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Everything posted by Jacke
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Auction House - Enhancement Booster has reached an impasse
Jacke replied to Diantane's topic in The Market
Oh, good point. Got my own stuff wrong too. I use 100,000 Inf as the calculation price for Enhancement Converters. The rest of the post is more-or-less on the point: Gotta get a feel for how the prices vary over a week or two, as well when that bracket changes. If it doesn't appear to be changing back, have to adapt to the changes, as I have for the selling price of rare Enhancements. I really rarely see Converters going much above 70,000 Inf and they're usually around 60,000 Inf, sometimes lower. By the 15-to-1 ratio of Reward Merit Costs for Boosters over Converters, I'd expect to see Boosters hover around 900,000 Inf. That they appear to be around 830,000 Inf is likely due to Players getting a better feel for when they're useful in a build and not overusing them as they may have in the recent past. Also likely driven by Players needing to make builds, both Converters and Boosters. If the recent addition of Marine Affinity didn't affect the price range of Boosters, I'd say that's very odd. Maybe due to a glut of Boosters that will eventually clear. -
If you're having issues installing MRB, it's best to join the MRB Discord and ask for assistance there. The MRB staff and major users have helped many with their install issues. You'll need a Discord account of your own. Then you can use this Discord invite link. https://discord.gg/PgnfmFse
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Damn, dude, you have the perfect context for this! 😺
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Auction House - Enhancement Booster has reached an impasse
Jacke replied to Diantane's topic in The Market
HA HA HA HA HA HA HA !!! I'm sorry, I'll need a moment. EDIT: Went off the rails not noting that @Diantane was talking about Enhancement Boosters, not Enhancement Converters. @Ironblade pointed that out. Also got my own calculation price for Enhancement Converters wrong. I use 100,000 Inf per Converter. Though I do usually get them for around 60,000 Inf each. Though the rest of the post is more-or-less on the point: Gotta get a feel for how the prices vary over a week or two, as well when that bracket changes. If it doesn't appear to be changing back, have to adapt to the changes, as I have for the selling price of rare Enhancements. I never sell Enhancement Converters. I used to do a bit of Farming, but now I intermittently craft and sell Enhancements to make Inf. (BTW, playing a L50 is good for millions of Inf per session.) Which means I consume Enhancement Converters, a lot of them. So I buy them on the Auction House. Although I calculate with Converters costing 1-million 100,000 Inf in my calculations to make sure I get a profit on the Enhancements I sell, I feel hard-done-by if I pay more than 60,000 Inf per Converter. And this has been true for years. There's ups-and-downs for all prices on the AH. There's the Sell-It-Now price and the Sell-It-in-a-Week-or-Two price. Also the Buy-It-Now price and the Buy-It-in-a-Week-or-Two price. There's also longer-term changes in the price range for items on the AH. The pricey Enhancements I sell used to go for millions of Inf more. I resisted the change, but when I realised the short-term price variation had significantly changed, had dropped, I confirmed what I could still get a profit on and adapted the Reserve Prices I post the Enhancements at to sell them. If you're going to use the AH, you have to learn about it beyond what's in that Last-5-Sale-Prices window. If you want and are able to sit on Converters until the price range rises, you can. Better still to sit on the Reward Merits or convert them into Hero Merits or Villain Merits, much more compact. -
Welcome to the steeper part of the learning curve in City. There's roughly 3 protections every Toon can have: Defense: Not getting hit. Resistances: Not getting the full amount of a hit. Absorb, HP, Regen: Preventing the damage, taking the damage, and healing the damage. There are buffs and debuffs to most of these. https://homecoming.wiki/wiki/Limits Most non-Boss/AV mobs at the same Level will have a 50% chance to hit the Toon. This changes with their relative Level, covered in two places: https://homecoming.wiki/wiki/Attack_Mechanics https://homecoming.wiki/wiki/Purple_Patch You need to know these things in general. Also on a Melee Toon, use Combat Attributes to monitor some of your Defenses and other numbers so you can see when they get debuffed. https://homecoming.wiki/wiki/Combat_Attributes_Window If the Toon normally has about 0% Defense and gets that Defense floored by debuffs to -100%, that means the mobs will be hitting nearly twice as often, all of them, ranged and melee. If the Toon has some or really good Defenses, that multiplier will be much more, up to 20 times as much. If the mobs are higher Level (quite common in L50 content), it won't be as big as that as the mobs will start off with more that 50% chance to hit, but it'll still hurt more. Like attacks that are overwhelming your Toon, you need to react to heavy debuffs. And they often come together. Warn the Team especially if tanking. If nothing else, like a real fight, RUN. Have some of your 20 Inspiration Slots allocated to help. In this case, big Defense Inspirations or Defense+Resist Inspirations, as well Heal or Heal+Endurance. Perhaps have the Destiny Power Ageless Radial T3 or T4. It can provide Defense Debuff Resistance for a time. Get support from the Team. Learn to adjust your tactics to not bite off more than you can chew. Which will vary with the Mission, the Team, and the mobs being fought.
