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Bopper

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Everything posted by Bopper

  1. Out of strict curiousity I decided to hop into the game to do a quick market analysis. Not detailed analysis, just a snippet based on what I saw on Excelsior at 3pm PST on a random groundhog day. I looked to see what price someone would have to sell an ATO for you to break even on resellable items from a Super Pack. The short answer, 5.84 million. The long answer, read on: Brainstorms average 19.7125 per pack, and Rare Salvage is going for 350k per 20 brainstorm. Avg profit of 310.5k when factoring in the 10% AH tax. Enh Boosters selling for 1mil, at 0.2288 per pack this is an average profit of 205.9k Enh Catalyst selling for 1.6mil, at 0.1537 per pack this is an average profit of 221.3k Enh Converter selling for 77k, at 1.4002 per pack this is an average profit of 97k Enh Unslotter selling for 150k, at 1.4002 per pack this is an average profix of 189k From the above enhancement sellers, Unslotters have the best resell/merit (1 reward merit gets you 2 unslotters which sells for 300k). Each pack averages 9.7146 reward merits which is an average profit of 2.623M. In total (without looking at ATOs), the reselling of Super Pack contents will average 3.647 million inf. So to break even we need to make 6.353 million inf. With an average of 1.2079 ATOs per pack, the auction house listing of an ATO needs to equal 5.844 million to break even. So as long as you're reselling your ATOs for more than 5.844 million on AH, you will average a profit from purchasing Super Packs. Keep in mind, this does not factor in Amplifiers which are purchasable for 2.5million each. That's 331k of value per pack that I did not factor into the above analysis (not that it'll change much...sell for 5.54 million to break even). This also does not factor in the XP, Windfall, Respec, Restore, Revival, Free Tailor nor the Inspirations that you would gain from Super Packs. That value is whatever you choose to set it to.
  2. I would love to find out what defogger does, but in the case of the detoggling you're right, it's a bug. It was previously reported and a fix is in the pipeline. Not sure when it'll get pushed though.
  3. I guess that's better than while true I think I've seen other cases of null effects that might be tied to set bonuses, but I could be misremembering.
  4. That's a bug and will get fixed soonish.
  5. It could be. Powerhouse can probably clear that up for us. I used to think this was a common thing back when I'd see Null effects, I thought those were old effects that got removed but had to remain for who knows why (makes database happy? I dunno). But I found out recently those are possibly there for animation purposes. I don't know if this would be a case of that. Probably not. It definitelly seems like an oversight, but then I see PvP having the delayed damage effect and wonder why there's a discrepancy.
  6. It basically is a removed effect. Looking at the design formula, Swipe's 2s recharge attack should do 0.68 scaled damage however Swipe is doing 0.76 scale damage (something a 2.5s recharge power should do). However, since Swipe has no secondary effects, it is common to give powers like this a 80% discount on the design formula, so that all lines up correctly (2s is 80% of 2.5s). Since all that is working correctly, it's safe to assume setting the probability to 0% is an easy solution, as it effectively removes the effect from the power while it also offers the effect slot for editing later if Claws ever gets revamped (for example). That's a new thing with the i25 engine: Effect Groups. On the days of live, all effects had their chances checked individually. This is a big reason why the Crit chance of a split damage power (e.g. Smash/Energy) would combine the damage into one type (Energy), because otherwise the 10% chance to crit would be done individually if there was a Smash crit effect and Energy crit effect. Now...that's a bad example as that practice (crit one damage type) is still done today, but if they wanted to, they could move the Smash and Energy crit effects into an effect group, and that group would all use the same crit roll. So to better understand CoD 2.0, whenever you see a black outlined region with a probabiliy listed in the top row, that is an effect group. Everything below that probability are individual effects that exist within the effect group. The bottom row will show a "required" line, which tells you what is required for that effect group to be checked. In this example, the requirement is if the target is a critter (which implies it is a PvE only effect).
  7. We did. If the installer is back up on the site, it is likely that is a fixed version. I'll have to check. EDIT: For the time being, just use the zip version. We're still working through the msi installer for potential issues.
  8. Folks will also get to see some of the stuff that's new in Homecoming. Like the new Activation Effect Group, which powers like Dynamo and Frigid Protection have. Or seeing "Animation Time Before Hit", which is when an effect goes off during an animation.
