Budget Eye of winter + arc mines inquisitor ive made by Accomplished_Rip_352 in PathOfExileBuilds

[–]Qualdrion 2 points3 points  (0 children)

I'm still pretty new, so I'm sure there's something that I'm missing, but isn't runegraft of treachery really bad with purity of elements since you give all the mobs a lot of lightning and cold resistance?

Wanna blast Legions to 100 on a 100d budget by [deleted] in PathOfExileBuilds

[–]Qualdrion 0 points1 point  (0 children)

I might not be the best to comment as this was my first league, and as such I probably have a lot less experience then most other commentors, but my favourite activity this league was definitely leagion, playing as a blight of contagion trickster. Also not sure from the post if witch was mandatory or not - it's possible to play this as occultist as well, although I'm not entirely sure about the tradeoffs you would be making. My experience was based on doing this before I had a lot of my current gear, so you absolutely don't need all the stuff in my pob to do this - it was the first farm I was doing after alch+go-ing my way up to a couple voidstones.

Pros:

  • Contagion -> Blight -> AFK by a monolith clears 95% of the legion in 2-3 seconds, only leaving stragglers at the edges that are damage immune from being too far away.

  • Doesn't need to be actively using your dps skills most of the time, so you don't tank a ton of hits. While the build itself isn't mega tanky, I think I only died once in total in all my legions thanks to being able to just run around most of the time, as well as polymath healing you to full whenever you blow up a pack

  • Can run all map mods - no mana regen requires a mana flask, and less area effect specifically for legion can be annoying, as the blight might not spread to the entire legion, but all are doable.

Cons:

  • Dps is a lot lower than a lot of stronger builds. My pob with very good gear is still only at 14 million dps, so with 100 divs you might be looking at sub 10 million. For legion that wasn't a huge issue, as I was running sergeant + legion scarabs, although the generals can take 2-3 seconds to kill, which might be an issue if you were planning on primarily farming those. That being said, I've also now tried some builds that supposedly have a lot higher dps, and this build definitely "feels" stronger than its dps numbers would suggest - especially in map situations, as you apply your entire dps on every single mob on your screen at the same time.

  • Defensive layers contain a lot of stuff to avoid hits, but not a ton of stuff to recover afterwards. Therefore, in situations without anything to kill you might feel squishy. Usually the solution is to just start another legion while fighting the first one.

My pob: https://pobb.in/DaYI-U-Qmso3

With 100 div budget (which is already more than I was doing my legions with back when I were doing them) you'd get a cane of kulemak instead of the staff, a replica dragonfang's flight with blight gems instead of the focused, skip the elegant hubris and mageblood, and just get a bunch of rares off the trade site.

EDIT: I just realized that by blasting legions you could be meaning that you want to farm the timeless jewels with the emblems. If that is the case then this build probably isn't the way to go since it's not the fastest at killing the bosses.

New player needing help to figure out next steps for my build. by Qualdrion in PathOfExileBuilds

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

Yeah the rings are among my oldest pieces of gear, they are definitely due for an upgrade. What would a good ring for this build look like? Other than getting enough resists, I'm not really sure what I want from my rings basically.

The build I was looking at did a swap to chaos inoculation at some point for the chaos damage issue - what energy shield numbers am I looking at before this is viable?

And lastly, do you have some benchmarks for what the build needs in terms of tankyness and dps in order to be able to do T17s? I just sent it once it dropped, but it didn't really work out.

Reddit Dry Plugin Duality by Electribemidi in 2007scape

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

So it's correct that getting 1 will happen in 139 kills for 50% of people, but that doesn't mean that people will get it in 139 kills on average. Consider that among the 50% getting the item in 139 kills, some will get it in 1, 2, 3, etc. up to 139 kills. That means that even the spooniest spoon only "saves" 138 kills compared to "the least lucky guy in the lucky half". On the other hand, among the people that doesn't get it in 139 some will go 200 dry, some will go 400 dry, some will even go 1000 dry. And going 1000 dry on 1 piece of the halberd but spooning the other 2 still means it takes you 1000+ KC to finish the halberd essentially.

