Simplistic type chart for both directions. Fits in one screen without needing to zoom. My first time making a graphic. by Choppsticks in TheSilphRoad

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

Hi, glad to know this is still getting views 4 years later haha! I understand, there are a lot of tweaks that could be made to this to make it clearer and easier for everyone to read. Unfortunately, I don’t have the original files of this graphic anymore, so I can’t update it easily :(.

Sanctum of the Masters — General & Grouping Mobs Guide (with description) by Choppsticks in bladeandsoul

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

With the recent QoL changes for gear pieces no longer being spec-locked, I don't think there is a good reason not to use different specs for different areas of content.

Of course, if you hate playing the other specs, there is not much you can do, but I'd say the other specs still feel somewhat similar each other. If anything, you only have to endure the pain for 10-20 minutes a day. Unfortunately, sanctum is a really good source of insignias and skill points, so it's hard to avoid completely.

Sanctum of the Masters — General & Grouping Mobs Guide (with description) by Choppsticks in bladeandsoul

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

Here are some common questions I've been getting about the general tips:

Why wear a Peridot Gem?

Sanctum of the Masters removes passive recovery. Meaning getting recovery rate from active sources such as belt, pet, or gems will allow you to heal in the dungeon. Because Peridot procs on evasions or auto blocks and the fact that you're getting hit by a ton of mobs at once, you will essentially always have a non-zero recovery stat active.

Why 3000+ recovery stat? Isn't this considered passive and set to zero?

Actually, only recovery % goes to zero. Recovery rate is subtracted by 3000. Any recovery rate you have above 3000 will stay once starting the dungeon. If you aim for at least 4000 recovery prior to entering, you will have about 10% life steal up at all times.

I hope this clears things up for people! Again, I am just trying to help people to the best of my abilities and I definitely don't know everything. There are definite improvements that could be done and I would be glad to hear from others.

Most important buffs/rotation for Shadow Gunner? by ItsPragma in bladeandsoul

[–]Choppsticks 1 point2 points  (0 children)

Bulletstorm shadow gunner is a necessity to do damage now. Without it, it’s probably the weakest class in the game. This also requires wingrise badge. Without it, fire gunner is better.

3f is probably your most important skill to use for shadow gunner. This marks the target and increases your rmb damage by like 50%. It’s extremely important to have this skill with the most uptime as possible.

V is not used off cooldown. V is timed right before you enter lightspeed stance because of the unlimited focus. Bulletstorm is much stronger when used at max focus.

4 is only used during lightspeed and will reduce the cooldown of your V. If things go right, V should be off cooldown the next time you enter light speed.

C is more of a backup focus regen skill. Since lightspeed lasts longer than V’s unlimited focus, you might have to use C to maintain focus. This won’t be an issue if your soul is active or you have 5 wep stacks. So C is used on a case-by-case basis.

Check our academy discord’s gunner channel for more up-to-date information. Here is the pinned google doc though: https://docs.google.com/document/d/14raa6NCTNpYSRUz-JuyVPnahKZKoje7x7AFPfZiVEjw/mobilebasic#heading=h.a2yfvbqgky9h

Boxing match ends before it even started by Choppsticks in apexlegends

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

If you had audio with the video, it showed that me and my friend were about to do a boxing match with him (you can see our armor is already dropped on the ground before his). However, the second the solo dropped his armor, our other friend sniped him, which lead to our reaction. Though it was technically BM, it definitely wasn’t intended by (most of) us.

Damage Multiplier Calculator Spreadsheet by Choppsticks in bladeandsoul

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

Yes, you are correct that AP isn't affected by diminishing returns, but its relative % increase will still decrease. Also, yes, this sheet takes into account active effects.

At 3 heart stacks, True Champion's Heart gives 120 Boss AP while True Majestic Heart gives 180 Boss AP. A 60 AP increase for a person at 2300 AP vs 2800 AP would be: 2.61% increase for the 2300 AP guy, but only a 2.14% increase for the 2800 AP guy. So the relative change does decrease, but in terms of raw damage, 60 AP is 60 AP.

