I might be the only person with this issue not sure, But from what I can tell DUCs are in huge demand and have little supply.
So I suggest adding ranks 3 - 9 for the DUC and change the Warlord alert to always drop a few rank 3 cores.
Also maybe adding the rank 3 version into the GCR store.
Thank you;
Alexandra
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Comments
An additional advantage for cryptic is that this would promote more upgrade catalyst sells.
Reply was that even a r3 mod would still be a great boost to DPs, since it would have to give something like 5% damage pen to have a progressive scaling up to 15% in r9
Not seeing any such thread in your profile, could you point me towards it to read up on those responses. Also where is it enforced a r3 would give 5% resistance penetration, rank scaling can be hugely different from one mod to another. And what does that matter a r3 mod would add some dps? In my opinion bridging the gap between low-end and high-end gear a bit, however slightly, isn't a bad thing.
And (as you well know) a DUC is a soft requirement for top-end dps, but to get one you have to be very rich or the very lucky (in all my time in CO I have not had a single DUC drop). I don't like that situation at all.
So, suggestions where "it just takes a lot of time/effort but it's guaranteed at the end but also doesn't mean everyone has one a month later" would possibly be a more useful direction to go in.
My super cool CC build and how to use it.
Alternative options for getting a r9 mod are not any better than lower ranked versions as far as gameplay and balance goes. The biggest difference is that for ranked mods there is already an existing and more or less accepted way for CO to make money out of the top ranked mods. If p2w elements are added to some other form of grind I predict a huge uproar.
My super cool CC build and how to use it.
r1 = 1%
r2 = 2%
r3 = 3%
r4 = 4%
r5 = 5%
r6 = 7%
r7 = 9%
r8 = 12%
r9 = 15%
r1 and r 2 simply don't exist
r3 = 0%
r4 = 1%
r5 = 3%
r6 = 5%
r7 = 7%
r8 = 9%
r9 = 15%
This progression makes it worth farming a bit (to get that first little bonus), and also makes R9 catalysts still worth buying for some, because of the big jump from r8 to r9.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
r1 = 1%
r2 = 2%
r3 = 3%
r4 = 4%
r5 = 6%
r6 = 8%
r7 = 10%
r8 = 12%
r9 = 15%
Oh wait that's nearly the same as Aiqa's.
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My characters
I think this is the most fair. Consider that many of the specialty mods (jack fool's blades, cybermind whatever, so on and so forth) start at R3. Or at least I've never seen an R1/2.
The r9 jump might be a feature worth looking into in general, since so many people just stop at r7 because the diminishing returns from there are so small.
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My characters
My bad, the response was actually on Discord
*(thread was this one https://www.arcgames.com/en/forums/championsonline#/discussion/1210313/duc-r3-mods)
Epic Stronghold
Block timing explained
While that is a valid concern. closing your eyes and hoping it will go away is not the best way to handle these things. DUC's already exist and most top-end dps characters already have one slotted. Leaving them annoying/impossible to farm (or insanely expensive) and out of reach for many new players is just about the worst thing to do with items that are a significant part of any top end dps build.
It's ok for new players have to spend some effort to get their characters up and running, but a hurdle like this is just bad for the game.
Just for a wonder, DUC vs [Impact Prism 9] vs [Gambler's Lucky Gem 9] vs [Severity Core 9] for the very best DPS ?
Provably depends on builds but [Severity Core 9] could be one of option if the build has high critical chance amount.
Never tried by myself because most of my main DPS builds already have DUC from long long time ago.
I've had 2 drop! But wait, before you all get ready to throw tomatos at me... I sold one of them for cheap to Vixen Mighty, so he got one without even having to farm for it!
Weird and dumb is one way to describe it. Making it so people don't feel too motivated to farm thousands of mods to get their mods to rank 9? That's the way I would describe it. I like how mod progression fizzles out past rank 7. Rank 8 and 9 seem to exist primarily to take advantage of people who are so nuts about maxing stats that they might actually buy rank up catalysts to get all their mods to rank 9. And yeah, I know people who have actually spent money buying rank up catalysts to do that for all 12 of their mods... some on multiple characters n_n
My super cool CC build and how to use it.
