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AboveTheChemist

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Everything posted by AboveTheChemist

  1. Try this: There was a minor issue with the bracketing. In my experience, errors in bracketing can cause all kinds of wacky issues so it's better to fix those first and test it before trying to diagnose further issues. A cursory glance over the commands doesn't reveal anything immediately wrong, but I don't have any experience with mastermind commands so there could be something more subtle that I am not seeing.
  2. The fifth sound for the inspiration collector is; sound/Ogg/Powers/glow7_loop.ogg
  3. Nevermind, found it! My insp collector is totally silent now. sound/Ogg/Powers/glow7_loop.ogg: glow7_loop.ogg
  4. Nope, I picked a quiet corner of my base to test in. Do you have any other sounds silenced? If so it might be one of those.
  5. There is definitely one more sound on the live servers. I've checked it in two different bases.
  6. Yep, that is one of them! There is still a humming sound coming from it, but I'll see if I can track it down.
  7. The Founder's Falls Safeguard mission map is bugged, and as I understand it, that dates all the way back to live. I do not know of a way to fix it. I don't know if there are other maps that are bugged in the same way, but it is certainly possible.
  8. I would encourage the use of the unofficial Homecoming wiki for this info. The ParagonWiki pages for enhancement sets and enhancement set bonuses do not accurately reflect the information as it exists on Homecoming. https://hcwiki.cityofheroes.dev/wiki/Enhancement_Sets https://hcwiki.cityofheroes.dev/wiki/Enhancement_Set_Bonuses I also added a set bonus comparision table page that makes it relatively easy to compare sets when optimizing for set bonuses.
  9. Fantastic, glad you got it working!
  10. Yep, that was my assumption as well, but I figured I would test and report just to be sure, especially since fighting level 55's came up earlier in the thread. My apologies for the inadvertent thread derail, by the way. I just posted the thing about the x1000 setting as a humorous aside, and never expected it to morph into an actual thing.
  11. I was not involved at all with the development of the chat log importer, but I'll take a stab. I don't think it is broswer specific. I would assume that it picks up the character name from the log file itself, since the system sends each character a welcome message (which includes the character's name) upon login. And the log file location you mentioned (in a folder beneath your account name) is the correct location for log files. As far as the issue with the import, I am not sure exactly how to diagnose it. If you look back over the last few pages, there have been a few methods mentioned to try, and it looks like you tried at least a couple of them. Aside from that, I don't have any other advice unfortunately. I just did a test import myself and it worked, so it is theoretically still working. Not that that helps you much, but keep trying, and hopefully it'll behave for you.
  12. I did a little of my own testing (with screenshots if anyone wants to see them). I grabbed the 'They Call Me The Doctor' mission from Ouro. The mission level was 40, I was exemplared to 39. At setting 0x1, the highest level mob I could find (Agent Chalmers) was level 41. At 4x8 Agent Chalmers was level 45. At 4x1000 Agent Chalmers was level 46, and I couldn't find a team size setting that would push Agent Chalmers's level above 46. So it looks like this is a way to effectively set the difficulty level to +5. I tried with a level 50 mission as well but could not push mob level above 54.
  13. I tested this last night and it does nothing. I even tried setting it to 0 and then zoning, in case there was a delay. It did, however, set the team size to 1000 when I passed it a 1000, which I was not expecting. I was not brave enough to step into a mission with that setting, though.
  14. To follow up, I've added the 'super' values to the schedule A templates that enhance 1, 2, and 4 aspects. I checked all the schedule B, C, and D templates, but none of them list any purple values. I also looked over the enhancement set list and didn't see purple, WO, or ATO sets that enhance any aspects from schedule B, C, or D. I am going to leave the schedule B, C, and D templates as-is and if there are any purple, WO, or ATO sets added in the future that enhance those particular aspects then the templates can be adjusted then.
  15. I just logged in and can still see the built-in version. Are you looking in the right spot? It is accessed via the little button on the right end of the chat bar. That version is a bit outdated though (it still has the Artillery set listed under its old name) so if you need the most up-to-date version, try r0y's version here:
  16. I think there is enough information in my results posts to allow the pursuit of either/both of these lines of inquiry. If not, I am more than happy to share my spreadsheet, screenshots, and/or logs with anyone interested in utilizing a different approach to look at the numbers. Edit to add that if I wasn't clear previously, I am not a regular farmer. My testing above was the first time my fire farmer had set foot in AE since about last September, shortly after I got him to 50. My approach to selling/crafting seemed reasonable to me but I honestly have no idea how well it represents a typical farmer's approach. That's why I encourage anyone who is interested to take my data and apply their own approach.
