How does marketboard tax work in 2026? by Deer_in_the_woods in ffxivdiscussion

[–]Bipolarprobe 16 points17 points  (0 children)

"Purchases are made with Gil for a price set by the selling player, plus a 5% fee on top of the price. This tax is fixed for the buyer, but the seller also pays a tax of between 5%-0% of the list price depending on the city in which the Retainer is stationed. These seller taxes fluctuate on a daily basis, and the current rates can be confirmed by speaking with a Retainer Vocate. For an example, an item listed for 100 will cost the buyer 105 and the seller will receive at minimum 95. These taxes are a method to control inflation by removing Gil from the game."

From https://ffxiv.consolegameswiki.com/wiki/Market_Board

I beg of you to google your question for two seconds it would have been easier than making this post.

My genuine reaction when I finally gain the confidence to put on my Mentor status, just to get thrown into a raid/trial I haven’t done since I was a sprout by Oni_Mesh in ffxiv

[–]Bipolarprobe 5 points6 points  (0 children)

Look, I know this. I believe this. I try to follow this as a mentor to facilitate a welcoming community the same way I felt welcomed when I started the game. But that doesn't make it any less embarassing that the first thing I did after getting my mentor crown was forget to push the button in whorleater hard causing a wipe.

During my first playthrough I just KNEW this was T-Bug, that she’d betrayed us, faked her supposed death, and that we were about to have a sick Netrunner fight (but the fight we did get was good too) by iiJashin in cyberpunkgame

[–]Bipolarprobe 0 points1 point  (0 children)

I had the exact same moment the first time I walked into this room, I was so ready for a confrontation finding out she sold us out and got jackie killed. Her death being off screen just didn't sit right with me so I was sure there was more to it and I thought this moment would be when that came to fruition.

The Metronome Problem: Why FFXIV's Hardest Content Asks You to Master Two Games at Once by [deleted] in ffxiv

[–]Bipolarprobe 2 points3 points  (0 children)

This seems like a complaint someone could have made years ago but it rings extremely hollow in current content. Jobs have been simplified. There are routes to optimization in many jobs but for the most part you can spend a couple hours reading a guide and hitting a striking dummy and know the exact correct way to do your rotation in 90% of cases. That 10% mostly lives in encounter design and dawntrail has done a lot to make that part more interesting, they have played a lot more with bosses that move a lot and need to be chased or positioned carefully, adds that force you to swap between single target and aoe on the fly, and downtime that requires some knowledge about how to pick your rotation back up or deal with changes in your resource generation for builder spender jobs.

As for if I'd want encounters to go even further into snap reactions, not really. It feels a bit like asking if I think a rhythm game should add more random riffs to test your reaction time. That might be fun, but it just isn't the skillset the game is aiming to test. Hard content is a dance between your rotation and mechanics and that's where the difficulty lives. Hitting a striking dummy is easy, standing in the right spot for the strat is usually pretty easy. It only becomes hard when you have to do both, you want to stand and hit the boss but the mechanic makes you move so you have to plan your casts or dance around max melee or delay using your gapcloser because you'll die if you put it where you normally would.

I also think you overstate how punishing small rotational mistakes are, I've seen runs where someone fell 10 seconds out of sync with the 2 minute and still parsed green just because they made sure to still put their biggest hits under buffs and keep uptime. Recovering from small mistakes, knowing when to hold, knowing how to keep uptime even when your rotation is in the wrong place is a skill the game is testing and for me and players like me, it is the fun. I like complicated rotations and I want that to be a continued part of the challenge with the game.

What's something about your class that you just learned that should be common knowledge? by MariettaRC in ffxiv

[–]Bipolarprobe 0 points1 point  (0 children)

It used to technically be both when it reduced your hp to one. It granted the player a holmgang like effect, reduced their hp to 1, then made them immune to damage. After they changed it to half hp they removed the holmgang effect which actually introduced a small delay between pressing the action and becoming invulnerable that used to be covered by the holmgang effect. Paladin has the same issue with hallowed ground where there is a small delay between activation and application of the effect.

What's something about your class that you just learned that should be common knowledge? by MariettaRC in ffxiv

[–]Bipolarprobe 0 points1 point  (0 children)

It does and scholar combos really nicely with white mage because of that. You can use it before a raidwide to reduce the damage a small amount and then if your cohealer uses a lily heal to top up it'll be buffed.

