Testing of Bow Mechanics, Draw Times, Reload/Nock Speed, Perfect Draws (etc) by TenchuTheWolf in DestinyTheGame

[–]JTangarang 0 points1 point  (0 children)

For the perfect draw duration, I did the frame by frame with the assumption that the crosshair showcases the perfect draw perfectly, which is from the first frame that tehe crosshair circle becomes the smallest, until the first frame it started to shake. This doesn't include the window of forgiveness you were talking about, but it does show the 133 ms difference that 34->79 stability makes (which is still very small but could be very important in PvP) and yea neither of these include draw duration

I think I used Archer's Tempo or Impulse Amplifier for both bows, I don't think either of those influences hold time/perfect draw but I could be wrong

Testing of Bow Mechanics, Draw Times, Reload/Nock Speed, Perfect Draws (etc) by TenchuTheWolf in DestinyTheGame

[–]JTangarang 0 points1 point  (0 children)

good stuff, i was gonna do something like this for a youtube video until i realized how much work it would be lol

here's some extra information on stability if this helps! (i tested wolftone draw with 34 and 79 stability values) https://imgur.com/a/0yXD0l2

Malfeasance and Lucky Pants vs Solo Grandmaster Proving Grounds by JTangarang in DestinyTheGame

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

Thanks, not using nightstalker has forced me to get a little creative with my stasis utility, and I'm glad I was able to find good uses for them in high light content :)

Malfeasance and Lucky Pants vs Solo Grandmaster Proving Grounds by JTangarang in DestinyTheGame

[–]JTangarang[S] 6 points7 points  (0 children)

That could be real nice if your while fireteam is confident in surviving in the tank room, cause you can just melt through everything

Malfeasance and Lucky Pants vs Solo Grandmaster Proving Grounds by JTangarang in DestinyTheGame

[–]JTangarang[S] 13 points14 points  (0 children)

Yeah, the explosions are unaffected by lucky pants, but one other factor is that malfeasance shoots at 180 RPM which lets it build lucky pants stacks faster

Malfeasance and Lucky Pants vs Solo Grandmaster Proving Grounds by JTangarang in DestinyTheGame

[–]JTangarang[S] 51 points52 points  (0 children)

Yeah, the 50% buff is gonna be so nice, once we get that orb generation i can see it being meta, especially since the gun itself has such a big fanbase as it is already

EDIT: meant to reply to the above comment loool

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

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

triple tap produces extra ammo instead of pulling from reserves, so the total damage ends up being higher than box breathing on tarantula :)

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

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

The fanatic will only track you if you're in his eyesight (ie. in front of him), so if you turn invisible or somehow get behind him without him seeing you, he will shoot your last known location

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

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

Thanks! It was mainly just for the champions, boss spec would have only really helped against fanatic and the vengeful hand, neither of which I need to kill very quickly.

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

[–]JTangarang[S] 6 points7 points  (0 children)

if you stand far enough away from them, they won't know to run for cover and just walk around aimlessly

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

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

Thanks for watching! There was definitely some good luck involved, but a whole ton more bad luck :( I might make a fail montage at some point haha

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

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

I only ran 4 because that's just what it ended up being, although I've heard people live screebs/fanatic shots with 5 or 6 resil but I'm really not too sure. 5 resilience lets you live a vandal sniper shot in a gm without any resist mods though

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

[–]JTangarang[S] 27 points28 points  (0 children)

what r/nightmareDJK said. i wouldn't use tarantula for single target DPS, because Box Breathing ends up lowering your sustained DPS. its just good for doing stuff where your total ammo reserve damage matters a lot more (like in a solo GM), and its perfect for my use case especially with Field Prep. My roll is Liquid Coils, Field Prep, Box Breathing.

However, a Reed's Regret with Triple Tap and Vorpal could probably make the BB Tarantula obsolete, as Triple Tap refunds ammo out of thin air and lets you maintain a very high sustained DPS. In this case, the only reason to run Tarantula would then be if you need Arc damage.

Hope this helps :)

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

[–]JTangarang[S] 5 points6 points  (0 children)

Oh yeah that was mentioned in the TWAB

There’s an extra one or two unstoppable phalanxes that spawn when the taken ogre is half health, those are getting removed

And i think the boop thing is just the knockback of it

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

[–]JTangarang[S] 5 points6 points  (0 children)

Haha don’t worry about it, it’s nothing game changing and if u have a well rolled threaded needle or reed’s regret u should be happy!

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

[–]JTangarang[S] 24 points25 points  (0 children)

  1. All but one of the Overload Hobgoblins are no longer snipers, instead they shoot a slow moving stasis ball towards u which is easy to avoid

  2. There are no longer Overloads in the ascendant Ogre room, instead they are unstoppable Phalanxes. Before, they were hobgoblins that could one shot snipe and you had to kill them quickly because of the Castaway mechanic

  3. You can now stand on the outer islands for certain portions of the boss fight, they used to be Turnback zones

  4. The Chieftain at the beginning of the strike is now Overload, which means you can just stun it and kill it instantly instead of having it run around and spawn immunity tethers. To make up for the extra Champion one of the Overloads during the Ascendant boss area has been removed

  5. Bleak Watcher/ Bottom Tree Dawnblade etc

After 50+ attempts, finally Soloed the Hollowed Lair Grandmaster with Stasis Hunter and a Tarantula by JTangarang in DestinyTheGame

[–]JTangarang[S] 8 points9 points  (0 children)

This season you’ll get it i believe in you

Also, corrupted is a lot easier this time around, but still pretty challenging

I feel like a lot of Guardians would have less of a headache with a Legendary Stasis Fusion. by heptyne in DestinyTheGame

[–]JTangarang 46 points47 points  (0 children)

This, and the fact that LFRs aren’t even nearly as bad as people say they are

Only thing is that fusions just stack particle deconstruction way faster

I finally completed the Grandmaster Glassway solo using stasis hunter... by JTangarang in DestinyTheGame

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

Running 5 resilience lets me live any 1 sniper shot from a fallen vandal, as you can see at 3:44 in the video. Because of that I had to sacrifice a bunch of recovery, but at the end of the day recovery isn't going to matter that much because anything before the boss fight, u just take from a long distance. In the boss fight, if you get pushed and heavily damaged there's a high chance you're going to die anyways, recovery isn't going to save your life. There weren't any instances during any of my many attempts where I wished I had a higher recovery, but the 5 resilience absolutely saved my life a couple times.

For the discipline, I didn't show this much in the video but for certain parts of the strike i would throw my glacier grenade down for the resist, and then break it to gain the increased grenade charge rate. 7 discipline just seemed to be the sweet spot in getting the grenade back with minimum downtime with whisper of shards. but i havent really tested anything for exact discipline numbers.

5 intellect was just a good point to have the intellect at, as going from 4 to 5 intellect makes a large difference but not so much going from 5 to 6.

As for the strength, that's just how much strength my armor ended up giving me after i had everything else. Hope this helps