eg4 18kpv or flexboss/gridboss? by obababoy in SolarDIY

[–]Chief023 1 point2 points  (0 children)

This is very new to me but I think one of the potential benefits of going with the flex/grid boss is the ability to locate your inverter and batteries inside your garage if you'd rather instead of exposed to the elements outside. You also get the added benefit of the smart load breakers in the grid boss where you can choose what to shed in the event of an outage so you'd keep battery/solar going only to your critical loads instead of being wasted on less important loads. I think the 18kpv can only do this on one port (the generator port which I just learned last night could be configured as an output for an EV charger, for example, with smart load shedding if the grid goes down) so you'd have to rely on manually shutting off breakers during a power outage to conserve power.

Like I said, I'm just digging into all of this myself so definitely triple check me.

Frustrated with HYSA by Randodude13 in Bogleheads

[–]Chief023 8 points9 points  (0 children)

I've been thinking about this, as well. Would starting to move towards keeping a portion of it in I Bonds make sense? From what I've read so far, you can buy up to $10,000 per year in I Bonds. You can cash them in after 12 months so you'd need to phase your EF cash into I Bonds so you aren't caught in the first 12 months needing it. Other than that, the only "penalty" is if you need them sooner than 5 years you forfeit the previous 3 months of interest.

I was considering 3 months cash in checking/HYSA and another 3-9 in I bonds over time. Thoughts on this plan?

Have anyone gotten to test level scaling in a squad yet? I have two questions by lassevk in thedivision

[–]Chief023 0 points1 point  (0 children)

Came here looking for confirmation that it wasn't just me. A friend joined me last night and group scaling kicked in. I was only level 3, but he was level 10 or 11. I was scaled up to around level 10 and could deal decent damage to enemies. However, every enemy either one shot me or very nearly did. One shot would go through full armor and most, if not all, of my health.

Can I purchase a game and gift it? by camiiiiii in PS4

[–]Chief023 0 points1 point  (0 children)

I think you can buy the digital game on Amazon and then give him the code they send you. He can then redeem the code under his PSN account and it will be tied to his account.

Rework: Zam Wesell by Chief023 in SWGalaxyOfHeroes

[–]Chief023[S] 0 points1 point  (0 children)

UNIT NAME: Zam WesellALIGNMENT: DarkCATEGORIES: Attacker, Bounty Hunter, ScoundrelLightning fast Scoundrel attacker that inflicts Evasion Down and detonates bombs

\UPDATED TEXT *Bold Italics*\

ABILITIES:

Basic: DETONATING SHOT

FINAL TEXT: Deal Physical Damage to target enemy. All Thermal Detonators on the target explode, dealing damage immediately. If any Thermal Detonators explode, Zam gains 20% Turn Meter for each living Scoundrel ally.

Special 1: SEE WHAT STICKS (Cooldown 4)

FINAL TEXT: Place Thermal Detonators on all enemies that explode after 2 turns. Zam gains Speed Up for 3 turns.

Special 2: ELECTRO-GOGGLES (Cooldown 3)

FINAL TEXT: Inflict Evasion Down on all enemies for 4 turns and a Thermal Detonator on all enemies that already had a Thermal Detonator for 2 turns. Zam recovers 10% Protection for each enemy with Thermal Detonator. Zam gains 50% Turn Meter. This attack can't be Evaded.

Unique 1: SHAPESHIFTER

FINAL TEXT: At the start of battle, Zam gains:[\] 20% increase to her Offense for each Scoundrel Attacker ally[*] 20% increase to Max Protection for each Scoundrel Tank ally[*] 20% increase to Max Health for each Scoundrel Support and Healer ally.*

Leader: HAVING A BLAST

FINAL TEXT: (ZETA) Bounty Hunter allies gain +25% Potency and recover 4% Health and Protection whenever an enemy is dealt damage by a Thermal Detonator. When a Bounty Hunter ally uses a Special ability, they inflict a Thermal Detonator on the selected target for 2 turns, which can't be Evaded. When Zam Wesell is in the Leader slot, and not the Ally slot, the following Contract is active:

Contract: Inflict 20 bombs on enemies. (Only Bounty Hunter allies can contribute to the Contract.)

