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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. Cool stuff! I'm not playing this combo (yet!) but it strikes me that you have a lot of investment in endurance recovery -- are you finding it necessary? Normally I would have a Theft of Essence proc in DNA Siphon (and one in Parasitic Aura with 5 Panacea) which results in a full blue bar every 30 seconds or so, but there is more than one way to skin a catgirl! NOTE: no catgirls were harmed in the writing of this post.
  2. There is someone (or someones) who periodically put in big buy orders on yellow salvage at 1,001 and sell at 1,002. I presume that it is the same person, and that they are doing so to fast-track Power Seller badge. It's a small economic loss but presumably gets the badge relatively quickly.
  3. You, my friend, are the hero we deserve!
  4. It works in this case because: 1. people will bid somewhere between where I listed it and 2bn inf -- without knowing exactly where I listed it people do tend to overbid. This is behavioral economics rather than game theory; 2. the recurring display bug keeps some people believing that the listed price is significantly higher than it actually is, and so in the interest of saving time, they put in a single bid that they think will win. 1. is pretty much reason enough to make enough to beat the vig, but 2. puts it way over the top. Barring a miracle (see what I did there?) the only way you are going to sell a piece of yellow salvage for 400mm (I've got a screen shot of that somewhere) is by having it listed there when someone, for whatever reason, decides to bid that (and you are the best offer). Other than that you are just dumping.
  5. Also, the devs initially seeded 10,000,000 pieces of yellow salvage at 100,000 inf, so you are always guaranteed to buy some there, if not cheaper.
  6. The yellow salvage market is vulnerable. Far many more people looking to accumulate it for either hoarding or crafting purposes than people looking to supply it, especially to supply it at other-than-sell-it-nao prices. I ran an analysis a long time ago, and at some point it becomes profitable to run AE missions for tickets, swap them for yellow salvage, and sell them. But I recall that breakeven being somewhere around 75k
  7. That is precisely what I'm saying and I've probably netted well over 100bn doing exactly that on Miracles over the past year or two. You are never going to go broke underestimating the capability of others.
  8. I'm conflicted. I like you, so I'm glad you got *some* powerful sales off. But it also demonstrates that I simply was not doing a good enough job. There were many times I just didn't have the bandwidth to maintain the bid layer or the offer layer on a timely basis; that's on me. I did appreciate when a market PvP(lol)er would come in and hit all my bids, which would generally lead to my offers insta-selling; that's just good drama. My favorite though was when someone would look and say, oh, the bid is at 4,005,000? Let me offer big stacks just over that level! Then when I ran out of supply, I would bid 4,105,000, pick up 50-100, relist at under 4mm, profit! It was like when old-time sailors would flip giant tortoises on their back on ships so that they had fresh meat when they were ready for it. NOTE: no tortoises were harmed in the writing of this post.