It usually depends on your build but for a DUC it depends on your target.
For example if you have a target with say 500% resistance, a DUC would lower that to 485%.
Overall damage would than increase (1/6)/(1/5.85)-1=2.5%.
While for a target with 15% resistance a DUC increase damage by almost 15%.
And of course if you have a target with 0% resistance, a DUC does nothing.
But in general a DUC adds quite a bit more dps than any other single mod.
You're way too close to the decimal point with those numbers. Needs a few more 0s to be realistic.
My super cool CC build and how to use it.
Sure, here you go
global drop chance : 20.00000000000000000000000000000000000000000000000000000000000000000%
individual drop chance : 5.000000000000000000000000000000000000000000000000000000000000000%
If you would like more 0's I can add more, to make it more 'realistic'
20_______________.0
The point being that those drop chances are way too high. Ridiculously high. The real drop rate would be a fraction of a percent. Even a 5% drop rate would ensure everyone has one in like a month, and that's something that needs to be avoided.
My super cool CC build and how to use it.
Anyway, why should running the toughest content in the game currently successfully not give you a half-decent chance to drop the best mod in the game - in a realistic timeframe? The point isn't to run 10000 eido's to get a chance of dropping 1, for 1 dude out of the 20-30 people there. Eido isn't the warlord alert where such low drop chances are passable and people playing for years have only got a couple, and that too before the 'fix', if any at all. I hope we can agree that eido takes much more time, gear, people, and coordination than a warlord run to warrant the higher drop rate - and yes, by that I mean: close to the decimal point. If not, this discussion and proposal is already lost on you.
If you would like to force time and rng gates, I have a better idea, keep the droprate at 5%, make him drop it only when the warlord alert is on, or during special events that run for a week or so to garner some interest from the rest of the community that doesn't run him regularly or solely for the 50 kill perk. If that is still too much to expect, make him drop 3 r3's, with a 0.1% chance of dropping an r9? or 2 r4's (if warlord is going to drop 1 r3)? maybe 1 r3? 1 r1? Oh nonono, 1 r1 with a 0.0000001% chance it is.
Me and many others, including you (or maybe not, you can have the 0.0000001% droprate solely to yourself to satisfy your realism/s) not having to shell out 10k (or 99.99k) for a duc and spamming trade day in, day out, even after farming broken endgame content (and not some gross-rng alert) for a couple of months or longer (on account of failures and never-ending events as a distraction), for one character is, you guessed it - something that needs to be avoided. Desparate times indeed.
See I agree, it should be a decent chance in a realistic timeframe. The problem you're having is that my timeframe and concept of a decent chance are more realistic than yours, but you really really want it to be the other way around because you want to get the thing in a shorter time than a realistic timeframe, in this specific circumstance, would entail. I mean hey sure, I'd love to be able to get a DUC for all my toons in like a month or two - but I know that's not realistic as far as what needs to be in place.
Well as has been mentioned in the thread I believe, the goal is to remove rng gates entirely and instead have it be a time gate. Funny thing is, some people will actually complain more once it has a time gate instead of an rng gate because you can bet your bum bum that it is going to be a loooooooooong time gate. Can't please everyone, lel
Well let's see here, a few things.
1. People spending a lot of time or paying a lot of G to get a DUC isn't something that needs to be avoided, it's quite intended to be that way ( which is why it is that way ).
2. Did you actually pay 10k for a DUC? Wowsers, people usually pay way, way, way less than that. You got ripped off.
3. You don't need a DUC. If it's this painful for you to even talk about it such that you get upset just because people suggest different numbers than what you suggest, just pretend it doesn't exist and play without it. You'll be much happier, I promise.
4. Since you're talking about Eido being broken I'm guessing you're not one of the people that does him regularly.
My super cool CC build and how to use it.
Or not. RNG is RNG. Not a guarantee. But, I get your point.
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"Okay, you're DEAD, what do you do NEXT?"
I am really curious to know roughly what concept of decent chance and realistic time frames you have in mind with regards to duc's dropping from eido - in days, months or years, so I am on the same page.
