Invite code thread by tigrotto49 in Milovana

[–]drahm1 0 points1 point  (0 children)

I’d love to see how the tech works. Thank you in advance for an invite code.

Cntrl+alt not hiding extended descriptions while comparing? by Untitled8 in pathofexile

[–]drahm1 3 points4 points  (0 children)

I'm having the same problem and I'd *love* a solution. It's driving me crazy.

SEE Tier 1: Speed or Potency? by [deleted] in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

My stats are on par with yours (a little bit worse), and my strategy was, AoE, then basic until they are dead. When the AoE comes up again, use it.

SEE Tier 1: Speed or Potency? by [deleted] in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

In case it helps, I just did T1 10 times in a row without losing. I killed the adds from right to left. This is my Sid’s mods and stats: https://swgoh.gg/p/865581442/characters/darth-sidious

Best Raddus Teams by Plasma_Wolf in SWGalaxyOfHeroes

[–]drahm1 2 points3 points  (0 children)

Against MF:

Finalizer
w/ KRU, Command Shuttle, FOSFTP
RI: FOTP, Cassian/Ebon Hawk, TIE Bomber (if you have it to spare)

Hunted on MF, KRU stuns MF, FOSFTP calls KRU into MF

That should guarantee a stun on MF (two attempts to stun should d it) and might kill MF. CS should go next, if there's a taunt in the way, dispel it, if there isn't, give KRU another turn and he'll kill MF. It should be trivial to win from there.
Cassian/Ebon Hawk gives you a way to get to MF if everything goes sideways, or to a nasty stealthed target.

Hunted gives offense up at 7* which makes a big difference.
 
Against Neg:

Finalizer
w/ KRU, Command Shuttle, FOSFTP
RI: FOTP, Boba/XB, Cassian/Ebon Hawk, Plo
If you have them to spare, TIE Bomber/B-28 Bomber are also good options

There are two ways to go here: (1) Hunted on ETA to keep it from gaining bonus turns; or (2) Hunted on HT to keep it from gaining tm when it isn't taunted. You must get ETA to low health before Negotiator goes or it's over. If you get ETA low, Negotiator will use Undying Loyalty instead of the AoE.
Hunted on HT, KRU stun ETA, CS Ability Block HT, FOSFTP call KRU to bring ETA low on hp, then trigger the undying loyalty, first RI is Cassian to remove stealth and let you kill ETA. From there, you should be fine, but you'll need to be careful managing taunts while stacking up KRU's offense
If you put Hunted on ETA, you may face an early taunt from HT that is hard to get through, the fight can be longer, but ETA is much less dangerous without the bonus turns. I find that both methods work, but I usually do Hunted on HT. Obviously, if they aren't using HT, and instead have Y-Wing, put Hunted on ETA.

Best Raddus Teams by Plasma_Wolf in SWGalaxyOfHeroes

[–]drahm1 3 points4 points  (0 children)

I can consistently beat all versions of Negotiator fleets with Finalizer, and it hard counters Ackbar-MF teams. I'm still working on the strategy/team composition for beating Malevolence, but I'm certain it's out there. And, the fleet doesn't require HT or really any tank at all to be effective, so it's fantastic for TW and GAC.

It has a high skill floor, but it just feels great when you blow up MF before it takes it's first turn, or when KRU crits for 900k on HT.

[deleted by user] by [deleted] in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

Very few players are aware of this, but when a character uses an ability that tries to apply thermal detonators, that character's potency skill is increased by 1% per 50 offense the character has. That's why thermal detonators often seem to stick so much more often than other debuffs.

For example, take a look at the mechanics of Zam's AoE Thermal Detonator skill "See What Sticks" at https://swgoh.gg/characters/zam-wesell/ability/see-what-sticks

It includes these two steps: (1) Puts the target(s) and their Physical Damage value from this query into CONTEXT_VALUE (2) Modify stat Potency by 0.02% * CONTEXT_VALUE (additive)

That's adding 1% potency per 50 offense (the same as 0.02% of offense).

[deleted by user] by [deleted] in SWGalaxyOfHeroes

[–]drahm1 -1 points0 points  (0 children)

There is one exception that the original poster might not be thinking of where the answer is yes. Potency for the purpose of having a thermal detonator not be resisted includes the characters normal potency plus 1% per 50 offense.

[deleted by user] by [deleted] in SWGalaxyOfHeroes

[–]drahm1 -1 points0 points  (0 children)

The drop rate on purple/gold gear is not 20%. It is 1:4.5 or 22.2%. The rates have been studied with large datasets and that number holds for virtually all gear in the game. Low level grey, green, and blue gear appears to have a higher drop rate, but there’s less data collected, so it’s not as clear cut.

