I have some cosmic items with 10% chance on hit to get some buffs that last 10 seconds, there is no cooldown listed in the description, is there an internal CD?
I believe it is a 10 second duration with a 20 second CD.
I have some cosmic items with 10% chance on hit to get some buffs that last 10 seconds, there is no cooldown listed in the description, is there an internal CD?
Put a good chunk of time into this over the weekend.
My Hawkeye is now level 31 and I've finally after all this time, finished the game.
It's my first complete run through, and solo all the way. Loki was damn hard with Hawkeye - must have died 10 times, but thankfully the checkpoint is right there to resume the battle.
Ended my play-through with just one Unique (HulkBuster Arrow) which dropped in Norway and one Cosmic item (which I bought for 45 Splinters). Unfortunately the Cosmic was an arrow quiver too.
Over the weekend with the +% bonuses, I also used my two vials for +rare and special find, but really didn't get anything of note besides the Unique, so I'm still rocking mostly purple, blue and green gear.
They've definitely improved Hawkeye since I started playing on release, that's for sure. He's not as squishy - and Explosive Arrow (and the Turret) are amazing now.
I've not been keeping up with all the extras, Odin thingies and Runes etc, but most of them looked like you'd need some serious play time to make use. Saw a couple of Runes drop over the weekend too, which are now in my stash.
Love the game, glad to finally finish it. Might consider grabbing a character now and doing another run.
Never spend splinters on cosmic items, they are barely better than epics and you will outlvl them in no time, in fact, don't spend your splinters on anything except heroes really
Are you gonna get Deadpool??
Now he tells me!
I've only done it the once. Sitting on ~135 Splinters now I think. Still a looooong way short of a Hero.
Yup, definitely. Why?
Pick a hero you really like (DP?) and try to get to 60 and play end game stuff, it's fun. You don't really have to do the story again, you can just do the quests that give a good bonus like +1 skill points, while leveling up via Legendary Quests.
Yup, definitely. Why?
lol, I turned music off immediately the first time I ran the game
Was wondering where your GAF name is from
You have no soul.
Most of the time I just have my own or a podcast in the background (I just mute everything but SFX for them drop sounds) but I find it surprising that after all this time playing, I still enjoy it every now and then. You'd think that going through a story area for the 20th time would make it boring, but it really hasn't for me.
I use my own music. I can say for sure it's better than the ingame music.
I bought the Detective Deadpool costume today.
Now I don't have enough G's to buy anything else. Those bonus G's were nice while they lasted.
What bonus G?
Just downloaded this on Friday, picked Storm, leveled her to 32, and beat the game on Normal.
Wow.
Most fun I've had in an ARPG in a very long time. Wish I would have installed this sooner.
Love how you feel powerful pretty much right out of the gate. Storm's abilities feel so great. She's basically this games version of Diablo 2's sorceress but somehow feels even more awesome.
Found a unique (Biker boots) and Taskmaster Medallion which has over a dozen affixes (awesome!).
Thinking about getting Loki or Cyclops next. Leaning toward Loki atm.
I would totally play this on PS4 also, if it were available.
Yo can you buy hero packs from the marvel heroes store and use on the steam version? I assume they just get added to your account? Daredevil hero pack has shadowlands costume in it and it's cheaper than buying the costume straight up lol? It also comes with the hero token to use as ultimate buff if you have him, his stash and 2 more costumes (default and armored), all for $10.
So, anyone knows if I'm good to buy it and use on my steam version?
It worked for the advance pack so I would assume it would work for these but would like to be sure. Those $10 packs are pretty good value if you want a costume in them, was hoping Storm had marvel now in it but no Shadowlands looks awesome tho (actually armored is pretty good too)
Where's Frost at, I bet he knows!
Online hero packs work at account level, so yes. Also yes, the Daredevil Hero Pack is a stupidly good deal given the costumes included.
Also crafted a random costume and got Black Panther Armored. It feels like an upgrade from his default, but I do hate how pure black his costumes are. I mean, yeah, he's BLACK panther, but still, a pet peeve of mine are costumes of a single color.
