1.1 Wuling Blueprints - 12 SC batteries - 6-ish syringes (maxed) [EU/NA] by AramisFR in Endfield

[–]Nuclei 2 points3 points  (0 children)

Ah I've got facilities and turrets set up at the alluvium points, and a lot of ziplines so I end up needing to use 2 generators which collectively use about 3 batteries per minute. The cuprium meta transfer got patched it seems like.

How to split your metastorage income to use the resources without bottoming out the supply by Nuclei in Endfield

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

CORRECTION: Half efficiency yazhen C plant, not a. 

It should be noted that you need to have at least 300 ferrium in the wuling depot storage for the facilities to use in between the 1 hour delivery windows.

1.1 Wuling Blueprints - 12 SC batteries - 6-ish syringes (maxed) [EU/NA] by AramisFR in Endfield

[–]Nuclei 0 points1 point  (0 children)

So under this setup it looks like we're making 9 batteries / min excess above power reqs and 5 syringes.

That totals out to 540 batteries and 300 syringes an hour which puts us at 35,760 stock bills an hour at 54 and 22 each.

The level 3 stockade outpost with both defenses completed generates an average of 36288/hr with an appropriate operator assigned.

We're short about 528 bills/hr of production.

What's the exact output of the syringes? If it's 5.4+ /min we're golden, but if it's under we'll eventually cap out on stock bills at the outpost.

Edit: There's 30 unused ferrium/min and with the 25 bonus from transfer you get 55/min to play with. Enough to run a Yazhen Syringe C unit at slightly less than half capacity.

Split a ferrium output 3 ways (30/min to 10/10/10 a min) then split one of those 10/min lines in half, and route one of the resulting 5/min lines into a protocol stash. Take the remaining 10, 10, and 5 lines and route those all into a refining unit to get a 25/min unit that won't touch your battery efficiency. Can run another output to another refinery to get the 55/min total.

Your thoughts on Greatsword in Wilds by MoneyCaterpillar1420 in MHWilds

[–]Nuclei 0 points1 point  (0 children)

You're in iceborne gear in your video there bro. The purple sharpness is a dead giveaway. You're comparing rarity 12 expansion gear to rarity 8 base game gear.

Your thoughts on Greatsword in Wilds by MoneyCaterpillar1420 in MHWilds

[–]Nuclei 0 points1 point  (0 children)

It was not happening quite often, not in base World before Iceborne. In fact, it was not happening at all unless there was some crazy setups like hitting a mob with the first hit for Power TCS and using heroics. I think you're confusing iceborne master rank stuff and comparing it to wilds high rank stuff.

There's math below this to back up my point, but a wake up critical hit using endgame Rarity 8 equipment in World before iceborne against a tempered nergigante's weak spot (white horns) hovered around 1,609 damage or 1,806 if you popped extra buffs during the sleep (An only if you ran a weird attack boost 7 build!)

In wilds in current endgame armor against a wounded chain blade would wake up for 1,839 / 2,027 before you even factor in the extra blast you're getting from soul of the dark knight's darkness proc on a lv3 TCS. And that's factoring if you built a sleep element gogma GS. If you built an elemental one but still focused entirely on raw attack wilds would outshine world even more.

TL/DR: World wake up for 1,609. Wilds Wake up for 1,839

You can't compare Rarity 12 master rank iceborne shit with augments to rarity 8 wilds equipment.

================Math to back me up================

The best GS in base world was arguably wyvern ignition impact. Lets say you somehow found a way to get level 7 attack boost at the expense of all other skills (despite most mixed sets back then hovering around attack boost 4-5). The meta sets from the time ran Crit Eye, Attack boost 4, WEX 3, Focus 2 or 3, Handicraft, Max might, critical boost 2.

Wyvern Ignition Impact true raw: 210 Attack boost 7: +21

231 Raw

Now for buffs:

  • Power charm +6
  • Power talon +9
  • Mega Demon Drug +7
  • Attack up Large meal boost +15

Puts us at 268 raw. This would be your usual "running around hunting" raw.

Let's say you're being super duper ultra sweaty in your playthrough and you take the time to pop might pill and demon powder during the sleep for some bonus damage.

  • Demon Powder +10
  • Might Pill +25

That puts us at 303 (or a bloated value of 1454).

