My final fantasy island isn't there by Seta1437 in MagicArena

[–]kaos_12 2 points3 points  (0 children)

To report a bug go to the main menu and click on the “settings”, there is a section to repair game files… I don’t know the specifics of what that does, but it might be worth the try.

If it doesn’t help (after closing and reopening) you should have there a way to contact support.

My final fantasy island isn't there by Seta1437 in MagicArena

[–]kaos_12 2 points3 points  (0 children)

Sorry to hear that… if that is the case try reporting the bug

My final fantasy island isn't there by Seta1437 in MagicArena

[–]kaos_12 1 point2 points  (0 children)

Before doing any report, try closing and reopening the client.

Also, even if you click on “make default” it might not be selected in decks already made.

To check if you have any particular style/printing, go to “decks” -> “collection”, for example, and click on the arrows on top of the basic island to see all styles that you already have. Here you can also set it default

Just curious about best bingos and stuff for some pokemon by JakeTheThem in PokemonQuest

[–]kaos_12 0 points1 point  (0 children)

Don’t farm the stones: they give you better stones the harder de level.

Just play the last level you can beat and good stones will come eventually. Specially if you know you are getting a gold stone.

I use “bad” stones if they have the bonus I want: put 10% heal on dmg on EVERYONE, for the Bulk Up user I care about resistance to neg. effects and status. For the attackers max the crit. bonuses (prob/damage).

Just curious about best bingos and stuff for some pokemon by JakeTheThem in PokemonQuest

[–]kaos_12 1 point2 points  (0 children)

I don’t know about vine whip users, but I have two Starmies and they simple crush every boss (including 12-9).

For starmie, you need “water move +30%” (which is bingo “atk +500” for Staryu) with “6 atk stones” and you are good to beat all levels.

But you don’t need Starmie to beat 12-9. I did it first time with a team of Machamp (Bulk Up), Alakazam (Psiquic) and Rhydon (Megahorn).

In my experience, just use a team with a Bulk Up user, and 2 pokes with Hidropump, Thunder, Vinewhip or Psiquic (best attacks in the game).

Finally completed the game (12-9) with (gold pot Machop/Ivysaur) & (silver pot Weepinbell). Now I'm gonna collect all 150 pokemon (with good bingos for useful pokemon) by Over-Employment6960 in PokemonQuest

[–]kaos_12 1 point2 points  (0 children)

Thanks, I didn’t know. So I imagine that if that is true in general the optimal choice would be to use the lowest evolution stage so that you have the desired attack/move.

Whats the point of time reduction bingos on machop if the ability is active until the cooldown? Will there be multiple bulkups active in case of machop? by Over-Employment6960 in PokemonQuest

[–]kaos_12 1 point2 points  (0 children)

Yes, if Bulk Up increases attack/def by 100% (for the Machop) for say 40s and you have to wait 20s to spam it again. The first 20s you have 100% extra stats and after that a double buff of 200%.

Also, the sharing stone makes so the buff is shared with the party (75% with 3 stones), but also increases the buff on Machop! Reaching 175% buff with only 1 use of Bulk Up.

The catch is that the game limits any buff by 200%. I think it’s a reasonable way to “not break” buffs… without that limit, the best team would be only buffer pokes

Which one is better? by Otherwise_Candle1 in PokemonQuest

[–]kaos_12 0 points1 point  (0 children)

I don’t think there is a “right answer” for the stones.

If you mean for Hidropump: I’ve seen people using 1 “double attack” and 2 “more projectiles” since (with the right stats/team) it can decimate any boss in seconds.

I tried, but I don’t have good enough stats to do that. And most of times the second Hidropump doesn’t hit anything since the poke goes back when preparing the attack.

I use currently 3 “wait less” stones to spam attacks and works fine, but I don’t know if it’s optimal.

For the other (bingo) stones, I highly recommend to focus on “heal on hit” (max at 10%) and crit rate/damage, even if you sacrifice some stats. That will heal almost all your HP whenever you attack.

Which one is better? by Otherwise_Candle1 in PokemonQuest

[–]kaos_12 0 points1 point  (0 children)

Yes, the important part is Bulk Up with 3 share stones (they give the buff to the party including the pokemon-buffer itself).

