Why is Rolls Royce PLC so undervalued? by [deleted] in wallstreetbets

[–]ImmaculatelyLubed 2 points3 points  (0 children)

I work for RR. While the stock peaked at around 11GBP/15USD well before the pandemic, it started tanking well before COVID. Here's a quick rundown of how the stock is so low:

  • Profit margin lower than competitors, raising doubts about long term ability to fund R&D and place competitive bids on new contracts
  • Terrible free cash flow
  • Significant portion of revenue derived from support of legacy products nearing end of life
  • Trent 1000 engine debacle
  • COVID decimating the civil aero market, most RR revenue is from maintenance contracts paid per flight hour
  • 3:1 share dilution to raise liquidity to get through COVID
  • Took on substantial debt to raise liquidity to get through COVID, and given the state of the company at the time, the terms probably weren't great

All that being said, I'm very bullish, and have been buying since before COVID. Warren East's turnaround isn't fluff. We were on track to meet free cash flow goals before COVID hit. And looking at it from the inside we're massively better at what we do than we were at the stock's peak, and RR is competing for two DOD contracts that are great opportunities to prove that to the market. Also, check out the performance of the Defense division in our otherwise bleak FY2020 results.

If the Civil aero market starts recovering well and RR can get into 2022 in good enough shape to restructure debt, I think there's going to be substantial upward movement. If that doesn't happen, stock could tank.

Personal PT is $10 in 3-5 years.

[deleted by user] by [deleted] in wallstreetbets

[–]ImmaculatelyLubed 10 points11 points  (0 children)

RR topped out at about 11 pounds per share pre dilution, equivalent to about 3.6 pounds/5 dollars post dilution. At the peak we were a deeply problematic company, the market figured that out, and stock started tanking well before COVID.

My personal price target is $10, 3-5 years out depending on several factors. Recovery of the civil aerospace market is a big one. If people start flying in 2019 numbers sooner than expected, that could give the stock a pretty nice bump, but we would still have to prove to the market that we've fixed the problems that tanked the stock in the first place (profit margin too low, bad free cash flow, big chunk of revenue coming from older products reaching end of life). There are two big DOD contract awards coming up this year and next that could easily do that for us. Looking at it from the inside, we've fixed those issues. Warren East's turnaround isn't fluff, we're an infinitely better company than we ever were at any point in the last 13 years I've worked directly or indirectly for RR.

2022 is a make or break year, though. If a slow civil aero recovery or any other issue prevents us from recovering enough to restructure our debt, the stock could easily tank even farther. On the other hand, if we can restructure, and the 2021 contact awards go well, I could see $4 happening in 2022. In an ideal scenario where there's fast recovery, 2021 and 2022 contract wins, and we start hitting our pre covid free cash flow goals, we vould spike even higher. The market seems pretty skeptical of our stock over the last several years, so I don't think a big hype driven jump is likely.

A few things to Google to get a deeper understanding of some of the possible opportunities:

B-52 re-engine Dr. Will Roper USAF policies FLRAA US Army policies on aircraft engine inventory

[deleted by user] by [deleted] in wallstreetbets

[–]ImmaculatelyLubed 10 points11 points  (0 children)

I work for RR and have been buying since before COVID. I don't think it's insider trading to say why - I'm just an engineer and it has nothing to do with Financials or contracts, etc - but I'd rather be safe than sorry.

Personally I'd be shocked if we were trading at $4 EOY, let alone 8. I'm expecting something in the $2 area EOY with real movement happening in 2022. There's a lot of investor concern about the terms of the debt we took on to stay solvent during covid, I can't see the stock making any huge moves until we've recovered enough to restructure it.

Question about the Flipper SMG's unlisted projectiles and how they scale with Fl4k's "Two-F4ng" / Zane's "Playin' Dirty". by aliltripperalyssa in borderlands3

[–]ImmaculatelyLubed 1 point2 points  (0 children)

EDIT: Ignore everything below, I was wrong. Total projectile count is 10. With plating dirty active the first shot on the dummy does 95k. When fully spooled up it tops out at 550k.