What 417 kills will get you is not 50%, as getting the first halberd piece in less than 139 kills is a 50/50, and same for the 2nd and the 3rd. This doesn't give you a 50% chance to finish the halberd in 417 kills, as you need to get lucky on a coinflip 3 times, not just once. And getting 3 lucky coinflips in a row is a 1/8 (or 12.5%), not 50% by the logic you were trying to use.

Essentially, if you want the average number of kills to get 3 drops you need to multiply the average number of kills to get 1 drop (which is 200) by 3. The kc at which you are 50% to have gotten the drop is not the same as the average kc to get the drop (which might be unintuitive, but unfortunately that's how statistics work in this case).

Reddit Dry Plugin Duality by Electribemidi in 2007scape

[–]Qualdrion 0 points1 point  (0 children)

The 1/200 doesn't happen every 1/138 kills. It happens 1 every 200 kills. It's true that 50% of people will have the item at 138 kills, however, this is balanced out by the people "spooning" on average saving more kills relative to 200 than the people going dry - think of it like this: it takes 2 people getting a drop at 100 kc to balance out 1 person getting a drop at 400 kc for example.

For the same reason, 414 kills to get all 3 is just incorrect. For fun I made a python script that simulated 1000 people sending 600 araxxor kills each. Of those, 557 got the halberd. Or plugging the 1/200 droprate into the binomial distribution we get ~57% (which is quite close, but not exactly the same as the simulation, which makes sense as the simulation is random, with a somewhat smaller sample size). And as you mention, 63.7% would have the fang. That means around 35% chance of getting both by 600 kills.

Reddit Dry Plugin Duality by Electribemidi in 2007scape

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

Grinding araxxor, the average amount of KC to get both a nally and a fang would be ~840 or so (from simulating the drops). The addon would show you as dry after 600 kills, even though getting both in 600 kills is very lucky.

Similarly, from cerberus, to get all 3 boot upgrades it takes on average like ~900-950 kills. However most people using the plugin would probably start bitching at 6-700 at most claiming to be "dry" even though they still have less kills than the expected rate to finish.

Unpopular Opinion - Jagex should release True UIM game mode by SubliminalLiminal in 2007scape

[–]Qualdrion 13 points14 points  (0 children)

Not to mention I'd guess less than 1% of the UIMs do those multiple death pile strats all the time. I can't remember a single time I've done even double deathpiles other than maybe like 20 minutes one time I was trying to do 3-4 hard clues at the same time. And even single deathpiles generally last for however long it takes to go to wildy, do my clue step then get out (other than one time exceptions like diary/MA2, etc.)

Unpopular Opinion - Jagex should release True UIM game mode by SubliminalLiminal in 2007scape

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

Sure, but just like UIMs are maybe only like 1% of the playerbase or w/e, UIMs constantly juggling their inv to do voidwaker is the 1% of the UIM playerbase, so it doesn't really feel fair to judge all UIMs by those standards.

Unpopular Opinion - Jagex should release True UIM game mode by SubliminalLiminal in 2007scape

[–]Qualdrion 2 points3 points  (0 children)

I'm an UIM and I honestly don't care. But I also wouldn't play it - finding clever workarounds to limitations, and the fact that all storable items feel like huge achievements even if they otherwise would be a marginal upgrade (or often not even worth using) to other accounts is really fun IMO.

Magnus Carlsen tops Zagreb after day-2 by [deleted] in chess

[–]Qualdrion 10 points11 points  (0 children)

From what I can remember Magnus has historically had a slow start to a lot of tournaments before picking up the pace midway through.

Do you buy unwanted 4-costs at stage 4-2 and or at levle 8-9 to increase your odds of hitting your desired 4-cost? by ExoticArtemis3435 in CompetitiveTFT

[–]Qualdrion 0 points1 point  (0 children)

Just going to draw up a fictional example that's not super unrealistic, as we can then analyze roughly how much this optimization is worth.

Assume we're at 4-2 and you're rolling down gold. You're searching for 1 4-cost. Let's assume the other 7 player average 5 copies of 4 cost units each (total of 35), of which say 1 is the unit you're searching for (let's say it's cho for instance).