  9. Well, it may not be that curious (although they mostly come at night. Mostly.) but it's time for a tell-all about this little sub-segment of the /AH. Why now? Well, I'm just plain done with managing it for now. I've made plenty of inf from it over the years, and there is little or no chance in my mind that the powers-that-be are able to address either of the two glaring problems that have allowed me to have my way there. So at this point, this is just monologuing. As I am wont to do. Now, we can all see the value of the enhancement. If you are struggling to maintain endurance, it is a no-brainer to put it in Health. I end up slotting it in about a quarter of my builds (basically any that require more than a Panacea proc in Health and a Perf Shifter +end in Stamina. But it's not an absolute necessity. But it gets a lot of attention: 1188 for sale, 1585 bidding, and the last 5 trades have all been around 4mm. It will come as old news to all regular members of this sub-forum that the Miracle: +Recovery is one of the poster children for the infamous display bug. For some reason, it occasionally shows one of two Last-5 histories: a true one, and one that generally shows a number of trades in the 10mm+ range. And this bugged history is notable for two reasons: it happens periodically, and it happens consistently. And for some godforsaken reason, people put in bids in the 10mm range. A lot. I have no idea why they do that, while they seemingly pay little attention to other false histories, but they do. When I sell 50-100 overnight (not unusual, but that would be a good night), I might see 1 of 5 trades or even one of three sell at 10mm+, while others clearly trade just over 4mm. Because, as we all know, just because you have something listed at a level doesn't mean that someone can't wildly overbid and print a trade 3x over that level. I know, I know, caveat emptor and all that, and I think we have all told everyone who will listen to never overpay for a Miracle: +Recovery. But here's where it gets interesting, and here is where I fear some of you may be getting a bit of a queasy feeling as you wonder why you don't seem to get many, or even any of these sales. Because this is also a perfect place to execute what I call the inverted market bug/exploit. I've danced around this a bunch, but it's there, and I don't think it should be, and the devs I've notified tell me "working as intended." If you bid for something and you offer it at a higher level (let's say 4mm and 4.005mm, shall we?) then everything is groovy: You can be both the best bidder and the best offerer, and you can be first in the queue if anyone else wants to buy it or sell it nao. The problem, of course, is that someone can always underoffer. If they figure out you are offering at 4.005mm, they can offer at 4.004mm. Sounds fair, uh huh. But what if you invert the market, bidding at 4.005mm and selling at 4mm (or even lower)? Now things get screwy. First rule of AH club is that you cannot trade with yourself on the same character, so no trade occurs. However, you are now both the best bid and the best offer, and you have locked the market. If someone wants to buy at 4mm, they can put the bid in, but it is lower than your bid so it is subordinate in the queue and it cannot transact. The fact that you have some for sale there or even cheaper is inconsequential. In fact, no one can buy any unless they surpass (or tie, but that's its own can of worms) your outstanding bid. If they want to hit all my bids, have at it -- there are a lot of them and you may not have 100+ items available. Or if you want to buy all the ones I have for sale, have at it -- there are a lot of them too and you may not want to buy 100+ items. But doing either of those things will break my lock. I never noticed this exploit on Live, mainly because I never had 200 AH market slots on Live. If it's a fast moving item like invention salvage, I would expect these market locks occur all the time but clear up quickly. But if you want to sell your Miracle cheap, I'm going to buy it. And since I'm offering below where I am bidding, I am also always going to make the first sale. Personally, I don't feel this is breaking any rules, but I think it should be. And from here on out, I certainly won't be doing anything shady here. If anyone else wants to try to take up this challenge, well, I guess now everyone knows about it so, um, good luck? I expect to be a seller of the item for the rest of time, but I don't plan on managing the prices anymore. Even when there was no display bug in effect, buying at 4mm and selling at less than that made me plenty of profit because most people try to buy it at 4, can't, try to buy it at 5 and do. That's profitable. Devs, I implore you to put in a little piece of code that checks to see if you are bidding and offering on the same item at inverted prices. I suspect that you may be fearful that will break the system we currently have. Sorry. Happy hunting everybody!
  10. I love this thread, it just keeps delivering!
  11. You're on the right track! Start here (https://homecoming.wiki/wiki/Enhancement_Sets) as I suspect you already did. Then check by category to see which sets only have one uncommon set at level 25. I'd rather help you figure it out than to give it to you, but you are dead right that the travel powers are four of them. Hint: no damage powers.
  12. For example: every power that involves a flip in the animation in order to justify the long activation time needs to have the flip removed and replaced with the character looking ahead sarcastically and nonchalantly making a "wanking" motion with his/her/huge hand for 2.87 seconds.
  13. I really enjoy it when a Guardian drops a Quartz, and I run away because I know that I am a dead hero walking unless I get away from that auto-hit machine, and I peek around the corner to see if they are following me, and the one piddling Devouring Earth who threw a rock at me from 100 yards away knocks me flat out and kills me because it doesn't matter if the Quartz is with me, only that it is within range of the dastard who threw the rock. No, I got that entirely wrong. I don't enjoy that at all.
