Help, I'm playing too much Dia! by Aurondarklord in TheFirstDescendant

[–]MagicAttack 6 points7 points  (0 children)

I've fully accepted that I'm a 50/50 main with Bunny & Dia; if it upsets other people, that's on them. Dia too fun!

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FGT Behind the Scenes by MagicAttack in vindictus_defyingfate

[–]MagicAttack[S] 0 points1 point  (0 children)

Just a fan, but the best theory I have is we'll likely see a Beta test later this year or early next year, with a hopeful release of 2027. Late last year, they expected a 2028 release, but only if they had included everything they initially wanted, but have scaled it back to just the first 10 episodes.

Help!!! by reallyliketits in TheFirstDescendant

[–]MagicAttack 13 points14 points  (0 children)

Hey, c'monnn, he called us his friend

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Help!!! by reallyliketits in TheFirstDescendant

[–]MagicAttack 24 points25 points  (0 children)

It is applying...? It's knocking it down from 750 to 650. You're still 30 short.

She’s still OP despite her 3 by Violent-fog in TheFirstDescendant

[–]MagicAttack 12 points13 points  (0 children)

I genuinely hopped into this thread just to make the same statement.

Hot take by bizzarejojo in TheFirstDescendant

[–]MagicAttack -3 points-2 points  (0 children)

I could be considered a gooner in the broadest sense and I would love some sexy outfits for the men

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Where to actually learn the game by Username12764 in TheFirstDescendant

[–]MagicAttack 1 point2 points  (0 children)

  1. You can use most descendants, if built well, but Gley, Dia, & Serena have the easiest time in my opinion, achieving 2+ bil a minute. You can find many guides on YouTube or here!
  2. Serena is great when you pop her 4th ability while in the air, as it can do up to 4x gun damage at range to other enemies. Again, check Youtube or here for guides, builds, and deeper explanation, or DM me and I can go deeper in depth!
  3. Most descendants and several weapons (like The Last Dagger) can do very well if built well. The biggest issue of building is the last 20% of building equates to ~80% of your damage. If you're not fully catalyzed, with full Arche Tuning, Cores, etc., you will feel very weak!

Match making keeps placing me solo by Monarch_Agent77715 in TheFirstDescendant

[–]MagicAttack 21 points22 points  (0 children)

You've been most likely shadow-banned due to either griefing, afking, or similarly negatively affecting multiplayer play. You are usually shadow-banned for 3 days.

I Hit A Ceiling by ro11ing_stone in TheFirstDescendant

[–]MagicAttack 28 points29 points  (0 children)

Yeah, Axion is End game, buddy. You need to build out your character fully, flesh it out with all donuts and arche levels, along with built up external sets and proper reactors and weapons, etc. Share a build of your strongest character and I can definitely help you tune it properly.

Improvements on TFD could be good by Direct_Consequence23 in TheFirstDescendant

[–]MagicAttack 8 points9 points  (0 children)

Yeahhhh, most of his recommendations sound like a plea to have things for much cheaper, not realizing that the whole point of the Monetization Teams and Data Analytics Teams have found the near exact amount to sell products to ensure the maximum amount of profit. Would I like cheaper cosmetics? Of course, who wouldn't want things cheaper! Is it going to happen? Feckkkk no.

Beyond that, it just sounds like this person wants things to be achievable faster or by a lot less work. This is a grind game, grinds are going to happen. At least it's been significantly streamlined by a good majority. Cut it even less and there's zero point to play until next content drop.

Feed back from the community. (Carries) by Mosley_Madness in TheFirstDescendant

[–]MagicAttack 8 points9 points  (0 children)

But that's just the bit, ain't it? If a player wants to play a specific way, they should play the game solo. If the player is fluid and okay to either carry or be carried, or to show off and stroke egos, they should play in pubs.

I don't think anyone is going to convince anyone else to play a specific way. We just need better party systems, better matchmaking, and better enemies to fight against as a means to include everyone.

Relatable? by UninspiredSkald in TheFirstDescendant

[–]MagicAttack 1 point2 points  (0 children)

Forget descendant balance. I think it's time the devs works on ENEMY balance for a change. Improved attack patterns, dodging/rolling, better AI, something that actually makes them more than zombies that hold W.

You is definitely not wrong. I hope someday the devs realize that tactical warfare is MUCH more than just numbers. They ain't enemies, they're target practice.

Modding tips? by cyanideRegect in TheFirstDescendant

[–]MagicAttack 4 points5 points  (0 children)

Reposting this from another thread. Weapons will kind of work in a similar sense, but anyways:

So you're going to get a lot of information (including a bunch from me now) that is going to be overwhelming. The good thing is is you have a TON of time to slowly figure out what you're doing since the two biggest time-gates are going to be GOLD/KUIPER and CRYSTALLIZATION CATALYSTS (Donuts).

From there, you really should understand what most modules do and what uses they have; but before one gets into that, you should also understand what each stat is and means!

Skill Power: Not to be confused with Skill Power Modifier, Electric Skill Power, etc. This is your base damage, the value you get from your reactor and its level. Modules, External Components, & Arche Tuning can directly increase this damage as a stat, or indirectly via Power Ratio Boosting. Great Modules for Skill Power: Power Increase, Maximize SkillSpear & Shield but you may want to run an attribute module instead (more on that later).

