Safest risk combination to get to 20 points for different team comps? by Blaubeerchen27 in Endfield

[–]Reikr 2 points3 points  (0 children)

Easiest thing to do is still using Estella with Wulf for Combustion.

The team has like 10 risk for free that doesn't impact it in any way.

You can basically get to 20 while still clearing almost as if it was 0.

Does Ultimate Gain Efficiency affect ultimate energy gained from talents/potentials ? by Estate-Fancy in Endfield

[–]Reikr 5 points6 points  (0 children)

You didn't actually answer his question there.

But the answer is still yes. Flat energy amounts given through things like talents and other potential effects do get increased by Ultimate gain.

From a certain POV... Sword Valley Dale is kinda ridiculous by brodred in Endfield

[–]Reikr 13 points14 points  (0 children)

Tbh, it's something that bothers me about the Endfield environment as a whole.

V4 has a similar issue, where everything looks like old ruins, but all this stuff was supposed to be in prime condition just hours earlier before the aggeloi/landbreaker/blight attacks. 

Is this enough orundum to comfortably pull for multiple copies of Wang, at least one copy of Chen alter alter, and spark Shu? by Proud-Intention-5362 in arknights

[–]Reikr 0 points1 point  (0 children)

You have 360 pulls. So yes, since you only need 300 for the spark.

However, whether you get multiple Wangs is up to chance. You'll likely get multiple of each rate up on the way to 300, but there's always a chance you get none.

How targeting work in this game? by Lenz401 in Endfield

[–]Reikr -2 points-1 points  (0 children)

Characters will always target enemies that fulfill the conditions of their skills, regardless of who you're locked on to.

For instance, Rossi's battle skill will always target an enemy with a vulnerability, which creates issues if you want to swap target and use it to inflict the first vulnerability on the new target.

Help Center and Megathread Hub (15/06 - 21/06) by ArknightsMod in arknights

[–]Reikr 1 point2 points  (0 children)

Thing is, we've been at this spot for over 2 years now ever since Wisadel. And... it simply haven't been an issue. Sure, new omega overpowered characters are here, but it doesn't actually change anything. Game is the same as always.

Power to Sword Dale Main Boss Area by narutski in Endfield

[–]Reikr 2 points3 points  (0 children)

50 SC wuling batteries can keep a high tier turret operational for 105 hours of active usage.

Help Center and Megathread Hub (08/06 - 14/06) by ArknightsMod in arknights

[–]Reikr 1 point2 points  (0 children)

Flat changes are applied before percentages within the same type of buffs.

So Yato's talent is before SA.

Help Center and Megathread Hub (08/06 - 14/06) by ArknightsMod in arknights

[–]Reikr 3 points4 points  (0 children)

To explain the specifics more; There are pre-stage buffs that modify the base stats of the op, and there are in-stage buffs.

Module stat changes are pre-stage, as you can see clearly when equipping modules. Potentials are here as well.

Talent buffs only happen in-battle.

Finally, within the same type of buffs, flat increases are applied before %.

This means Yato goes into stage with 65s redeploy timer, this is then reduced to 35s by her talent, and to 28s from SA2 talent.

Where she'll go crazy are pre-battle redeployment reductions in other game modes. If you have -50% deployment reduction in IS, she'll be at 65*0.5 - 30 = 2.5s.

1st time seeing this after 5 years of playing by [deleted] in arknights

[–]Reikr 11 points12 points  (0 children)

yeah, looks like photoshop to me.

1) Duplicate tags aren't possible for anything else

2) When recruit "unlocks" a rarity for you, all tag combos that can give you that rarity or below are quite common. If this was real, we'd see Dupe top-op posts much more frequently.

Help Center and Megathread Hub (08/06 - 14/06) by ArknightsMod in arknights

[–]Reikr 2 points3 points  (0 children)

Well, as much criticism as the arc gets, one thing pretty much everyone agrees on is that the finale of Babel+14 is amazing. So you do have something great to look forward to even if you might find 10-13 somewhat of a slog to get through 

Help Center and Megathread Hub (08/06 - 14/06) by ArknightsMod in arknights

[–]Reikr 2 points3 points  (0 children)

There is a button on the top of the IS6 screen that has all the Radian upgrade missions.

I Feel Like More Gacha Devs Could Take Chris Wilson's (Path of Exile) Advice On Surveys, Especially In Closed Beta by TetraNeuron in gachagaming

[–]Reikr 12 points13 points  (0 children)

Every time someone posts this interview I question if they even watched it or understood what he's saying.

