Grey proc, Bombardment proc, Positrons blast proc and an A/D. That's a great attack in and of itself. Anything else is gravy as far as I'm concerned.
  3. I'm sorry, I haven't read this entire thread, nor have I gone on Test to try it out. I just had a question about Acid Arrow, which seems to be getting a lot of hate. Correct me if I'm wrong, Sandy, but isn't it still a complete monster as a proc vehicle?
  4. By the way, with the next patch you can merge them up to level 53. And the whole ++ nonsense is going away.
  5. Huh! Interesting puzzle, and my initial back-of-the-envelope thoughts aren't particularly constructive, but I'll share them anyway. That's a lot of merits, and you want to convert them to inf in a quick and economic fashion. I think that either converters or Winter-Os would be the way to go, but either way you would be throwing up so much supply that you could easily single-handedly tank the market. That would be 2,500 Winter-Os, and assuming you could sell each one for 20mm and net 18mm after taxes, that would get you 45bn. That's over 80 of each one though (including Entomb) and although I think you could probably sell them off over a month or more, you'd have to do it bit by bit because if you just put them all in the AH at once you'd have a very hard time getting your price. OR That would be 750,000 converters, and assuming you could sell each one for 70k, you'd net out 47.25bn. That's a LOT of converters. I have to imagine I am one of, if not the, heaviest user of converters on HC and my purchases on marketing days are usually 1-10k converters, and I pay a fair amount less than that. I'm doubtful you could sell more than 10-20k a day at 70k inf. I'll keep thinking about it, but I'm not overly optimistic you would be able to liquidate all those by year end. I hope you can prove me wrong!!!
  6. Code is not my strength unless it's really simple, but I would also appreciate it if someone would take a look!
  7. So you are the xxx,099 bidder! And don't say I didn't warn you, in your own thread!
  8. To @Troo's titular question, yes, Sleep is better than Knockback. My case: In solo play, Sleep plays the role of a cheap, quick-recharging, long-lasting hold. Sleep a mob, defeat them one-by-one where they stand. It's very easy to slot it so that it recharges well before the effect wears off. Yes, you are restricted to using single-target attacks, but you can do so in near perfect safety. Knockback is loads of fun, and buys you breathing room, but spreads your targets that you are going to need to track down and defeat sooner or later anyway. In team play, (and I agree that many/most/all cc effects slow down team defeat speed), sleep is pretty harmless. It does serve as a short-term immobilize (until they are woken), and if done too soon negatively impacts AoE attacks. But otherwise, it has little effect other than temporarily slowing return fire. Knockback, on the other hand, can really cheese some people off.
  9. Only partially tongue-in-cheek, but I'd be happy to trade you any regular ATO you want straight up for any Superior ATO you are trying to get rid of. And I'll meet you in-game.
  10. For solo play I'd say: Defeated > Confused > Held > Slept > Stunned > Feared (with To Hit Debuff) > Feared (w/o THD) > Knocked Up > Immobilized > Slowed. Knocked Back is situational. For teamed play I'd say: Defeated > About to be Defeated.
  11. I entirely agree. In addition, set bonuses for Dominator ATOs are pretty much teh suck, with only one recharge bonus at 5 slots, and with no decent 2- or 3-slot bonuses if you want to split a set. F+.
  12. @MyrmidonI still have a good number of packs that I will give you the friends and family discount of 10% on!
  13. Oh, I’m a bottom feeder when it comes to converters, so that’s certainly not me! I don’t want to summarize what my results “mean” because: 1. It might seem patronizing to people who already know; and 2. I don’t really want more competition.
  14. I’ve started a presence on another CoH server and I plan on farming there for AE tickets for recipes and salvage. The AH there is a wasteland.
  15. It depends on how much time I think I’ll have. Usually it’s 15-30 minutes. If I’m marketing that day, I’ll make my marketing circuit which is 5-10 characters. For longer blocks, I usually have themed supergroups that I will focus on for a few weeks at a time. Then I will usually play 2-3 missions on one at a time. Finally I will periodically check my list to see if anyone hasn’t been touched in 60 days, in which case I take them out for a spin and gain a level or three.
  16. I hope to do some discovery on my next case study on this, assuming you are talking about converting by rarity. Hopefully, my data sample will be large enough in the next couple of days. One thing though: it could really be observer bias. I think we all have good streaks where LotG show up a lot, but then we stop there. And you may not be consciously tracking if it took three conversions since the last one, or fifty, because when you get in the zone things move quickly. Just a thought, but I hope to figure out a few things about the mechanics without actually getting into the code.
  17. Recently I wanted to just verify that the RNG was working as expected, so I converted 1,000 IOs of a six-IO set to one specific IO in the set. The IOs were all the same level, but not the same type, and I didn't convert them all in one sitting. The remarkable part is that I tracked how many conversions it took to hit my bogey for each one! This is remarkable mainly because my attention span is, ooh a squirrel! Anyway, it turned out pretty much as expected if you work off the assumption that the RNG is fair. In 1,000 trials, mean was 5.176 conversions/IO v. expected of 5 conversions/IO. Median of 4 (only integers counted. Mathematically it should be 3 point something something.) StD was 4.388 v. expected of 4.472. Min of 1 (duh) and a max of 24 (which is far below my personal record). Chance to roll desired outcome 20% Cumulative Expected Actual Trials Probability Probability Results Results 1 0.20000 0.20000 200.000 185 2 0.16000 0.36000 160.000 151 3 0.12800 0.48800 128.000 127 4 0.10240 0.59040 102.400 103 5 0.08192 0.67232 81.920 86 6 0.06554 0.73786 65.536 65 7 0.05243 0.79028 52.429 68 8 0.04194 0.83223 41.943 37 9 0.03355 0.86578 33.554 36 10 0.02684 0.89263 26.844 13 11 0.02147 0.91410 21.475 22 12 0.01718 0.93128 17.180 26 13 0.01374 0.94502 13.744 16 14 0.01100 0.95602 10.995 20 15 0.00880 0.96482 8.796 10 16 0.00704 0.97185 7.037 10 17 0.00563 0.97748 5.629 5 18 0.00450 0.98199 4.504 3 19 0.00360 0.98559 3.603 2 20 0.00288 0.98847 2.882 3 21 0.00231 0.99078 2.306 2 22 0.00184 0.99262 1.845 7 23 0.00148 0.99410 1.476 2 24 0.00118 0.99528 1.181 1 25 0.00094 0.99622 0.944 0 For those of you who like graphs: I would say, working as intended. However, there are a few caveats. I didn't test for this, but it felt like there was some auto-correlation (meaning that a below-median number tended to be followed by a below-median number and vice versa.) I didn't start with the same IO each time, and I didn't do this all in one batch, so if there is a bias due to a random number seed, I didn't see it. I hope at least one person finds this interesting and/or useful! If anyone wants the raw data, let me know. There will be more case studies in the future.
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