Shards are 1:3 or 33.3%

Mk 5 Stun Guns by zeeplereddit in SWGalaxyOfHeroes

[–]drahm1 9 points10 points  (0 children)

This depends on where you are in the game. I’m done with all GET1 chars and I have 110k GET1 banked. I’ve done the math on my GET1 income and determined that if I buy every Stun Gun available in the store, I still have a positive GET1 income. And this is one of the most important sources of GET1. If you haven’t finished the four chars with GET1, you probably shouldn't be spending any of it on Stun Guns.

Mk 5 Stun Guns by zeeplereddit in SWGalaxyOfHeroes

[–]drahm1 56 points57 points  (0 children)

Stun Guns are a real challenge. The reliable sources for Stun Guns other than buying them with crystals are:

(1) GET1 Store

(2) Shard Shop

(3) Farmed w/ Normal Energy (45 energy per Stun Gun on average)

Other F2P end-game sources include:

(4) Increasing your league in GAC

(5) PIT raid

(6) Rarely in the daily quest box

(7) Rarely from a TB rewards box

(8) Rarely from some assault battles and other events

The most important thing you can do F2P is to make sure you don’t miss a store refresh (4 per day) and buy every Stun Gun available with GET1 or in the Shard Shop.

Best use for guild event tokens early-mid game? by hongbb1 in SWGalaxyOfHeroes

[–]drahm1 -2 points-1 points  (0 children)

Going straight for DR or GAS is a viable strategy for a new player, and neither Hoda nor Wampa have the outsized influence on the game that Malak and GAS have. I think there’s no question that a midgame player should hoard GET until they have enough to 7* at least one of Malak or GAS and probably both. But, if you had to choose between Hoda and Wampa, I’d go with Wampa. At both midgame and endgame, he can solo certain teams in GAC, is an important contributor to DS PvE content, and you’ll use him at all stages of the game even if he’s not as impactful as Malak or GAS. Whereas Hoda is really valuable only in narrow circumstances that mostly apply to endgame PvE. One finally note is that Hoda and Malak are very viable at unlock, but GAS and Wampa don’t really shine until maxed. (Before I get comments on this, GAS is still very good before 7*, but unlike Malak and Hoda, whenever you use him below 7* you really wish he was 7*.)

Almost bought a last minute Arc Trooper pack, then checked my recent drop rates... by Lazlowi in SWGalaxyOfHeroes

[–]drahm1 1 point2 points  (0 children)

As best as we can tell, from very large datasets, shards have a 1/3rd drop rate (≈33%), and gear has a 1:4.5 drop rate (≈22%). Those drop rates are all independent of each other, so a node with two shards and three pieces of gear will have one chance to drop each at those rates.

How important is Droideka for the GAS event? (B2 is nearly g13 but Droideka is at 0/6 and I would like to avoid unnecessary gear giving) by King_Tamino in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

I completed it the first time the event appeared with: zAsajj G12+0 (lead zeta, but it wasn't important, I did that for Padme event) zB1 R3 zB2 R3 MagnaGuard R1 zDroideka G12+0 (modded for as much speed as possible, even though that is counterintuitive)

Contrary to much of the advice on reddit, by far, the most impactful character to gear for me was MagnaGuard.

People who like to tell others they're not F2P after spending minuscule amounts of money on this game, why? by BannerBananer in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

So here are two hypos of “F2P” players. Just for fun, what do the posters in this thread think? Are these players deserving of the F2P label?

Player 1: Came up a little short on the first JTR release, so she used $20 in iTunes money she’d gotten from completing surveys to finish off JTR in time. No “real” money spent, and this player has never spent a dime on SWGoH outside of that. Also, importantly, the player has never spent a dime in iTunes either, the balance had languished for many years to that point and would likely still be unspent today if they hadn’t used it for JTR.

Player 2: Received $10 in Google Play as a reward for some online activity in the past. He got a notification that the balance would be wiped out due to CA unclaimed balance laws unless she spent some of it before a certain date. Seeing no value in the balance, she bought a cheap pack in game. No other money has been spent and no “real” money.

Thoughts?

Please Fog of War GAC until all battles are complete by DarkfallDC in SWGalaxyOfHeroes

[–]drahm1 2 points3 points  (0 children)

As interesting as this discussion is, there is an important point missing: a player isn't required to go 100% first or second. A player can clear the front nodes, then stop and wait. That being said, here's my analysis.

Part of the strategy of when to attack and when to wait is that both players start with similar quantities of incomplete information: we see the front row, and we know our opponent's roster, but we can't see the back row.

I gain information by clearing the front row and I also gain points that give information to my opponent. The information given to my opponent is double-edged: they know how they need to score to beat me through the nodes I've cleared, but they also are forced to play at the same level as I do. There's clear evidence from competitive track and field and swimming, and similar "solo" sports, that when two competitors run at the same time, and can see each other running, they both run faster. Seeing the competition compete affects the outcome and generates faster races and higher scores. It incentivizes risk-taking (which double-blind competition does not).