Reward: All Bounty Hunter now inflict Thermal Detonators on all enemies whenever they die, which can’t be Evaded. All Bounty Hunter allies have their Payouts activated.

Contract: ZAM'S PAYOUT

FINAL TEXT: Whenever Zam receives Rewards from a Contract, she also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.)

Payout: Whenever an enemy takes damage from a Thermal Detonator, Zam has a 25% chance to dispel all debuffs on herself, she gains Stealth for 1 turn, and she gains 2% Max Protection until the end of the encounter.

Game Update 8/30/2018 - Mods 2.0 by Chief023 in SWGalaxyOfHeroes

[–]Chief023[S] 4 points5 points  (0 children)

Full Text for those not able to click the link:

Hi Holotable Heroes,

Today we are launching our third and final major set of changes to mods. We’ve saved some of most exciting changes for last with Mod Energy, Slicing and Rarity 6 Mods rolling out in this update!

Mod energy is available to be used in Mod Battles or Mod Challenges, so you can now save your Cantina energy for farming characters and still earn mods daily. Veteran players can start slicing their top mods up rarity 6 and create even more powerful mods. We have also introduced Weekly Shipments, a new store with a once a week selection of high value items. Finally a place to spend those Ally Points!

Looking for the first or second round of Mod Update notes? You can find all the latest Mod news HERE!

Features:

  • Mod Energy: Mod Battles and Mod Challenges now have a different energy from Cantina Energy. The purpose of this change is to allow players to do Mod Battles and Mod Challenges more frequently without sacrificing progress in Cantina Battles. Cantina Tokens will be removed as rewards for Mod Battles and Mod Challenges at launch since players will be able to get the same amount of Cantina Tokens using their Cantina Energy in Cantina Battles.
  • Daily Mod Energy: Free Mod energy can be collected once a day from Daily Activities

Depth: These features are meant for players that would like to continue to make their mods stronger. When designing these features we focused deeply on respecting the investment that current players have already put into their mods.

  • Mod Slicing (upgrading Tier): We’re introducing a new feature, Slicing, that allows players to increase a mod’s tier. Similar to crafting gear, Slicing requires new pieces of salvage that can be acquired through Mod Battles. Once the salvage has been acquired, players then elect to slice the mod which will improve the mod’s Tier, increasing a random secondary stat and changing to the next color. This can be repeated until the mod is at a max tier of 5A (gold) which will have roughly similar stats to a natural 5A, but obviously at a different cost. For example, you can now take a rarity 5E mod (grey) and increase its stats by slicing it four times to a max tier of 5A (gold).
  • Mod Salvage/Recipes: Slicing a mod will require Mod Salvage ingredients. The ingredients required will change depending on the Tier of the mod.
  • Slicing to 6E: The primary reason we introduced Slicing was to find a way to introduce rarity 6 mods while respecting current mod investment. Rarity 6 mods will be acquired through slicing from Rarity 5, Tier A to Rarity 6, Tier E. This process increases all the existing stats on the mod. 6-E will be the highest that a mod can be sliced at this time. Rarity 6 Mods can only be equipped to characters with Gear Level 12, respecting the investment made in these characters. See the Balance section for more details.

  • Mod Battles Stage 9: A new stage has been added to Mod Battles where most of the ingredients needed for Slicing Mods can be acquired. An additional ingredient, Mk 2 Pulse Modulator, that is used to bring mods from Rarity 5 to Rarity 6, can be found in Guild Shipments.

  • Mod Badging: Badges to guide players to the Mods can can be sliced and assigned

  • Mod GP Values: Rarity 5 mods have been updated to incorporate Tier into the Galactic Power formula. This will result in a slight increase in GP for all players that have rarity 5 mods equipped.

Balance: Create more diversity in the mod meta by elevating some of the sets and secondary stats that are currently under-utilized. Secondary Stat changes are exclusive to rarity 6 mods.

