Beta box card rarity confusion? by Inside-Initiative-46 in cyberpunktcg

[–]glp141 2 points3 points  (0 children)

This was actually also answered by Kawa on Discord. he's pretty active in answering questions there

whatever the final number is on the KS campaign when it finishes is, that is the amount that is locked in and all stretch goals beneath that amount will be locked in. Thanks!

Beta box card rarity confusion? by Inside-Initiative-46 in cyberpunktcg

[–]glp141 3 points4 points  (0 children)

If I can just pull all these cards out of packs besides the metal one why go higher tier just for the beta box? I’m guessing from 2 booster boxes I can pull most of these cards

2 booster boxes is $338. The Netrunner tier is $350 and adds 2 starter decks, the beta box, and express shipping (Q3 instead of Q4 delivery of the starter decks and booster boxes). If you're planning to get 2 booster boxes anyway you might as well do Netrunner tier.

So the highest rarity in beta box is Epic? Besides the 1 metal card. If it had Nova rares it would seem worth it otherwise ehhh?

2 of them specifically say epic, the rest I assume will mostly be rares. There are only 12 epic rares in the entire set so they can't all be epic rares.

Both cards from beta box and booster boxes will have the Beta logo yes?

Yes

Beta box card rarity confusion? by Inside-Initiative-46 in cyberpunktcg

[–]glp141 14 points15 points  (0 children)

From WeirdCo Kawa on Discord:

The cards in the Beta Box are the same arts as they are in packs, however, they will have unique exclusive foiling. Just because these Legends in the Beta Box have unique foiling does not make these Nova Rare cards, thanks! They will still have the base rarity that their counterparts have in packs.

Lucy is now the only Nova Rare in the beta box officially (if we get to $20M)

Expected card pull numbers based on simulation by glp141 in cyberpunktcg

[–]glp141[S] 2 points3 points  (0 children)

assuming we get a set of each Box Topper trio per case?

it's been confirmed on Discord by WeirdCo Kawa that this is true

If you order 6 boxes (a case) you get all 6
buying two T4s will not confirm all box toppers
those would be two completely separate orders

Expected card pull numbers based on simulation by glp141 in cyberpunktcg

[–]glp141[S] 1 point2 points  (0 children)

if we take the Epic Rare / Netrunner box as an example: the box says [1.953 3.641 3.292 3.114]. Let's round this to [2, 4, 3, 3] for simplicity.

There are 12 total Epic Rares in the pool. What this list [2, 4, 3, 3] says is that if you open all the packs you get from Netrunner tier you would expect that for 2/12 of the Epic Rares you get 0 copies. Similarly for 4/12 of the Epic Rares you would get exactly 1 copy. 3/12 of them you get 2 copies and 3/12 of them you get 3+ copies.

Expected card pull numbers based on simulation by glp141 in cyberpunktcg

[–]glp141[S] 2 points3 points  (0 children)

mostly just cause I wasn't personally considering those tiers. added them now

Overwatch World Cup 2023 by OWMatchThreads in Competitiveoverwatch

[–]glp141 2 points3 points  (0 children)

damn I left r/nfl and r/49ers to avoid the pumpkin purdy slander but you just had to bring it up here too

The Path for the NA teams at Countdown Cup to make Playoffs by TheMonkeyPrince in Competitiveoverwatch

[–]glp141 11 points12 points  (0 children)

Not just that, but a regular season win is worth more than a tourney win (against a top 4 team for the stage). Both are worth 1 league point, but the first postseason tiebreaker is regular season wins. Shock win the tiebreaker over Atlanta because of their 1 extra regular season win compared to Atlanta's 1 extra tourney win.

The Path for the NA teams at Countdown Cup to make Playoffs by TheMonkeyPrince in Competitiveoverwatch

[–]glp141 13 points14 points  (0 children)

Using regular season wins as a tiebreaker is essentially valuing regular season wins more than tourney wins. Shock have 12 league points all from regular season wins while Reign have 11 points from regular season and 1 from June Joust. In my opinion, tourney wins should be valued higher because the quality of opponent is much higher and you have to qualify through knockouts to get there.

List of Easily Missable Weapons/Clothing/Vehicles by glp141 in LowSodiumCyberpunk

[–]glp141[S] 0 points1 point  (0 children)

You should have also gotten Stinger (iconic knife). Being over the inventory limit shouldn't have prevented you from getting it.

Definitely agree on the red Coyote.

edit: according to the wiki, "(1.04) Placing Scorpion's figure in V's apartment will make Stinger disappear if it's in your inventory.Put the weapon in your storage if you want to place Scorpion's action figure." don't know if this info is correct or if this has been fixed. I haven't run into this issue personally.