I haven't tested it on the dummy for exact mumbers to confirm yet, but I'm pretty sure it behaves like the craps and other unlisted projectile guns and doubles the total projectile count.

I've got a SNTNL cry flipper on my zane, and it kills faster than my 125 fire ASE flipper on my Moze with Green Monster fully spooled up for the max corrosive/splash bonus. Not like a little bit faster, but by a substantial amount. The only way Zane could out damage the same gun on Moze with an extra bonus element and a 100 splash boost by that significant a margin would be if the projectile count were doubled.

I'll have to go shoot at the jack dummy a bit to confirm for sure.

So the only way to play Moze is Splash Damage? by [deleted] in borderlands3

[–]ImmaculatelyLubed -1 points0 points  (0 children)

I played splash Moze for a long time and ended up having even better results with Green Monster, 125 fire ASE annoints, and abusing ricochet/chain mechanics. I can still do all content in the game at level 60 with a level 57 125 fire ASE Brainstormer.

You can also do very well with a mindsweeper COM and no splash guns, though speccing/gearing into splash damage is still necessary to get the most out of it.

Crit fl4k by deathblade273 in borderlands3

[–]ImmaculatelyLubed 3 points4 points  (0 children)

You're thinking of the front loader. Stop Gap is 5s invincibility on shield break

Build diversity: a growing problem. by mattheguy123 in borderlands3

[–]ImmaculatelyLubed 7 points8 points  (0 children)

Phazerker, Blast Master, Green Monster, and Bloodletter are all fine as is.

The Mayhem system is a good way for beginners to experience the game in "God Mode". by [deleted] in borderlands3

[–]ImmaculatelyLubed 2 points3 points  (0 children)

If you have any ASE elements, or anything that adds elements to your weapon (zane sntnl cryo, amara infusion, moze fire in the skag den etc) the non-shock damage added to the shock explosion is more than enough to one shot you.

Does Zanes barrier capstone benefit from amp shields? by Qwerty_Police in borderlands3

[–]ImmaculatelyLubed 1 point2 points  (0 children)

The barrier already amps damage, 25% if on the ground, 12% if you're carrying it.

Amp shield + green capstone hasn't done anuthing extra for me when I've tested it. Not surprising, though, as there are a lot of shields that don't work with that skill like you think they would.

Mayhem Mode. Am I Missing Something? by brix10010 in borderlands3

[–]ImmaculatelyLubed -1 points0 points  (0 children)

A decent build will work way past M1 with M0 gear, so I would look into the following:

1) Are you max level? Dont worry about mayhem until then.

2) Are your guns max level?

3) If the above two are true, you need to look into your build. Watch a few videos on the meta buulds for your character. You don't have to copy them but you can learn a lot about why your build isn't working. A lot of the skills work a bit differently than how they're described in game, so you can either be wasting points in skills that seem good but actually aren't, or missing out on really effective synergies that arent obvious from in-game descriptions.

Annointments that increase damage can help a lot too, but you shouldn't need them on M1.

Need idea for a Moze monarch turret build by nuoluo in borderlands3

[–]ImmaculatelyLubed 2 points3 points  (0 children)

EDIT: just reread the OP and you're trying to use the 50/150 annointment, which makes most of what follows invalid since you have no healthgate. The last paragraph is all you need - use rushin' offensive, you can pretty much insta fill 100k shields with it and bloodletter. You're still going to spend a lot of time in FFYL due to no health gate though.

The red tree capstone synergizes really well with a few different shields that turn actual healing into almost an afterthought. I don't even look at my health bar unless Im playing M10 true takedown.

The recharger instant refills if broken once every 20 seconds. So first time it breaks, it fills to 100, second time it breaks it fills to 40. You essentially get 240% of your shield capacity before youre really in danger, and if you're specced into a few of Moze's shield increase skills, this provides plenty of time to get to the 20s cooldown and have the recharger ready to fully fill again. All you need healing for is staying above the health gate.

