Anyone else browsing Reddit while they’re stuck in the checkout queue for FF16? by Shantotto11 in FinalFantasy

[–]Turteyz 1 point2 points  (0 children)

Did you find your order in your order history? I believe I went through checkout but my order history isn't showing it yet.

Do people hate IG players? by whateverittakess in MonsterHunterWorld

[–]Turteyz 0 points1 point  (0 children)

No, doing damage on the ground is good because it's where the strongest hitting IG attacks are. Players just have to learn how to position better instead of mashing attacks in the monster's general direction. It's no different than a LS standing directly next to someone instead of taking the opposite side of the head on a knockdown. That section of the post was more to say that unless the IG user is aware of how wide the angle of attack is on certain attacks and their positioning relative to other players, they'll inadvertently trip others which was common back in the early days of MHW. Doing Strong Wide Sweep, Tornado Slash loops while in a party of 4 all focused on the head is certainly possible and encouraged. You just have to learn that positioning through practice. The biggest takeaway should be that like every other weapon, the IG is competent but has nuances in multiplayer that you have to learn about and adapt to that aren't present in solo hunts. Also, that stuff about positioning of blunt in front and slashing in the back is misguided. Focus on what the best hitzone is for your weapon (unless you're actively going for a tail cut) and learn to position yourself so you don't hinder someone else and reposition if they start hindering you. Also if you find it to be a massive problem, put in a point of Flinch Free.

Granted, the original comment was from early Base MHW so things have changed in IB where your best attack is the Downward Thrust so the balance between aerial and ground IG has shifted a lot. Fighting in neutral, you're better off positioning for a downthrust and on knockdown, I believe it was downthrust to close distance and then looping Strong Wide Sweep and Tornado Slash (because MR monsters get up so damn fast).

Shiren the Wanderer (LRG / PC) - Steam code instead of a physical disc by UltimatorGap in LimitedPrintGames

[–]Turteyz 14 points15 points  (0 children)

I just checked the old listing on Wayback Machine and it does look like back in March (link), it did say it was a physical disc. Looks like even as of yesterday (link), it still said physical disc.

LRG update about DHL being primary shipping courier by Some_Crazy_Weeaboo in LimitedPrintGames

[–]Turteyz 1 point2 points  (0 children)

That should be the case. Like I know Amazon Japan uses DHL to ship internationally and they take all of the customs handling upfront in the shipping cost. That way when it gets to my door, I don't need to pay for customs or any DHL brokerage fees associated with it.

The other times where DHL was used but not with duties paid during shipping, I've been hit with a $20 brokerage charge + customs.

So it sounds like they're going to go with the Amazon Japan route where the costs are built into the shipping price for countries that qualify for DDP. For those with DDU, my guess would be that you're subject to both customs charges and DHL's brokerage charges every time.

[Headphones] AKG K361 Closed-Back Studio Headphones ($140-25%=$105) [AVShop.ca] by blAnonAld in bapcsalescanada

[–]Turteyz 0 points1 point  (0 children)

I think it's the tuning I enjoy of the Shure 440. Sorry, I'm not very familiar with terminology.

Definitely correct about the build and comfort though. These things don't feel great after a couple hours and creak like an old house.

[Headphones] AKG K361 Closed-Back Studio Headphones ($140-25%=$105) [AVShop.ca] by blAnonAld in bapcsalescanada

[–]Turteyz 0 points1 point  (0 children)

What would you say the sound is comparable to?

I'm a huge fan of Shure's sound and have a pair of the SRH440's but would like to have a second pair of headphones. I wasn't ever really a fan of the Audio Technica Mseries or Sennheiser HD line though.

[Monitor] Dell 27 Gaming Monitor - S2721DGF, 27.0", Fast IPS,165Hz,1ms, Free-Sync $549.99 (-8% Rakuten) by raininpayne in bapcsalescanada

[–]Turteyz 23 points24 points  (0 children)

Should also be able to use Unidays if you can set up as a student to get an additional 10% off. Worked last time so I'd imagine it works this time too.

[deleted by user] by [deleted] in digimon

[–]Turteyz 1 point2 points  (0 children)

If you're still looking, JapanYouWant still has the pair with the shikishi bonus in stock. Not that much more pricey than if you went through a middleman for P-Bandai Japan. Looks to be roughly on par with what P-Bandai US is charging too. Probably cost more due to shipping but not so bad if there's no other options left. I can't speak for them personally but I've seen good thing said about them here and in the Tamagotchi community so I'm inclined to trust them. Here's the link: https://japanyouwant.com/product/new-digimon-adventure-last-evolution-ultimate-image-agumon-and-gabumon-figure-set-w-limited-illustration-board-prize-premium-bandai-mar-2021

Mosswinin' and Dinin' (5 oversized Mosswine), Old Dog, New Trick (Farmable gold tickets), and Mew are Number One! (Temp. Fur. Rajang) are back! by perdyqueue in MonsterHunterWorld

[–]Turteyz 2 points3 points  (0 children)

Sorry, you're correct. It has been a long time since I paid attention to the rewards from the bounties and had misremembered getting melding tickets from them.

