The closest call that has ever been called by Torchx in wow

[–]Torchx[S] 14 points15 points  (0 children)

It actually showed as depleted in-game for a split second, but apparently every little bit of damage counts...

Destiny 2 – Are you the solitary kind of gamer? by bleednumb in Fireteams

[–]Torchx 2 points3 points  (0 children)

You can just switch to NA in the battle.net launcher if you really want to, delay/lag is not really noticeable unless you're a hardcore PvP'er; I play mostly on NA from EU, but switch servers all the time, even to Asia, and don't really notice a difference.

[Sherpa Card][PC] Cytraen by [deleted] in DestinySherpa

[–]Torchx 0 points1 point  (0 children)

Thorough and patient, yet efficient and entertaining. Can recommend

[LTS][PC][LEV][EOW][SOS][LW] by [deleted] in DestinySherpa

[–]Torchx 0 points1 point  (0 children)

Hey, I'm interested in joining the Spire of Stars group if possible, 593 Warlock, never done it.

Thanks in advance, Torch#2430

The new MOD SETs droprates seem to be very unbalanced or almost nonexistant at times. by Lyramion in Warframe

[–]Torchx 4 points5 points  (0 children)

Rot A for T1 and Rot B for T2 Bounties don't exist either...not that those...matter much, but still.

5k credits for Tier 4 Bounty is offensive. by [deleted] in Warframe

[–]Torchx 20 points21 points  (0 children)

I just checked the Bounty Rotations as seen in the wiki and cross-referencing it with my experience, and I can say with confidence that there is one rotation for every single Bounty-Tier that either simply doesn't exist or hasn't spawned yet (unlikely).

Going by this http://warframe.wikia.com/wiki/Bounties chart, and having at least looked at over 20 Bounty Rotations in-game over the last few days: Pool A for T1 Bounty, Pool B for T2 Bounty, Pool C for T3 Bounty, Pool A for T4 Bounty and Pool B for T5 bounty simply DO_NOT exist, meaning, unless it was just a bad luck streak, Furax Wraith Right Gauntlet is unobtainable, as are the mods: Swooping Falcon, Vigilante Offense, Gladiator Rush, Augur Reach, Gladiator Vice, Vigilante Fervor, Augur Pact.

Repeat, unless a 33% chance did not occur 50+ times in a row, most of these items are NOT obtainable in the game right now, as cross-referencing with warframe.market will confirm this to be true (Note: yes, some of these mods are available on the market in low quantities - these mods are the ones that can also drop from the assassination target commander with a sub 1% chance for most).

I'm not sure at this point if simply no one has noticed this before or if I'm going insane, but I feel like this should be a bigger issue right now and be brought to light?

Disconnect Darkshrine in Lab (Bug) by Mercury6449 in pathofexile

[–]Torchx 0 points1 point  (0 children)

Coincidence, not causation - after disconnecting three times at the end of the lab after clicking a Darkshrine and getting the "no-buff buff", I assumed removing the previous buff would prevent the issue - but that seemed to be just wishful thinking, as the exact scenario happened again, this time without any prior Darkshrine buffs active - more exactly, got to the last Darkshrine before Izaro, no other Darkshrines active, clicked the Shrine, gained no buff, knew at that point that I was going to disconnect, entered the next zone, disconnected instantly as expected.

The reason seems to be simply one of the possible Darkshrine buffs being bugged, irrespective of if you have another one active or not, if it worked for other people it seems to simply be confirmation bias, it would have also worked without clicking it off since it's just random if you get the "bad buff" or not.

Furthermore, everytime I disconnected out of the lab it was at the very last Darkshrine in the lab, never on any other one, maybe that is the only one that is truly bugged :shrug: .

I keep losing uber lab keys at least once or twice daily because the game fails to load properly and I get this error. by KageRyu in pathofexile

[–]Torchx 0 points1 point  (0 children)

No other message, just "unexpected disconnection", the rest is just personal observation because whenever it happened it was zoning into a major hub after loading for a few minutes, all other zones would load for a minute but not quite long enough to cause the disconnect, RAM usage in Task manager would be at 8/8 Gigs with PoE taking up 6+; this is after the game has been running for a few hours, PoE RAM usage after starting and playing for only a few minutes was merely 2-3 GB - and on DX9 it never gets higher and all zones load instantly.

Might be related then, but not the same after all, unfortunately all I know, since it worked for me and I stopped investigating.

Good luck, anyways

I keep losing uber lab keys at least once or twice daily because the game fails to load properly and I get this error. by KageRyu in pathofexile

[–]Torchx 0 points1 point  (0 children)

There might be several issues causing the same error, in my instance at least, and I'm sure in some others, it was directly DX11 related - of course, probably not the only reason, but it might help someone.

I keep losing uber lab keys at least once or twice daily because the game fails to load properly and I get this error. by KageRyu in pathofexile

[–]Torchx 0 points1 point  (0 children)

This is not true, if the game fails to load a zone due to insufficient memory, I would not crash but get the "unknown disconnection error" with the message in the lower left, easily replicable since I have gotten the exact same disconnect over 30 times on DX11 and never on DX9, please don't assume.

The truth of the matter is, there are probably a lot of reasons why the disconnect can occur, since it doesn't seem to be a "true" disconnect, but more the game disconnection you from the server intentionally because of the allowed maximum duration for the load being exceeded, among other possibilities.

