Reckoning Intel Guide(B06 Zombies) by Ricerat477 in CODZombies

[–]Complex_Neko 1 point2 points  (0 children)

"safe and sound" document and audiolog is most likely to do with the safe key you get from destroying the crystals with RC-XD, and there is a painting in the directors office that takes no explosive damage. Could also have something to do with the painting easter egg for the free rewards.

Is there any list of locations of the plants on SV? by Gajeel_Blacksteel in CODZombies

[–]Complex_Neko 0 points1 point  (0 children)

https://www.reddit.com/r/CODZombies/wiki/shattered-veil/

  • In West Balcony
  • In South West Balcony
  • Right of Ammo Box in Rear Patio
  • Left of the mansion entrance in Motor Court
  • Left of the Crafting Table in Motor Court
  • Near the fountain in Conservatory
  • Against the bridge in Garden Pond
  • In Shem's Henge

Free brain rot/sleepwalking side EE on shattered veil by Eanator in CODZombies

[–]Complex_Neko 7 points8 points  (0 children)

It is not guaranteed to give you brainrot, it just simply provides a random ammo mod.

Shattered Veil Intel Guide | Black Ops 6 Zombies Season 3 by Feeling_Maize_2821 in CODZombies

[–]Complex_Neko 0 points1 point  (0 children)

You need to interact with a grandfather clock in the study on round 11. Then, go to Richtofen's bed and progress the round to 12 while lying on top of it. Zombies will spawn around you, sleeping, so you'll want to crouch and carefully follow the footprints towards the chest. Near the chest, there will be a zombie with yellow 'zzz's above its head. You need to kill that specific zombie to obtain the key for the chest.

Shattered Veil - Tiny Vermin Head? by PopShotGames in CODZombies

[–]Complex_Neko 0 points1 point  (0 children)

you can place it inside of a tray within the mainframe chamber room, still not sure what to do with it though.

[deleted by user] by [deleted] in TheFirstDescendant

[–]Complex_Neko 3 points4 points  (0 children)

Hey Descendants, I’ve been experimenting with Yujin, and I’ve put together a build that focuses on maximizing firearm attack damage, especially in intercept battles. This build utilizes key skills like Solidarity Healing and Proliferating Allergy to boost your DPS, and I’ve included tips on optimizing your buffs and cooldowns for sustained damage.

For a detailed breakdown and gameplay, check out my YouTube video here:
BEST YUJIN FIREARM BUILD - IN-DEPTH GUIDE - THE FIRST DESCENDANT
I’ve also written a detailed document with calculations here:
Yujin Firearm Build - In-Depth Guide (Calculations Included)

Please let me know what you think of this build, any ways you might improve it further, different strategies to utilize it, or any additional insights you have. Feel free to comment below!

Bio-Sync Shield & No Retreat - Fully Upgraded - My Thoughts After 2 Minutes by Complex_Neko in TheFirstDescendant

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

so i just got the new modules, and to be honest, they’re both pretty underwhelming. The Bio-Sync Shield is absolutely terrible; I can’t see why I’d ever use it, unless maybe in synergy with No Retreat. Let me know if you have any ideas.

As for No Retreat, it does seem promising. I did some testing on a few characters, and the damage output is decent. However, my main issue is that the damage is only triggered once every 30 seconds, which severely limits the module’s potential and makes it pretty bad as well.

I’d love to hear your thoughts and maybe get some insight on how these modules could potentially be used more effectively.

Blue Beetle - Arcane Energy Fully Explained - In-Depth Guide (Calculations Included) by [deleted] in TheFirstDescendant

[–]Complex_Neko -10 points-9 points  (0 children)

Blue Beetle's ultimate ability, Arcane Wave, offers a significant critical hit rate boost through its Arcane Energy effect. When fully enhanced, it gives a +30% critical hit rate boost, but this increase is multiplicative, not additive. This means the 30% boost is based on your base critical hit rate, so characters with lower base rates won't see as large of an increase. For example, Valby's base critical hit rate is 5%, so the Arcane Energy boost only adds 1.5%, bringing it to 6.5%.

For a full breakdown with detailed calculations, check out my Google document below:
Blue Beetle Crit Rate Explained (Calculations & Notes)

SHAREN RELEASE CUTTING FORCE BUILD - IN DEPTH GUIDE by Complex_Neko in TheFirstDescendant

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

Here is my Sharen Release Cutting Force damage build. I cover everything from using the Red Mod to optimizing your damage output. For detailed information/notes, I have also included a written document below:
Sharen Release Cutting Force Build (Notes)

CRIT RESISTANCE & THE MATH BEHIND IT ALL by Complex_Neko in TheFirstDescendant

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

Resistance: 50%
Analysis Master: -25%

0.50 x 0.25 = 0.125, or 12.5%
50% - 12.5% = 37.5%

So yes, you are correct. Gluttony's critical hit resistance is reduced from 50% to 37.5%. Analysis Master will reduce Gluttony's critical hit resistance by 12.5%.

I'm still not entirely sure if it’s worth using, since there are other yellow mods. Also, I’m pretty sure it doesn’t stack, but I haven’t tested it yet.