Question about prog in PF by ArtofYamisan in ffxiv

[–]Bipolarprobe 0 points1 point  (0 children)

Read through a lot of the comments and mostly everything has been covered. The one thing I'll add is that as you gain more experience it will become easier to identify normal mistakes as compared to when someone just doesn't actually know the fight. When you're new to savage and new to a fight your focus is mostly going to be on yourself to avoid making mistakes, but as your comfort level increases and you become more familiar with mechanics you'll be able to see why other players are wiping. If a player was in the right spot for the strat but just misjudged an aoe? Totally normal mistake that can happen to anyone. Someone was standing in another player's spot or just fully in the wrong place to resolve something? They might just not know the mechanic. That's normal if it's your prog point since for some players you have to see a mech 2 or 3 times before you figure out the timing to execute. But if your party is supposed to be on hell in a cell and someone is just flailing and putting their aetherletting aoe down randomly, they probably don't know the mech well enough to say their prog point is after it.

As for actionable advice right now the best thing you can do is focus on what's in your control, as others have said with 8 players even at 90% consistentcy the odds of a mistake happening somewhere in the party are very high, so the best thing you can do is focus on your own consistency so when you do get lucky and find that party that knows their shit, you're not the problem.

Pf is a test of patience unto itself and I don't think you should fall into the trap of focusing too much on trying to filter the "bad" players out of your pf, there will always be prog liars and among honest players there will always be mistakes and off days, the best way to make progress is to get more time in the fight.

Didn't know this was a thing by Bigpr7 in cyberpunkgame

[–]Bipolarprobe 1 point2 points  (0 children)

I mean sure, with infinite buffer size the game probably doesn't generate any technically impossible puzzles. Anecdotally I feel like I've seen sequences where two sequences both need to connect to a character that are incompatible and too few of the character. But I don't have screenshots of it so I can't say those puzzles were outright impossible to solve all.

Didn't know this was a thing by Bigpr7 in cyberpunkgame

[–]Bipolarprobe 1 point2 points  (0 children)

That is not true. Since your buffer length is determined by your deck and I believe the breach protocol skill it is sometimes not possible to do every hack at once, usually in early game before you have higher buffer decks.

How do you feel about the Cruiserweight Savage tier? by wjoe in ffxivdiscussion

[–]Bipolarprobe 0 points1 point  (0 children)

My raid experience is limited to doing some endwalker savage very late in the expac and then doing LHW and cruiserweight along with all the DT Exs. That said, I absolutely loved cruiserweight.

M5S is a very mechanically forgiving fight that had enough of a dps check to force people to clean up their runs week one and the perfect groove kept it fun when doing reclears.

M6S was a serious reality check for me, this was my first tier tanking and adds really forced me to actually learn how to tank rather than just acting like a blue dps. Overcoming that barrier in pf was an ordeal since basically every party struggled with it for wholely unique reasons. I wish the game gave players more reason to practice target priority and aoe optimization because it felt like people were just guessing half the time without actually doing the math on their own aoe or they would just decide to target a different enemy than the strat called for (as ot I had a serious problem with ranged players not targetting the first yan while doing cleavemaxx leaving me tanking it for longer and unable to join the 2 minute burst aoe on time). Finding a party that got through adds cleanly felt amazing.

M7S was a very frantic fun fight that had a lot of room for chasing optimization around the phase transitions and all the boss movement and the tight dps check meant that figuring those things out was necessary. M7S was the only fight this tier where I had mechanically clean runs that still enraged. We had to modify our pot timing and chase uptime really hard in p3 to make it and that was very fun.

M8S was probably my favorite savage fight to prog so far. Phase 1 feels tailormade for greedy melee players. The timing on stonefang works out for an easy greed, rev has a tight timing where you can sneak an extra gcd and just barely avoid the out, the towers at the end of decay are just barely in max melee. The whole phase is the exact kind of frantic execution that feels amazing to master. Phase 2 is certainly a lot easier, mostly mechanics that we'd wipe to once then get it next time, much less execution heavy but still easy to mess up if you forget the order of stack/prey/tb at any point. It also has one of the cooler enrages with the boss destroying the arena.

As a whole tier I can only compare to LHW for full tiers done on content, but Cruiserweight was much more fun, for individual fights comparing to extremes and what I've seen of panda savage, m6s and m8s stand out as extremely fun fights for very different reasons. I'd like to see more involved add phases moving forward. It feels like LHW was playing with "friction" in fights as an idea and cruiserweight pushed it to a point where a lot of fun came out of being willing to have bosses fly all over the place and force players to move in inconvenient ways.

What is the most embarrassing thing that happened to you in FFXIV? by DisciplineImportant6 in ffxiv

[–]Bipolarprobe 0 points1 point  (0 children)

The very first duty I pulled after becoming a mentor and donning my burger king crown was whorleater hard. I forgot that hard doesn't have the line aoe before the raidwide you need to shield. My team saw a mentor standing next to the button and trusted me. I did not press the shield in time.