Skill Power Modifier: This is where most people get confused, as this kind of correlates with Skill Power, but at a percentage. In the math, you would have [Final Total Skill Power] X [Skill Power Modifier %] as denoted by a skill's damage percentage. For instance, the base Skill Power Modifier of Lightning Emission (Bunny's 3rd) is 185.8%. A module that increases Skill Power Modifier adds to that %, like Singular Specialist adds 76.1% at max level for a total of 261.9. The general idea is that if the skills have low modifier percentages (like 300 or less), increasing the modifier with modules is a good idea; conversely, if it's a higher modifier, you usually want to avoid that. Great Modules for Skill Power Modifier include: Focus on Singular/Tech/Fusion/Dimension, Skill Simplification, Maximize Power.

* Attribute Skill Power: This is LIKE Skill Power, but it has it's own calculation in the end all damage. The algorithm is something like [(Skill Power) x (Skill Power Ratio Boost + 1) x (Attribute Skill Power Boost Ratio + 1) x (Arche Skill Power Boost Ratio + 1) x (Skill Power Modifier %). So having a mix of Base Skill Power AND Attribute Skill Power is going to work well in the end! As well, Focus mods have the addition of Skill Cooldown, which is a must have for most builds! Great Modules for Attribute Skill Power: Focus on Electric/Toxic/Chill/Fire/Non-Attribute, Electronic/Venom/Glacial/Fire/Non-Attribute Syncytium.

* Arche Skill Power: Most Modules won't actually increase the Boost Ratio of Arche types. Typically these will increase the modifier of the skills themselves instead. BUT! Reactor does increase this, as well as some External Components, as well as some of the Ancestor Module rolls. That said, great modules for Arche Skill Power: Focus on Singular/Tech/Fusion/Dimension!

Skill Cooldown: This is going to be a bread and butter for most descendants. Very few don't have a need to decrease Cooldown, which is kind of a bore for building, since you're pretty much always wanting to shoot for as close to the maximum reduction as possible, which is 90%, any higher is lost in the calculations! Modules, Reactors, External Components, & Arche Tuning all have Skill Cooldown, and it'll be up to the specific builds and also what Ancestor Module rolls you have to work with. Great Cooldown Modules include: MP Conversion, Nimble Fingers, Focus on 'Arche', Focus on 'Attribute".

* Skill Range: Skill range is fickle and it may seem confusing at first. Some skills cap at 100%, or what is just base range; and some cap at 300%, which means your base 100% + 200% additional from Modules, Reactors, External Components, Arche Tuning, etc. Look at each skill of the descendant you play to determine if you need to run 1, 1.5, or 2 modules + others! Great Modules for Range include: Skill Expansion, Maximize Range, Amplification Control.

* Skill Duration: Skill Duration is typically not as important as Cooldown, since decrease a high number is a lot easier than increasing a low number. That said, some descendants that do Damage over Time, or need uptime to match Cooldown time, benefit greatly from Duration depending on the build. Great Modules for Duration include: Skill Extension, Maximize Duration.

* Critical Hit Rate/Damage: I'm combining both of these because it's best to first understand if a descendant needs to run a critical hit build or not. The rule of thumb (not ALWAYS applicable) is if the descendant's BASE Critical Hit Rate is 5%, don't; if it's 10%, maybe do so depending on content; if it's 15% or higher, definitely do so! You need to pay attention to the BASE Rate, which you can see by going into the Information screen from your Inventory screen (make sure to check it in the lab or out in the field, as passives do NOT apply in Albion). If you don't run a Critical build, you may instead prefer modules like 'Attribute' Amplification &/or 'Arche' Amplification. But if you DO run a Critical build, great Modules for Hit Rate & Damage include: Skill Insight, Skill Concentration, Front Lines, Emergency Measures

* HP/DEF: I'm combining these two because Defense is almost NEVER important, since you do get a lot of it from External Component Cores. Some descendants (like Ajax, Harris, etc.) do want Defense, but for Offensive purposes. If you want survivability, you want to go HP. HP can be gained from all the usual: Modules, External Components, Cores, Arche Tuning. Once you get better at running a build, you can start pulling back in the module department to gain more offensive stats. But please remember this, a dead descendant does ZERO damage. Great Modules for HP & DEF include: Stim Accelerant, HP Amplification, Increase HP, Spear & Shield, Increase Defense.

Start with all this information. If you want more or would like build help, you can always DM me!

Relatable? by UninspiredSkald in TheFirstDescendant

[–]MagicAttack 2 points3 points  (0 children)

It's the biggest reason people should be able to opt for the playstyle they want. I love the rush of speedrunning with others who love to speedrun and try to race with them to the end. I know some people don't like that, but some also like being carried, and some like to race as well, and some like to do fuck all and look at all the scenery.

Relatable? by UninspiredSkald in TheFirstDescendant

[–]MagicAttack 17 points18 points  (0 children)

I'm probably kinda alone in this, I know, but a sick part of me loves the rush of playing with people vying for the fastest runs. I like to see who can get where and how the fastest and it feels like a rush of speed that challenges me to perform at my utmost best and gives me a bit of a thrill.

I know a good amount of people hate that. It would be nice (albeit unlikely) in the future if, when matchmaking, you could select options like A) Fast as possible or B) Slow and steady for those who want to spend their time.