  9. For those who remember the old City of Data (aka RedTomax) website, you probably have wished that could get updated for Homecoming. Now it has. Thanks to the outstanding work of @UberGuy (and huge shoutout to @RubyRed for providing the backbone of this project), City of Data 2.0 is here. There are lots of added details that were missing from the original CoD and some added details that are now calculated for you (like Arcanatime). Seriously, I don't need to sell it to you, just go there and enjoy the info that is readily available. You can check out UberGuy's post here, and check out the site here:
  10. This is a fantastic site, and I find it to be superior to the old CoD in most ways. You pointed out one thing that I wish it did have (all powers displayed on one page) but that is merely a quality of life desire, far from a required one. The search feature is the best thing since sliced bread, and your showing of modifier tables when using the "None" AT option has helped me a ton when it comes to updating Mids and finding bugs. Great work, I really hope this gets the use it deserves.
  11. Correct, the files lost are gone. They will not be in the recycle bin (happened to me too, just didn't know what the root cause was until now). It is advised to backup everything on your desktop or move it elsewhere (a general good practice to have anyways). We have already fixed the issue and it will be available soon. In the mean time, don't uninstall Mids. When the new installer is ready, just re-install over it (again, don't uninstall...but if you do, backup your desktop)
  12. Thanks for the heads up. We are seeing this too. It is dangerous and we recommend nobody to uninstall Mids for the time being...or at least backup whatever is on your desktop prior to the uninstall. So far it seems Shortcuts and Files are being deleted, but not folders on the desktop (nor its contents). We will keep this thread posted as we progress through our troubleshooting of the bug.
  13. Finished Dual Pistols tonight. In our next update all Primary Corruptor powersets will have been corrected.
  14. The averages are posted in this thread. Roughly, you get 1.2 ATOs per pack. So to cover your costs of a super pack with purely ATO resells,, you'd sell it on average for 10M/1.2 = 8.33M. Since ATOs aren't the only thing sellable in a super pack, you might see willingness to resell for less than that, but not much less as you need to cover the listing fees.
  15. That would be a Feature Request. I recommend making that request on our GitHub: https://github.com/Reborn-Team/MidsReborn/issues
  16. Version 3.0.4.6 has been released and is available via update from the app. If that does't work, you can always uninstall then reinstall. This update will fix a recent bug where ATO procs were granting its enhancement (typically recharge reduction) as a buff. Also fixed the numbers for Corruptor Water Blast, added proc information to most of the Winter IOs, and got the absorb procs working on Entomb and Preventive Medicine (hopefully). Also some MidsBot updates...I dunno, read the patch notes, why am I telling you all this? 😛
  17. You need to select a Primary power and Secondary power for the Blood Frenzy slider to turn on. You show no powers from your Primary (Fiery Aura) as being selected yet. Known issue and graphics are still being worked on. I recommend changing the screen size and/or switching column layout. Sometimes that helps with the rendering. Then you can go back to the previous screen size and column layout and the graphics should still be there.
  18. Known issue, fixed internally
  19. Got a screenshot of what you're seeing? Here's a Scrapper, I set the inherent to 1 stack. My other powers show the endurance and recharge reduction. Now, Savage Melee does need to be looked at. For instance, the DamBuff and +EndRdx from Savage Strike should not be there. That is likely a relic from before we fixed Blood Frenzy last year. Powerset sweeps like that will just take time to fix as it depends on priority.
  20. There should be no major compatibility issues. I can still open things from v2.x. At worse, some procs need to be unslotted and reslotted to work with the new proc toggle button. If anything, there might be more of an issue looking at a new build on an old Mids, than vice-versa
  21. Known issue. They never were added to the database. It would take a lot of time adding each one, so we are skipping that for now
  22. What version were you on prior to this update? Do you have screenshots of the bug, or any additional info about the error? How did you go about updating? Did you check for updates? Which option did you pick? What OS are you using?
  23. Slowly but surely we're working our way through this problem. Almost all of the Corruptor primary powersets have been fixed. As of today's update (v3.0.3.1), the only ones that still need updating are Dual Pistols, and half of Water Blast. Archery, Assault Rifle, Beam Rifle, Dark Blast, Electrical Blast, Energy Blast, Fire Blast, Ice Blast, Psychic Blast, Radiation Blast, and Sonic Attack should all be fixed.
  24. I think this is now fixed. We just released the v3.0.3.1 update.
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