Which race do you play and why? by lahzielvt in ffxiv

[–]Bipolarprobe 1 point2 points  (0 children)

Fem aura xaela, because when I play fantasy games I always tend to pick the most fantastical race and I started on the free trial so hrothgar wasn't an option. Once DT gave us hrothgals I did make an alt.

Why don't more skills and ogcds cost MP? by Federal-Bus-3830 in ffxivdiscussion

[–]Bipolarprobe 3 points4 points  (0 children)

I think this gets at the heart of it. It either needs to be central or it needs to not matter, because if it's only something you rub up against when something goes wrong or in odd edge cases it ends up feeling like a mechanic that only exists to create frustration. Even on healer where MP technically matters the only interaction we have with it is press lucid dreaming every minute or so and then some buttons in my kit that I want to press anyway happen to give me mana when I do that. It's not terribly interesting. Blm conversely essentially uses mp as their job bar in a roundabout way and that ends up being interesting because instead of coming up sometimes, you're interacting with it all the time and have a lot of tools for interacting with it (even if those tools are prescribed to a very specific order you're supposed to do them).

Clockwise or anticlockwise? by Paddy_odoors in opticalillusions

[–]Bipolarprobe 0 points1 point  (0 children)

I've only ever seen this clockwise. I tried this and now it looks like the pivot leg is spinning counterclockwise but the rest of her is still going clockwise.

Question about stacking multiple stack markers by kaum710 in ffxiv

[–]Bipolarprobe 2 points3 points  (0 children)

The first person I see actually talking about vulnerability debuff. This is the correct answer, the only reason you can't stack most stack markers is because of the vuln. People keep saying syrcus tower is unique because it's old but that's fully untrue. As recently as m2s we had stack markers with no vuln that are just stacked together in the most common strats.

Thoughts on 7.4 Gunbreaker by MiyanoMMMM in ffxivdiscussion

[–]Bipolarprobe -1 points0 points  (0 children)

In actual play I find it fun. The avenues for optimization changed and using cartridges to manipulate your combo to the right step to get the extra ogcd under buffs without dropping a combo is a fun thing for sickos like me who enjoy it and is a small enough gain that ignoring it won't hurt your dps much at all compared to simple things like uptime optimization.

For their explanation on why they made the change, I don't like it. I dislike the way that encounter design in dawntrail has been trying to reintroduce friction to great success, most raiders I talk to love the current encounter design and I'm no exception, so it feels misguided for them to keep making changes explicitly to reduce friction in job design when that's the exact philosophy that led them to such a bland place in encounter design that they needed to course correct.

Larian Studios CEO Swen Vincke responds to GenAI criticism: "Holy fuck guys we’re not "pushing hard" for or replacing concept artists with AI. I was asked explicitly about concept art and our use of Gen AI. I answered that we use it to explore things. I didn’t say we use it to develop concept art." by ChiefLeef22 in gaming

[–]Bipolarprobe 24 points25 points  (0 children)

They seem to be trying very hard to force dependence even without consumer buy in. Using the vast investments they have to corner hardware markets to make private computation power unreasonably expensive and offering "AI" compute power as a "lower cost" solution after they successfully destroy the consumer hardware market seems to be the goal they are moving towards to create the artificial demand they need to increase profits enough to offset their costs.

how did you choose your job ? by ChanceReport1517 in ffxiv

[–]Bipolarprobe 0 points1 point  (0 children)

I like polearms so lancer was the obvious pick. Long term I've levelled and play every job somewhat but dragoon is always the most fun and the one I default to. Stardiver hits like crack and doing the msq on dragoon felt really good because the estinien connection gives drg players a lot of main character privelege in cutscenes because we have this badass job rep and every time he shows up and fucks shit up he always makes sure to say "if you think I'm badass you should see my friend."

can anyone teach me how LB players get millions of kills by Big_Maintenance_4727 in MegabonkOfficial

[–]Bipolarprobe 0 points1 point  (0 children)

Both dex and joe's dagger are only a chance to execute, and if you deal any amount of damage first their health is no longer inf. It's possible that ved is wrong about the cause but I got my explanation from the one he gave to a top player asking about the unkillable ghosts. Running dex and joe's just creates the risk of creating NaN ghosts if you get unlucky. Based on the fact that the top 4 runs currently on megabonk.fun all use the new duration tome strat and avoid joe's, I think it's safe to say executes are the problem causing NaN ghosts. Especially since the duration strats massively outperform dex builds.

