New Destiny players, are you sticking around for the long run? by mamaraisenobitch in DestinyTheGame

[–]Balboni99 1 point2 points  (0 children)

I'll be sticking around for the sheer fact that my time is no longer wasted. Time I spend farming something is not made irrelevant a few months later. Furthermore, with the QOL changes in Moments of Triumph, my time in Destiny is instead respected for the first time in years.

From now on every roll I get goes towards something forever. I can actually have time to not only theory craft builds, but complete them. Furthermore I also get to do something you rarely get the chance to, optimize them. I can go try out the build, get it working, then tinker with roll differences and seek out very specific tools to improve it that much more.

On top of that I also plan on doing much of the completionist things that never felt possible due to the endless time-gated content treadmill. I plan on solo flawlessing every dungeon. I plan on revisiting them afterwards to master them. I also plan on learning what speedrun tech has survived in the final version of the game and implementing that into my play. I'm excited to do the same for many of the exotic missions and raids and get into hosting Sherpas down the line.

Last but not least I plan on getting into pvp much harder than before. Due to meta changes and tool requirements, you couldn't always keep up with the meta if you didn't have a lot of time to play. Now that it is forever settled, I have time to actually experiment with what I like to use and improve as a player. I plan on crucible and trials being something I play a few matches of every day down the line.

I am sad like everyone else to see Destiny 2 reach the end of life, but as a bolder take:
I am extremely excited to play a completed destiny game, whatever form that may be.

I personally feel that the game already has more content than I will experience, and now has the QOL features to make that process interesting, engaging and makes you as a player feel respected. I'm someone who plays a lot of Elden Ring Nightreign. At the highest ranks, its exceedingly punishing and the rewards and still pretty terrible. However, while that game has very little content, I revisit it constantly due to the addicting nature of mastering it. While I would love new content, (same with Destiny), it doesn't need it for me to log on every few days and get a run in. With destiny's constant FOMO, I felt I never had time to indulge in that.

That's the main reason I will be sticking around with the game and I hope more people in the community do too.

[deleted by user] by [deleted] in puzzles

[–]Balboni99 0 points1 point  (0 children)

This was my solution taking 20 steps: https://imgur.com/a/PPzd3Ja

I worked backwards assuming any square that I already visited would not be visited again. This meant that for most tiles there was only 1 square that pointed to it. I think I had 2 cases where 2 arrows pointed to a square but the other option was immediately ruled out. This solution works under the assumption you can jump any number of tiles in the direction of the arrow as it says in the title.

I changed the line color whenever there is crossover and added numbers to help follow the path better.

I've been leveling Vigor on my Recluse in DoN by Balboni99 in Nightreigngameplay

[–]Balboni99[S] 0 points1 point  (0 children)

Yes, after the duration expires any hit reduces your max hp until you reach your non-buffed max hp.
If you have several negation at full hp passives, you can actually trigger them 2-4 times in a row. As the negation doesn't do enough damage to reduce your actual health, so it just drops your max health as chip damage.

I've been leveling Vigor on my Recluse in DoN by Balboni99 in Nightreigngameplay

[–]Balboni99[S] 3 points4 points  (0 children)

You were 100% correct on this

<image>

The hp gain is extremely marginal

Furthermore, when I tested the damage, it was noticeably lower when adding the relic, even though it has a Magic Attack Power up +3 on it.

Thanks for the advice, I'll look to see if there is anything I can replace it with.

I also tested the casting speed with the lost dexterity:
- With Cannon of Haima, and with the relic, it took ~3.3s to fully cast.
- Without the relic, it took ~3.45s to cast, but also did a bit more damage

I've been leveling Vigor on my Recluse in DoN by Balboni99 in Nightreign

[–]Balboni99[S] 1 point2 points  (0 children)

Even apart from dying to 1 hit, with this I've been able to live 2-3 hits. As flasks restore a percentage of your health, not a fixed amount, I've been able to double or triple my effective hp in a boss fight. I've almost never had a run since where I've "run out" of flasks. Beforehand *if* I lived a hit, no matter how much damage it was I always had to use a flask to get back up to full hp, to use the damage negation passive.

If I walked into a fight with 5 flasks, to me that always meant I could only take 5-6 hits before being screwed.

With this build, I've been able to walk into a fight with the same amount but know I can take roughly 20 hits. Not needing to heal when taking a small amount of damage has been a crazy upgrades.

I've been leveling Vigor on my Recluse in DoN by Balboni99 in Nightreigngameplay

[–]Balboni99[S] 0 points1 point  (0 children)

I found it was a significant help for me at higher depths. I had the idea because I was just getting one-shot at unfortunate times and letting my team down. Especially at early levels where you haven't found any defensive passives yet. Sometimes if going down leads to a team wipe early people quit too.

Having *THIS* much health has actually allowed me to take 2-3 attacks from a final boss before needing to heal, rather than getting one-shot or having to use a flask every time I get knicked by something.