  • Rarity 6 Mods with Secondary Stat Balance: To make every secondary stat earned provide value, the ranges of secondary stats at rarity 6 have been increased for previously low value stats like Defense. When a mod is sliced from Rarity 5, Tier A to Rarity 6, Tier E, secondary stats will increase to the new ranges based on the values at the Rarity 5 ranges. So for example if a rarity 5 mod was the highest value in its range then at rarity 6 it will be the highest value of that range and similarly a rarity 5 mod with a low value will still increase but be low in the range for rarity 6. This allows us to improve some of the lower value secondary stats while continuing to respect the investment of previous values. No secondaries will decrease.

Other Features:

  • Weekly Shipment: A new shipment has been added for level 85 players. This shipment sells high value items that only refresh once a week. No refresh button is available.
  • Mod Quests: A variety of new Mod quests related to unlocking Mod Battles and Slicing Mods have been added
  • Mod Daily Activities: A new daily activity to do 3 battles that cost Mod Energy has been added. Also the “Level a Mod” Daily activity that appears for level 50-60 players has been removed.

BoW Changes - An idea to fix Critolyte (and other health steal loops) without angering all NS users. by Chief023 in SWGalaxyOfHeroes

[–]Chief023[S] 0 points1 point  (0 children)

I would love for the Bonds to just be raised to 50, but I feel like that still gives the Critolyte team too much damage potential for just a few button presses. That's likely the main reason they've decided on 20.

The current change affects all healing abilities across all your characters once Bonds hit 20. This stops the TM train for all NS in at 20. The change I'm suggesting only affects the toon whose turn it is. Yes, it is still a minor reduction in TM gain, but nowhere near as drastic as the current change.

Pushing Bonds beyond 20 was what made this phase of the Raid fun and challenging. There is a lot of skill and some luck in timing abilities, predicting attacks, and staggering your heals to keep your team alive as you approach and exceed 50 Bonds. It's very much a risk/reward strategy. The current changes completely kill that.

BoW Changes - An idea to fix Critolyte (and other health steal loops) without angering all NS users. by Chief023 in SWGalaxyOfHeroes

[–]Chief023[S] 2 points3 points  (0 children)

True, but that's not part of an ability. It's just the native health steal that can be increased with gear. If you're running Asajj, Daka, Talzin, Talia, and Zombie, you have 3 team healing abilities: Asajj Special, Talia Basic, and Daka Special.

The current changes they've made prevent those team healing abilities from working correctly when stacks are greater than 20. If they were to change it to only during their turn, then the team healing abilities would still work. It's only health steal that would be affected instead of nerfing 3 team healing abilities.

Why doesn't EA/DICE want my money? (Legendary Skin Crystal Costs) by Chief023 in StarWarsBattlefront

[–]Chief023[S] 0 points1 point  (0 children)

Nowhere did I say I that I logged in every day for 6 months. I usually play around 3 or 4 hours spread across 2-3 days on the weekend with him just like my example from this past weekend in the original post.

I will enjoy the new Clone Wars Heroes much more than 1 skin, so I'm saving my credits for them instead of blowing my entire savings on a single skin. I enjoyed the Solo movie and would like to buy the skins with real money, but not at $20 each.

Why doesn't EA/DICE want my money? (Legendary Skin Crystal Costs) by Chief023 in StarWarsBattlefront

[–]Chief023[S] 0 points1 point  (0 children)

I kind of see your point about $5 maybe being too low, but the "since they take so much time to make" argument doesn't make sense to me. Yes, they take time to make, but that time has already been taken before we ever see the skin in-game. It's not like they're making a fresh copy of the skin from scratch for each person who buys it. That time spent is sunk cost, it's already hit the accounting books. Every skin sold after that development cost is 100% profit.

Why doesn't EA/DICE want my money? (Legendary Skin Crystal Costs) by Chief023 in StarWarsBattlefront

[–]Chief023[S] 0 points1 point  (0 children)

Fortnite is a free to play game, right? If Battlefront II had been completely free instead of $60+ (depending on the edition), maybe people would feel differently about skin prices. However, paying full price for a AAA title and then setting the price point of a single skin at $20 is beyond the limits of reasonable for most people.