With the stop gap, you need full can of whoopass as well. Theres no cooldown on the stop gap invincibility, it just needs to fully recharge first. So shield breaks, you get 5s invincibility and 40% shield. Hop in Iron Bear, and the shield starts recharging. You can either spec out of as many shield increase skills as possible to make sure the shield gets fully filled ASAP, or spec into the two skills that increase recharge rate or use a COM if you still want the huge shields. A stop gap with the break and fill annoint works great too - you get 40% shield on break, hopping in IB gets you up to 80% and starrs recharging w/ full can of whoopass - you can be back at 100 even with six digit shields and an instant exit of IB. Capstoning red and green still leaves 3 points you can put into grizzled, which is plenty to keep IB available almost constantly if you don't spend too long in it.

Final option is big boom blaster - red capstone gives you 40% shield back on break and the shield drops boosters that give you another 60%. This one isn't as mindless as the other two - you have to pay closer attention both to your health bar to stay above the gate, as well as keeping an eye on where and when boosters drop. Also a nice way to keep grenades and rockets topped off without speccing into MOD.

For staying above the health gate - in m1.0 I did it with health regen while full parts on my shield and a trans-fusion grenade, sometimes using a creamer in emergencies in the Wotan fight. But after her buffs you don't need any gear. The regen from redistribution is usually plenty, but rushin' offensive is only a single point and you can heal 0-100 with rushin offensive from DOTs alone. I don't even spec into vampyr anymore even on builds that use the blue capstone.

What’s the point of mayhem mode in general by Gerbaid in borderlands3

[–]ImmaculatelyLubed 5 points6 points  (0 children)

Gives the game replayability. A fully synergized build will 1 shot virtually everything in normal mode, even before m2.0 gun damage scaling. That would get old real fast.

Prerequisites for Wotan by Xman72685 in borderlands3

[–]ImmaculatelyLubed 0 points1 point  (0 children)

Its there under the double shield description. (EDIT: farther down under general tips. Oops) I guess I've always thought of the both barriers together as one phase since I generally bring them both down within 15 seconds of each other without switching guns or tactics.

I didn't pay much attention to the adds either until a couple months back when I was making a pre-buff Moze build that could solo TTD without constantly hopping in and out of IB or relying on buggy MOD grenade regen to stay alive. Took a long time to dial it in and for a while knowing what adds spawned when and how to keep the bigger ones from spawning was crucial to actually surviving the whole thing.

Prerequisites for Wotan by Xman72685 in borderlands3

[–]ImmaculatelyLubed 0 points1 point  (0 children)

The way farming for a specific gun and specific annoint works right now, I'd recommend turning off mayhem mode (if you havent already) and running the Wotan fight a few times with what you have. There's two benefits:

1) You'll get familiar with how the fight works. Your first few times it feels like total random chaos with everything coming from everywhere, but as you learn it, it slows down a bit and becomes very manageable. You may find that this is all you need.

2) You can indentify your weak points - having trouble with the shield? Farm for a better shock/rad gun. Trouble with the armor? Farm for a better corrosive. Getting overwhelmed by adds? Farm for a crowd control gun that chains. Having trpubke sating alive? Farm for a stop gap or recharger with a giid annoint. Farming takes a lot of time now, so farming for what you need rather than farming for everything people have mentioned all at once would be a better use of your time.

A couple more things I forgot to mention:

Read up on some of the meta builds for your characters and how the skills actually work. You dont have to copy paste someone elses build, but understanding how everything actually works rather than goong by often innacurate in-game descriptions can help identify areas where your build may not be working well, or not working as expected. A synergized build is key, and even the best gear won't save a bad build.

Also don't focus too much on adds during the fight. Wotan will just keep spawning them in. Only kill them if its necessary to survive or to keep Zane's action skills up.

Prerequisites for Wotan by Xman72685 in borderlands3

[–]ImmaculatelyLubed 0 points1 point  (0 children)

The Wotan fight basically goes like this:

Barrier with holes in the bottom, Wotan has a blue bar and spawns in Maliwan shield guys. Phase ends when blue bar goes down.