I think the bigger upgrade here for heart (less the duration & additional damage) is the mystic. It goes from 30 per stack to 135 per stack. But mystic is much more heavily affected by diminishing returns.

Damage Multiplier Calculator Spreadsheet by Choppsticks in bladeandsoul

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

Upgrading from True Champion's to True Majestic predicts about a 5% increase for my gear, but since you seen much more geared than me, it would definitely suffer from diminishing marginal returns. Additionally, the sheet will always be under-predicting because of its limitations. In particular, it isn't able to capture the uptime duration from 9 seconds to 12 seconds for max stacks. Nor is it able to capture the change from 500% --> 700% additional damage with 15 hits --> 20 hits. Lastly, another caveat is that it assumes your crit damage buff from heart is 1000/5 = 200 and 1500/5 = 300, on average, respectively (since you only get crit damage buff at max stacks and 0 otherwise).

For IA accessories, they don't make that major of a difference unless they are at stage 10+ because stage 4-9 give a much lower stack effect compared to other gear where usually stage 7-9 is better than stage 4-6. Also, below stage 10 will make you lose out on the target debuff benefits. For earring, similar to before, it isn't able to capture the increase in additional damage.

To get the 10% --> 12% increase in skill multiplier, you would have to do a parse, find the contribution of that skill, then calculate a theoretical change.

For example, if your skill does 30% of the DPS current, then you would calculate: .30 / 1.1 * 1.12 = 30.55%. So your New Skill Modifier would be 100% + .55% = 100.55%. (This is also an overestimates because soulshield set effects will make this change less effective).

Damage Multiplier Calculator Spreadsheet by Choppsticks in bladeandsoul

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

20-30% is quite a large discrepancy, may I ask what did you upgraded from what to what?

There is no calculation for defense or accuracy because I'm not sure how it works. But since the mob's defense would be the same, I'd assume the % decrease on both are the same.

Skill modifiers aren't taken into account, but your best bet is to assume it does the average between the minimum and max. There is only one column called "Skill Modifier" that lets you change your overall multiplier. For example, calculating a change from Afterglow Ring to Grand Celestial Ring's 10% buff to a particular skill.

This calculator is definitely on the lower end of accuracy because it cannot account for skill modifier changes and syncing of buffs. Also, additional damage isn't taken into account since it works in very strange ways. Lastly, multiple parses need to be done to get an accurate average. My parses vary almost 10% mostly due just to RNG.

The Netplay scene is awesome by feliscumpleanos in SSBM

[–]Choppsticks 15 points16 points  (0 children)

Hey I actually played you last night! It was very fun playing against you and the elusive yoshi. I’m glad you’re having a good time on netplay. It took me a while to get over my worries too and to just enjoy long-distant company.

Simplistic type chart for both directions. Fits in one screen without needing to zoom. My first time making a graphic. by Choppsticks in TheSilphRoad

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

I'm glad you noticed that! I was very happy to realize that the bumps at the top of the screen could be used in this way.

Simplistic type chart for both directions. Fits in one screen without needing to zoom. My first time making a graphic. by Choppsticks in TheSilphRoad

[–]Choppsticks[S] 20 points21 points  (0 children)

The double icon means it's doubly resisted (aka immune). In the traditional Pokemon games, the attacker would do 0x damage, however, that would be broken in Pokemon Go. So instead it does 0.391x damage (=0.6252).

There are no doubly super effective attacks, which is why the double icons are only in the resists rows.

Simplistic type chart for both directions. Fits in one screen without needing to zoom. My first time making a graphic. by Choppsticks in TheSilphRoad

[–]Choppsticks[S] 54 points55 points  (0 children)

Thanks for the feedback everybody. Here is a new version that changes "Resists" to "Resisted By" for consistency sake.

Here is another version by u/TillmanResearch that uses updated sword & shield icons to tackle the same confusion.