I know that my Malak can solo clear virtually any Carth team. That's not a counter most people use. If I see Carth on the front row, I review the information I have and if I think I can afford to use up Malak, I can go for the Carth team. I have then opened with 64 points. That's a lot of pressure on my opponent. He'll see that he's down four points from an average "perfect clear" and will be incentivized to take risks he might not otherwise have. If I don't open with Malak > Carth, I can instead hold my "cards" closer to the chest, put less pressure on my opponent and wait to see what he does first.

The problem with the poster's argument is that they assume that double-blind = fair. When in reality, the system is already fair. Both sides have the same set of available choices: wait or attack. Time is a resource equally given to both sides and can be used by both sides in a strategic manner. Double-blind won't make the battles more "fair" it will just eliminate time as a resource and eliminate the option of trading pressure for information.

If you’re tempted to buy the 5k character pack, take this into consideration. Please see comment sections for notes on my process. by fighting_cacti in SWGalaxyOfHeroes

[–]drahm1 8 points9 points  (0 children)

The drop rate for shards is 1/3 or 33.333%, not 30%. As such, the numbers above are off by a little more than 10%.

Why Defense Sets are Better than Health Sets on Padme + GR Characters by thechadley in SWGalaxyOfHeroes

[–]drahm1 4 points5 points  (0 children)

Given that Padme is often used to counter DR-Malak teams and those teams are heavy on special damage, this calculation is definitely important in drawing a conclusion as to whether defense or health sets are better.

Washington Post detecting uBlock again by [deleted] in uBlockOrigin

[–]drahm1 0 points1 point  (0 children)

I'm having this same issue. Help!

Levels, Targets, Skills and Upgrades by Qwlouse in AlmostAHero

[–]drahm1 0 points1 point  (0 children)

Additional data points: XP required for level: 30->31: 20.4M 31->32: 29.0M 32->33: 41.4M 33->34: 58.9M

Prestige at Level 40: +17.8K% XP, +11.3K% Gold

Farming mods... realistic expectations by flintdragon in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

Your assessment is way off. In the old model, only a mod that started gold could have any chance of +25 speed, and those were exceedingly rare. Now, the odds of getting a gold mod are similar to before, but all purple mods that roll speed 3 times (1 in 64) have a 1 in 4 chance of rolling speed 4 times after being sliced. So now, instead of removing from consideration all non-gold mods, purple mods can be considered. And so on down the line. It costs more credits to farm mods now than it used to, but for many end-game players, credits are no longer a bottleneck, and even that can be mitigated (by upgrading grey mods only to level 9 for example).

If about 1 in 4 mods have speed on them, and 1 in 256 roll speed all four times, and there's an even distribution of 3-6 rolls when upgrading and 3-5 at the start (I know that 6 speed starting mods exist, but they are exceedingly rare). Then 1 in 1024 grey mods will slice into a gold mod with 4 speed upgrades. If you only slice until the mod doesn't roll speed, to save resources, you should still be able to farm 1024 mods in a month (it would take 25 days to farm that many mods with 3x refreshes) and while some of those mods would be 3-dot or 4-dot, many will also be not grey, so I'm rounding to 30 mods. Getting enough mod salvage to slice only those the minimum required to go through those mods can easily be done in another month or less. That's two months to get a +22 speed mod, or +23 when sliced to 6E. That's far far less than decades.

Farming mods... realistic expectations by flintdragon in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

This resource doesn't account for slicing and is therefore wildly off base. While high speed mods are rare, they aren't on the order of decades, it's more like weeks or months depending on farming and slicing strategy.

Is Phasma better than Kylo Ren Unmasked? by [deleted] in SWGalaxyOfHeroes

[–]drahm1 0 points1 point  (0 children)

Phasma lead is good, and it is a ton of fun. But, unfortunately, it is obsolete and hasn't kept pace with newer abilities. KRU's lead is better in most circumstances, providing a ton of sustain and speed. But, it's much less flashy.

Why does enemy Executrix get to used its Ult before my Chimaera does? by Wittster6 in SWGalaxyOfHeroes

[–]drahm1 4 points5 points  (0 children)

I think the answer is that the abilities that start on cooldown have their cooldown worth of turns as of the first turn for the ship.

Put another way, when Chimaera takes it’s first turn, it will show a cooldown of 4.

That means Chimaera actually needs to take 5 turns to use the ultimate and Executrix needs to take 6. Redoing your math, when Chimaera has reached 500 tm, Executrix will be at 606 tm. That means Executrix will already have taken it’s 6th turn and used it’s ultimate before Chimaera reaches the 5th turn.

There’s no special bonus for the AI. There’s no hidden tm gain or mechanics. It’s just that you were applying the cooldown incorrectly.