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Everything posted by Lockpick
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Your defense is not soft-capped in combat. Are you having any issues with that or are you mitigating in some other way? I think Hide provide 1.88% defense when in combat, so it looks like your Ranged is 41.18 and your AoE is 42.48. You may want to check in game, not sure if the LotG is boosting it a bit more. Our builds are pretty similar. I went down the Fighting pool path, so am concerned I'll have endurance issues until I get Incarnates. I'm only 32, I play this guy in between other characters when the patrol xp is maxxed, so might be awhile before I get to 50. I do want to get OWTS in my build, but will have to make some adjustments somewhere. My Build:
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Anyone got experience with savage/SR? I started a new one tonight and didn't realize I already had one leveled to 21. The concerns about End in this thread make me wonder if I'll be able to maintain all the toggles.
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I think PB should be replaced with Master Brawler...
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I would love for you to expand on this concept and why you think that is. I was mainly a scrapper player on Live, but for whatever reason I have leveled more Blasters on HC. I have only leveled one Scrapper (Staff/WP) and have not even leveled the 2 Scrappers (MA/SD and StJ/SD) I considered my mains on Live. I have leveled a few Stalkers, which seem as good or better than Scrappers.
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Very late, but here is my DP/MC build.
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Upcoming Weekly Discussion Power Set Poll - Vote!
Lockpick replied to GM Miss's topic in General Discussion
I voted, Dual Pistols, Martial Combat, and Ninja Training. -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
I think it is not just about the income gap between new and veteran players, although that is definitely a key point. I believe it is also to rationalize the influence generation gap between farmers and non-farmers. Non-farmers (whether new or veteran) play normal content and they generate much less influence than farmers. Farmers generate tons of influence and drive up prices, which results in non-farmers having a harder time buying IOs. The 2 groups that have tons of influence are farmers and marketeers. I don't count marketeers in the above point about generating influence, because marketeers move around influence. They don't generate it. I would guess those 2 groups are the minority of players and most players just play the game. I believe the intent of the devs is to make sure that the majority of players can afford to buy what they want. This change will likely eventually result in lower prices, which aligns with the devs intent. Hmm, after re-reding your post I feel like I am saying the exact same thing you said, but since I have already typed it up I might as well hit submit. -
Everyone is giving great advice. I have played many variations of DP and really enjoy DP/MC as a Blaster. Kicking someone to the ground and then shooting them in the face is awesome. Also, the Ki Push power is great.
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Here is my build, which I believe I got from the link below and then made some updates. My build is not optimal as I added things like the Sorcery pool, which are not necessary for farming, but fit with my theme. S/L/F at 90%+ resistance and gets good resistances early. I have played this character solo to 50 using only AE #125. I don't think I have all the IOs yet and definitely don't have all the incarnates. I play this character about once every other week (when patrol XP is full) to run though the farm. The Build:
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Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
I agree; you have been making absurd arguments since you joined this thread. The reason so many people are pushing back against you is because you are dead wrong. I was looking at prices this weekend and many of the sets I would normally sell are down. LoTGs are still the same, but many other sets look down to me. On another note, I never really knew much about AFK farming. When people talked about farming and making their billions I always thought they farmed like I do in that they go in and actively clear the map. I didn't realize they went into a mission and alt-tabbed out and were able to make millions doing nothing. That seems like an exploit to me, so should probably be fixed. -
Found this thread and thought I would throw my build out there and ask a few questions. My goals for the build are to soft-cap Ranged and S/L. I am currently level 47. In my initial build I took Assault and Victory Rush at 47 and 49 and I slotted Boxing with 5 slots of Superior Blistering Cold for the 5% S/L defense. I have been rethinking the build because I wanted more specialty arrow powers (otherwise why bother with TA?), so I dropped Assault and Victory Rush and took Flash Arrow and Glue Arrow in my updated build. In order to soft-cap Ranged and S/L I needed to move some slots around, which impacted some other powers. Is Glue Arrow worth it with only 2 slots? Is 2 slows okay in this power? I am assuming I won't need accuracy. The Build:
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Thank you for this note. I am never sure what to take and have just been doing the 80 and 40. Are Hami-Os no longer profitable? I thought when I first started joining the raids that Hami-Os were the recommendation?
