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I sat down to respec vorlonagent last night.
Why?
1) I wanted Hurdle, not Swift in Fitness.
2) He hit level 32 and it was time to renew enhancements. I could use the
respec to sell off the enhancements I would be replacing.
That turned out to be every last enhancment the character had. But I took
the long way to get there.
I had 1.7 million influence. I totalled what I needed to upgrade: 16 damage
SOs and add 3 more, 14 recharge SOs and look at changing out the DO in Rest
for a SO also 5 Accuracy and a few others. A quick glance at Agent Six's
prices told me 1.7 wasn't going to cover it.
I felt I needed to be able to *plan* my respec changeout so I absolutely
knew with mathematical certainty what I could and couldn't change. (after
all, I had some play. Most of my support powers had DOs in them and some
powers hd 32 and 33 SOs in them. I could leave them like that, or if I was
just a little short, I'd come back by later and pick them up.
I noted down Six's prices and then went back to Talos because I needed to
run some buying and selling experiments and those experiments would be
cheaper in Talos. I never paid attention to sell/buyback ratios and now
they were center-stage to any planning I might want to make.
Here's what I found, and this is mostly for the benefit of newer players.
I'm sure old hands know most of this or have never needed to care.
* The price of a DO and SO is a base number multiplied by the level of the
enhancement. The base number for a damage SO is 1200, for example.
* The only exception seems to be accuracy, whose price is run on some
strange sliding scale. Relative to other enhancements at the same level,
Accuracy is more expensive at lower levels and takes a shallow slide
downward as level goes up. The lowest-level Acc DOs are more expensive than
damage DOs and become less expensive as level increases. The changeover is
around 15-20. Accuracy SOs show the same behaviour.
* When DOs and SOs are sold back to a store that carries them (the better
sellback rate), they sell for 40% of purchase price. I haven't looked at
the poorer sellback rate. I suspect its 33% or 25%.
* SOs tend to be about 3x as costly as DOs of the same level. It is not an
exact conversion ratio (I checked). Some are a little more, some are a
little less.
So I figure base numbers and drop them into an excel sheet that lets me plug
in numbers for the SOs I want to buy and SOs and DOs I am selling through
the respec. I figured the respec would sell back at the better-store rate.
Before sellbacks, I found I'd still be about 120K short of going to an
all-SO standard. If I just sold everything, my sheet said I'd have about
400K to spare.
So I do the /respec.
....And and ended up with 650K to spare, not 400K
OK. I'm not gonna complain about having 250K more than I expected...
Does a respec sell back at its own, even-better rate? I wish I'd noted down
the total sellback price. Not all my SOs were 30's. My spreadsheet assumed
30's for simplicity's sake. I had a fair number of 30+'s and like one 32
and one 33. I intentionally undervalued my sellback as a hedge. (that
wouldn't account for a 250K difference)
Why did Crypic put accuracy on a sliding scale and nothing else?
I haven't dug into trying to figure out the influence awards a character
gets for a given bad guy. We know the cost of renewing enhancements grows
at a linear rate. If a character's influence accrues in a different way or
simply uses a steeper slope, it would go far toward explaining why
everybody's gasping for cash at level 5 and rolling in the dough at level
50.
--
John Trauger,
Vorlonagent
"Methane martini.
Shaken, not stirred."
chat: @vorlonagent
Vorlonagent (M), level 32 Blaster (Electric/Energy), Guardian
RolIing Thunder (F), Level 26 Defender (Storm/Electric), Infinity
NightfalI (M), Level 18 Defender (Dark/Dark), Pinnacle
Steel Night (M), Level 17 Tanker (Invulnerable/Super-Strength), Virtue
lmpact (F), Level 17 Blaster (Gun/Energy), Virtue
MC-2 (F), Level 16 Blaster (Force/Fire), Protector
Pulsar Staraven (F), Level 16 Controller (Grav/Rad), Liberty
Girl at the Bar (F), Level 14 Controller (Mind/Empthy), Triumph
Faraday Facade (F), Level 14 Controller (Illusion/Forcefield), Justice
I sat down to respec vorlonagent last night.
