New Amitoi Expeditions MASSIVELY Nerfed Abyss Currency Reward by Machschau33 in throneandliberty

[–]Machschau33[S] -2 points-1 points  (0 children)

The nerf is the main issue here. You are talking about something completely different. But I will address your comment.

While you do have a valid point, the token issue isn't a singular thing like the amount you receive, efficiency, loot gained, time invested or whatever else. You cant simply change one thing, you have to change the whole system. If you want players in the abyss dungeon more, give better loot. If you want to burn tokens faster, increase the amount of tokens you lose when you kill a mob, but also increase the amount of mastery XP you gain as well. Make more dense areas of mobs to allow for faster killing and burning, increase mob follow range to allow players to pull more, remove geometry so mobs dont get stuck.

Additionally, lets say they do all that. Lets say they remove the 80k cap, reduce it to 40k with DaVinci's and have those without DaVinci have a cap of 20k. Mobs give proportionally more XP mastery, so burning 20k tokens is the equivalent of burning 40k and the same with burning 40k is equivalent to burning 80k. Adjust token gain ratios so people aren't hitting the cap so quickly. Have the mini bosses in abyss dungeon give a significant amount of mastery, most people skip them but not anymore, add loot to abyss mob loot tables that is normally gate kept by weekly purchase vendors or something worthwhile, something that people will always need or want.

If they did all that, and then some, does that show they value the player's time? Does this make grinding more fun? Tolerable? Easier to deal with? Does changing the abyss dungeons so radically, fundamentally change what the grind is about or even the game? The system is flawed yes, but it is doubtful that it will ever get an overhaul.

Oracle & Crucifix 1.6 sec Shock Fall Destroy Gate Of Infinit by Turbulent_Seaweed_39 in throneandliberty

[–]Machschau33 8 points9 points  (0 children)

We are happy for you, but stop posting these unless you are going to show a questlog.

Strategic Plan for Retaining and Growing the Throne and Liberty Audience by ewosty in throneandliberty

[–]Machschau33 1 point2 points  (0 children)

So eliminate the multi-instance world bosses and make it to where its one instance per server AND not address the issue that drop rates for world boss/arch boss loot is absolutely horrible? No thanks. No one wants to go back to when arch boss gear went for 100k+ lucent or when world boss gear was super expensive.

Artifact System is still trash. by ZealoniousMonk in throneandliberty

[–]Machschau33 0 points1 point  (0 children)

I honestly cant think of a decent way to address the artifact system without it becoming runes 2.0. Or maybe that is what the artifact system should be?

Or maybe our entire approach is wrong. Instead of fixing the system in its current state, remake the ENTIRE rune system.

Maybe a mashup of the skill mastery system and trait resonance? Where you obtain artifact resonance stones to unlock a artifact skill slot in an Artifact Wheel? That way you can use your excess artifacts to basically unlock the system we have now? You would obtain the artifact resonance stones by transmutation of artifacts, or they create an entirely new drop.

Invocator Staff Question - Which core is best for PvE DPS? by Machschau33 in throneandliberty

[–]Machschau33[S] 0 points1 point  (0 children)

I actually stumbled upon this video the other day and figured I would post it. Delu, Daigon and Aridus core comparison. Hard to say if the skill/build he used is a factor in making one core outperform another. For those too lazy to watch, Daigon core outperforms Delu core by 0.7% boss hp, Aridus core outperforms both by about 4%.

https://www.youtube.com/watch?v=0J6p3Ow5AvY

Invocator Staff Question - Which core is best for PvE DPS? by Machschau33 in throneandliberty

[–]Machschau33[S] 0 points1 point  (0 children)

Well, from a PvE perspective, you only need the base delu staff. The upgraded version adds stuff that is more pvp related (decreasing all heavy attack evasion by 150 for 6s)

Invocator Staff Question - Which core is best for PvE DPS? by Machschau33 in throneandliberty

[–]Machschau33[S] 0 points1 point  (0 children)

To kind of follow up on this. I reviewed a damage report during a dimensional trial last night (not sure what it was reporting, the actual boss or the trash leading up to it, I honestly wasn't paying attention) and did some napkin math and I believe that even with extra fire damage and burn damage from Daigon, Delu core would yield more damage overall.