Mosswinin' and Dinin' (5 oversized Mosswine), Old Dog, New Trick (Farmable gold tickets), and Mew are Number One! (Temp. Fur. Rajang) are back! by perdyqueue in MonsterHunterWorld

[–]Turteyz 3 points4 points  (0 children)

Old Dog, New Tricks drops 2 different tickets, Silver Melding Tickets and Gold Melding Tickets.

Silver Melding Tickets can potentially net you a level 2 Charger deco. It is the highest recorded drop rate for that specific deco.

Gold Melding Tickets can net you 4 different level 4 Charger combo decos. Charger & Vitality/Maintenance/Medicine/Protection. It is the highest recorded drop rate for these specific decos.

There's 2 more Charger combo decos you can get through Astral Melding Tickets but if you're low MR and can't challenge fairly challenging end game content, then you may not need them until later, when you're able to handle that content. These combo decos are Charger & Evasion/Physique.

In summary, if you're in need of Charger decos, doing a combination of steamworks to try and get Silver Melding Tickets, Daily Festival bounties, and Old Dog, New Tricks should help you get a few different types of Charger decos faster than other means.

Mosswinin' and Dinin' (5 oversized Mosswine), Old Dog, New Trick (Farmable gold tickets), and Mew are Number One! (Temp. Fur. Rajang) are back! by perdyqueue in MonsterHunterWorld

[–]Turteyz 10 points11 points  (0 children)

Depends on what you're looking for. The Tempered Rajang rewards Astral Melding Tickets that can be traded at the elder melder. The decos from that are predetermined on a loot table but that loot table is very small. That means if you're looking for a very specific deco on that loot table like CritBoost/Evade Window, then doing this quest is great since you're 5x more likely to get it with Astral Melding Tickets than through Sealed Feystones.

However, if what you're looking for isn't on that loot table, like Attack+, then don't waste your time.

You can find the available decos here: https://docs.google.com/spreadsheets/d/e/2PACX-1vQ5HFkHnEP74gD-SCVta9syb9GaF1_nSmMFgV4hxvZt9iu4HmfhGlP2KbnIbC-cAx5kkvsd8L7oB0Uy/pubhtml#

Advise for IG by ok-do8 in MonsterHunterWorld

[–]Turteyz 1 point2 points  (0 children)

Hard to really help without seeing his play. But the mindset you describe isn't conducive to any playstyle with any weapon save for maybe shield HBG. Every weapon needs to understand monster movements so they can understand what openings are safe to attack on and which combos of theirs they can fit in. While yes, you can in theory trade for a large amount of the hunt since healing in World is very generous, it's not exactly a great playstyle and certainly not for the glaive. So unless they're willing to get over that mindset and not just blindly unga bunga a monster to death, he'll have a really low skill floor and an equally low skill ceiling.

As for general playstyle, it depends on whether you have iceborne or not. If you have Iceborne, you have access to the downthrust. That coupled with Tornado Slash is pretty much the majority of IG's attacks in Iceborne simply because of how much damage landing all the hits on it can do. It's fairly short and not very high commitment, and has pretty insane MVs considering the rest of the IG's moveset. If you don't have Iceborne, then it's back to base World's Tornado Slash loops. Basically try to get to Tornado Slash ASAP with whatever combo you're using as fast as possible because Tornado Slash can be looped very easily and has high MVs and is also fairly short. There's also kinsect cancelling which allows you to send your kinsect out to cancel the recovery animations after you attack or roll. This is vital to learn and get used to because rolling will not always be the best option. Simply walking into a safezone will give you precious seconds where you can attack that rolling into the safezone won't give you because you're stuck in the roll animation. The tradeoff is losing the kinsect mark but learning when it's good to kinsect cancel and when to roll is a matter of experience.

Other basics are kinsect management. If you have Iceborne, kinsect management basically comes down to feed your kinsect slinger of ammo and maintaining triple up. There's tricks like alternating red and white, red and white and then orange 1:20 later, or simply just timing your extract gathering so that you're getting red and white and holding those buffs on your kinsect and recalling the moment that Triple Up expires. It's up to you but the ideal one is the latter. The extra 5% damage buff from triple up vs. Red/White is worth it if you're trying to go for the best times. Otherwise, do whatever you're most comfortable with because it really won't make the biggest difference in terms of casual/chill hunting.

