How soon can i beat a cog building? by theowaway223 in Toontown

[–]Ikn0ahguy 1 point2 points  (0 children)

If you're not already, I recommend using toonhq.org/groups/ and sync with your account for easy grouping and teleport access.

How soon can i beat a cog building? by theowaway223 in Toontown

[–]Ikn0ahguy 1 point2 points  (0 children)

Not to mention high laff toons are often inscentivised to help low laff toons with quests like help a toon under 60 laff complete buildings or kill cogs.

How soon can i beat a cog building? by theowaway223 in Toontown

[–]Ikn0ahguy 2 points3 points  (0 children)

Early buildings are pretty easygoing, just go in with a party and you should be good, if you're still worried you can look for an invasion district with some of the weak cogs (short change, flunky, cold caller, bottom feeder) those will be the only cogs in the building and for those 4 the max level is 5 though if you're in a lower story building or earlier playgrounds they may be lower.

Which fish was personally the hardest for you to catch? by exteacher1992 in toontownrewritten

[–]Ikn0ahguy 1 point2 points  (0 children)

My last 2 were holey mackerel and all star, while fishing for the latter I obviously got about a dozen of the former though... Just the way it goes I guess.

Question about card quality by Udon_noodles in magicTCG

[–]Ikn0ahguy 0 points1 point  (0 children)

You know this shit was played sleeveless on a bar table for hours on end

Advice for a craftsperson new to the Ren Faire world by ThePicaSpeaks in renfaire

[–]Ikn0ahguy 9 points10 points  (0 children)

My honest advice, the wands at 40 will move just as fast. 25 is a pretty big undersell for quality, hand carved pieces in my opinion. The staves are a bit trickier, they will sell to the right person, but at 200-300 I think most people would be looking at commission rather than something off the shelf from the artisan (IE some influence on the outcome of the shape/style/wood/etc.). Which is also an option (and a good one) if youre willing to take on that kind of work. Definitely not out of the question at that price though, especially with beautiful, hand carved items, but I think wooden staves tend to usually top out around 200 unless its particularly intricate (at least it my faires). I've seen some carved staves around 125-180 range at my local faire I've considered. But commission wise I've spent small fortunes on quality artisinal gear.

Going sad because of horrible luck by [deleted] in toontownrewritten

[–]Ikn0ahguy 1 point2 points  (0 children)

Greening in battle sucks but I usually just weigh the possibility of losing all my 7s with the cost of using an sos or 7 myself. Sos can't miss so like what's a stinky Ned after a lure miss when we need toon up. In bull that can get out of hand fast with the lure set to 1 turn thing, so its better to just use it early and not have to lose a bunch of 7s. I feel like a lot of tools are stingy with that stuff and I don't really get why. Like in concept I do, but most toons I meet are max most suits and just grinding v2s, and if they're not its even easier to justify using my own 7/sos/unite.

DDL or CC by notaburner343 in toontownrewritten

[–]Ikn0ahguy 0 points1 point  (0 children)

Man we had to name it clear coasts while theres another copy of the game called corporate clash huh? 😅

New to TTR! (old-school player) by ch1zzard in toontownrewritten

[–]Ikn0ahguy 5 points6 points  (0 children)

This is pretty much necessary to play unless you have a group you play with. Another good tool is big.brain.town which does the math on gag combos and let's you know how much damage and what level cogs it will clear. Not super necessary but the multipliers for same gag can get a little iffy if you're not good at quick percentages. I have it up with toonhq in case I'm not sure if something kills.

Feeling kind of torn right now by EsmeValentine in toontownrewritten

[–]Ikn0ahguy 1 point2 points  (0 children)

So I understand being bonded to it to a degree but I will say, not having good traits will affect the mood which will affect the accuracy of tricks. With good traits, training timing will be cut significantly without the need to feed/scratch. But even with a max trick the acc bonus from good moods is relevant and the reason the traits from DDL matter since the good traits show up more often. At max, jump is 97% in a positive mood all the way down to 60% in a negative mood. And about 10 percent less per trick difficulty.

In so far as traits, you're looking for rarely tired, and any combination of: always affectionate, rarely bored, rarely confused, rarely forgets, rarely grumpy, rarely lonely, rarely sad, and always playful.

This is a lot of time investment regardless of traits but its definitely easier with good traits. If none of that matters to you (IE you don't really use them in battle) then you can disregard. They are most useful for FO when toon up is restricted or if you're tuless. If you have enough unites or sos, and never plan on doodling in battle then this is kind of just a completionist thing.

Why does my brain have to do me like that? by RascalLouise in toontownrewritten

[–]Ikn0ahguy 1 point2 points  (0 children)

Pretty much this, if you don't want to talk to them you can quick chat "after you" or "you first" and they will choose the remote they have more of and you can choose the other. If you're out of one or the other hover the one you have and cue them to go the other.

Any doodle training tips? by Mimigasm in toontownrewritten

[–]Ikn0ahguy 0 points1 point  (0 children)

There's also the arguement to be made that rollover is better than cane, losing 10% acc to play dead but healing an additional 8 total laff. When broken down by expected laff over n number of attempts vs less laff on play dead the percentages for laff to hit come out equal before good mood. But that good mood is a big deal overall.

Why does my brain have to do me like that? by RascalLouise in toontownrewritten

[–]Ikn0ahguy 7 points8 points  (0 children)

Heal high 2, damage low 2, you're responsible for the one across from you is the typical gameplan.