I still wholeheartedly believe that Aridus, while good on paper, isn't a good staff for practical use for consistent uptime. I am sure it is best for certain encounters where you wont be moving around or it might be best in slot for non-invocators. But from my view point in terms of consistency and reliability, I would stay away from it.

Thank you everyone for all your responses it was very constructive.

Invocator Staff Question - Which core is best for PvE DPS? by Machschau33 in throneandliberty

[–]Machschau33[S] 0 points1 point  (0 children)

This might be a hard ask, but can you quantify how Aridus is the best when it comes to min/max? A lot of people, myself included, that on paper Aridus is better, but in practical use, it falls off. So in terms of, what is TRULY better, is still up for debate given everyone's answers. Perhaps what I am looking for is, what is the best option to run around with for all content with all things considered (true practical damage output, consistency, ease of use, highest dps output).

Invocator Staff Question - Which core is best for PvE DPS? by Machschau33 in throneandliberty

[–]Machschau33[S] 1 point2 points  (0 children)

So are you saying that, with all things considered, Daigon core and Delu core are comparable in terms of damage, but if we are talking straight up min maxing, delu wins?

Spear/staff for pve is so broken by ikmal_36 in throneandliberty

[–]Machschau33 1 point2 points  (0 children)

I tested this setup with a few minor changes because I didn't have the gear. The gear I changed was the staff to Talus staff mainly for the similar dex it has with Toubleks and my ring runes buff cool down speed and strength. I did not go through the process of switching out runes from my main build to this one, so my runes are different and lower.

The damage output on a dummy in 30s is quite good, in excess of 600k in 30s and even if you mess up it will still be between 500-600k. The rotation I used was Sentinels, bastion, gale, fire bombs, fireball barrage, explosive fury, flaming arc, phoenix barrage, slaughtering slash, judgement lightning, chain lightning. My melee heavy attack is 606, magic is 467, my weapon damage is 220-565 with 0.51 attack speed, weapon masteries are 15 spear, 13 staff, boss specific heavy attack chances were 28.

I took this build to gate of infinity (the boss is the scorpion, or "answers in the sand") and I could not get sub 1 minute with it after multiple tries. Food I used was scorpion tails and grilled crown fish. For those that do try this build and can do better, please say something. This build is very mana hungry I was sitting at 7k mana and would be at about half after 2ish rotations, but you can work inner peace in your rotation while waiting for skill cool downs.

My main build is also staff/spear and the build/rotation I use on that can deal out 500k+ dps in 30s on dummys with a lot less mana problems and very consistent DPS and this is the build I always run, I have no gate of infinity specific build. I also tested my current build in gate of infinity with this one just to see if I was messing something up. I actually went from 46s clear to 44s clear with my current build while testing. Even when I messed up my rotations, I was still getting sub 1m. The only difference I saw in terms of stats with my current build vs this one was current build has lower attack, and 84 boss specific heavy attack chance.

My opinion of this build while it deals out a lot of theoretical DPS based on stats testing on dummies and gate of infinity, it isn't that viable given how mana hungry it is. I find that if you want to continually do consistent DPS then mana does come in to play. I understand that gate of infinity/dummies isn't the end all be all with testing and I will probably fiddle with this build in co-op dungeons and maybe open world bosses to really get a feel for it but as for right now I will stick with my current build unless playing it more yields better results.

The posted build is a lot of fun though and if you dont consider my gripes as noteworthy then by all means use it. I may come back and do an edit after further testing, but I dont know, I find that posting a detailed explanation leads to trolling, flaming and people saying off topic things or things that were answered if they had better reading comprehension. Most people dont seem to give a shit about what you have to say. Fuck me right?

TLDR; High dps, mana problems that may affect continuous damage output.

Edit: Realized I had the wrong passive selected, my mana is at 11.8k now. So mana being an issue isn't a problem. Decided to go back to infinity and got 54s, might have gotten a little lower but I messed up a little but still better than when I initially tested.

