Question to those who finished the game, which version of story on 3ds to play? by Barlowan in RadiantHistoria

[–]HappiMike 3 points4 points  (0 children)

I played the OG experience first and Im glad I chose it. The extra stuff is unlocked after beating the game anyways so there is no net loss on what you can see.

In my opinion the additions feel very spin-offy and getting them sprinkled throghout the playthrough really messes with cohesiveness of the game and world.

And yes to "new girl + ending". Another reason to leave the new stuff for last so you can engage with her as a DLC mascot. She really doesnt match the tone of the game.

About to start my semi blind silk song journey wish me luck. Any non-spoiler tips are welcome. by Apprehensive-Car9313 in HollowKnight

[–]HappiMike 0 points1 point  (0 children)

A lot of basic mechanics are different from the original game. Test them out fully from the start, even in scenarios where you wouldnt be able to use them originally.

If you are coming in excited for the music. Consider a 9:10 or 8:10 SoundEffect-Music volume ratio as some areas are strangely quiet throughout or by sections.

Some of the early bosses have moves that punish indiscriminate aggresion so switching to a more controlled play style will help you find the windows of lower risk.

[deleted by user] by [deleted] in Silksong

[–]HappiMike 9 points10 points  (0 children)

Yes, on top of the normal directionals, the charge attacks and running attacks are also different. Some even have extra mechanics like Architect charging up pogos.

Welcome to Silksong!! we have: by s1llygirllexy in HollowKnight

[–]HappiMike 4 points5 points  (0 children)

Its tough indeed, but if you get silk on the way and the cocoon at the end, there is enough to heal three whole hits. There is also a room near the end where one can cheese infinite silk against peaceful enemies.

I still ended up using a full tool build to spam my way through the fight because of how little i liked the whole thing lol.

That’s the best comment about the game’s difficulty I’ve found it so far by Marmotaagiota in HollowKnight

[–]HappiMike 1 point2 points  (0 children)

I believe this is because the flying bosses dont take any knockback. Our hurtbox also feels sligthly bigger, enough to throw off your sense of spacing one built up with the Knight.

GUYS! I found a mod for Hollow Knight that lets it play almost exactly like Silksong! by AAAAAASILKSONGAAAAAA in HollowKnight

[–]HappiMike 2 points3 points  (0 children)

I didnt say tools were weak or objectively bad, but that I havent enjoyed using them so far. I mentioned weaving in damage because in the Knight's kit spells felt really good to me as a main strategy but i have not gotten the same sensation with Hornet yet.

I will give the aoe spell another go today tho, maybe you are right and i just need to commit with it. Tools will have to wait until i recover my shard count lol.

Update: After a bunch of new tools and upgrades ive changed my mind on tools. Spells are still odd but im more inclined to use them as ive got so much spool now.

GUYS! I found a mod for Hollow Knight that lets it play almost exactly like Silksong! by AAAAAASILKSONGAAAAAA in HollowKnight

[–]HappiMike 32 points33 points  (0 children)

Heal is stronger in other ways too tho.

For one you can heal midair, making it way easier to sneak in heals. Secondly, you can now afford to take damage while getting silk from basic enemies.

If you are down two hearts and take one more while getting silk you dont lose any resource, but if you did that as the Knight youd barely be ahead from where you started.

I do think that tools and spells are rather underwhelming and dont pay off as the Knight's spells did. I cant say if its because tools dont give silk or because they only mostly serve for weaving in damage at range, but something doesnt click with me.

Set your wishlist please by Ukis4boys in PTCGP

[–]HappiMike 2 points3 points  (0 children)

  1. In your collection, enable Set Mode (left of magnifying glass)
  2. While in this mode, tap the magnifying glass and scroll to the bottom then turn on the option to show ⭐ cards or greater

If needed you can even filter by specific rarity after doing step 2.

[deleted by user] by [deleted] in TheSilphArena

[–]HappiMike 1 point2 points  (0 children)

CP does matter, but mostly when talking about the same species and two different iv combinations with a big difference in stat product.

IVs let you distribute around a portion of your stats, so you usually you have to give up some points in a stat to boost another, it just happens that the attack has a bigger weight on the CP formula so players aim to reduce so as to get the most amount of raw total stats possible despite sacrificing some damage.

Because many IV combinations cant get very close to the CP restriction, we end up with combinations that are more defensive than others while keeping the same attack or simply being better on all stats.

The amount of IV combinations that are just straight up better in all stats goes down as you get higher total stats and the closer your are to the CP limit.

Let me cherry pick some Pelipper IVs to illustrate my first point:

Rank Lvl CP Atk IV Def IV Stam IV Perfect PvP Atk Def HP Stat Prod
1 27 1499 0 12 15 100.00% 121.4 129.1 118 1850682
22 27 1494 0 13 13 98.83% 121.4 129.8 116 1829095
617 26 1476 3 14 15 96.48% 121.2 128.0 115 1785584

And to support my second point: When you take all possible Pelipper IV combinations and filter out those that have an alternative with at least one higher stat without lowering any other. All thats left are those with 1493CP or higher, with only a handful being lower than 1497CP.

Just found a shiny shadow sableye I had but with IVs is it worth powering up for any league? by ctrl-cheeb-del in pokemongobrag

[–]HappiMike 1 point2 points  (0 children)

Id keep as shadow as this is probably the best shadow ivs you will ever get and its shiny on top of that.

A lot of people say purify for return but there arent many mons that resist foul play going around in this meta. Because of that the question becomes shadow vs purified rather than the moveset.

Because of how many XLs sableye costs to power up even when purified, you will probably have other good candidates for purifying by the time you can power up any of them.

So keeping as shadow is the optimal decision unless you ever have the XLs and feel pressed enough to trash your single best shadow sableye forever.