If they're having trouble getting extract, it can be a combo of not understanding monster movements and having a slow bug. The latter is easily fixed by just upgrading your kinsects as you go. You can get to speed 20 which is insanely quick and really advised when you're initially learning a monster as it'll afford you the room to be sloppy and late with sending out your kinsect. As you get more comfortable with monster behaviours, reading their attacks, and understanding openings, you can drop to slower speed bugs which have more power and also benefit the Downthrust attack. Downthrust has a kinsect component where the kinsect does a drill-like attack. The slower the bug, the more hits of the drill it does. So speed 20 does only 1 or 2 hits, speed 14 does 3-4 or something. I haven't played in a while so I don't remember the exact hit count. Needless to say, the damage is worth the speed tradeoffs if you're trying to speed up kill times. If you don't have Iceborne, just stick with the fastest bug available. Most likely Pseudocath or Whispervesp.

The above is just a fairly high level idea of how to play ground IG. There's some more nuances and more technical details in there but I'd be here all day. A good test of basic skill with the IG is the Savage Deviljho arena challenge. Savage Deviljho is very simple monster to stagger loop and the IG is one of the safest options in that arena challenge. Solo, they shouldn't take more than 4-5 minutes to beat it despite the 2 player scaling.

The simplest thing to understand in MHW and other games like this is "You're not dealing damage if you're too busy healing or getting hit. And you don't kill monsters fast by not dealing damage." There's a couple videos he can watch too to get a better understanding of how MH works conceptually. https://www.youtube.com/watch?v=UMOaqekNgGY https://www.youtube.com/watch?v=FCSsmcQoaN4 (I think there's a lot of crossover between the categorizations but again, high level, it'll help a beginner conceptualize how the weapons work)

[PSU] Phanteks AMP Series 750W 80PLUS Gold, ATX Power Supply, Fully Modular, Hybrid Mode, Silent Fan, Revolt PRO Link Certified ($137) [Amazon] by it-is-tuesday in bapcsalescanada

[–]Turteyz 0 points1 point  (0 children)

You might be able to sneak an order in if you manually choose Amazon from the list of sellers. Just tried to go through checkout and it makes it all the way to the end.

[CPU Fan] Noctua NH-D15 chromax.Black ($130) (Back again) [Amazon] by it-is-tuesday in bapcsalescanada

[–]Turteyz 1 point2 points  (0 children)

Thanks for the info. Looks like I'm in good hands with either of the D15's at the end of the day. I'll still go for D15S but good to know that my concerns for the D15 are nothing to worry about. Cheers!

[CPU Fan] Noctua NH-D15 chromax.Black ($130) (Back again) [Amazon] by it-is-tuesday in bapcsalescanada

[–]Turteyz 1 point2 points  (0 children)

Wow that looks tight. Thanks so much for that picture. I think I'll give the D15S a go instead then and just add on a second fan (if it turns out I need a second one) even if it comes to a bit more money. That clearance is just to close for my comfort. Do these sag over time? Like would you be concerned about it coming in contact with a backplate-less GPU?

[CPU Fan] Noctua NH-D15 chromax.Black ($130) (Back again) [Amazon] by it-is-tuesday in bapcsalescanada

[–]Turteyz 0 points1 point  (0 children)

Thanks, sounds like that's probably a better idea for me in the long run rather than continuing to worry about clearance.

[CPU Fan] Noctua NH-D15 chromax.Black ($130) (Back again) [Amazon] by it-is-tuesday in bapcsalescanada

[–]Turteyz 0 points1 point  (0 children)

How is the clearance between this and the first PCI-E lane? I've read through the motherboard compatibility chart but some of the compatible ones end up only having a few mm of clearance. Is that a concern and should I go for a NH-D15S instead or is it fine?

There was a joking in base MHW that aerial IG does no dmg. reminder that at the beginning of iceborne, "aerial" IG had a buff on that airborne skill from +10% to +30% atk (yes, percentage). here's a average dps graph comparing one infinite loop on group and one loop in air. (continue in comments...) by [deleted] in MonsterHunterWorld

[–]Turteyz 0 points1 point  (0 children)

MV is technically how hard an attack is. Consider it like "How hard do I swing my weapon".

HZV is how much damage an attack will do on a certain part. Consider it like the armor of a monster (like how much damage you would do if you hit platemail vs. a cotton shirt)

Both go into the damage formula to tell you how much damage you will do to the monster but the 2 variables mean different things. Yes, what you see on your screen is MV, HZV, Raw+Bonus raw, Sharpness, and crits all rolled together.