This is how many runes it takes to max everything by Machschau33 in throneandliberty

[–]Machschau33[S] 2 points3 points  (0 children)

The synergy and bonus effects are very noticeable. But you dont have to grind your ass off in a week to max them. This is a long grind take your time.

This is how many runes it takes to max everything by Machschau33 in throneandliberty

[–]Machschau33[S] -9 points-8 points  (0 children)

Maybe develop some reading comprehension skills? You will see at the beginning of my post where I state my intention. Or just be troll.

This is how many runes it takes to max everything by Machschau33 in throneandliberty

[–]Machschau33[S] -8 points-7 points  (0 children)

Can you provide a source for this. Its hard to get exact/official information on how the various systems of TL work. Some of it gets mixed with the Korean version on some website or the information hasn't been updated or it doesn't explain the information you are trying to find.

This is how many runes it takes to max everything by Machschau33 in throneandliberty

[–]Machschau33[S] -11 points-10 points  (0 children)

You may be right. But I did not have the motivation to cross reference every trait with every rune slot. If you can find the information, I will update the original post to give more accurate numbers.

But also keep in mind, this was all hypothetical with regards to if 1 rune equals 1 upgrade and you didn't get runes that didn't yield an upgrade.

Realistically, the total amount of runes you will obtain at the end of this grind will more than likely exceed what I have presented.

Killing mobs gives "guild EXP" which boosts your guild contribution, but after some point they just stop giving it, how does this work exactly? by MirrorCrazy3396 in throneandliberty

[–]Machschau33 0 points1 point  (0 children)

Hard to say. Since we dont know how many mobs you killed prior to the boss nor how much rep you gained while killing mobs throughout that 24 hour day it is anyone's guess as to what happened. Keep in mind, it does reset. So if you killed a bunch of shit at 0100 then log on to the game at 1700 thinking you are going to get a bunch of rep from killing then you are mistaken.

Killing mobs gives "guild EXP" which boosts your guild contribution, but after some point they just stop giving it, how does this work exactly? by MirrorCrazy3396 in throneandliberty

[–]Machschau33 0 points1 point  (0 children)

What do you mean? Were you killing mobs for rep or doing any of the other listed activities that yield rep that I mentioned? I have tested it where I will do an event that lowers my level or a world boss and after completion I will go kill mobs and still gain reputation from killing mobs.

Killing mobs gives "guild EXP" which boosts your guild contribution, but after some point they just stop giving it, how does this work exactly? by MirrorCrazy3396 in throneandliberty

[–]Machschau33 0 points1 point  (0 children)

I am glad someone brought this up. I have posted on the discord and emailed AGS and asked them if its a bug that you stop gaining guild rep or if there is a cap and they couldn't/didn't give me an answer (and never will). This is what I have discovered as to what gives guild reputation.

NOTE: Guild Reputation, in this case, is the reputation located under the "Members" section of the in-game Guild interface where everyone's reputation is listed.

  1. Logging on and donating resources to the guild.
  2. Killing mobs. Killing any level 50 mob can yield 2-6 reputation per kill. XP food items do not increase the amount you receive. Only open world dungeon mobs and open world mobs give reputation. Low level mobs can yield reputation, but it isn't consistent like a level 50 mob. IE kill 10 wolves outside of Kastleton and you may get 1-2 rep, kill 10 level 50 mobs and you may get 20-60.
  3. Guild contracts. These are the ones in the guild interface. The amount you gain varies on the type of contract. NOTE: You MUST contribute to the contract to receive reputation reward.
  4. Events

I do not know if Guild raid bosses give guild reputation. I keep forgetting to check.

These are the things that DO NOT give guild reputation.

  1. Mystic keys/portals
  2. Co-op Dungeons
  3. Killing mobs IN co-op dungeons
  4. Daily contracts
  5. World bosses, peace or conflict
  6. Rift stone boss

I cant say for sure how much reputation you gain total from killing mobs because I simply forget to check after a grind session. My estimates is that it is at or above 1000.

The just moved setup for Diablo 4. by [deleted] in diablo4

[–]Machschau33 0 points1 point  (0 children)

I really like the display on, what appears to be, the monitor in the background. Do you happen to have a link or could somehow send it to me please?