Gaz Dev KPatrick said:First, let's talk about special item find. In order to do that, I need to explain a little bit about how our loot tables are built. I'm leaving out some features, but this is the gist of it...
When our designers set up a loot table, they can tell the system to drop a specific item (the boss medal for a given fight, credits, orbs...), or they can set up a list of rules for a random drop. Those rules allow them to control things like who the drop is for, item slot, rarity, level, etc.
The individual drop requests are then bundled together into groups. Each group can be set to choose one item (with designer specified selection weights) or drop everything in the group. Groups can contain other groups as options, which allows us to build more complex loot trees out of common building blocks. These trees form the basis for mob drops, mission rewards, crafting recipe results, fortune card rolls, vendor inventories, and so on.
Each group can be marked with special rules--drop once per day, require a difficulty mode, etc. One of these is the "special item" rule... when a loot roll hits a group with this rule, an extra RNG check is made against your SIF to see if that group can roll. If the check fails, the drop system moves on to another group in the tree. When you boost SIF, you are increasing the chance that your value will be greater than the RNG result and therefore you're more likely to get access to the special stuff inside the group (e.g. costumes). The exact list of stuff guarded by the check is design controlled, so I don't know it offhand, but I believe anything that you can buy in the store uses SIF, and I'm pretty sure it's also being used for some types of in-game rewards. Because of the weekend buffs, all of those special loot groups are being used twice as often.
Larger SIF is always better. When people worry about this number overflowing, they are thinking about stuff like PAC-Man's kill screen where an 8-bit number can only store 255 values. The SIF number is not stored that way, and if we let you get there, SIF numbers in the billions would be possible--that doesn't mean that you'd see nothing but SIF loot; it would mean every time you roll on a SIF group the check would pass.
Now let's talk about rare item find. When designers set up a random item drop, they can either call out a specific rarity--"this drop request is always cosmic", or they can let the system pick a rarity for the item. Each rarity has a base probability--think of it as a raffle, where each rarity gets tickets but common has hogged most of the tickets and cosmic only has a few. The analogy isn't perfect--I'm not actually picking a number from a hat--but it's an apt description of what's going on.
When you increase rare item find, the system gives more tickets to everybody but common. The tickets are given out so that your chances of getting really high rarity (unique, cosmic, etc) are increasing linearly with RIF, but your chances of getting bumped up the rarity chain are better across the board--what would normally be a white drop is green instead, etc. We picked an algorithm so that the impact of RIF is maximized where the original drop chances are really low--where there weren't many tickets to begin with. When you boost RIF, you're giving out more tickets to the high rarities; there isn't any point where those additional high-end tickets make it worse for you .
Like SIF, RIF is not being stored as an 8-bit number, and going from 200 to 20,000 or 2,000,000 isn't going to make it go negative. Unlike SIF, you could theoretically only have the best loot from each drop request if your RIF goes through the roof.
Well before launch, when I first built the loot tree system, there were bugs--any complex program has them. The RIF/ticket system wasn't working correctly for the first 24 hours and people were suddenly getting orange/purple drops as frequently as whites. At one point we had an issue where blue drops had extra tickets. Because the loot system is so important to our game, I built in a series of dev console commands we can use to make millions of rolls at once--so we can, for instance, ask a dev build of the game to roll all the x-defense loot that'll drop in one month's time and sift through what comes back to make sure it's what we expect. It's important to note that I'm not talking about a special tool--it's the exact same code that rolls each drop in the live game.
Now, the SIF roll passes, and you get a special item such as a rune does this directly effect your RIFs chances of dropping items?
It's designer controlled, but mostly no.
In each tree where we have possible high-end drops, each type is placed in a single-request group to control their drop rate, and those groups are then collected under a roll everything parent. When a loot roll hits the parent, it actually checks for each of the high-end items independently and there is no pre-determined quota for the number of items that drop. Practically speaking, the drop chances for each item are low enough that you won't see a jackpot roll that hits everything at once, but it is theoretically possible.
The system is flexible enough so that we could have chosen to pick only one high-end item maximum; the problem with that approach is that it makes final probabilities harder to calculate when you need to compare the weights of the options. By using explicit rates in parallel, it's easier to understand the tuning at a glance.