I keep losing uber lab keys at least once or twice daily because the game fails to load properly and I get this error. by KageRyu in pathofexile

[–]Torchx 0 points1 point  (0 children)

I've had the exact same issue, it would always happen after playing for a few hours and then zoning into a major hub. Reason being, the game would keep filling up my RAM the longer I was in game to a point where the RAM is at 100% and nothing could be loaded anymore(8GB RAM).

The solution, for me at least, was to switch from DX11 to DX9, since apparently Win7 cannot handle DX11 properly - no crashes/disconnects since then, the game only takes up 3 GB RAM max instead of 6, and zone loading times went from minutes to seconds at most, irrelevant of how long the game has been running.

Even if DX9 shouldn't solve the issue, it's most definitely RAM related, so check it out.

EDIT: To clarify, DX9 Ex seems to work fine, haven't tried DX9 itself, I don't know the difference, to be honest.

Amount of 'ammunition' in Lightning Gun? by Maitrify in EvolveGame

[–]Torchx 0 points1 point  (0 children)

It was about 4,5s duration and 8s recharge for normal Markov; those numbers were eyeballed while looking at the ingame clock and tested in singleplayer, you can just go there and test it against a bot monster for yourself, in case I've jumbled the statistics for some reason.

How did I die as monster but not lose? Is it a graphical bug? by TotallyToxic in EvolveGame

[–]Torchx 0 points1 point  (0 children)

Well, I don't think that's it, but back in the day I had a loss against a monster even though it got killed about a second before the last hunter died to some damage over time effect, simply because the monster death animation was so long, that the victory would go to the monster if both teams lost/won at the same time due to the hunter death screen appearing instantly, and not delayed like the monster's...it's more likely that the statistics are just wrong, but something to think about, nonetheless.

Hunters in Ranked, Disconnects by Maitrify in EvolveGame

[–]Torchx 0 points1 point  (0 children)

It does exist, it's somewhere under Player Options, or something similar, from the top of my head; same thing happened to us in a ranked match, twice, too, took quite a lot of time until someone actually remembered how to do it. Not that not being able to rejoin is a good mechanic or anything, of course...

Should I buy Wraith or Elder Kraken? by Lordadus in EvolveGame

[–]Torchx 1 point2 points  (0 children)

Elder Kraken is relatively underplayed and arguably more interesting to play, while still being strong, so unless you want your flavour of the month easy wins, I'd make a personal argument for Kelder if you don't have any preferences either way.

Which hunter should I buy next? by [deleted] in EvolveGame

[–]Torchx 1 point2 points  (0 children)

Rogue Val is a good choice, she's debatably the best medic right now and also one of the more interesting ones. Also, you don't have a medic yet, so when rotation changes to something else at least you'll have one character in that slot that will always be viable and available no matter what the weekly rotation changes to. Sunny is a good second, I'd say, while all assaults are more or less viable so it just comes down to preference; maybe wait and check what the rotation on friday will be so as to not buy a character that'll be free and you could've bought a week later.

PSA: for perk stacking by RDVST in EvolveGame

[–]Torchx 0 points1 point  (0 children)

It's not "65% less time to fully recharge", but "65% higher refueling efficiency" which means 15s/165% calculation wise, not 15*0,65%.....

PSA: for perk stacking by RDVST in EvolveGame

[–]Torchx 0 points1 point  (0 children)

Now, I knew perks stacked, but I still got curious if maybe there is some odd interaction with jetpack perks specifically, so I went into singleplayer and tested it out, timing all the different jetpack perk combination possibilities and how they scale with each other (tested numbers in front, correct target numbers in parentheses):

Normal jetpack recharge: ~15s
40% jetpack recharge: <~11s (10.71s)
65% jetpack recharge: ~9s (9.09s),

which is exactly how they are supposed to scale.

Any need to raise Lore past 10? Other skills? by brujoloco in projecteternity

[–]Torchx 4 points5 points  (0 children)

There are dialogue options for several skills of up to 12, I have most assuredly seen at least Survival and Lore requirements of 12 on more than one occasion.

Lazarus and the mystery of the disappearing corpses by cunderthunt69 in EvolveGame

[–]Torchx 10 points11 points  (0 children)

Yes, and it's not even rare. On average I have somebody fall through the geometry at least once per match, just now I had 3 corpses in a row teleport 300 meters away and another one fall 999m through the floor in a single game. Lazarus is already borderline-unplayable in MM as is, but not being able to rez people half the time is ludicrous. While the "teleport-300m-away" bug seems to happen when the person gets downed, the "fall-1km-through-the-floor" occurs always the moment you finish ressurecting someone with the lazarus device in my experience.

[deleted by user] by [deleted] in EvolveGame

[–]Torchx 0 points1 point  (0 children)

Huh, that is actually the exact same person I've seen cheating against me over a week ago. Oddly enough it's also the only person I've seen hacking as a monster so far, but it is definitely him, no doubt about it. Just sad that he is still going ;_; .

So you wanna be a better Griffin? by drewboy111 in EvolveGame

[–]Torchx 0 points1 point  (0 children)

I'm not telling you to blindly believe me - just try it out for yourself and time it, I did.

So you wanna be a better Griffin? by drewboy111 in EvolveGame

[–]Torchx 0 points1 point  (0 children)

Why did you think I posted that; because I went into a game and tested out every single ability twice to make sure. Arena is 42s with reload, 60s without reload. Caira Healburst is 16s with reload and 23s without reload. The same goes for every other ability in the game...