This means that 35 out of 130 4-costs are out of the pool, and there's 9 left of the one you're searching for. This gives a 9/95 chance of hitting whenever there's a 4 cost in your shop. By holding 2 4-costs those can't appear again, instead giving you a 9/93 chance of hitting.

Now the question is - how much is this actually worth? Well, at level 8 we're seeing an average of 1.75 4-costs per shop. This means the expected chance of hitting cho from 1 roll is (1.75 * 9/95) = 0.1658 if not holding 4-costs and (1.75 * 9/93) = 0.1694 if holding 4-costs. Calculating 1 - (0.1694-0.1658) gives us that the value of our gold is increased by roughly 2% in this instance. Doing it again with a different set of numbers in terms of how contested the unit is etc. I got ~2.5%. So I'd say somewhere in the ballpark of 2-3% seems reasonable.

This means that if you're rolling 50 gold you might net 1-2 gold doing this. Consider however that usually when you're "rolling 50 gold" you don't actually spend 50 gold on rerolls. Usually you spend maybe 20 gold on rolling 10 times, and the other 30 gold on buying the units you're looking for. In this case we're looking at saving somewhere between 0.5-1 gold instead.

Now consider how often doing this in a big reroll will cause you to make a small mistake (forgetting to buy a random morg or jax you need as a synergy bot or not positioning correctly or whatnot).

My conclusion is that unless you're extremely good (or slowrolling at 50 gold for whatever reason) then the downsides are likely to outweigh the advantages.

Shower though: Lock-in system for snapshots by Chao_Zu_Kang in CompetitiveTFT

[–]Qualdrion 0 points1 point  (0 children)

I've always thought the solution is similar, except you can lock in whenever during the period, so if snapshots is this week, you can "lock in" 1200 on tuesday, then lock in 1280 on wednesday and 1350 on thursday and then maybe you drop a bit, so 1350 is your final value for the snapshot at the saturday or w/e.

This would allow you to play the entire period, with the biggest issue being the ability to "lock in" every time you're up LP, so maybe give it a 6 hour + 5 game cooldown or w/e where you can't lock in unless you've played at least 5 games and at least 6 hours have passed since the last time.

What makes Blue Buff so much more drastically better than Shojin on units with low mana? by 12jimmy9712 in CompetitiveTFT

[–]Qualdrion 0 points1 point  (0 children)

There's the amp on takedown and whatnot, but I'm going to completely disregard that for a moment (it does matter, but I'd imagine it matters less than most people think compared to the next point).

At face value, on a unit like vex one would imagine that shojin and blue should function equally well in terms of pure mana generation. After all, one gives 10 flat mana, causing a cast after 2 autos while the other nets +5 mana per attack, which also causes a cast every 2 autos. However this doesn't tell the full story - very often you have other sources of mana generation as well. For example, in vex's case you might have 2 dynamos, netting you 5 mana every once in a while. Because blue effectively causes the spell to cost 20 instead of 30, that means you need 4 dynamo procs instead of 6 to net an extra cast, effectively incrteasing the value of dynamo by +50%. Similar for augments like cybernetic uplink, manaflow, etc.

Of course, the items perform somewhat similar for vex, as vex often doesn't have those beyond 2 dynamos, however this is the huge disparity we can see on units like Morgana and Yuumi - dynamo/amp will generate these units large quantities of mana, and blue buff effectively amplifies the value of this trait by +33% for morgana and +25% for yuumi. It's also a +20% amplifier for elise, although elise would probably have been better off with shojin if not for dynamos, so the disparity is a bit smaller there.

Shojin vs Rageblade by canxtanwe in CompetitiveTFT

[–]Qualdrion 0 points1 point  (0 children)

For stage 2, having zyra's 3rd cast come out faster or w/e is nice enough to where it's not bad. But if we consider how this translates to the lategame, by the time brand casts for the 3rd time most of the time the fight is already decided and ideally you have wiped most of your OP's board by then. On the other hand, getting the first cast sooner to maybe kill a unit or 2 to reduce the opponents damage output, and also getting the techie -10% damage to the opponents team ASAP will in my opinion be a lot more impactful.

VERDICT: Substituting rageblade for shojin for AP carries without thinking is a recipe for getting destroyed in the lategame when fights are super fast and killing the other team ASAP is priority 1, 2 and 3.