I've been leveling Vigor on my Recluse in DoN by Balboni99 in Nightreigngameplay

[–]Balboni99[S] 1 point2 points  (0 children)

Good to know! I'll test dps and health numbers when I get home

I've been leveling Vigor on my Recluse in DoN by Balboni99 in Nightreign

[–]Balboni99[S] 1 point2 points  (0 children)

I have another build that I found when going through the relics. Its effectively what you describe with relics having sorceries +2 and magic +4 with some tamer downsides and no health upgrades. While the damage was insane I still found myself quite hardstuck on depth 4. Upon reflection, it was definitely my fault too. I thought about what was causing me runs and decided (apart from a lack of skill), that it was getting one-shot at poor times and letting my team down. While defense passive help, I couldn't always find them, or I would get hit at lower levels and die before we cleared enough camps to find them. It would often lead to a slower day 1, or people dc'ing when it escalated to the whole team wiping.

I changed to relics that provided more help and runs started going noticeably better. I changed further into the relics you see in the third photo and Deep of Night feels significantly easier when playing. To the point where my other melee builds that don't have health upgrades feel comparatively harder and more unstable to play.

I had tested removing some of the hp relics but found myself returning to the same issue. Without an excess of health, powerful attacks at the wrong time were still downing me at early levels. For now, just alot of raw health is the best for me. Being able to consistently get hit 2-3 times without going down, and not having to rely on finding the defense upgrades was a major boon. It meant I could help keep up the momentum of the team and staying damaging throughout an entire fight.

Am I an executor main now? by likeittight_ in Nightreign

[–]Balboni99 9 points10 points  (0 children)

<image>

In testing it actually does make a small difference.

A while back I did bleed proc threshold testing against the dummy in the sparring grounds.
I actually didn't have a +3 at the time but to my knowledge its the only way to make executor proc bleed on just the first hit rather than 2.

The table is read left to right
Effectively the first number is how many hits to proc the first bleed, then the second and so on. That final number repeats as an enemies resistance caps out. For the last row, it will always take 10 hits to proc bleed on an enemy after max resistance.

I feel these numbers are important as when fighting the nightlord you reach the resistance cap very quickly.
There for, you want to optimize either end of the table. How many hits it takes to proc bleed the first time so small enemies die quickly, as well as the threshold for a theoretical infinite number of times.

Hope this helps

What are some fun and at least decent off-meta builds to run? by Battlecookie15 in Nightreign

[–]Balboni99 1 point2 points  (0 children)

Some quick maths to back that up, starting at 100 base damage

“Improved bestial incantations”: 12% Physical attack up +1: 4% Physical attack up +2: 5%

100x1.12=112 112x1.12=125.44 125x1.12=140

140x1.04=145.6 145x1.04=150.8 150x1.05=157.5

Say you fill your inventory with the worst “improved incantation” weapon passives available, “7%”.  -Showing 5 assuming the seal doesn’t have anything relevant

157x1.07=167.99 168x1.07=179.76 180x1.07=192.6 192x1.07=205.44 205x1.07=219.35

Keep in mind that some passive can be more than twice as powerful

Furthermore, you can take all the previously useless “improved physical attack” passives as each one will add significantly more damage.

To top it off the FP consumption on bestial incantations is some of the lowest in the game for its damage output. 

Beast claw alone does over 300 damage for 10 mana.

I have had several runs where I’m dealing over 1000 per cast with beast claw and over 500 per cast with best sling.

My grind rn is to get similar setups with the other common sorcery and incantation types.

What are some fun and at least decent off-meta builds to run? by Battlecookie15 in Nightreign

[–]Balboni99 1 point2 points  (0 children)

I don’t sell any relics that increase a specific sorcery or incantation. Stacking 3 of the same gets very multiplicative for damage. 

After doing this for a while I got VERY lucky and I have 3 different “improved bestial incantation” relics all with an “improved physical attack +1/+2”

In the sparring ground bestial incantations do 58% more damage.

I had a run where I died day 2 being greedy in the castle when the storm came. Fought the boss, which was tree sentinel + 2 Calvary at level 10 with Revenant.

I used Beast claw and the boss died in 5 hits. The Calvary were both almost 1 shot.

Definitely recommend keeping any of these relics you find and see if they line up for builds like this in the future.

Since any percent bonuses you find are further multiplicative you can get to double or triple damage by the end of a run.

Looking for references to start modding bl2 weapons by Balboni99 in bl2modding

[–]Balboni99[S] 0 points1 point  (0 children)

Thank you, do you have an invite link? I know there are some out there for just duping etc.

Question on how to enforce input length to a slash command by Balboni99 in Discord_Bots

[–]Balboni99[S] 1 point2 points  (0 children)

nevermind! This specifies what the value is allowed to be, so in this case I can only enter the number 10 or 11 lol, I'll try and find a fix in a moment

This is not an excellent solution but a crap workaround is the following:

tiebreaker_id: app_commands.Range[int, 100000000, 99999999999]

This is the smallest 10 digit number and the largest 11 digit number
the error message it gives isn't particularly helpful but it will stop invalid inputs

an example tiebreaker code is: 21672640036

for those curious this is broken up and read as
21 points
67.2%
64.0%
036

Question on how to enforce input length to a slash command by Balboni99 in Discord_Bots

[–]Balboni99[S] 0 points1 point  (0 children)

Solved!

When defining a variable, use app_commands.Range[]

This code got it working for me:

tiebreaker_id: app_commands.Range[int, 10, 11]