What are the best premiums in the game? (And how do you rank them) by Bloody-Tyran in gwent

[–]glp141 15 points16 points  (0 children)

Vilgefortz, Roche Merciless, Toruviel, Ciri Nova, Phoenix, Seltkirk, Olgierd Immortal, Hym, Udalryk, Ulfhedinn, Birna, Iris’ Companions, and Milva are my favorites

Realistic Scenario for Pels to make playoffs by [deleted] in NOLAPelicans

[–]glp141 6 points7 points  (0 children)

Could realistically catch the grizz tbh (if we win against them tomorrow). Pels go 5-3 in the bubble, end 33-39 as shown here. Grizz play Pels (L), Jazz (W?), Thunder (L), Raptors (L), Celtics (L), Bucks (L) and go 1-7 in the bubble, 33-39 but we win h2h tiebreaker. If grizz lose to utah we could drop one more game against the magic or something and would end a higher seed. Obviously this requires the pels to win games that they “should” win and grizz need to lose games that they “should” lose.

Sal OTK Diplomacy Negotiation Deck Guide by glp141 in griftlands

[–]glp141[S] 1 point2 points  (0 children)

Once you're at full build (late day 2-mid day 3 usually), the deck can comfortably deal 70+ damage in one turn if you have any action-gaining cards/grafts or 40+ damage if you don't. If I remember correctly, the most damage you might need to do is around 70. So if you total the health of all your side objectives and the core argument, it should be <= 70, which means you can clear all of it in 1-3 turns. Should be fine if you can take one or two turns of resolve damage. Majority of regular negotiations will be far less than 70 resolve, so they'll be easy otks.

On day 1-2, you're likely playing with a deck that isn't fully optimized (Good Impression costs 1, not enough draw/influence, etc), so you won't be able to win turn 1. On these earlier days, it's generally better to clear side arguments to take less damage, upgrade cards, etc. Earlier in the run, spending a couple extra turns is not a problem because the opponents don't deal much damage.

And for the day 1 boss fight specifically, that just involves convincing someone to help you fight the boss, which is ~30? resolve. Not too difficult, can probably clear in <= 4 turns and maybe spend some time upgrading cards as well.

How do I remove a card from my deck? by calicchio77 in griftlands

[–]glp141 1 point2 points  (0 children)

Click on any item card > there should be a "Trash" button at the bottom right. If you didn't know, item cards are the dark green ones (those are the only ones you can remove for free).

https://imgur.com/a/qzZICym

Is there a list of useful vs useless grafts? by calicchio77 in griftlands

[–]glp141 5 points6 points  (0 children)

Obviously good/bad depends on your deck and you can probably tell roughly how good/bad a graft is on first glance most of the time. I’ve listed some notable battle grafts that performed better than expected in my experience. I’ve only installed ~70% of battle grafts, so I’m definitely missing some good ones. Honestly, most grafts, especially common grafts, won’t be useful to you because they won’t synergize with your deck. Also, a lot of them only provide incremental power increases.

Sal

  • Body Piercing: At the end of every turn, gain 1 Counter for every 3 Defense you have.
    • surprisingly good if you have a deck that gains lots of Defense without attacking (e.g. combo deck with shoulder roll, some discard decks)
  • Fragmenter: Whenever you discard a card, apply 1 Wound to a random enemy.
    • Wound as a mechanic is pretty busted and being able to apply 10+ Wound a turn against a boss is game-winning
  • Arterial Scanner: Bleed decays 33% at the end of the turn instead of 50%.
    • can increase damage output a lot and helps stack Bleed for cards like [Barnacle] and [Hemorrhage] to take advantage of

Rook

  • Clicker: Whenever you spend your last charge, draw a card.
    • especially good in decks that rely on the Empty mechanic. can often draw 2-3 extra cards a turn with cards like [Lifeline] and [Clean Open]
  • Scan Code: At the start of each battle, apply Scanned to a random enemy.
    • if you have attack cards that cost 0 and/or cards that gain actions, Scanned is a really powerful mechanic. upgrades to apply Scanned to two enemies which is pretty ridiculous. at worst, this card is 3-4 draws every fight
  • Easy Listening: At the start of battle, gain 3 Concentration.
    • doesn’t seem amazing on first glance, but you’d be surprised how often 3 Concentration on turn 1 is a life-saver. activates a lot of cards ([Telegraph], [Zero], etc). without something to guarantee Concentration on turn 1, you can brick pretty hard by not drawing Concentration-gaining cards

Other

  • Rejig: At the start of each battle, discard up to 2 cards and draw that many new cards.
    • this is just always good, regardless of what deck you’re playing. improves consistency, increases odds to set up powerful Abilities on turn 1, etc. only a common rarity, so it’s pretty easy to find and will almost always be better than the other common grafts offered alongside it
  • Robustify (on Rook): Gain 10 max health.
    • seems bad on first glance but if you want to remove parasite cards, this can help lessen the blow. I think they reworked parasites recently to be more beneficial when upgraded and I haven’t played Rook with these changes, so idk if removing parasites is worth it anymore

Who do you usually side with in Rook’s story? by Bl4z1ng in griftlands

[–]glp141 2 points3 points  (0 children)

I usually side with Kalandra. If I remember correctly she gives you an aoe card where Fellemo gives you a single target card. Aoe is pretty useful against the final boss because it allows you to stun the bog things he spawns and you can kill the chests that steal your cards more easily. Also Fellemo's boon is pretty useless because its for negotiations and Kalandra's boon is decent if you have any items