How do the two systems (SIF and RIF) interact? For instance, say you kill a mob and it drops 3 items. How does it determine if the item will be a SIF item or a RIF item?
IF kicks in first, because it influences what loot groups are active. As I mentioned before, we do our high-end checks as extra groups in the tree with a low drop chance, so if your SIF succeeds you're typically going to get an extra loot drop instead of swapping out one of the items (though the data could be built to swap instead).
RIF is applied during the rarity phase of item generation after types and count are known for a group--technically speaking, items that are gated by SIF groups still all go through the rarity/RIF code, though most of them only drop at one rarity value and short-circuit the actual RNG check. You can think of RIF like an item swap to higher rarity of the same type when it succeeds (though the original item never existed). You find more rare items due to the upgrade.
If your SiF gives you a Rune as a drop, or any SiF item.. Will it lower the chances of finding a unique? I'm just curious if the loot tables are COMPLETELY separate rolls, or if one item dropping hinders the chances of different type of item dropping.
All of the tables I've seen split themselves into completely separate rolls.
I don't really care about the algorithm details. All I know is I've gotten hero tokens, costumes, uniques, 10-splinters, etc etc, with and without potions running.
And I know personal real life friends who have gotten all of those things too. So that to me is the definition of "exists but random". Obviously the chances are very low.
And of course they have certain item types drop more frequently than others. Inky, if that's what you mean by "weighted" then sure. But all loot games do it that way and have white/grey items drop more often. I'm not sure if that has been your point throughout this thread regarding weighting?
I just don't understand where you're coming from every time the subject comes up. Even though some item types are more common, I still consider it random by my definition. So to use a very simple mathematical example -- If a game is programmed to drop gray items 90% of the time, and uniques 0.1% of the time, I still consider that random.
The only part I'll semi-agree is how much potions help. I don't think it's a noticeable difference, but that's also why I don't care about them and don't buy them. So it's not an issue.
I'm not sure if that has been your point throughout this thread regarding weighting?
I just don't understand where you're coming from every time the subject comes up.
Nice runes guide: http://mh-knights-of-valor.enjin.com/runes
Nice runes guide: http://mh-knights-of-valor.enjin.com/runes
Better chances for certain types on specific days? That's surprising. I'll have to buy a crafting stash. I hope there's a G sale coming soon.
Loot debates are the worst. My friend in Path of Exile had found 5 Exalted Orbs in Domination League. I have never seen one drop, been playing since closed beta.
On the other hand, I managed to 6-link my sword in 22 fusings
Marvel Heroes is soulsuckingly awesome, by the way. My Colossus is lv37, bought a Scarlet Witch yesterday. Saw someone complaining about retcon drops, I found 4 so far.
On the other hand, I managed to 6-link my sword in 22 fusings
Marvel Heroes is soulsuckingly awesome, by the way. My Colossus is lv37, bought a Scarlet Witch yesterday. Saw someone complaining about retcon drops, I found 4 so far.
I think we should care about what things like potions do. This isn't even for me. I don't buy them either and have been saying they are mostly useless. I generally don't use them or don't care about them (other than for XP), but I still feel they should have a more noticeable effect, mainly because they sell them on the store. For real money.
clearly the game wants me to buy deadpool, now I crafted his enhanced pirate costume >_> so pirate and lady, and no actual deadpool. Also I refuse to toss enchanced costumes in the blender so guess im keeping it
lol wtf, are you super lucky in real life always? That's two different 20 dollar costumes
How do you guys craft costumes? Please tell me.
Also, what should I buy with Cube Shards?
And what about those Ymir/Ivalian/Whatever shards?
And what about those Ymir/Ivalian/Whatever shards?
How do you guys craft costumes? Please tell me.
Also, what should I buy with Cube Shards?
And what about those Ymir/Ivalian/Whatever shards?
sooooo... is this the one character finally where you pump points into the charge? that shit looks and feels so good.
It's up to you. That move does look sweet.
Only thing is you cannot see any of Jean's costumes if doing a constant phoenix build. Same reason I don't like Emma's diamond tree.