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 Make "Transporting the Bomb" Repeatable 
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Joined: Fri Dec 09, 2011 5:47 pm
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As title as now it stops at 20 completions. I'd also suggest it have an EM cost so high rank players don't go crazy on it and have 100s of QBVs.

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Fri Jan 03, 2014 8:37 pm
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Joined: Mon Jan 16, 2012 6:02 pm
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would be nice, although at higher ranks you can get more anyway due to more npc's per rank so more npc's dropping QBV's etc

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Fri Jan 03, 2014 8:49 pm
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Joined: Mon Jun 04, 2012 9:35 pm
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Adsibearsawsome wrote:
would be nice, although at higher ranks you can get more anyway due to more npc's per rank so more npc's dropping QBV's etc


Not really- DAC goes away at rank 2200, so...

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Fri Jan 03, 2014 10:49 pm
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Joined: Fri Jun 25, 2010 1:16 am
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Levrosh wrote:
Not really- DAC goes away at rank 2200, so...

At 2200 it is replaced with the Dark Mass-Carrier which drops them.

What's your point other than to be wrong?


Sat Jan 04, 2014 12:06 am
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Joined: Thu Jun 02, 2011 7:05 am
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It's fine as is.

If you want bio vaporizers NPC for them.
Same as fluxes.

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Sat Jan 04, 2014 1:37 am
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ODragon wrote:
Levrosh wrote:
Not really- DAC goes away at rank 2200, so...

At 2200 it is replaced with the Dark Mass-Carrier which drops them.

What's your point other than to be wrong?



Cus drop rate on the DMC sux, from what I hear.

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Sat Jan 04, 2014 12:25 pm
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Joined: Sun Jun 19, 2011 6:24 pm
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ODragon wrote:
Levrosh wrote:
Not really- DAC goes away at rank 2200, so...

At 2200 it is replaced with the Dark Mass-Carrier which drops them.

What's your point other than to be wrong?


The Drop Rate Sucks on DMC's for pretty much everything, the Dark Mass Carrier spawns at around 1/5 the rate that the Dark Arms Carrier spawned. So instead of 1/200 you see 1/1000, and the drop rates(and the drops themselves) are skewiff at best, especially when you consider the target ranks that can see this NPC.

TF's are around 61%
Krionite Torpedo's are around 10%
Planet Fux are around 13%
Toxic Purifiers are around 10%
QBV' are around 6%

Those are my values from around 200 DMC's seen thus far.


Whack up the energy cost, add a 500 EM per round cost, limit it to one completion per day, simplez.


Sat Jan 04, 2014 3:57 pm
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kirkeastment wrote:
Whack up the energy cost, add a 500 EM per round cost, limit it to one completion per day, simplez.

And still have the fail chance :)

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Sat Jan 04, 2014 4:34 pm
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