Ok my bad for asking for 100 duc's in a month. My time frame is max 4 months or 100 eido runs for 1 duc. Kindly let me know yours.
I would once again like to draw some attention to the difference in difficulty between eido, the warlord alert, and the smash alert. We aren't comparing apples to apples here that we can normalize the time and effort required for an alert you can que at lv25 and even go afk and still have a chance at the drop or if the rng is removed, to the current endgame. You can run hundreds or thousands of smashes and warlord (when its up), but you can only hope for 1 run of eido or max 2 per day. The balance is made between a really low drop chance but a very high number of runs in the case of the former, and an (unrealisitcally *cough) high drop chance but a comparatively far lower number of runs, and more time and effort required in the case of the latter. This point seemingly hasn't gone across. Sure, I have no complaints if the loooooooooong time gate is implemented in the warlord alert, go right ahead. My problem is, you seem to want to implement the same decent chance/timeframe on the endgame as well, which already has a substantial time gate preceding it, in addition to the fact that the frequency is 100+ times lower (taking 8 hours of warlord farm @ 5mins per run, per day = 100 runs vs 1 eido run). The drop chance has to be atleast 100 times higher, to bring the cumulative drop chance at endgame to parity with current low-mid game droprates in terms of number of runs required, and a further 5-8 times higher on top of that to bring it to parity in terms of time required per run. (5 mins per warlord vs 40 min per eido run). All this before even taking into account other factors mentioned previously. *Braces for you can do eido in merc gear, forget gear better than merc and r5 mods exist lel, or you can leech eido with 10,000 score lel, we can farm 100 eidos in a day ez lel.
I do understand and as explained above, it is intended for low-mid game. My proposal is to reward endgame more appropriately.
It wasn't too long ago I saw a guy ready to pay 7k g's in trade for one, and he had been spamming for a couple of weeks, and might still be. Started with 4, then 5, 6 and so on. And no, I didn't pay 10k g, I don't even have 10 g, but it wouldn't be unreasonable to expect if someone wants to buy one without having to spam trade. If you can find me 3 people selling a duc that dropped after the fix/droprate nerf for 2k, or even 3k within a week as you make it sound, I would like you to point them towards him, and then I shall go in a corner and have a taste of some humble pie.
Some maths below, there might be errors.
1. [Solo] smash farm: Going by the simplest time gate, ie. smash farming for g's, lets say you do 1 smash per 4 minutes including queing/requeing/rewards etc. averaging 1 g per minute. 5k g's, so 5000 minutes = 83.3 hours = 3.5 days of gameplay (7 days @ 10k g). Assuming 4 hours of farming per day, income per day = 240g. Number of days to farm 5k g 20 days. Add a couple of weeks of spamming trade hoping someone has spares as well.
2. [Solo] Warlord farm: at 0.001% drop chance = 100,000 runs for a 100% drop chance, 5-6 min per run = 500,000 minutes = 8333 hours = 347 days of gameplay. If farming 4 hours per day, days required = 2083 days. Each rotation lasts 56 days or 8 weeks, each alert lasts 7 days or 1 week. 2083 days/ 7 days per rotation = 297 rotations required -> 297x8 = 2380 weeks = 2380 weeks/52 weeks in a year = 46 years Surprisingly this isn't that off. If 200 players farm 4 hours per day, for a combined gameplay time of 800 hours per day, for the whole week, equalling 5600 hours per rotation, it gives a probability of 0.67 (out of 1) for 1 duc to drop for roughly the entire playerbase in one rotation. I suppose it is closer to 0.002% given as far as I am aware there are a couple of duc's dropped per rotation on average.
3. [Proposed/rng removal][Solo] Warlord farm dropping 1 r3 per run = 625 runs at a 100% fuse chance for an r7 = 5-6 min per run = 3125 minutes = 52 hours -> Farming 4 hours per day when the alert is on, 52 hours / 4 hours per day = 13 days -> 13 days/7days per rotation = 2 rotations required = 2x56days = 112 days + 2500 minutes (2500 g for r8+r9 catalysts via smash farm @ 1g per minute = 112 + 11 = 123 days. If we have richbois, and we have quite a few, it will take 1 run and a handful catalysts to r9.