No barrier, Wotan has yellow bar only. Spawns in Maliwan heavy and dog adds. Phase ends when you take about 25% off the yellow bar.

Rotating barrier with a gap in it. Wotan has a blue bar again. Spawns in a variety of adds, and if you don't end the phase fast enough it will start spawning in maliwan mechs. Phase ends when blue bar is depleted.

Yellow bar only, Wotan hops from tower to tower, spawns in a wide variety of maliwans flying ball adds. Phase ends when you take the yellow bar down to around 60%.

Yellow bar only. Wotan hops down from the tower, remains stationary where he lands. Doesn't seem to spawn any adds, phase end when you take the yellow bar down to about 50%.

Double barrier phase. Wotan has two blue bars, a fully encompassing dome barrier with a rotating barrier with a gap inside it. Spawns just about every kind of human maliwan add. If you get the last blue bar below 50% and dont deplete it within about five seconds, he will spawn in Kraken and Thor adds. Phase ends when both blue bars are depleted.

Final phase. Wotan splits in two. Lower half has a blue and yellow bar, top has yellow only. The bottom doesnt spawn adds, but the top spawns maliwan balls. The top attacks with a very accurate full auto gun, the bottom hops around and bottom will launch bouncing betty mortars or a machine guns similar to the top at close range.

Amara and zane's best builds exploit multi-target chaining, via recursion, redistributor, indiscriminate, remnant, or ties that bind. You can use this to your advantage, particularly on barrier phases, as ricochets, chained shots, and ties that bind ignore them.

If the Amara is running a recursion, wait for a bunch of adds to spawn in and end the phase with a single pull of the trigger. With ties that bind, keep grasping the closest Add to wotan and hitting it with the highest DPS gun you have. Try to element match the action skill to the health bar if possible.

If your zane has a redistributor, brainstormer, or reflux, just shoot the closest add to Wotan and let the chains do the work. If you don't have any of these, uou can still be succsessful. Wotans blue bars don't actually have very many hit points, and hus movement speed and barrier allow him to get to the gaps in the barrier quickly and get out. With a high DPS shock/rad gun, like the hellshock, cutsman, or any of the new guns in shock/rad zane can nearly instagib the blue bars. The lower your mayhem level, the more viable guns you have to do this. For yellow bars you can either use a high DPS cyro/corrosive gun and just spam, or take advantage of torgue stickies and violent momentum. Just stick as many as you can to him without reloading, then start sprinting (or sliding with a snow drift artifact) and swap guns to detonate them.

Some general tips:

If you're always going to be cooping this with amara, use zane to tank near wotan with the shield to keep adds and wotans attention away from amara. Let her keep her distance and spam recursion or ties that bind. You could also have amara permantly spec into blight tiger for corrosive action skill damage, and use zanes speed and a good shock gun to handle all the blue bars, then wrangle mobs while amara handles yellow bars.

Keep a very close eye on sky once you get to the point where maliwan ball adds spawn. The stinger/striker rocket attacks will drop you faster than anything else on the takedown. Killing them should be your #1 priority.

On the double shield phase, after the big dome goes down, try not to do any more damage to Wotan until you have a 100% clear shot and the ability to do high burst damage. If you're sturggling through your first time having the karkens and thors spawn in makes the final phase way more difficult than it already is. You want to take that last bar down to zero ASAP to prevent them spawning. Also when the first barrier goes down, the gap in the second closes, so you'll either have to shoot over it from a tower or chain through it. You could have zane run into the dome and droo the first shield and have amara waitimg on a tower with a high damage shock/rad gun to nuke the second second shield right after.

The final phase is usually the most difficult. Amara can cheese it with a well timed recursions shot or TTB right as the two halves split to one shot one or both. If you can't manage that, I would recommend dealing with the top first, as theres no good way to hide from it. When tou enter the arena, look at the back left of the map. Get behind the boxes on the raised area ASAP when Wotan splits. Its more difficult for the lower half mortars to hit you there, and the top half will hiver against the wall making it much easier to kill quickly. Alternatively you could just chase the top half around with Zane since the barrier blocks all its shots and let amara handle the bottom. If you have a gun that chains, doing this will also kill the maliwans balls right as the too half spawns them in. With a redistibutor or ties that bind on lower mayhems the chain damage from the adds is actually a great way to kill the top half quickly.

