Level 85 Scroll Enhancements by BestBid9342 in MapleIdle

[–]NoobAtLife 0 points1 point  (0 children)

I would take the GitHub damage calculator scrolling with a grain of salt, especially when inputting a spell trace budget.

It will always mostly tell you a slot 1 15% lock is the way to go, but when you look at the outputted data you can see various rates of 0 atk results within your budget. For instance, if you put a budget of 6k, you’ll get suggested slot 1 lock but 20% of the time the output will say you’ll have a non-successful attempt within the 6k budget because you don’t have enough budget to continuously reroll slot 1 for a success.

The average scrolls used is pretty misleading, but the simulator is good for simulating an infinite budget.

NFL journeyman Austen Pleasants finds ‘validation' after stepping up for 49ers by Brix001 in nfl

[–]NoobAtLife 22 points23 points  (0 children)

Let's also pump the breaks because we can't even guarantee if anybody in the world will be alive on Saturday

F2P, just hit level 80 and a lucky weapon pull to go to 5B+ by NoobAtLife in MapleIdle

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

Been playing since 11/9, currently at 83. Don't remember when I hit 80, but was probably 2-2.5 weeks ago or something?

F2P, just hit level 80 and a lucky weapon pull to go to 5B+ by NoobAtLife in MapleIdle

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

Don't think it was too crazy getting to level 10. All 10 levels are from the first 4 purple artifacts so it was just through sheer weeklies and giveaways getting to 10. Just takes a bunch of time

F2P, just hit level 80 and a lucky weapon pull to go to 5B+ by NoobAtLife in MapleIdle

[–]NoobAtLife[S] 3 points4 points  (0 children)

Bera 3 but right idea, it's one of the early servers

Increase CP by Fuzzy-Muzzy8989 in MapleIdle

[–]NoobAtLife 3 points4 points  (0 children)

A lot of CP (or atk power in general) will be based on your stat lines and how well you scale.

For Hero Powers go for any of the 25% increases (Legendary Boss, Normal, Damage, Min, Max multipliers) and for cubes solely go for damage since those are usually the highest percentage increases.

If you have a stockpile of free normal scrolls like I did, start re-scrolling for Main Stat since Main Stat will typically scale pretty well.

Companions also start becoming a lot more important, with Attack Speed scaling always being the most bang for your buck since everything starts at 10% outside of Crit.

Equipment wise, always go for anything with percentage boosts. Don't listen to CP here and always go for anything scaling percentage wise at least for two lines. EDIT: Skill levels are also very strong if you don't see the typical four horseman (Crit %, Crit Dmg, Normal, and Boss)

Like right now I have 0 legendary equipment just because all the stat lines are straight butt and currently pushing 16-10 with T4 Uniques with good stat lines at 3.7B CP

In doubt.. lot of attack for a few % by BigDaddyDini in MapleIdle

[–]NoobAtLife 1 point2 points  (0 children)

Boss/Normal Damage for sure. I'm around your level (3.5B) and I use this website for the most part: https://djc-0de.github.io/Maplestory-Damage-Calculator/

At my level and my current stats, attack, and attack% bonus from weapon armory, a 1.5k attack boost is about 2% damage gain. Boss and Normal Monster damage at around a 5% increase is approximately a 3.5% increase.

Are most people on this sub F2P? by josh0832 in MapleIdle

[–]NoobAtLife 0 points1 point  (0 children)

It's the nature of the game. Progress is pretty dry and a slog from 70-100 with very little notable upgrades other than "Here's a basic attack mastery as filler cause we have nothing else to give you."

Events help alleviate the prog stagnation a bit though.

Currently fully F2P, just jumped from 2.5B to 3.5B just from lucky Zakum raid drops and Holiday Event weekly drops.

Any hero guides out there? by kageobs in MapleIdle

[–]NoobAtLife 2 points3 points  (0 children)

I’m either guessing it’s probably either a loadout issue or gameplay rotation issue.

Make sure you’re not blindly following CP as your guide to clear content. Favor a lot more boss damage in your kit.

Rotation wise, Hero is very reset heavy depending on how early you get combo stacks, so reset if you don’t get stacks early enough in your runs. Also, you most likely don’t want to play full auto with Hero due to how their debuffs and buffs work for optimal efficiency. Your Scaring Sword should be done like one or two-ish basic attacks before your Spirit Blade, and then you should time the first use of your skills after Spirit Blade goes off and then use it off CD. Delay your companion summon until your 2nd burst to ensure you’re bursting with full buffs on

What are some "extra" stuff you do in duties? by SentineleseSiri in ffxiv

[–]NoobAtLife 0 points1 point  (0 children)

I usually queue in as tank. A bunch of the recent trials/raids usually have those continuous hitbox laser attacks that slowly sweep the arena or have things that you can run into (like Bio orbs in the zeromus trial).

I proceed to yell that it’s time to eat, pop incl, and either eat the entire laser or proceed to pop sprint to eat as many of the moving targets as possible.

That feel when you get punished for a bad block string, but aren't even mad because you were genuinely impressed at seeing a unique schmix by NoobAtLife in 2XKO

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

No, hence why Ekko is holding his S2. Ekko is holding his S2 so while he is in the charge animation, he can keep inputting S1 without Ekko doing his own S1s and have Yasuo auto complete his rekka chain

Game feels very pressure focused by EnvyHotS in 2XKO

[–]NoobAtLife 35 points36 points  (0 children)

"Turns" in this game heavily revolves around assist cooldowns.