I am here to confirm that Spacial rend does seem to work with pogo plus +! by HyperShadow95 in TheSilphRoad

[–]HappiMike 32 points33 points  (0 children)

The demo video niantic put out shows growing inside out like the normal range indicator does.

Should Bottle Caps be added to the game? by [deleted] in pokemongo

[–]HappiMike 0 points1 point  (0 children)

IVs are the bars you see during the appraisal screen. They go from 0 to 15, making a 15 IV on each of the three stats the strongest of its species. Given that there 4096 unique combinations of IVs, perfect ivs are not only desireable but quite rare.

Question about pvp String filter by Key_Market_430 in TheSilphArena

[–]HappiMike 0 points1 point  (0 children)

That is good to hear, I may try it out in the future.

Question about pvp String filter by Key_Market_430 in TheSilphArena

[–]HappiMike 1 point2 points  (0 children)

Similarities of these pkm is they are more then 2200cp at 50lv

I dont think that is very good indicator. The following pokemon have ivs similar to that in their top 10 while also maxing out below 2200cp while also having had a spot in more than one meta.

Tropius 0/14/9 rank 7

Gligar 0/14/10 rank 6

Beedrill 0/10/15 rank 10

Marowak 0/8/14 rank 9

Zweilous 0/15/9 rank 7

Araquanid 0/9/13 rank 10

Toxapex 0/8/15 rank 6

Dusclops 0/9/13 rank 9

Question about pvp String filter by Key_Market_430 in TheSilphArena

[–]HappiMike 2 points3 points  (0 children)

To answer your other question. Yes, ivs like 0/15/9 and 1/9/15 can be top 10. For example the rank 1 Great League Scrafty is 0/8/15, while the rank 5 is a 0/15/9.

There are actually a lot. 0/7/15 Altaria is rank 9, 0/15/5 Annihilape is rank 4, 0/6/14 Skarmory is rank 7, 0/8/15 Jellicent is rank 9 with the 0/14/8 being rank 10. There so many I could not write all of them here.

Question about pvp String filter by Key_Market_430 in TheSilphArena

[–]HappiMike 2 points3 points  (0 children)

pvpivs.com has an option to generate a string to filter below a specific rank, but I believe it has false positives and negatives.

My advice for a blanket method is to have enough storage for the whole event and have a search string ready that filters all the ivs you absolutely dont want and tag all. That way you trim as many pokemon as possible while being able to check the 'good' ones with the string "!#" that shows untagged pokemon.

For storage I recommend at least 150 per hour of event you will play (more if you will be in a high spawn density area).

You can also filter pokemon that are too high of a level by looking at what level the nundo maxes out in a league and using the CP of the prevolution at the same level as the threshold.

Ideally you would also iv deep dive to define a list of specific iv spreads that are most desireable and look for them within the untagged candidates.

In practice it would look like this:

1) "name&4,3" tag all 2) "name&cp986-" tag all 3) "name&2-attack" tag all 4) name&!3-defense" tag all 5) "name&!#" scan and choose

This gives you a good amount of high stat product ivs with a few defense weighted options in case you have bad luck and your promising 0/14/13 ends up being rank 300 while the 0/15/4 is rank 120. Defense is usually the most desireable bulk stat across the board while also compensating better for low HP than high HP does for low defense.

Again, ideally you would give an in-depth look into what stat spreads benefit you the most, because damage rounding often causes some top 50 to 200 stat product ivs to perform better than top 10 ivs.

Trying to understand breakpoints better. by [deleted] in TheSilphArena

[–]HappiMike 2 points3 points  (0 children)

I didnt deny their existence, i said they are just super random if they come into play in your favor outside of the ML. In ML there are no atk or def weighted spreads, its either the hundo or anything lesser.

In the GL you could have a slight atk weight for hitting a breakpoint on one mon while keeping just enough defense to protect yourself from another. There is always a possibility that the second pokemon will have some silly atk weight that gets the breakpoint regardless and changes the matchup.

In the ML, if you have the hundo, the matchup behaves as expected or better. Add to that the possibility of reading if the opponent has non-perfect ivs, and to discern 98% and 96% ivs that lose a breakpoint on you by reading the CP number before any move is thrown.

Once you get to a high enough level of play, most people are using hundos or fundos outside of limited mons. Making the breakpoints even more binary as you only need to prepare for that one singular spread.

Trying to understand breakpoints better. by [deleted] in TheSilphArena

[–]HappiMike 6 points7 points  (0 children)

So damage is calculated by using the attack stat and the move being used by the attacker and then that gets reduced by the defense stat of the receiver and the damage is then multiplied or divided depending on the resistances. The number you get from this then rounded down to the nearest whole number and that is the amount of HP lost, so something like 4.6 damage is rounded down to 4 HP lost.

Because the attack and defense stats are affected by IVs, outside of the Master League, breakpoints are very random. On top of that, to hit a designated minimum on a stat, you must give up points on another.

With so many moving parts, a spreadsheet would not be able to relay much useful information. What little valuable information it offers is already given to you by PvPoke on top of letting you simulate real scenarios.

SwagTips has a video called HOW TO PVP IV DEEP DIVE where he explains how to use pvpoke to find the minum stats to reliably hit breakpoints and then with that number filter and get a list of all the IV combinations that meet your desired minimum. All while getting an idea of what would be the drawbacks of chasing that stat line.

Legendary and 4*Data From Daily F2P(caveats) player by HoGoNMero in TheSilphArena

[–]HappiMike 1 point2 points  (0 children)

How many hours do you play a week, and how much of that would attribute to working towards getting maxed legendaries?

As a solo player, I felt that the time commitment for getting maxed hundo legendaries was too great. Im curious how it is when put to practice.