Why?
1) I wanted Hurdle, not Swift in Fitness.
2) He hit level 32 and it was time to renew enhancements. I could use the
respec to sell off the enhancements I would be replacing.
That turned out to be every last enhancment the character had. But I took
the long way to get there.
I had 1.7 million influence. I totalled what I needed to upgrade: 16 damage
SOs and add 3 more, 14 recharge SOs and look at changing out the DO in Rest
for a SO also 5 Accuracy and a few others. A quick glance at Agent Six's
prices told me 1.7 wasn't going to cover it.
I felt I needed to be able to *plan* my respec changeout so I absolutely
knew with mathematical certainty what I could and couldn't change. (after
all, I had some play. Most of my support powers had DOs in them and some
powers hd 32 and 33 SOs in them. I could leave them like that, or if I was
just a little short, I'd come back by later and pick them up.
I noted down Six's prices and then went back to Talos because I needed to
run some buying and selling experiments and those experiments would be
cheaper in Talos. I never paid attention to sell/buyback ratios and now
they were center-stage to any planning I might want to make.
Here's what I found, and this is mostly for the benefit of newer players.
I'm sure old hands know most of this or have never needed to care.
* The price of a DO and SO is a base number multiplied by the level of the
enhancement. The base number for a damage SO is 1200, for example.
* The only exception seems to be accuracy, whose price is run on some
strange sliding scale. Relative to other enhancements at the same level,
Accuracy is more expensive at lower levels and takes a shallow slide
downward as level goes up. The lowest-level Acc DOs are more expensive than
damage DOs and become less expensive as level increases. The changeover is
around 15-20. Accuracy SOs show the same behaviour.
* When DOs and SOs are sold back to a store that carries them (the better
sellback rate), they sell for 40% of purchase price. I haven't looked at
the poorer sellback rate. I suspect its 33% or 25%.
* SOs tend to be about 3x as costly as DOs of the same level. It is not an
exact conversion ratio (I checked). Some are a little more, some are a
little less.
So I figure base numbers and drop them into an excel sheet that lets me plug
in numbers for the SOs I want to buy and SOs and DOs I am selling through
the respec. I figured the respec would sell back at the better-store rate.
Before sellbacks, I found I'd still be about 120K short of going to an
all-SO standard. If I just sold everything, my sheet said I'd have about
400K to spare.
So I do the /respec.
....And and ended up with 650K to spare, not 400K
OK. I'm not gonna complain about having 250K more than I expected...
Does a respec sell back at its own, even-better rate? I wish I'd noted down
the total sellback price. Not all my SOs were 30's. My spreadsheet assumed
30's for simplicity's sake. I had a fair number of 30+'s and like one 32
and one 33. I intentionally undervalued my sellback as a hedge. (that
wouldn't account for a 250K difference)
Why did Crypic put accuracy on a sliding scale and nothing else?
I haven't dug into trying to figure out the influence awards a character
gets for a given bad guy. We know the cost of renewing enhancements grows
at a linear rate. If a character's influence accrues in a different way or
simply uses a steeper slope, it would go far toward explaining why
everybody's gasping for cash at level 5 and rolling in the dough at level
50.
--
John Trauger,
Vorlonagent
"Methane martini.
Shaken, not stirred."
chat: @vorlonagent
Vorlonagent (M), level 32 Blaster (Electric/Energy), Guardian
RolIing Thunder (F), Level 26 Defender (Storm/Electric), Infinity
NightfalI (M), Level 18 Defender (Dark/Dark), Pinnacle
Steel Night (M), Level 17 Tanker (Invulnerable/Super-Strength), Virtue
lmpact (F), Level 17 Blaster (Gun/Energy), Virtue
MC-2 (F), Level 16 Blaster (Force/Fire), Protector
Pulsar Staraven (F), Level 16 Controller (Grav/Rad), Liberty
Girl at the Bar (F), Level 14 Controller (Mind/Empthy), Triumph
Faraday Facade (F), Level 14 Controller (Illusion/Forcefield), Justice