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In a Lambda iTrial on my AR/Dev Blaster, I took an enraged Marauder's Nova Fist and lived to tell the tale. Several times. It was on the Toon's Power Mastery build while running Personal Force Field. Which cut the damage so my Toon, with some MaxHP bonuses, had some HP left after taking Nova Fist. And the Sustain Regen got things back to MaxHP fairly quickly. Note there's no way I could keep Marauder's aggro with PFF up. Except maybe putting out my Gun Drone, which likely wouldn't survive Nova Fist. Not quite a useful tactic, but I thought it interesting.
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There's another command line argument I've learned of. It may do more. https://homecoming.wiki/wiki/Uiskin_(Command_Line_Parameter)
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@Solifugo, detailed instructions here on how to have the Launcher tell the Game Client to use the City of Villains background and likely the OST here. https://forums.homecomingservers.com/topic/53258-city-of-villains-set-up/#comment-668349
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Why I think Corruptors are taking a back seat to Defenders
Jacke replied to Solarverse's topic in General Discussion
Damn, damn, damn. What's the countersign.... Yes, when the grey bullfrog croaks as the chatreuse lily blossoms. -
Also, before Enhancement Converters, Low-Level IO recipes and enhancements were really not that useful. That Enhancement Converters were introduced indicates a lot of IO recipes and enhancements are not worth it.
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I know that back after IOs came out and long before SOs were extended (beyond the difficult-to-get and limited Yin's Market Talisman Enhancements and the limited source low-level SOs off of the Death-from-Below Trial), I put a lot more effort into IOs than I do now. Had some of those crappy low-Level IO sets just to improve things a bit. In retrospect, I think even before SOs were made more accessible, it actually wasn't worth the time investment. Now the only IOs with a max-Level lower than L40 I commonly use are the Steadfast Protection Res/+3% Def Attuned and other special IOs, usually at minimum Level. EDIT: From @tidge's post below, that reminds me: I do slot 4-sets or 6-sets of Clouded Senses because of the good bonuses.
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I have a Sonic Attack/Energy Manipulation Blapper. 😺
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Probably under the terms of the licence with NCSoft, Homecoming can gather donations to cover their costs and keep a reserve of funds, but no more and not act as a commercial operation. Taking in monthly subscriptions has a whole Level of near-flat and per-user administration costs and requirements, along with perhaps not being in line with how Homecoming is set up corporately or licenced. Homecoming gets by now as a volunteer donation-supported organization. With a better Development rate than many commercial MMOs. Throwing money at a situation doesn't always improve things.