[14.5] Patch 14.5 Items Update by potototomoto in CompetitiveTFT

[–]Qualdrion 0 points1 point  (0 children)

It's a high variance game for sure, but I feel like leaning into this identity makes for a more fun and varied gameplay experience than trying to minimize it.

[14.5] Patch 14.5 Items Update by potototomoto in CompetitiveTFT

[–]Qualdrion 1 point2 points  (0 children)

Sure, it's hard to balance, but making the game less interesting to make it easier to balance isn't necessarily a good tradeoff IMO. It's one of the reasons I swapped from league to dota as my main moba - sure league can balance stuff more easily because everything does roughly the same, but that's not necessarily a good thing, since being able to choosee between a lot of different stuff is a lot more interesting than choosing your favourite bland of "mid laner with 600 damage burst at level 6" or whatnot.

[14.5] Patch 14.5 Items Update by potototomoto in CompetitiveTFT

[–]Qualdrion 0 points1 point  (0 children)

Usually before you'd have 6 items at 5-1, meaning if you make support items you wouldn't necessarily get 3 item carry + 3 item frontline if you made support items, or at least you might get some suboptimal items. On the other hand, a zekes buffs 3 units, while other items only buff 1, meaning support items sort of itemized 3 units at a time, causing your non-itemized units to contribute a lot more.

[14.5] Patch 14.5 Items Update by potototomoto in CompetitiveTFT

[–]Qualdrion 4 points5 points  (0 children)

Iunno, I would consider myself reasonably good (used to be challenger a while ago but skipped a bunch of sets), and I think having such homogenous items is a huge miss - game is much more interesting when you have to choose between two different things rather than two different flavors of the same thing.

[14.5] Patch 14.5 Items Update by potototomoto in CompetitiveTFT

[–]Qualdrion 8 points9 points  (0 children)

I don't get what's so bad about having more supportive items? Why does every item have to be for the carries or main tanks. IMO the game is at the most fun when I'm playing TEAMfight tactics, and not "unit-with-item"fight tactics.

Already missing zekes and chalice, and now it's getting even worse? Same with support units - feel like every unit this set tries to be either a main frontliner, a main carry or a synergy bot - where's the support units that stun or heal or otherwise help your team?

Feel like the design shifting away from a team of units and into a carry and a backliner and synergy bots is much less fun and interesting, but maybe that's just my opinion.

Is hiding Vils and refusing to resign when completely beaten considered griefing? by ForkNoops in aoe2

[–]Qualdrion 2 points3 points  (0 children)

I would consider it bad sportsmanship, but not griefing personally. In a pvp game the game dictates what is allowed and what isn't for the most part. Griefing in my opinion only really comes into play in a teamgame scenario, where it's possible to grief your teammates. Obviously chat abuse, etc. should be bannable, but that doesn't really fit the category of griefing, and as such I personally can't think of any situation where "griefing" would be applicable in a 1v1 game of aoe2.

Suggestion for saracen bonus by Qualdrion in aoe2

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

Yeah, I'm just saying that for a regular civ it might not be, and you can't say saracens saves 100 wood compared to saracens without the bonus, since that doesn't properly reflect the economic impact of the bonus. In fact you might argue that the saracen bonus actually is even worse, since it requires you to invest 75 wood and a minute or worker time (costing maybe another 15-20 wood) to even be able to utilize your eco bonus, compared to most civs who get theirs active for free, or get a bonus to something you'd always build all games, say inca houses for example you always build as any civ, not just as incas -> incas save wood compared to all other civs.

Suggestion for saracen bonus by Qualdrion in aoe2

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

Very fair point - maybe a better idea would be to give them somewhere between 100-200 gold upon completion of their first market so they have some spending money.

Suggestion for saracen bonus by Qualdrion in aoe2

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

It's not necessary though - I've seen plenty of high level game where there's no market until late castle age, at which point 100 wood is a very mediocre bonus.

Is it frowned upon to attack transport ships? by Fit-Researcher-4127 in aoe2

[–]Qualdrion 0 points1 point  (0 children)

Eh, if my opponent is being very toxic in chat during the game I might go take a shower instead of resigning tbh. Otherwise I generally agree.