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/jranger
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Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
This has been said numerous times and if people don't want to understand; they won't. Agreed. This thread should probably be closed at this point as it is just a circle of people saying the same thing over and over and I doubt people are going to change their opinions. I just did a run on my farmer and I am a horrible farmer. Clearing the map and selling only white recipes will enable a horrible farmer like me to make ~$24M inf/hour. If you add selling salvage and other recipes the total likely goes up a bit. I'm not sure what target per minute influence the devs are looking for, but it seems to me that purchasing a purple IO every hour is pretty reasonable. A good farmer with an optimized build will outpace me easily and will make about $1M/minute or $60M/hour. The doom and gloom is way overstated. Numbers and stuff: -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
How about some stock tips? Is TSLA a buy? -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
One of the things I absolutely hated about SWTOR was the bind on pickup and bind on equip mechanic. The entire time I played SWTOR I was wishing I could play CoH again. So happy that wish was granted... -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
/jranger -
Weekly Discussion 45: Favorite and Least Favorite Story Lines
Lockpick replied to GM Miss's topic in General Discussion
What restrictions are those? On another note, I had a suggestion in another thread to add story arcs to the game. My idea of AE rewards would be to allow AE authors to write their story arcs and if they are selected as Dev Choice the story arc would be propagated to Live content with standard rewards and be eligible for flashback. The author could be rewarded with badges or merits for getting their arcs published to Live content. You might have to put restrictions on the content to prevent farms from being propagated to Live and the Dev team would make the decision whether the arc fits their expectation of what should be Live content. Players that are running the missions could be rewarded with the AE rewards and badges for running different AE missions. Maybe as they get higher badge counts they could also get merits for playing the AE content. My thought was more about new content for people to enjoy, but the response was around AE rewards. I would love to see some of the lore friendly AE story arcs propogated to Live content. It would be cool and give players an opportunity to showcase their talent. -
Anyone get any comments on the new set? Pros / cons? Best / worst AT? Best / worst primary / secondary? I was playing an ITF over the weekend and someone was using it and it looked cool, but never dug into the actual primary / secondary.
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Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
You beat me to it. Yin: 21:04 Starting Inf: 30,218,882 Ending Inf: 31,376,354 Gain: 1,157, 472 Inf/Sec: 915.72 Inf/Min: 54,943.29 Merits: 20 Converters: 60 Converters AH: 4,860,000 Gain: 6,017,472 (Inf for the TF and merits, does not include drops as I did not empty my inventory prior to starting) Inf/Sec: 4,760.66 Inf/Min: 285,639.49 (much less than the $400K/min for a sub-optimal farmer using AE# 125) Based on these numbers I can get a PVP IO in 2 runs (40 minutes) or a Purple IO in 4 runs (1 hour and 20 minutes). This is not including drops, so when adding drops the time will reduce. I don't think 30 to 40 minutes time investment for a PVP IO or an hour for a purple IO is unreasonable. -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
In a way, I tend to agree with this comment. It might have been a good idea to fix the exploit and then the abuse of the mechanic and then spend some time analyzing the impact on the economy. If it still wasn't where they wanted they could make further adjustment later. That being said, this is a volunteer team with limited resources. I expect they probably discussed all the scenarios and the difficulty of the implementation and decided that the easiest / fastest path that was best for the overall game was to do what they did. This team does not strike me as a team that make arbitrary decisions, so I think they deserve the benefit of the doubt when they make decisions that may be unpopular with certain segments of the population. I mentioned up thread that I took a sub-optimal farming build and sub-optimal farming player (me) and made $400K inf per minute which would give me $12M inf in 30 minutes. Anybody crying doom and gloom is not being honest. They were used to creating $2M inf/min using an exploit or abusing a mechanic and should have known that type of inf gain was extreme compared to the standard content. By the way, I am still seeing quite a few farmers in AE, so it doesn''t look like it killed the farming community by any stretch of the imagination. -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