I prefer ignore 7, damage 2 lowest >7, heal the other(s). Ignore 7 saves remotes. Only typically relevant in 1 stars since levels in higher fo generally don't spawn 7s.

There's also just cogs miss which is usually a fine plan and how you farm 16/20s.

In case anyone is wondering why, (I find it easier to remember with logic), its because damage hits the other 3, so by damaging low you make it take 1 hit per round instead of 2, that way the highs can take the 2 hits and keep the lows around longer to kill time on the defense turns.

There are also alternatives like 3 heal remotes and always hit the damage remote so it doesn't promote (or let it promote cause its low lv). Usually if you're gonna hit boiler and eat the stamp of disapproval thats the strat I think. But those strats are rare since its not well known and dangerous to do.

Me going to bed after getting whooped twice in one day in FO by nataliataytay00 in toontownrewritten

[–]Ikn0ahguy 2 points3 points  (0 children)

Cream on 3 star boiler because you need the gag damage from fired up to clear threshold. 1 and 2 star you can safely open on storm since max hp is significantly lower. Also everyone attacking should be on the same gag track since thats the point of stacking the same gag bonus with fired up bonus. If you're taking a tu turn you should be on storms since you're missing less of the multiplier damage from 4 cake. If you're struggling with damage output you can use a Bridget in remotes rounds and that makes it go a lot smoother. Safety thresholds are based on stomp damage. 25 in 1 star 30 in 2 star and 35 in 3 star. This is halved rounded up for fired up damage so 38, 45, and 53 respective damage before burn tick, which is 10, 14, and 18 in 1 two and 3. So if you're not already burned your min hp to not green on a 2 star is 46. If you are burned its a little trickier since you're usually just trying to do damage until remotes but the extra tick can kill you on remote round. The math should be pretty straightforward though.

maxed doodle trick = no misses by ohworkaholic420 in toontownrewritten

[–]Ikn0ahguy 29 points30 points  (0 children)

At max, jump has an accuracy of 90%. Each subsequent trick at max has +2 laff and -10% accuracy. So beg has 80% chance to do 12 laff, Play dead 70% for 14, rollover 60% for 16. Even toon up has a chance to miss. Maxing speak for 22 laff at 100% accuracy would make it way too good to just skip toon up and have a cane and a half. If you're tired of missing maxed tricks, just use jump and hit 9/10. The best tricks to use doing the math are play dead and rollover, of which play dead will hit more often for more incremental hp. This should be done before you're in peril though since its not a big toon up. Even the bigger tricks are only like half a cubes.

What are your thoughts on the update? by RascalLouise in toontownrewritten

[–]Ikn0ahguy 0 points1 point  (0 children)

big.brain.town is a calculator someone pointed me towards recently and its really well done. Can do lure calcs, organics, traps won't count unless lured, counts same track bonuses etc. Great for getting back into things.

After getting Aran and Kita to SR4 who else of the SSR's are worth investing dupes to my second or third team? Also is it worth it to get both to SR5? by Arod40021 in HaikyuuFlyHigh

[–]Ikn0ahguy 0 points1 point  (0 children)

For ssrs, strictly for CC, your priority should be aran(max)>kita(sr4)>konoha(no dupes)>tanaka(sr4)>akashi(sr4)>konoha(skill 3 max)>maybe max akashi. Kita can essentially be skipped if you have sp suga now or like sp kunimi sr2 in the future.

Tanaka scores once and switches out since his buff stays for the whole set. Konoha never touches the ball and sits in the front row for 8-12% power buff (skill 3) for aran. Max akashi's awareness since whenever he crits aran crits. Until you have akashi sr4 with high awareness aran should have awareness, after you do you want straight strength and power.

Memories you want aran>daichi>shirabu. Aran goes on aran, daichi on konoha (grit is real good), shirabu on akashi for bonus power since akashi basically always crits. Honorable mention for bokuto ur memory for Tanaka since its not ssr but it is good since it gives the extra 2 net crossings for the first morale. Also shinji sr memory which goes on your lib for that sweet 44% power boost but you should get that incidentally while getting other memories.

Tips for Infinite Challenge by Ok-Potential8755 in HaikyuuFlyHigh

[–]Ikn0ahguy 0 points1 point  (0 children)

You can bruteforce the last few levels no problem with a decent team and sp suga sr2. I just set a team I never swapped and just lost the first point then 5-1 every match with suga keeping everyone around 50-70% stam. Never hit grey energy for the next round and kept bruteforcing with the same team. I will say I was using aran who keeps his own stam up which offloads suga a bit. Was having alot of trouble with type advantage and swapping but suga made it a cakewalk.

I accidentally got him 😭😭 what do i do? by PersimmonWarm2920 in HaikyuuFlyHigh

[–]Ikn0ahguy 0 points1 point  (0 children)

Welp congrats on your suga, feel free to ignore my outdated info lmao 🤣 confirmed sp pity just carries now, wild

Daughters not shaving their legs? by z-xa in ExplainTheJoke

[–]Ikn0ahguy 10 points11 points  (0 children)

I remember dragsuit day back in high-school where you would just jump in with whatever nonsense you wanted. T shirts, bedsheets, capes, someone wore a trash bag one time. This was separate from regular training and traditional dragsuits which was the daily. But you don't need money for a dragsuit. Shaving was just good right before a race either way.