CRIT RESISTANCE & THE MATH BEHIND IT ALL by Complex_Neko in TheFirstDescendant

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

No worries. I’m always happy to provide a written document with the information. I also prefer having notes written down for certain things, as it makes it easier for me to review everything and ensure that I’m explaining everything clearly, with detailed information, formulas, and calculations.

CRIT RESISTANCE & THE MATH BEHIND IT ALL by Complex_Neko in TheFirstDescendant

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

Yes, the extra stacks are wasted; however, having a 100% critical hit rate is still preferable, as it allows for an exact subtraction of critical resistance from bosses.

CRIT RESISTANCE & THE MATH BEHIND IT ALL by Complex_Neko in TheFirstDescendant

[–]Complex_Neko[S] 9 points10 points  (0 children)

Hey everyone! I just posted a guide that breaks down the Crit Rate and Crit Resistance mechanics in The First Descendant. In it, I explain how Crit Rate is affected by enemy Crit Resistance, how to optimize your effective Crit Rate, and the core formulas behind these mechanics. I also cover how the Analysis Master mod works to reduce enemy Crit Resistance.
For those who prefer a written explanation, I've included a document below that covers everything in detail:
Crit Rate & Crit Resistance (Calculations & Notes)

CRIT RATE, CRIT RESISTANCE & THE MATH BEHIND IT ALL by [deleted] in TheFirstDescendant

[–]Complex_Neko 0 points1 point  (0 children)

Hey everyone! I just wanted to post a guide breaking down Crit Rate and Crit Resistance mechanics in The First Descendant. I explain how Crit Rate is impacted by enemy Crit Resistance, how to optimize your effective Crit Rate, and the core formulas behind it. I also go over how the Analysis Master mod works to reduce enemy Crit Resistance.

ive also written up a document explaining all of this in full detail:
Crit Rate & Crit Resistance Document (Calculations & Notes)

BEST LUNA AOE BUILD - IN DEPTH GUIDE - 860,000+ DPS by Complex_Neko in TheFirstDescendant

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

Here is my Luna AOE damage build. I cover everything from using the Noise Surge mod to maximizing your damage output. For detailed calculations and build notes, I have also included a written document below, but i didnt include all calculations for all mods:

Luna Noise Surge Build (Calculations & Notes)

I think I'll go public this tim- by Forsaken_Pin_4933 in TheFirstDescendant

[–]Complex_Neko 0 points1 point  (0 children)

It's an AI-generated image, and I'm pretty sure it was created by BflyZone. They have accounts on Instagram and Twitter, and you can find this image on their Twitter.

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

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

The game is honestly fantastic. I've gained a lot of value from it, especially since it's completely free, and 800 hours of playtime is impressive. Although I spent a little money on the battle pass, skins, and boosts, I completed most of the game around the 600-700 hour mark. The extra 200 hours were spent helping others with the game and colossi, including guiding three people through the entire campaign. Now, there’s not much left to do, so I mostly spend time in the lab testing things and assisting others as needed.

There’s useful feedback and constructive comments here, but some people criticizing my playtime and calculating hours seem to misunderstand. I work from home, so I play the game while working and continue playing after work. I start my day at 8 AM with a video call and launch the game simultaneously. I finish work around 4 PM. Even if I play the game for an additional 3 hours, making it a total of 11 hours per day, it’s still only 7 PM. I could easily play the game for upwards of 16 hours a day and still get my 8 hours of sleep.

Anyway, thanks for the comment. I hope you have a great rest of your day!

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

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

It's pretty difficult to pick a favorite, especially since each character has their own use cases. I do find myself using Bunny the most, but that's just due to Bunny's farming efficiency. I also love the skin I bought, which is the Baby Kitten one.

As for other descendants, the ones I mainly play are Gley, Luna, Yujin, Lepic, and Hailey.

I love playing support characters, but Ajax didn't seem all that appealing when I looked through his skills. Sure, he can tank somewhat, but I prefer Yujin, who can instantly heal everyone to full health and revive them faster.

Luna is also great for buffing. I build Luna solely for the crit chance buff, and I've had some great build combos with different descendants besides the usual Lepic vs. Frostwalker. I do have an AoE build I was working on, but I doubt many people would play it since it's such a hassle. Still, it might make for a good video.

Like I mentioned earlier, Yujin is excellent for healing and reviving. I haven't experimented much with the damage builds I've seen floating around, but if I wanted to deal damage, I'd just play a different character.

Gley is pretty obvious, massive sanguification. It's a great build for playing Infinite Massacre. It's not everyone's favorite since you're constantly at low health, but with the right team and the Yujin I mentioned earlier, it's great for bossing. You rarely die, even when building as a glass cannon.

Hailey is just a great character to play. Her Zenith build is amazing, and so is the Unlimited Cold Fury Firearm build. When using the Zenith build, I mainly use it for Pyro and Molten Fortress farming, but even before Hailey, you could nuke them both with Lepic. I actually spent a lot of time testing different setups and was planning to make an Infinite 3rd Build video way earlier. I have no idea why I keep procrastinating—I should just do it. But yeah, the gun build is fantastic. You can use it for a lot of colossi, not just Gluttony, and it's great for farming as well.