Disagree. Casual players can kit out their character by simply earning merits. Even if they don't use the most optimal / cost effective methods of farming, conversion, or AH they can buy IOs for merits. Run 1 or 2 TFs and do one of the Who Will Die missions per week and they will continually make progress. -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
Quoting myself, how lame... I did 2 farming runs on my Spines/Fire Brute on Briggs Fire Farm (#125). The first run I didn't take into account drops. Prior to the 2nd run I removed all recipes and salvage from my character. I am a below average farmer. I have this one farmer who I leveled up through farming this one AE arc. I usually played once a week to let my patrol XP max and I would play the farm until my patrol XP was gone and then would do it again the following week. I have a mix of regular IOs and set IOs and have the tier 1 alpha. I have not finished this build and will probably not finish it. I don't have a baseline of earning because I never calculated it before. If I was to run this farmer and get the 2nd run numbers as my average (which seems reasonable), I would get over 400K Inf/Min. It would take me about 30 minutes to earn enough influence to get $12M, which is generally the price for a PVP IO. The option I often use when I need money is to run a flashback mission that earns me 12 merits every 10 minutes on average. I could get 36 merits in 30 minutes and exchange for 108 converters and sale those converters for $9.72M inf. This supposes I get $100K per converter and after AH cut. Of course, it will take more time because I have to wait for it to sell. Another option is to craft and play converter roulette, which will take longer, but could probably get me more inf. In any of these scenarios a strong farmer or a strong marketeer would leave me in the dust from an inf accumulation standpoint. That being said, the amount I can earn will easily be enough for me to fully kit a character I level from 1 to 50 and the difference between farming and merits doesn't seem that different to me, which is a good thing. I'm still not understanding all the doom and gloom. Anyway, numbers: -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
Can you earn $1M influence per minute in standard content? Does the $1M influence per minute include drops that can be sold? Not trying to be snarky, I really don't know the answers. My assumption is that you cannot earn $1M influence per minute in standard content except maybe for some exceptions. Even at $1M per minute you are earning $60M per hour and $300M over 5 hours. If you assume a quality build can be done for $300M it seems extremely fast to kit out a character. If you double that at 10 hours and $600M that still seems extremely fast. I am comparing the kitting out a character here to SWTOR, so maybe I am using the wrong measuring stick. I generally use merits / AH to kit out my characters and I have never estimated how many hours it will take me, but I know if I want a PVP IO I will need to run some TFs to get enough merits to use to either sale the converters or play conversion roulette to get enough influence to buy what I need. It may take me multiple sessions and multiple TFs to get that PVP IO (which could be a couple of hours depending on the team) where it looks like you could have it in 12 minutes (if it is a $12M IO). If you add drops and sale them it would seem the time to kit a character would go down even more. -
Discussion: Disabling XP No Longer Increases Influence
Lockpick replied to Jimmy's topic in General Discussion
So, you are quoting an explanation of an exploit to say it is not an exploit? That seems strange... In the post, "Then you change your XP While Exemplared setting to "Double Influence, No XP". This will actually double your influence and makes farming at level 49 more profitable than farming at 50." I remember reading this thread before I started my farmer (Spines/Fire) and thinking that if it is more profitable at 49 than 50 that would definitely be an exploit. I never used and got my farmer to 50 and haven't really touched him since. Farming just wasn't my thing. However, let's look at the chart in the quote: Inf Per Minute Inf Per Hour Clear Time Rad/Fire (New) 2,300,107 138,006,431 23:20 Spines/Fire 2,295,431 137,725,907 21:59 Rad/Fire (Old) 2,288,810 137,328,603 Unavailable Savage/Fire 2,250,996 135,059,786 22:28 Claws/Fire (Farm) 2,170,498 130,229,936 23:14 Claws/Fire (Content) 2,105,686 126,341,219 24:38 Elec/Fire 2,010,323 120,619,380 25:02 $2M influence per minute? How is that in any way rational? I would really be curious to see what it is now after the change because I would bet it is still extremely high.