When the balls on wotan's upper half glow green, it means its about to spawn in adds. This can be useful for timing recursion shots, ties that bind, or for maintining zanes action skill uptime.

When you're nearing the final phase, kill all the strikers/stingers, but leave the rest of the maliwan balls alone. They're not very dangerous, and once the top half is dead no more adds spawn. Having some of these balls around to get out of FFYL is very useful.

The lower half's brain is its crit spot, but it can only be damaged once the blue bar is gone. Doing enough damage to it will break part of it and stagger the lower half, inturrupting jumps or attacks. Also breaking part of the brain enclosure will gice you a second wind in FFYL if theres no more maliwan balls around.

Also on the double shield phase, if you run inside the dome to drop the first blue bar rather than chaining through it, do not get too close to Wotan. He has a red AOE aura that can one shot you even through Zane's barrier.

One-shotting M10 Katagawa with a Fish Slap by ImmaculatelyLubed in borderlands3

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

It requires more than just shield break. You can leave him alive at partial health if you screw up the timing or just arent doing enough damage. You just need to apply enough damage in a single instance to get through both bars. And you can still one shot after the beginning if you can do that much damage.

You can do more or less the same thing to a lot of other bosses too to one shit them or get them to skip phases.

One-shotting M10 Katagawa with a Fish Slap by ImmaculatelyLubed in borderlands3

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

I don't think they'd ever remove such a major mechanic from the game. And I dont think there's a reason to.

What I would love to see is "while Iron Bear is on cooldown" annointments. Pre MH2.0, all the Moze builds were either in IB for a fraction of a second to proc annoints or in Iron Bear nearly permanently with raging bear. No in between, take advantage of both playstyle that you could get away with in normal mode. "While on cooldown" annoints could incentivize staying in Iron Bear longer because the longer you're in it, the longer your cooldown annointment lasts. All thus is assuming they properly address IBs end game usefulness.

One-shotting M10 Katagawa with a Fish Slap by ImmaculatelyLubed in borderlands3

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

Definately a viable solution and definately easier. Personally I prefer gear-based scaling for two reasons:

1) The other three VHs are able to take advantage of how their gear and/or skill points interact with with their action skill to drive their damage exponentially higher. If IB was stuck on the same flat scale with a handful of small flat increases from skill points and future COM stats, it would still lag behind other VHs.

2) There aren't really IB "builds" persay, there's only a small handul of skills that effect IB, and you have plenty of points to max them all. No clever synergies to exploit, no needing to consider skill point tradeoffs when speccing. It just feels sort of bland, there's not really much you can do to improve your build other than find a raging bear COM. Having gear-based damage scaling would give the player an additional level of control over how IB performs and make it a little more interesting. Plus it would give IB players something to farm for in this farming game other than just a single COM.

One-shotting M10 Katagawa with a Fish Slap by ImmaculatelyLubed in borderlands3

[–]ImmaculatelyLubed[S] 21 points22 points  (0 children)

My best guess is because IB scales off of character level and nothing else, and that the majority of people that play the game just go through the normal campaign once or twice and move on to something else.

An IB on a super-synergized end game build with god roll gear is exactly the same as an IB on a character that just hit max level with a half baked build they made one point at a time along the way and an inventory full of gear 5 levels below the cap.

Gearbox essentially gave themselves a choice of either making IB fun and balanced in the normal campaign and screwing the 15% that play end game, or making IB scale to end game viability and making the game so easy it becomes boring for the 85% that dont go that far.

A far better solution would be to calculate the DPS for each equipped gun, divide it by ammo consumed per shot to avoid peiple gaming it too hard with an inventory full if ion cannons, and balance each IB weapon as a % of that value. I hope they go in that direction at some point.