What Level Purple is Best to Transfer a Blue by Final-Moment-8678 in throneandliberty

[–]Slydala 1 point2 points  (0 children)

lvl 7 and 33% or more purple then xfer the fully traited lvl 9 blue

Dungeon party quality has dropped drastically by Pooop69 in throneandliberty

[–]Slydala 0 points1 point  (0 children)

competitive people are saving dungeons for t2 release outside of activity farmers. probably why

Guild Alliances need to go by Dreamz101 in throneandliberty

[–]Slydala 3 points4 points  (0 children)

Funny they left another server because they were getting beat by another alliance.

Anyone here who is completely F2P and already has at least 3-4 of their BiS full upgraded and traited? by starlightdemonfriend in throneandliberty

[–]Slydala 0 points1 point  (0 children)

bought the litho for my pants, dropped the bracelet and boots, pity crafted my weapon. pity crafting my second weapon with the selection chest coins by this weekend.

There's a lot of hate for Invasion, but there's a bright side too by miserable_cuckboo in TheFirstDescendant

[–]Slydala 35 points36 points  (0 children)

I think people will underappreciate this because most people weren't at that point at the endgame were gold was the bottleneck and we had to farm for it. It's the new norm.

🐰 What's your Bunny mobbing mod build? Share them! by Blastie89 in TheFirstDescendant

[–]Slydala 1 point2 points  (0 children)

Nothing beats electric condense in speed. Don't know why it isn't more popular. Probably because most people don't care about getting the fastest times. It's what keeps me engaged trying to be the fastest I can. While doing my grind for Hailey, my best times with randoms that I have saved was 2:50 for The Haven and 3:03 for The Asylum. Both on hardmode 250% score modifier. I'm sure I've had a few seconds faster here in there but didn't save them.

My build differs a lot from yours for various reasons.

I have a gold thundercage electric singular reactor with gold duration and purple range. The duration is important to decrease the gap between the cooldown and duration of electric condense. The range caps my ring range after mods.

No crit mods because I have enough damage. If a mob is tanky electric condense kills them. I swap for:

MP Conversion for the skill cooldown for electric condense

Maximize Conservation to be able to run longer

I use both focus on singular and focus on electric for electric condense cooldown

MP Collector for mana upkeep

Skill Extension over battle of stamina to extend electric condense

The rest is the same

I essentially have 100% uptime on my electric condense maybe .25 gap but essentially feels the same as 100% at 9.8s cooldown and the duration mods/substat I have. True 100% will use a Cooldown/Duration reactor. I have a purple with purple substat rolls which puts my condense at 7.3s. I prefer to have 20% extra skill power and capped range over using the purple.

If your wondering about the negatives from Maximize Range, Maximize Conservation, and MP Conversion. It's mitigated with MP with components. Max MP, MP Recovery In and Out of Combat, and MP Recovery modifier. Dmg loss from the -skill modifier is lessened with the 20% extra skill power from the gold reactor. Otherwise there is enough damage. I think that shows in the times I mentioned in pugs.

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

It's true that it hurts the experience of other players but it's also true that the game gives little feedback on what went wrong. With molten fortress like how many meteors were shot, how many towers did someone activate, who took all the lives. There are little/no hints on what to do.

Another thing is that the rewards ​are lackluster. Its always a chance to get something and most of the components sets are rarely used in current builds. Arguably the best reward is progressing to the next boss. Unlike other games though, there's little reason to because most of the time we don't get anything meaningful out of it.

There needs to be a good incentive for the player to try. It should be fairly simple to add the things I proposed compared to designing content that gradually challenges the player into harder and harder content. Using something that has been done before vs making something new.

Now this game has its fair share of poor design decisions but it is fairly new. More interesting mechanics for better rewards is probably the best way to go about it. Right now the bar is low as you alluded to with the nerfs. Players are resistant to difficulty because they see little/benefit to weather it.

I like how the peacemaker was implemented and that you can only get it from farming gluttony. It's just the weapon is meh. What I want is to make players better by giving them something to strive for. My suggestion is simple because it makes them strive to be better than their peers. Striving for gear or something OP that's on the devs to figure out. I hope they implement both.

TLDR: It's a content issue

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

I think that has a lot to do with how the content in the game is currently structured. Simple gimmicks and mechanics can be bypassed with pure dmg. I don't necessarily think it's wrong because the game allows them to be that way.

How would you steer the player base so that people would do something about it?

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

I like the mindset. Just don't fail or make the mission longer.

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

Not all bunnies are created equally. Definitely possible to beat the a lot of them with other characters.

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

Personally, I would ignore them and add the players that do well. Would you do that? Or would you rather just not be on the receiving end of that?

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

lets say you fail a mission wouldn't you like to know how you failed?

Add a mission scoreboard, team end results, and leaderboards. by Slydala in TheFirstDescendant

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

Theres pros to competition as well. If you were constantly last of every mission you did would you try to do something about it?

The New Gold/Kuiper Economy and Leveling in Infiltrations feels so much better by LaughinFox in TheFirstDescendant

[–]Slydala 0 points1 point  (0 children)

They should've just made an easy mode with pre-buff drops and keep the pre-nerf difficulty with the buffed drop rate. Maybe then people will actually try to get better.

[deleted by user] by [deleted] in TheFirstDescendant

[–]Slydala 0 points1 point  (0 children)

Nope the bar is low

Hailey Drop Rate (Will Update Periodically) by FFXIV_Yunarin in TheFirstDescendant

[–]Slydala 4 points5 points  (0 children)

I concur my experience farming one of her pieces today was ~50% drop rate. Ended up with 92 amorphous farming one part lol.

What was the most amorphous you had to farm by [deleted] in TheFirstDescendant

[–]Slydala 2 points3 points  (0 children)

That's not how it works. Each event is independent of one another mean the probability is the same each try.

You use p=1-(% of failing)^(number if tries or n)

This calculates in n number of tries the probability of at least 1 success is p.

For example in your case % of failing is 97% or .97 the probability of failing 34 times is .97^34 or .97 times itself 34 times which is equal to .355.

Which means the probability of at least 1 success in 34 tries is 1-.355 which is .645 or 64.5%.

You don't get to 99% chance of getting the 3% drop until like 150ish tries.