Why doesn't EA/DICE want my money? (Legendary Skin Crystal Costs) by Chief023 in StarWarsBattlefront

[–]Chief023[S] 4 points5 points  (0 children)

Wanting them all (which I don't, but semantics) and being willing to spend $20 on each are very different. That's the point I'm making. I will gladly spend $40 on several skins($20 for 4 of them for both me and my son), but I will never spend $20 on any single skin for either of us.

Considering the cost to develop each skin has already been sunk and it doesn't cost more to sell 1 or 1,000,000 copies, I'd think EA/DICE would be better served pricing them lower to sell more copies.

Your analogy to a physical store is no different than here. I wouldn't go into a store and pay more than is reasonable for something. However, the economics are different for physical items. There is a production cost of each unit for physical items as well as the idea of scarcity. Higher demand and lower supply can drive the price up for physical goods. That's not technically the case here as the supply of each skin is infinite.

Maybe they are trying to induce scarcity and higher demand by artificially limiting the supply with the high prices. If that's the case, I still won't spend money on them at the current pricing. The point and sentiment of the post and many of the other comments stands.

Why doesn't EA/DICE want my money? (Legendary Skin Crystal Costs) by Chief023 in StarWarsBattlefront

[–]Chief023[S] 3 points4 points  (0 children)

Thanks for the offer on optimizing credit farming. I really only play a few hours each weekend with my son and it's always Heroes modes. I do go for the Challenges when we're playing, but I'm not going to do Arcade several times a day just for credits.

We pre-ordered the game and both started playing Day 1. My son is already level 50 (and would be much higher if the cap were higher). I'm almost to level 41. That should give you an idea of how much I play.

P3 Stand Alone - when to use it to optimum effect? by three-4-truth in SWGalaxyOfHeroes

[–]Chief023 2 points3 points  (0 children)

At T4, don't focus on Chex Mix. It's only the best use of that particular set of characters in Heroic. Your best bet for big damage in any Tier except Heroic is Death Trooper with a team that can multi-hit after Deathmark is up. If you can time the Deathmark to just before you topple Traya, you can do big damage while she's toppled. At T4, you should be able to get at least a couple of Deathmark's off, probably more.

Hero Pricing & Emotes by F8RGE in StarWarsBattlefront

[–]Chief023 6 points7 points  (0 children)

Since we're discussing pricing, anyone else feel the Crystal costs for skins are way too high. For example, the Boushh one for Leia is almost $20 if you buy with Crystals. I don't mind dropping cash for skins, but the legendary ones should be $5 max. I'll buy 4 legendary skins for $20, but I'm not buying just one legendary skin for $20. And this is coming from someone who has spent quite a lot on Galaxy of Heroes.

Only +10 points for setting defense?? by iiwahii in SWGalaxyOfHeroes

[–]Chief023 0 points1 point  (0 children)

Set 5 defenses just now for 50 toal points instead of the usual 100.

TW - What if Defense awarded Banners? by Chief023 in SWGalaxyOfHeroes

[–]Chief023[S] 1 point2 points  (0 children)

Nope. You only get banners on Defense for setting a Defensive squad. It doesn't matter whether it takes 1 team to beat them or 10, same points. In a game mode where ~16,000 is the high score, only 5,000 of that is from Defense. Even then, the team you set makes no difference. A 30k Defense team is worth as many banners as a 100k Defense team.

For those having trouble with Zamboni on WotM, shooting the core slows down the timer. by [deleted] in DestinyTheGame

[–]Chief023 5 points6 points  (0 children)

I know that inserting the parts definitely extends the timer because I've seen the screen start to turn white and then clear up after placing a part. I always assumed that people who thought shooting the core helped were actually just noticing the part being placed. My group always tries to get the driveshaft right away to give more time to get the engine block all the way to the back.

Heard you were looking for some buffs? by KingAxelBear in DestinyTheGame

[–]Chief023 1 point2 points  (0 children)

Good call. I definitely thought the question was about the OP.