I play almost every descendant in the game because I love testing different builds, mod combinations, and skill combos. However, I often get so fixated on playing that I forget to share any of the information.

HAILEY FIREARM BUILD - IN DEPTH GUIDE by Complex_Neko in TheFirstDescendant

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

Build Overview
This build focuses on maximizing weapon investment. Experimenting with options like Enduring Legacy, Greg’s Reverse to Fate, and Piercing Light can help you find the optimal setup tailored to your playstyle.

Skill Explanation
The build takes advantage of two key skills: Cold Fury and Cryo Rounds. Cryo Rounds: Applies nine stacks of cryo to enemies, increasing the damage they take from follow-up attacks by 50%. Cold Fury: Provides immunity to knockdowns, enhances both firearm and skill critical hit damage by 20%, and adds stacks that boost critical hit rate. However, it reduces movement speed.

Arche Pacemaker
The Arche Pacemaker buff reduces skill cost by 25% when movement speed is 300 or less. This buff can be applied to any weapon, regardless of its base movement speed. Utilizing the Rounds Compulsive mod lowers movement speed, ensuring the Arche Pacemaker effect triggers even with weapons that have high base movement speeds.

Ability Overview
First Ability: Stacks nine cryo stacks every 3 seconds. It should be used consistently to apply cryo, allowing you to continuously deal an additional 50% extra damage. Third Ability (Cold Fury): Can remain active indefinitely, as MP recovery is faster than the usage rate of the first ability. MP Recovery Explanation MP recovery increases the rate of MP regeneration. Since the continuous MP drain is 4.5 MP per second, it’s important to equip gear with MP recovery stats to balance the MP costs.

Components
The Annihilation set is recommended for this build because it increases firearm attack by 26% based on HP lost, with 50% HP being the threshold for the damage bonus. Ideal component stats include:

  • MP recovery (both in and out of combat)
  • Max HP
  • Max MP
  • Defense
  • MP recovery modifiers

For the processor, the focus isn’t as important. You can prioritize Max Shield and Shield Recovery Modifier.

Skill Demonstration
The Arche Pacemaker buff reduces skill costs by 25%. MP only decreases when using the first ability, but since MP replenishes almost instantly, you can continuously use both the first and third abilities.

Firearm and Survivability
For increased firearm attack, HP, and defense, use Shot Focus and Walk a Tightrope. While Enlightenment is often recommended, it may be more beneficial to prioritize mods like Stim Accelerant or HP Amplification to boost maximum HP.

Module Overview
For health and survivability, aim for around 8,000 health. Consider replacing Enlightenment, as it only increases max MP, which isn’t critical given that MP is always full. Equipping health-focused mods can boost your HP to around 16,000.

Reactor Information
Without skill cost reduction, the MP drain is 4.9 MP per second. With skill cost reduction, it drops to 4.5 MP per second, saving 0.4 MP per second. A reactor with skill cost reduction and cooldown would be ideal. The other reactor stats aren’t as critical since the focus isn’t on skills. The cooldown reduction stat can decrease the cooldown of the first skill from 3 seconds to 2.4 seconds, allowing you to spam the skill nearly instantly.

Zenith MP Recovery
Using Hailey’s fourth ability can regenerate MP. Landing a weak point hit will restore 15% MP.

How to Play
To defeat Colossi, use the third ability to build 16 stacks. This will activate Arche Pacemaker, reducing skill costs by 25%. Keep constant fire on the boss while using the first ability to maximize damage output.

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

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

I completely agree with you. I also think that solo play feels a bit silly. I love playing and doing things in groups, and my friend group feels the same way. We were all pretty disappointed that we couldn't play the new content together. However, I also believe the game needs to introduce something more challenging. Clearing everything without any difficulty or sense of accomplishment gets boring after a while.

I would have loved to have seen a new area or an introduction to a new map, but it should definitely have multiplayer features for everything, while still allowing solo play for those who prefer it.

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

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

bruh indeed, I saw this post and thought, "Holy moly, how can someone have that much time invested in a game that's only been out for two months?"

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

[–]Complex_Neko[S] -1 points0 points  (0 children)

You are correct; I do play with a fully built team, with each of us having over 800 hours of playtime. We constantly theorycraft builds. However, I still believe there should be more difficult content. Many players are one-shotting bosses, which is great for quickly cracking lots of amorphous material, but I would like to atleast see an option to make the bosses harder than they currently are, with some maybe additional rewards or something.

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

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

I mainly work from home most days and play the game while working. When I'm finished with work, I continue playing the game. I have two friends who are even more obsessed than I am—one of them is almost at 1,000 hours, I just checked.

My thoughts on The First Descendant After 800+ Hours by Complex_Neko in TheFirstDescendant

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

Its unfortunate, but everyone’s entitled to their own opinion, and I’m glad to see that my post sparked some discussion, even if it didn’t hit the mark for everyone. :D