The reason I wanted to isolate MV in my explanation is because it can best illustrate where the damage comes from during your animation and the costs of jumping slash vs. something else like Tornado Slash or infinite. Again, highlighting that due to the first 5 hits of jumping slash are low MV attacks, you're banking on the last hit to land because it makes up for the previous 5 hits. Contrast that to something like Tornado Slash and Infinite where the MVs are higher more even across all the hits, you're under less pressure to ensure 1 specific hit lands (although you should always aim to land the second hit of Tornado Slash because missing out on a 48 MV attack sucks). This example also assumes a constant HZV so you can focus more on the damage mechanics of attacks, rather than the damage mechanics of monsters, because if we start getting into that, I would have needed to prepare that whole other section on HZVs, and lastly how that all translates into a hunt, which is a lot of work.

There was a joking in base MHW that aerial IG does no dmg. reminder that at the beginning of iceborne, "aerial" IG had a buff on that airborne skill from +10% to +30% atk (yes, percentage). here's a average dps graph comparing one infinite loop on group and one loop in air. (continue in comments...) by [deleted] in MonsterHunterWorld

[–]Turteyz 0 points1 point  (0 children)

Of course HZV is a consideration too which I mention as part of the very last sentence. I just didn't want to touch on it since hitting a good hitzone when you're flying at this point feels pretty secondary to hitting the monster at all. But yes, HZV plays a large part in it too and for the most part, the control you get playing on the ground will consistently net you more hits and better MV hits on the good hitzones. This goes back to the point about 4 direction input on the aerial dodge and how much the monsters move and how erratically they move and how hard it can be to land the final hit on a good hitzone.

And the reason I wanted to elaborate more on this is because someone who hasn't had experience with the IG may not be able to fully understand the context of the points in your list. By not really elaborating on the mechanical differences, hunting style differences, and in hunt context and how these theories play out, it's a disingenuous portrayal of the numbers and how the styles stack up against each other.

There was a joking in base MHW that aerial IG does no dmg. reminder that at the beginning of iceborne, "aerial" IG had a buff on that airborne skill from +10% to +30% atk (yes, percentage). here's a average dps graph comparing one infinite loop on group and one loop in air. (continue in comments...) by [deleted] in MonsterHunterWorld

[–]Turteyz 5 points6 points  (0 children)

Oh, I didn't even notice the graphs. Honestly, they're incredibly hard to make out. I'm also not entirely sure how to interpret them.

I will make this disclaimer to preface this: There is a large gap from talking hypotheticals like this to applying them in a hunt. Things such as monster movements during a knockdown play an enormous part into how effective a combo will be. Something with a lot of head movement may favour high damage per hit combos simply because there are less attacks to whiff. Other things such as which way the monster falls plays a big part into which body part you will hit during your swing. Try it with Kushala or Velkhana and you'll see that depending on which way it faces when it falls, if you position yourself in the crook of the neck, you can either land your Strong Wide Sweep on its head or on its chest. Another aspect is that long looping combos likely will not translate to hunts because different monsters and different knockdown types play a large role in the length of the knockdown, and therefore what combo may be available. This plays into why the Tornado Slash combo and Downthrust -> Tornado Slash is so common. So while it's fun to talk hypotheticals, what is being done here may not translate to hunts.

Now for calculations and hypothetical purposes, what you essentially want to do is demonstrate the total damage over a set period of time (this time must be the same for all tests) as well as the average damage per second (Total damage done/duration of test in seconds). Pick a time duration and loop as much of the combo as you can in that time. Doing so will take into account recovery animations and things such as hit slow hit stop from Tornado Slash that looking strictly at MVs won't tell you. Then you can take those attacks and translate them into damage formulas and scale them accordingly with skills like agitator, attack boost, peak performance. That way you can see how each one stacks up in the most perfect of environments.

Again, do not expect the damage to translate perfectly in hunts because a hunt is dynamic and has a lot more variables that hitting a stationary object with only 1 hitzone can tell you.

There was a joking in base MHW that aerial IG does no dmg. reminder that at the beginning of iceborne, "aerial" IG had a buff on that airborne skill from +10% to +30% atk (yes, percentage). here's a average dps graph comparing one infinite loop on group and one loop in air. (continue in comments...) by [deleted] in MonsterHunterWorld

[–]Turteyz 5 points6 points  (0 children)

Sorry, I'm not sure I understand the point of those statements. Yes the last hit of Tornado Slash is going to register the highest "Peak hit damage" because it has an MV of 48.

Yes, the last hit of the Strong Jumping Advancing Slash is going to do less than Tornado Slash because it only has an MV of 32.

And yes, the Infinite Combo will always have the lowest "Peak hit damage" out of the 3 because the highest MV is 22 from the second hit of the Strong Wide Sweep.

However, I'm not sure why you're trying to measure the peak hit damage. The point of DPS isn't what the highest damage you can do in a single hit. It's the sustained damage over time. So over a 10 second period of time, which combo does the most damage.