4. [Proposed/rng removal][Group] GCR store: 1gcr/1scr per r3 and maxed out gcr farmer @ 77 gcr per day = 625 gcr/7 gcr= 8 days for r7 + 1.73 days for r8+r9 catalyst g farm = 9-10 days. Yeah you can add all alts farming cosmics and eido, but lets be real, you aren't going to be farming more than 50 gcr per day across alts. Similarly if we have stacked gcr/cosmic farmers who have a few k g's lying around, an r9 the day this change is rolled out.
5. [Unrealistic][Group] Eido farm: at a 20% global drop chance for 30 people = 0.67% per person = 149 runs for a 100% drop chance for 1 person = 40 minutes for per run including gathering, om's, waiting for roles etc. = 5970 minutes = 99.5 hours = 4.14 days of gameplay + 149 days (averaging 1 run per day) = 150 days. Not including time spent farming gcr/scr to gear a character with justice/virt sets, ov or cosmic secondaries, r7 mods, which is roughly a month or two, at minimum. Rough minimum total = 200 days For one character/player.
6. [Unrealistic][Group] Eido farm at 5% individual chance = 20 runs for a 100% drop chance, and @ 40 mins per run = 800 minutes = 13.3 hours of gameplay. At 1 run per day, 20 days. Adding similar estimates to gear a character enough to carry its weight, as above = 50 days. Agreed, 5% maybe be too optimistic for people who are already geared to implement at this stage, but the same plagues point 3 and 4 with people who already have the resources. A 1% individual chance might be more suitable, and even making the duc dropped from eido bound to the character is quite acceptable.
7. [Unrealistic, still too close to decimal point][Group] Eido farm at 0.1% global chance = 0.0033% individiual chance = 30,000 runs for a 100% drop chance for 1 dude. At 1 run per day, 30,000 days -> 82 years
8. [Unrealistic, still too close to decimal point][Group] Eido farm at 0.1% individual chance = 1000 runs for a 100% drop chance, and @ 40 mins per run = 40,000 minutes = 666 hours = 27.7 days of gameplay. At 1 run per day, 1000 days. Adding similar estimates to gear a character enough to carry its weight, as above = 1100 days or 3 years, which incidentally was glossed over in my previous post.
9. [Realistic][Group] Eido farm at 0.01% global chance for 30 people = 0.00033% individual chance = 300,000+ runs for a 100% drop chance for 1 dude, and @ 40 mins per run, or 1run per day = I guess I can skip this part -> 822 years
10. I could actually go on adding 0's to further it from the decimal point, it will be interesting to see who is left alive.
Now for sure some assumptions will be pointed out and if reasonable, I will edit the post accordingly. This is how I see it. I still propose 5., in addition to whatever rng removal or time gate is implement to the alert/gcr store. I presume however, 9. is more to your liking.
Just saying other people give their numbers isn't really helpful - ofcourse they will, and ofcourse they are unlikely to be the same as mine. That is the entire point of a discussion. There is nothing painful or upsetting about it. And if they are different, everyone should pretend the issue doesn't exist? Consider me blown . I am interested in knowing what the numbers are, so I can adjust my expectations and viewpoints accordingly. We can even have straw polls to see what numbers the community largely agrees on, discuss further, compensate, balance, and so on.
If you can convince someone that they don't need a duc, please let me know who they are, I will gladly free them of their burden.
Without giving away too much, at the time of this post, I'll drop this hint related to the current farm scene : SEC (27) . I am sure you can connect the dots and draw assumptions. Just because a run is successful doesn't mean he isn't broken.
About 4 months per DUC seems about right to me. A 5% drop rate at Eido would provide one much faster than that. That's why I support the objective of time-gating the drop rather than using RNG, because with time-gating you can ensure a more strict effort-to-acquisition ratio.
Ooooh, a cryptic clue! Here's mine o3o XMAS8
I mean you could just tell me who you are in game. My handle is in my sig. I was the CCer most likely o3o
PS - don't ever pay more than 2k g for a DUC.
My super cool CC build and how to use it.
WTBuy DUC for 2001g PSM.
I post it in AH and good I'm a rich boy. o3o