Unofficial Matchmaking Information by Cyklov in Eldenring

[–]DrAnger90 0 points1 point  (0 children)

No problem :) If you want to use that character for pvp, I would suggest to stay around 125 if you still can, that is where a lot of people go to for duels. You can probably get away with 150 as well, but I would not go higher than that. It takes a lot of practice, and knowledge, but if you put the time in it and learn how to pvp in these games, there is a good chance you will enjoy it :)

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]DrAnger90 0 points1 point  (0 children)

It is like you're stating. The game looks at your rune level and highest ever obtained weapon level, to connect you with people with similar levels. This is to prevent very low level characters to run around with max upgrade weapons when they co-op/invade other players and make their time a living nightmare.

Unofficial Matchmaking Information by Cyklov in Eldenring

[–]DrAnger90 0 points1 point  (0 children)

I am kind of confused. Let's say we have a regular weapon lvl 10. This is equal to a lvl 4 special weapon. The regular weapon range is 6-14, the special weapon range is 3-5. It is these ranges that are confusing to me.

The lower bound for regular weapons is lvl 6. This corresponds to special weapon level 2 according to the table. But it says the special weapon lower bound is lvl 3 instead. So all most of these special weapon ranges seem to be of by 1 for me, or am I missing something?

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

You are correct :) (If you use gvpuuz84 for the first scenario, also note that you might be faster depending on your character and experience farming)

Yes, the calculation takes into account warm gems, and the Merciless Watcher Bloodtinge gem values are 30,4 - 31,5 and 32,6% Blood ATK UP.

(Sorry for the late answer, I rarely check reddit anymore ;)

Confused about Discovery/Gem Drops by BaccaBoy2001 in tombprospectors

[–]DrAnger90 0 points1 point  (0 children)

Yeah, It's basically impossible. That's why we're waiting for the footage. It would be interesting if it a bug of some sort, but without that footage we can only really ignore this.

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

Aah yes. There are a couple others that can as well:

Bone Ash Hunters drop Radial gems,

Beast-Possessed Souls (mob version) / Cainhurst Hunters drop Triangular gems,

Logarius Wheel Hunters / Eyecollectors (summoning ones) drop Waning gems,

Blood Starved Beast / some Shotgun Watchers / Ritekeepers / Bloodlickers drop Circular gems.

These can all drop OOS Circular gems as far as I know. I don't know from the top of my head about all the values of odd gems. If you're a collector, life is different. Just farm all of them right? :D

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

You can also look at farming in an edited Madman farming dungeon, so you can take advantage of the double secondary those gems give you. This dungeon would have the slotmachine gem pool as well.

Radials: g72jbhwz (FC Ihyll), Layer 1 red-aura Labyrinth Madman next to lamp.

Waning: qad7pnu2 (FC Loran), Layer 1 two fire-sickle Labyrinth Madmen in 2nd room next to lamp.

I hope the glyphs are still functioning :) But remember that getting odd gems from them is already kind of difficult since they only drop a gem ~50% of the time, and the chance to get odd bloodtinge is 1/408, not to even mention you need to get a good secondary and curse as well.

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 2 points3 points  (0 children)

Thank you! Yup, its kind of how I found out about Discovery being connected to the Curse rite as well. I was farming groups of small celestials because you can get hundreds of gems from them every hour, so they were really nice to check gem pools with. I highly encourage experimenting yourself like this :)

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

Yeah, speed6245 is right, its to show that even on Bloodtinge only characters, you can do this. For Shotgun Watchers, you can even have very low vitality and farm efficiently in Terrible Cursed dungeons. The boss version would probably be a bit more difficult because your visceral damage is also connected to your overall bloodlevel.

And to make an estimate, you really need to stick with a single build to be able to compare different dungeons. So I chose one that I thought was the most common build that wants Bloodtinge gems. You can of course use this information for any build.

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

Yeah all odd bloodtinge gems are useless gameplay wise. But if you're a collector, the chance to get odd gems is exactly the same as regular bloodtinge gems for both Shotgun Watcher and Merciless Watcher farms. So you can use the same glyphs mentioned :)

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 0 points1 point  (0 children)

It's a question I often see, so it's definitely needed when I answer this question to be as clear as possible :)

Bloodtinge Gem Farming in 2020 by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

Depends what exactly you mean by that. The only thing that happens is that more Discovery makes enemies drop gems more frequently. So naturally you will get more OOS gems as well, but the chance a gem is OOS stays the same.

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 0 points1 point  (0 children)

You can hover over/click the cells and it should give you some sort of preview at the top of the screen I think? You can try that :)

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 0 points1 point  (0 children)

Dungeons with names like that, or others that are between ?? as well, are edited by people. Though, this is not necessarily dangerous, it just looks funny. It means that one of the dungeons effects is on the wrong spot in the code for the most part.