  17. Quite true, and I hope it's clear that my results are just an approximation. I'd still be willing to explore it using estimated price differences (i.e. recipes are now worth X% of their pre-change value). Alternately, there is enough information in my previous post and my results post from yesterday for anyone to be able to look into the matter themselves. I am also more than willing to share my spreadsheet, and even my screenshots and logs, if anyone wants to investigate further.
  18. If you are willing to share your data with regard to the differing sales prices, I would be more than happy to account for that in my estimate. As noted above, the total inf from recipes is a combination of vendored recipes and recipes sold on the AH. Of the 77.2 million inf made from all recipe sales, 56.6 million inf (roughly 73%) came from vendored recipes, and 20.6 million inf (roughly 27%) came from recipes sold on the AH. Looking at that last number a bit more closely, 14.4 million of that 20.6 million from recipes sold on the AH came from one transaction, which was a purple recipe I sold on the AH on 24-July. Excluding that outlier, the overall percentages break out closer to 90% from vendored recipes, and 10% from recipes sold on the AH. I mention this for two reasons. The first is that it highlights the advantage of including more (many more, preferably) runs, to help even out the variability. The second is that total inf from recipes sold on the AH (20.6 million) is a relatively small contribution to the total inf earned (819.6 million), and as such I would not expect different sales prices to have a drastic impact on the final percentage I reported. Again, though, I am happy to look into it if you can provide more detailed information regarding how much prices have changed.
  19. Holy smokes that is amazing @Aberrant! My sincere thanks for looking into and fixing this. I will go through all 16 of those templates and add the super value as you suggested. I think that is a consistent approach. Hopefully that will suffice without having to create a new set of templates just for the WO/ATOs but as you said, keep it in mind for the future if necessary. Thank you, thank you, thank you!
  20. I do! I didn't include it above because I figured the inf gain would be the same on a run whether it took 20 minutes or 45 minutes so I thought that including the time might overly complicate things. That being said, my average time was 41 minutes. Early on it was in the high 40's but over time I got more efficient and at the end I was regularly in the high 30's. There is definitely some headroom there, I think. I was trying to strike a balance between 'sell everything for 1 inf' and 'squeeze every drop of inf out'. I was also trying to be mindful of how much time I spent processing the drops into inf. I probably spent 20-25 minutes on post-processing, and I could likely have shaved some time off that with some effort. I feel like I captured the bulk of the inf that was there for the taking, but with a bit more effort, and especially throwing some converters into the mix, there's definitely more inf there for the taking. I will treasure my scro heart always!
  21. You might be correct. GM Kal's data was only for the flashback/story arc rewards, not the task forces, so I didn't update the task forces as I didn't have the data in hand. Sorry I wasn't more clear about that.
  22. If you have a wiki account you can see the top level of one here (via the edit tab): https://hcwiki.cityofheroes.dev/wiki/Template:IOEffectTables I would describe them more like nested if statements, but they do function somewhat like equations. I think there are about 4-5 different templates that feed into the one table that is seen on the enhancement page. Given the proper input, it will generate an appropraitely-formatted table.
  23. Haha, it was quite the lucrative science project (pushing 1B inf if I include my 'warmup run' on 21-July). I'd still consider this just an estimate though. As Luminara originally noted, a lot of runs would be needed to even out the variability.
  24. Both the hero and villain merit rewards pages on the unoffcial HC wiki have been updated per information from GM Kal as well as some in-game testing. If you happen to notice any that are still incorrect (there were a lot to update, and I only worked on the hero merit rewards) just let me know and I'll fix it.
  25. I've completed my testing (using a slightly modified version of Luminara's posted method) and the short answer is that it looks like potential inf earned from farming is approximately 20% lower as a result of the 'Disabling XP No Longer Increases Influence' change. I've included a screenshot of my summary spreadsheet with the results of the 16 individual farming runs, along with the summary stats at the bottom. It seems clear that the biggest variability in inf is due to the quality and quantity of marketable recipe drops, including those that can be crafted for profit. Otherwise, I'll let others draw their own conclusions from these numbers. EDIT: I meant to include my drops tabulation as well, I've included that screenshot below. If you want my detailed methodology, I've included it as spoilered text below.
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