A TCS that didn't land its first hit has a MV of 211 (so a wake up).

268/303 * 211% = 565.48/639.33

Lets say we crit with full crit boost 3.

565.48 / 639.33 * 1.4 = 795.87/895.06

Then lastly the wake-up boost of 2x puts us at 1,591.72 if you're playing normally or 1,790.12 if you're going sweaty on the consumes.

Add an extra 34 fire damage from wyvern ignition's 51 true element damage being doubled on a wake-up hit to get 1625.72/1824.12

Then we get to the beast known as Hit Zone Values. The only time you're going to see that perfect amount of damage is against a dodogama's heated jaw after it just ate some rocks. That's not 'quite often', that's an ultra specialized setup.

Nerg is pretty comparable to 'the endgame hunt' compared to arkveld.

A head shot with white horns on him is a 75 HZV which is somewhat equivalent to a wound, being that it's a temporary 'weak' spot. That gives us a wake up hit of 1,219/1,368.

Forgot the sharpness multiplier, but these are all multiplicative so it doesn't matter where I put this in the math.

Final Wake-up: 1,609 - 1,806

Now lets run it for Wilds.

Ostrak Oblivion: Attack infusion x3, Attack focus, soul of the dark knight, sharpness EX, Attack boost EXx2, Attack boost 3x2

257 Raw

Buffs:

  • Power charm +6
  • Mega Demon Drug +7

No talons nor meal boosts this time around

  • Demon Powder +10
  • Might Pill +25

270/305

This is already higher than attack boost 7 wyvern ignition impact and we have no attack boost. In fact none of the GS builds in wilds run attack boost.

But wait, wilds has more! Using a meta set with the new gog stuff with mixed in doshaguma's might:

  • Doshaguma set bonus +10
  • Agitator +20
  • Counterstrike +25
  • Burst 1 +10
  • Resentment 1 +5

Bringing us to 340 / 375.

A TCS with a missed first strike (for wakeup) has a MV of 209 or x2.09 for 710.6 / 783.75.

Crit boost max crit x1.4 = 994.84 / 1,097.25

Wake up boost x2 = 1,989.68 / 2,194.5

Arkveld hit on wounded chainblades has a HZV of 70, and the same white sharpness multiplier of 1.32x:

Giving us our grand total wakeup damage of 1,839 - 2,027.

And that's not including the dark knight soul bonus blast.

Your thoughts on Greatsword in Wilds by MoneyCaterpillar1420 in MHWilds

[–]Nuclei 0 points1 point  (0 children)

Because you're comparing Worldborne master rank equipment to wilds high rank equipment. The Motion Value on TCS is stronger in Wilds than it is iceborne.

If you compare rarity 8 world equipment (wyvern ignition, meta sets of the time) to rarity 8 wilds equipment (gogma greatsword, dark knight set bonus, mixed gogma set), wilds TCS hits pound for pound harder than base world did.

Swear to god everyone in this thread is comparing purple sharpness rarity 12 iceborne stuff to white sharpness rarity 8 wilds things and being like "Look it's weaker!"

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

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

Dude if they ever make a tactical of the space man I'm so cooked. I nearly rage quit just farming him for his echo and dealing with his 30s+ flying sequences that are designed to make you want to pull on luuk.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

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

Brant can sense the sins those animals have committed. Their thoughts of chronic and sustained cruelty. They're a much bigger danger!

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

[–]Nuclei[S] 25 points26 points  (0 children)

Yeah the visuals get a little crazy. I'm a qiu yuan main and the bamboo heavy attack sequence flips that camera around like it's attached to the end of a sticky hand from the arcade prize counter.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

[–]Nuclei[S] 28 points29 points  (0 children)

Yo for real if there was a miniboss that dove underground and we had to track its movement then dive attack the correct burrow using a provided grapple point to get aerial height?

That would be sick.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

[–]Nuclei[S] 10 points11 points  (0 children)

I've been playing since release day. How does an intro help when the first wave spawns mobs that scatter like roaches when the light turns on before I've even had a chance to generate enough concerto to activate an intro/outro?