  14. I think you should file a bug report. It is definitely something that is recent.
  15. I'm having a lot of difficulty with it today. Much more so than normal.
  16. I'd like to pick a bone with those who move threads. It was where it was for less that 24 hours. It was not taking up time or space. It was purely your choice to move it.
  17. Hmm. How does that explain this then: I've got another character with Atom Smasher that slots the Stupefy KB proc and the OF proc (cannot slot the SA since the power has no inherent KB). If you are correct, then this should result in KB whenever the Stupefy triggers? But it doesn't; it knocks down. Is the OF effect different from the SA effect? EDIT: It occasionally knocks back. I'd estimate statistically that's about the chances of both procs triggering at once.
  18. If you are running your first character organically (leveling normally, vendoring/selling on the AH what you don't need, buying what you need), it's very difficult to break even until maybe your mid-30s in level unless you are willing to make some sacrifices or get some lucky drops. However, once you get into your 40s to 50, you will be generating tons of extra inf that you can put towards your next character.
  19. I'm not sure that I'm following, or exactly how the debuff works. Let me talk this out. I'm playing around with Lightning Clap on a scrapper (+4.154 magnitude, so knock back). Naturally, I put a SA KB to KD in it, and it works like a charm (it doesn't take the OF proc, since there is no inherent damage in the power). Next, I add a Stupefy proc (3.5PPM, +6 magnitude). When it triggers, those opponents get knocked back while the rest get knocked down. That's a total of mag 10.154 from both the original power and the proc. I'm guessing that -1000% debuff doesn't give you an effective strength of 10.154 - (10 * 10.154) = -90+, but debuffs by 90% to give you an effective mag of 1.0154 and therefore knock back? The order of the slotted enhancements doesn't seem to matter.
  20. Check out: Also, see my signature to get some free seed money from me.
  21. I don't think I would ever 6-slot it, but I have 3-slotted it a few times. The beauty of the proc is twofold: it does everything the SA proc does plus it adds damage and additional chance of knockdown; and it adds a knockdown (and damage) element to every single power that slots damage. There are some really fun and interesting ways to use this proc (and I try to fit it in on every build). I'm not just saying that because I'm trying to unload several thousand of them on the /AH.
  22. Let me take a stab at this. Knockback and knockdown are the same mechanic. If the magnitude of the KB (I use that term to describe both knockback and knockdown) is > 0.75, then it counts as knockback, and the higher the number the farther things get knocked back. If it is < 0.75 then it counts as knockdown, and the target doesn't move. Generally, most players prefer knockdown, since then they or their team don't have to chase stragglers. The mechanics of both this proc and the SA proc is that when it calculates the KB magnitude, it modifies any existing KB so it is less than the 0.75 limit. I'm not entirely sure exactly how, since I can't define the variables in CoD, but it seems to work effectively enough that I've never seen knock back occur when either of these are slotted. (Note: some enemies, clockwork particularly, seem to use the reverse dynamic so that knock down increases in magnitude to over 0.75 and they get knocked back.) Contrast this to a situation where you have two sub-0.75 mag effects and they both trigger (like a Kinetic Combat proc in Kick). In that case the magnitude is additive and even though each individual effect is under 0.75, when they both trigger it is over 0.75. Now, there is also an additional chance for knockdown with the OF proc, which I now know is 2.5PPM to activate, and not a flat 20% chance. Because of the first diminishing effect, you can have two knockdown procs trigger and it not additive. So the OF proc and the Avalanche proc can both trigger and result in a "double" knock down where they flop twice. It's a wonderfully amusing proc, and now that I know how it works I'm going to have to change a lot of my slotting choices. If I am incorrect on any of this, please correct me!
  23. Wow, that is disappointing (not trusting in CoD, but that the text description is so terribly wrong)! That changes everything!
  24. Hmm, the text says 20% chance of activation (and that's what I've always assumed), but in CoD it listes it as a 2.5 PPM proc. Summoning @Bopper, my patron saint!
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