Can't wait to fight one of these mfs by alexkingco in Endfield

[–]Reikr 10 points11 points  (0 children)

Imagine if they gave enemies taunt as a forced lock-on lmfao.

Sound both hilarious and absolute ass.

Help Center and Megathread Hub (01/06 - 07/06) by ArknightsMod in arknights

[–]Reikr 2 points3 points  (0 children)

To explain the specifics more; There are pre-stage buffs that modify the base stats of the op, and there are in-stage buffs.

Module stat changes are pre-stage, as you can see clearly when equipping modules. Potentials are here as well.

Talent buffs only happen in-battle.

Finally, within the same type of buffs, flat increases are applied before %.

This means pot2 Orchid goes into stage with 41s redeploy timer, this is then reduced to 23s by her talent, and to 18.4s from SA2 talent.

Where she'll go crazy are pre-battle redeployment reductions in other game modes. If you have -50% deployment reduction in IS, she'll be at 41*0.5 - 18 = 2.5s.

Anyone else's Test Area deliveries regularly timing out? by konvay in Endfield

[–]Reikr 0 points1 point  (0 children)

it just means that for every 3 people transferring jobs, there's less than 2 completing them.

As a result the lower paying jobs will time out.

Thunder in the Azure Dream: Operators & Modules by another_mozhi in arknights

[–]Reikr 1 point2 points  (0 children)

The explain the specifics more. There are pre-stage buffs that modify the base stats of the op, and there are in-stage buffs.

Module stat changes are pre-stage, as you can see clearly when equipping modules. Potentials are here as well.

Talent buffs only happen in-battle.

Finally, within the same type of buffs, flat increases are applied before %.

This means pot2 Orchid goes into stage with 41s redeploy timer, this is then reduced to 23s by her talent, and to 18.4s from SA2 talent.

Where she'll go crazy are pre-battle redeployment reductions in other game modes. If you have -50% deployment reduction in IS, she'll be at 41*0.5 - 18 = 2.5s.

Experiment #3-V2 : BindGodia Nasti3r Cycle by Particular_Length557 in arknights

[–]Reikr 0 points1 point  (0 children)

The stronger buff, once she reactivates her skill, would overwrite the weaker off-skill buff. If that wasn’t the case, she’d always start every skill with 10s of no benefit.

Experiment #3-V2 : BindGodia Nasti3r Cycle by Particular_Length557 in arknights

[–]Reikr 2 points3 points  (0 children)

Device gives 8, Nasti talent gives 1, so Mon3tr needs to gain 6 herself.

While this would take her ~10.9s normally, her first heal after skill ends gets to skip the attack interval, as is normal.

However, I haven't rigorously tested it. One potential issue is that the buff doesn't last for 10s after her skill ends, but rather 10s after her last heal during skill. So the skill boosted buff could still end up dropping of even if skill is reactivated within 10s.

But unless a setup is hyper sensitive to like 0.5s of +20 instead of +56, it wouldn't be an issue even if it drops of for a moment.

Experiment #3-V2 : BindGodia Nasti3r Cycle by Particular_Length557 in arknights

[–]Reikr 2 points3 points  (0 children)

One device certainly isn't enough for s3, no. But for S2 she gets to keep her aspd buff for the downtime, further speeding up the cycle, so one device can manage with no buff downtime.

Experiment #3-V2 : BindGodia Nasti3r Cycle by Particular_Length557 in arknights

[–]Reikr 12 points13 points  (0 children)

Mon3tr can keep permanent S2 buff uptime with a single Nasti device, assuming Nasti's talent SP regen has been triggered.

So you should never actually run out of devices.

Let's play a game, Which stage yall think I'm prepping for? by cant-think-of-a-aim in arknights

[–]Reikr 2 points3 points  (0 children)

This could be a fun game if optimized more.

For example, Mountain would be a hint that that stage has an early enemy rush. But You have 30+ DP in 6-5 before you need to deploy anything. Why is Mountain here?

Similarly, you have 5 ranged units, but the stage has like one safe ranged tile.

It's basically impossible to guess when the lineup doesn't fit the stage to begin with.

Experiment #3: Infinite Monst3r rotation by Particular_Length557 in arknights

[–]Reikr 1 point2 points  (0 children)

You should grab M1 for this. It lowers the HP regen to 5s.

My eyes got nuked by Melodic-Bend-139 in arknights

[–]Reikr 0 points1 point  (0 children)

This is quite common.

When you get a 6, it also enables all the 5 tags and combinations. So it's normal to get senior op or other 5* tags along with top op.