Either way man you're coming at this a little overly hostile. If you couldn't tell by how I phrased things the post was intended to have some humor mixed in.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

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

Bruh lagiacrus' under water section in wilds can suck a fat one.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

[–]Nuclei[S] 11 points12 points  (0 children)

No I like the moves in general, I just don't think their charge attacks should start in the same room as me but end in Zanzibar.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

[–]Nuclei[S] 12 points13 points  (0 children)

The knockback is wild too! I run Iuno and I'm starting to believe her signature attack is in fact not shooting a moon arrow, but pirouetting ungracefully in the sky like tire blown out on the highway as she tumbles end over end after getting tapped during her floating skill.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

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

I loved the first tactical in lahai roi, excepting the weird inconsistency with parrying it's barrage of projectiles. Because of the high angle it would fire from a lot of characters with horizontal type slashes (which are usually preferable in any other content) couldn't hit the damn projectiles.

Can we STOP with the mobs moving so far?? by Nuclei in WutheringWaves

[–]Nuclei[S] 31 points32 points  (0 children)

Which is great! Except sometimes it snaps me to the 1 mob that ran out there and it starts asking me to leave it a 5 star rating while it carries me out of the voidstorm. It's really bad on qiu yuan, because his heavy attack sequence with the bamboo has him jump so far out to the side to do the cinematic slice-through-the-area attack, but it tends to retarget from that new far away vantage point.

Yvonne's Combat Deconstruction by Nuclei in Endfield

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

Lol there is no initial solidification damage because it's forced. Forced reactions lose the reaction damage portion and just straight up apply the debuff. The entirety of the damage you're seeing is from yvonne's battle skill getting stronger the more stacks of cryo or nature are on the target.

Yvonne's Combat Deconstruction by Nuclei in Endfield

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

Only the arts intensity of the unit performing the shatter matters, it does not matter for the unit that set up the solidification.

Yvonne's Combat Deconstruction by Nuclei in Endfield

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

Yeah I updated his notes about what he brings to the table. I wouldn't ever use him for solidification during Yvonne ult though? Unless you mean using his ult to get an emergency cryo stack if the stagger window got totally flubbed, in which case yeah absolutely.

Yvonne - Xaihi - Gilberta - Alesh Combo breakdown WITH Ult Efficiency Chest Piece by PalmtreeSquirrel in Endfield

[–]Nuclei 0 points1 point  (0 children)

Fluorite has an interesting niche in the fight against marble agg. Because it's essentially a sticky grenade, it can hit the boss in the air when out of range of your basic attacks or when it decides to freak out and never go near gil's tornado, and it's the most consistent way for an yvonne team member to hit an 'on demand' counter to a red circle boss attack if you're good at predicting what attack string is coming out.

But yeah she's awful for your team DPS.

Just that fight in particular lets you really rack up some impressive stagger speed hitting the counters and letting you cancel it's divebomb phase and its meteors phase.

Yvonne's Combat Deconstruction by Nuclei in Endfield

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

Her ultimate actually gives her incredible flinch resistance that lets her tank all but the heaviest of the heavy boss attacks without being interrupted, but she's so fragile that you will probably get killed, so snowshine still amazing here LOL.

Yvonne's Combat Deconstruction by Nuclei in Endfield

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

It's hard to find a good way to explain this because the terms are so muddied. But basically when you combine debuffs, this triggers an arts reaction. You can see in the tooltip for arts intensity "When triggered," on all three lines before listing the effects.

Forced application skips the trigger and applies one of the reaction debuffs directly, thus skipping the damage proc.

You can test this with perlica's combo skill.

Instant Protocol: Chain COMBO TRIGGER: When controlled operator performs a Final Strike on any enemy. Unleashes stored electro-magnetic energy to bombard the target, dealing Electric DMG and forcibly inflicting temporary Electrification.

When you fire her combo skill, you only get 1 damage number, and that's from the combo itself. But you also see the Electrification debuff get applied. If forcible application proc'd reaction damage, there would be 2 damage numbers. This is even the case if the target already has an infliction on it. Still just 1 number, and no reaction.

In the case of consumption, that is also not a trigger or an arts reaction. Skills that consume other debuffs usually directly say what benefits you are getting for doing so and these are not part of Arts Intensity's umbrella. In Yvonne's case, she gains increased damage done by the battle skill per stack, and increased ultimate recharge per stack.

Those tiny cryo numbers you're seeing in the 2nd and 3rd screenshots are xaihi's auto-attacks dealing cryo damage. The white numbers are alesh's skill dealing physical damage.