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Like Mercedes Sheldon, they all get around. 😺
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Currently there's 2 builds available per Toon while Levelling and a 3rd build unlocked when L50. I have multiple builds on one Toon, my main, Assault Rifle/Devices Blaster. 3 builds using a different Epic Pool on each: Arsenal Mastery, Force Mastery, Mu Mastery. Except for the 3 Extra Powers, the rest of the 3 builds is identical. I only did the multiple builds once the Toon was L50. Whenever I change something in the common part of the builds, I have to update all 3. I have to keep screenshots of the Trays Layout to get it to be as common between them. It's all rather burdensome. I think I have close to the optimum builds for the Toon. And I hope never to have to Respec any of the builds again. I will never do multiple builds on any other Toon. I tried multiple builds on another Toon while Levelling, one for Solo, one for Team Play. Was too much of an administrative burden. Eventually just stuck to one build for all. From what @Bionic_Flea said about HEATs, VEATs, and PvP builds, maybe some day. But also maybe not. Because managing multiple builds on a Toon with builds as complex as they are in City of Heroes is a pain.
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I always keep any PvP Recipes and Enhancements. Because they're a relatively small Enhancement Conversion group where a few Enhancement Converters will turn them into something you want for a build.
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"Street" Giant Monsters and guaranteed elimination
Jacke replied to Techwright's topic in General Discussion
Doesn't taking down a Rikti Drop Ship reward the "Welcome to Earth" Badge as well as 6 Reward Merits? -
"Street" Giant Monsters and guaranteed elimination
Jacke replied to Techwright's topic in General Discussion
It's 67 Extra Slots. In addition there's going to be at least the 24 Base Slots of the 24 Power Picks and the 4 Base Slots of Inherent Fitness, maybe 1 or 2 from the other Inherent Slots. Perhaps 95 to 97 Slots total to equip on a Toon. I still think the average will be closer to 4 to 5 million average per Slot, but careful purchases could keep that lower. The prices @tidge mentions reminds me of another important cost-reduction fact beside buying the makings and crafting the Enhancement: Don't spend the Buy-It-Now price, but put bids up that take a week or more to fill to get everything at its lowest price as they go up and down in the Auction House. I think the best use of Reward Merits is still to pick whichever Salvage the RMs can be converted into that gives the best return in Influence, usually either Enhancement Converters or Enhancement Boosters. Then use the Influence to purchase compotents, ATOs, WOs, or Packs off of the Auction House. The ability to turn RMs directly into Recipes or Enhancements puts an upper price on them that restrains the AH prices. At some point when there's enough Influence revenue, it's possible to just buy Enhancement Converter or Boosters from the AH. I do it to craft Enhancements to sell as well as getting the right Enhancements for a build. -
"Street" Giant Monsters and guaranteed elimination
Jacke replied to Techwright's topic in General Discussion
You've got a problem getting the stuff to equip your Toons. I can give a little guidance here. Good builds are also around 500 million Influence range and up. A good L50 makes millions of Influence in a single day's play session, so with a little Marketing should be able to handle about a L50 every few months or so. If you don't have one, Create a Personal Supergroup and make a SG Base to store stuff. Really important when you Respec a Toon and need to store the removed IOs for another Toon or sale later. Let me know if you can't make a simple SG Base with all the teleport, storage, and crafting items, etc. If you don't have one, Create a 2nd Account. I have on my 2nd Account: DarkM/Inv Scrapper Anchor Toon Spines/Fire Brute Farmer Kinetics/Electric Defender They also carry stock of stuff that Toons can carry a lot of, some the Base can't store like Recipes. They help a lot when I need to transfer a lot of stuff between my main Account Toons, especially when they're not in my own SG. Check out "The Market" section of the Forums for ways to make Influence. I don't really farm these days as I make Influence playing my L50s and some simple Marketing. https://forums.homecomingservers.com/forum/51-the-market/ To cut down the cost of pricey IOs, I suggest getting the Recipes and Salvage and crafting them. Use Market Conversion and Market Attunement to reduce costs and need for Catalysts. -