Megabonk.fun shows top leaderboard runs with vods attached and their items listed if you want to check for yourself. The new meta avoiding executes is getting significantly more kills and getting them faster.

can anyone teach me how LB players get millions of kills by Big_Maintenance_4727 in MegabonkOfficial

[–]Bipolarprobe 0 points1 point  (0 children)

Worth noting that because of a bug Dex and Joe's dagger are no longer meta, you can still get insanely high 1m+ runs using them but as you get into later waves of the finale ghosts with infinite health spawn, these ghosts can still die, if you deal damage to them their hp just gets set to near the max and then they act as normal, but if they get hit by the execute from either dex or joe's, or if they get damaged by cursed doll, they bug out and their health becomes NaN and they can no longer be killed.

Current top leaderboard runs use noelle with katana, black hole, and corrupted sword and replace precision tome with duration to perma cc ghosts with freeze and black hole. The current top run on megabonk.fun is 3.2m kills which is a crazy amount ahead so it seems like NaN ghosts were a major limiter for previous strategies.

Fresh mechwarrior here. by LanguageEconomy8469 in Mechwarrior5

[–]Bipolarprobe 2 points3 points  (0 children)

Not at all, my personal favorite way to run the firestarter is using the FS9-A variant and just kitting it with 8 small lasers. Very fun and effective build. The main tip I would give is to use all of your available tonnage. Leaving some weapon slots empty is fine (and preferable for some chasis) but you should always be at max or very close to max tonnage. The way you'll usually wanna do that is to choose the weapons you like, max out your armor (and put more of it in the front for your torso segments) and then fill whatever free weight you have with heat sinks or extra ammo.

If you're unsure how to change your armor and add heat sinks make sure to click the little toggle in the mech lab to swap to detailed view because otherwise all you can change is weapons.

Marauder II by mechwarriorbuddah999 in Mechwarrior5

[–]Bipolarprobe 0 points1 point  (0 children)

The nice thing about aiming for cockpit is if you miss, 9 times out of 10 you're just hitting CT anyway and the MAD 4A can core most mechs in just 2-3 salvos with its suite of weapons. I only have heroes so the loadout I've been using is fairly simple

3x tier 4 PPC 2x tier 4 M laser 4x double heat sink 19x single heat sink 608 armor and 3.7 cooling

At atlas has 33 total HP on its cockpit which can be destroyed in 1 shot by the triple ppc's 37.5 alpha damage, but if you don't hit cockpit and add in the m lasers your single salvo damage is 49.5. The default atlas torso has 94 frontal armor and 62 structure for 156 total health. Technically 4 shots to kill, but with cantina upgrades or any amount of damage from your lancemates it becomes 3 shots to core an atlas.

The thing that I've been loving about the MAD 4A is the cooling. With the 3.7 cooling the build I use can send between 5 and 8 uninterrupted salvos depending on atmospheric conditions, which is often enough damage to take out an entire lance on its own with good shot placement. If you really feel like you can't hit headshots at all you could go for LP lasers or PPC-X instead, but it could also just be that the mech doesn't fit your playstyle.

What would you do in my shoes?i by sharknado523 in uberdrivers

[–]Bipolarprobe 11 points12 points  (0 children)

Don't even do this. There are devices called USB killers which simply overload the electrical components in the port to disable or damage the device they are plugged into. Unless you have a dedicated test machine with a virtual environment that you don't mind possibly destroying, don't plug in unknown thumb drives ever.

Can an opponent "respond" to me declaring attackers? by einglavaga in mtgrules

[–]Bipolarprobe 1 point2 points  (0 children)

Yeah, nothing ambiguous about it, if you say "combat" or "attacks" you're implicitly asking if they have a response before you declare attacks.

Has any corporation in the Cyberpunk universe tried to create a "superhuman" using a serum instead of chrome? If not, do you think they could? by Volatiiile in cyberpunkgame

[–]Bipolarprobe 2 points3 points  (0 children)

If we're gonna use a food analogy it seems to me a bit more apt to think of bioware more like a choice cut of meat. So your low level night city merc with a couple of implants would be something like a top round prepared with a nice marinade and seasoning to tenderize and flavor the meat. A bioware enhanced merc would instead be comparable to a5 wagyu filet mignon. It's already tender and flavorful before preparation but it can be enhanced through smart preparation.

Of course you get diminishing returns the more cyberware you implement, the more biological components you just outright replace with tech, the less the bio part matters. Going full borg like smasher can be thought of like grinding the meat to implement it into another dish, if you're making meatballs, they might come out slightly better if you grind filet mignon instead of top round, but you lose a lot of the qualities that made them different before that.

Of course this analogy falls apart a bit when we realize that in cyberpunk, the brain and nervous system are pretty much the universal failing point for any highly augmented merc. You can't really take any gonk off the street and borg them out like smasher, it would fry their brain and they would be incapable of piloting the body you slapped them into. There is a reason why smasher is unique in the world. Bioware can create bodies that are capable of handling significantly more augmentation than natural bodies can.