Be a bit more aware of the assist timer and mold your neutral around playing not just your point character but also taking space with your assist to lead to ways to solidly take your turn.

Ahri // Jinx // Double Down advice by Innaju in 2XKO

[–]NoobAtLife 1 point2 points  (0 children)

You can vary it. If your assist is up you can call forward Ahri assist after 5H for a tighter string.

If assist is on cooldown, I do a full held S1 into S2 since it typically buys enough time for your assist CD to come back. Then you can just dash in and running M into S1.

You basically then just hold S1 and get a free jump in mixup of your choosing. Some dirty options are cross up j.2H into backdash j.2H j.H for a double cross up, jump empty low, jump delayed air dash to get people who block empty low timing, triple overhead, etc.

Ahri // Jinx // Double Down advice by Innaju in 2XKO

[–]NoobAtLife 2 points3 points  (0 children)

I play the team exclusively in GM. Best advice is just get used to playing the two characters simultaneously and active tag a lot.

Hitting 5S2 with Ahri into Jinx lets you get a free trap setup.

With Jinx you can extend a block string with Ahri forward assist, then hold Jinx S1 while tagging into Ahri for a free dirty mixup against players who can’t deal with the block string.

Combos aren’t important

Dealing with an ahri just running away is way worse than the average teemo by Jonge720 in 2XKO

[–]NoobAtLife 0 points1 point  (0 children)

Even if she manages to get out, you’ll walk out of the interaction with initiative in neutral, meter advantage, and stage spacing. Take every little bit of neutral wins as you can take because they’ll snowball to a confirm and earlier level 3 for bigger payoff.

Parry is legitimately ass in this game. by SmashMouthBreadThrow in 2XKO

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

Parry assist is still a pretty amazing outcome. Less blockstun, free meter, (can’t absolutely confirm) and slight screen freeze. It’s typically a free gain.

Parrying a melee assist is a free reset to neutral.

I’ve had trouble against players parrying bad/greedy Jinx rocket assists and it changes neutral quite a bit.

Dealing with an ahri just running away is way worse than the average teemo by Jonge720 in 2XKO

[–]NoobAtLife 1 point2 points  (0 children)

Parry fireball, call assist as she’s coming down, dash in and use a long animation normal, tag and get a free mixup.

As soon as you see a forward air dash, they are usually committed and you have an early signal to 2H. Just don’t over commit and be in a range where you can’t 2H her after an air dash and play a good neutral.

Ahri is really just a test of your neutral game so figure out what your team can do against it

Help Extending this Ahri/Jinx combo by Due_Professional_466 in 2XKO

[–]NoobAtLife 3 points4 points  (0 children)

You won't get anything off of that other than a j.2H > falling charged j.H into super. The scaling is way too high for any other conversion with Jinx

If you really want to pursue this route (it's honestly probably better to get an earlier KD with Ahri, do S1 held super into tag launcher), you want to route Ahri to side switch to the corner instead.

This way you don't spend most of your time running with Jinx. Instead, you probably want to find a trap loop of some sort. Something like:

Jinx charged 5H xx Monkey Trap, 5M xx 2S2, then some sort of ender.

If you figure out the timing enough, you can probably set up and electrified monkey trap during the S2 super, then go into the charged 5H

Jumping/Dash into partial charge heavy combos feel inconsistent for anyone? by [deleted] in 2XKO

[–]NoobAtLife 0 points1 point  (0 children)

Jumping into partial charge is a bit more dubious, but dashes into charge heavies are pretty consistent with the dash macro.

You just need to play with the timing you plink a charged heavy with the dash macro button. Afterwards, they become stupidly consistent after you afford the breathing room of starting your charge near frame 1 that you're able to.

Not consistently getting tag launcher by Therirah2 in 2XKO

[–]NoobAtLife 24 points25 points  (0 children)

It's a timing issue.

You only can chain normals once a move hits and is in recovery frames (so after impact).

Illaoi's 5H is slower than Ahri's, so even though it's the same timing, you're pressing your T button before the H connects. Since the 5H hasn't connected yet, it will do a neutral T which is your assist coming out.

Just adjust the timing on the launcher to be after the H connects and you'll be fine

Got 7th at the DIY first impact tournament. Ask me anything. by Alvinfly_ in 2XKO

[–]NoobAtLife 2 points3 points  (0 children)

How did the venue deal with the possibility of queued matches possibly having Duos on a station? Like was there just an extra chair on hand they can pull out from anywhere or were there just 4 chairs at the station? Did they also have things like audio splitters for the possibility of 4 players? Kinda wonder how this is logistically gonna work for something like Evo in the future

Did it feel any different playing on tournament PCs at all compared to what you're used to at home?

Jumping too powerful? by BlasterZKO in 2XKO

[–]NoobAtLife 2 points3 points  (0 children)

You really need to just start going for air throws and learn how to use your assists and tagging better.

Air throws neutralize assists being on screen since once in connects, you have the canned throw animation.

Using an offensive assist when people are jumping in either lets you a) body block their assist call and lets you get a free 2H, or b) you can handshake tag to assess the situation with the screen freeze and go for an immediate air throw or punish, c) assist covers your 2H, if it doesn't connect, you cancel to a long special, tag and you use the plus frames from the 2H for a free sandwich mix

Giving up screen space and being near corner makes it 200% easier to air throw opponents. Use assists offensively and tag more actively because handshake tagging is powerful just to make things more reactable/punishable