Back in 2006 Nov 28th, Issue 8 was released and the Faultline Hazard Zone changed into the Faultline City Zone, with its 4 arcs including Penelope Yin's. Complete that arc freed her daddy, Mr. Yin, and the Toon gained access to Yin's Market. Where Mr. Yin sold Talisman Enhancements, the original SOs for under L22 in City of Heroes. https://homecoming.wiki/wiki/Talisman_Enhancements#History They were available as L13, L17, and L21, Origin aligned: Magic got Accuracy Natural and Mutation got Damage Technology got Endurance Reduction Science got Recharge Reduction By the time a Toon got the Market unlocked, they were usually L19 or L20, maybe higher, so not much use for them. But once a Toon got access, could buy them for other Toons on your Account. I made a lot of Magic Toons in the years after that to get SO Accuracy early. My Warshade also used those early SO Recharge Reductions. Come 2020 November 20th, Issue 27 Page 1 released and there were a lot of changes to Enhancements. SOs were now available at L5 (so slottable at L2), L10, L15, and L20. As well, the Upgrade Button was added to the Enhancement Screen. Yin's Market now sold the newer form of Talisman Enhancements at same 4 Levels as SOs but at 65% of the SO cost. However, that discount isn't quite worth the administrative hassle of having one Toon buy them and pass them to another. Using the Upgrade Button actually costs more than getting more SOs, but it's the convenience that wins. Not to mention the majority of Enhancement costs for a Toon is at higher Levels. There's Market Attunement, which @Ukase described 2 posts up from here. It's a special case of Market Conversion. This is due to the Binning of many items on the Auction House together (which unfortunately isn't described anywhere I can find). Example Bins are All Common Invention Salvage, All Uncommon Invention Salvage, All Levels of each non-Common Invention Recipe, All Levels of each non-Common Invention Enhancement including Attuned, etc. A Purchase Order for any item in one Bin will be satisfied as long as any of the Bin's items have stock, by converting that other item to the one being Purchased. This means any Level of non-Common IO can be convert into another Level, including Attuned, or Attuned to a fixed Level. Also, 5 Last Purchase Price History is for the Bin. You have to understand how the Bidding System works in the Auction House to really make use of it. This means any one Toon, or better two Toons (another good use of a 2nd Account) can Market Convert any item in a Bin to another item in the same Bin. That's most often done to change the Level of a Recipe or an IO, including to and from Attuned. However, Binning really helps the Auction House stay stocked on items. Market Attunement means I only use Catalysts to make Superior ATOs and WOs, because I Market Attune everything else to save on Catalysts.
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What @Bionic_Flea said. @Veracor, you lead a lot of the Everlasting TFs content that got my main Badging Toon to having all the Mastery Badges. I'm sad to see you not just step back but stop. I don't always agree with a lot of the changes done by Homecoming, but I've seen a teeny bit of what's behind the current. It's hard and there's never a perfect change. I'll still not like some of them. But I'll be always glad I was there to help make sure some of them weren't as bad as they could be. Hope you eventually come back to Everlasting, dude.
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So you can have...Dis-Scouraging Words? 😺
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Slow traditional Snipes usually have 150ft range (175ft for Psychic), big damage, and are interruptible. Fast Snipes in combat have 80ft range (100ft for Psychic), lower damage that increases with extra ToHit (up to just under 22.2%) but still less than slow, but are immediate. And both Slow and Fast Snipes give 10s of +50% Range enhancement. So get your Snipe's cycle time down to under 10s and it's a really good Range enhancement (but probably not needed). 😺
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I have 3 Kinetics Toons (Kin/Elect Defender, Fire/Kin Corruptor, Kin/Rad Defender) and all 3 keep Siphon Power as a L1 Power Pick. As @Psyonico mention, the -Damage is always good. The +Damage is really needed for the Corruptor. And for the Defender, when it hasn't quite hit enough with Fulcrum Shift, Siphon Power helps get that extra bit more. I have it on Tray 1 Slot 1, so I can use it like other Ranged Attacks.