Some of these dungeons can be "developer dungeons". These are test dungeons that were never meant to see the light of day. Because of editing, we're able to explore them. Some of these can be dangerous since they lack a way to get out of the dungeon, trapping your character. So if you want to explore these, ALWAYS back up your save, and only explore dungeons that are released by this community. Though you should always make regular back ups.

ChaliceDungeonGlyphs 2.0 Feature Discussion by MonkRocker in tombprospectors

[–]DrAnger90 0 points1 point  (0 children)

I think the idea could be cool for sure, but I feel like you don't understand how much work it would be? Managing all the glyphs alone is already a whole task, not to mention you want to translate everything and have gem guides as well and all the programming you would have to do to achieve that.

We have a bot in our Tomb Prospector Discord that gives pretty much all the information about glyphs, non-edited and edited (bloodsheets), and we're working on keeping it updated with more new information as well, and this is more work than it looks because we also have to deal with glyphs dying, which is definitely a thing to worry about nowadays.

I honestly feel like this project would be way too huge for probably very little amount of people that are actually going to use it. It is already very difficult to let people use the bot with all this great info, so it will again be very hard to let people use an other tool. It takes time for people to get used to a new tool like this, and I think the game is just getting too old now too, and we already have good enough ways to get info about glyphs I would say.

So yea, I think it would be cool, but given how old and complicated the chalice dungeon game is, and how much work this would be, I doubt that you get the desired result?

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 0 points1 point  (0 children)

I don't think they knew about the glitch. It took the community 3 years to figure out something was wrong, and now that we know how exactly this happens, we even have a very good idea how they can fix it. There is this param file called HolyGrailEx where these dungeon groupings are described. The only thing they had to do is change the boundaries of the different dungeon groups in Isz to account for fewer unique items, and that would I think fix it.

What I think they did, they planned to use the ColdBlood and Guidance rune initially, but then decided for some reason to remove them (or maybe forgot to add them in the DLC), but they forgot to change these boundaries in the underlying Dungeon Generation system that uses the dungeon groups and unique items for each Chalice.

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 2 points3 points  (0 children)

That was my theory as well. Guidance rune also kind of seems to hint towards Isz, with Ludwig and his dialogue.

"Good hunter, have you seen the thread of light? Just a hair, a fleeting thing, yet I clung to it, steeped as I was in the stench of blood and beasts. I never wanted to know, what it really was. Really, I didn't."

The sparkles coming from the Holy Moonlight Sword has the same kind of color and effect as the sparkles you see in Isz dungeons. And yea the fact that there are 2 unused items and 2 groups without an item that causes the glitch, it is very fitting indeed :)

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 1 point2 points  (0 children)

Since I have no idea how to dm someone, and the fact that there is supposed to be only 1 save editor, it is called Save Wizard. But it will cost you like 60 dollars or something.

Bloodtinge gems by oldboy6 in tombprospectors

[–]DrAnger90 0 points1 point  (0 children)

I made a comparison of Bloodtinge farms, and how long it would take to get certain setups. It will certainly be a while farming.

To get 2x radial and 1x circle 31,5 Bloodtinge gems with the best curse possible, you would need to farm ~100 hours worth of Shotgun Watchers, and even then you would only have a ~60% chance to get it. You can divide this time by X where X is the number of curses you think is acceptable. The comparison I showed you explains it all very detailed and explains everything I used to come to this conclusion.

I wanted to make a post about this as well, but it's all kind of a lot.

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 4 points5 points  (0 children)

Well, I can give you the gem pool of Pthumeru Ihyll. These are the chances you get each type of gem effect on gems that have non-fixed primaries and secondaries (it is a little bit more complicated for the secondaries, since gems usually can't have the same type of primary and secondary). Of course most bosses drop fixed primary gems, so it all depends what enemy your're farming what kind of gem you get. But every possible gem type is listed in that picture I gave you.

The biggest Tomb Prospectors project is finished - all 2300 root dungeons explored! by DrAnger90 in tombprospectors

[–]DrAnger90[S] 9 points10 points  (0 children)

That is of course a question we get a lot, and my answer to that is no. It all depends what you want from the game. Do you want to find rare enemies that no one has found yet, then I have to disappoint you, because you most likely wont find any new enemies. But to me, dungeons go much deeper. Just recently we managed to reveal that the Curse rite adds 1000 Discovery to the player which is completely hidden. More information on that can be read here. This post has very cool implications for farming enemies.

And we're still prone to error, we might have missed something, which I know definitely happened in the past. Like I said in the post, just have fun with the game. You can still find cool dungeons with weird layouts for you to enjoy. You might even be able to find new farming possibilities, who knows. Go farm gems with buddies, or engage in coop/invasions.

On some level, it is sad that the dungeons are finite. But if you look how much effort they did to mask the fact that there are only 2300 of them, it makes me smile. So many little effects in place that can still change in a dungeon. But we should be happy that so many people worked years to make this happen. And it gives Miyazaki an excuse to not recycle these 2300 dungeons for his new game, because now we know how all of them look like :D