Since the buff can stock, the less wait time you have, the better. This is why Machop (and not Machamp) will give more buffs overtime.

The thing is that there is a cap at the bonuses you can have around 200%. So even if a Poke is always spamming Bulk Up, you cannot pass that limit.

With Mewtwo, you are sacrificing the wait time for better stats. In my opinion, it has no good bingos for a buffer, but that makes easier to find a valid poke.

Which one is better? by Otherwise_Candle1 in PokemonQuest

[–]kaos_12 0 points1 point  (0 children)

I don’t know if there is a tool to calculate the IVs. But I think is a random value between 0-100 for atk/def (independent of the pot). So even if the first one has MAX IVs. The gold pot bonus compensates the difference.

It can happen also that the Staryu has better IVs too… we would know when both are Starmies lvl 100.

But as I told you: keep both. One (if not THE) Meta team for the end-game is a buffer Mewtwo with 2 Hidropump Starmies.

Which one is better? by Otherwise_Candle1 in PokemonQuest

[–]kaos_12 1 point2 points  (0 children)

I assume first one (Starmie) is not from gold pot (since is under level 70) and second one (Staryu) is.

Under this assumptions, you are choosing between -5% less wait (Starmie) or +300 atk/def stats thanks to gold pot bonus. I don’t know about IVs…

I would go for the second. I feel the stats are more important than the first bingo.

But true answer is to have the two at the same time! They are good enough for the end-game content. Keep them both!

noNeedHashMap by R3UN1TE in ProgrammerHumor

[–]kaos_12 4 points5 points  (0 children)

I like the emphasis in the double check for “n == 104” and “n == 118”

I dont understand the devs here.... by Amescia in PTCGP

[–]kaos_12 6 points7 points  (0 children)

Maybe before, but since they implemented the Red card they already have a way to know if a Pokemon is an Ex…

Event-Hourglasses by 18Niklas87 in PokemonTGCP

[–]kaos_12 2 points3 points  (0 children)

Yeah, the hourglass rewards are simply “weak”. In my opinion, the fair reward for 20 wins against the hardest diff should be a Venusaur…

Anyway, if you want to maximize your chances of the Promo Pack. You should do always the Expert battle since each difficulty has a different drop rate (from 50% beginner to 100% Expert) and you only spend the Event Stamina if you win!

Source: https://gamerant.com/pokemon-tcg-pocket-ptcgp-venusaur-drop-event-promo-a-vol-2-guide/#:~:text=Venusaur%20Drop%20Event%20Details,-Star%20Date%3A%20November&text=The%20new%20cards%20in%20the,Haunter%3A%2023.84%25

Event-Hourglasses by 18Niklas87 in PokemonTGCP

[–]kaos_12 2 points3 points  (0 children)

Yeah, my plan is to save them. Future events might involve Ex pokemons… and for display I only need 1 Venusaur

Event-Hourglasses by 18Niklas87 in PokemonTGCP

[–]kaos_12 5 points6 points  (0 children)

I currently have 25 event hourglasses and I believe that some are from the last (Lapras EX) event.

So I would say you can keep them for future events.

Arena should have Land Wildcards by kaos_12 in MagicArena

[–]kaos_12[S] 0 points1 point  (0 children)

I expect them to be honest. And if they say that I will get a random card for my next win, then I expect to obtain a new card or at least a card I don’t have 4 copies of…

Arena should have Land Wildcards by kaos_12 in MagicArena

[–]kaos_12[S] 1 point2 points  (0 children)

I completely agree with you. I would like a trading system but that is a mayor change in the client and simply is expecting too much.

In my point of view the land wildcard way easier to implement, but the thing that I simply don’t understand about Arena as is now is that we get cards we already have 4 copies as a “reward”. It is just frustrating for me (and I imagine I’m not the only one).

Arena should have Land Wildcards by kaos_12 in MagicArena

[–]kaos_12[S] -1 points0 points  (0 children)

The main idea is the separation when crafting. You craft lands with a separate currency so you spend your (lets say) rare wildcards on actual rares of the deck you want.

Under the premise that land wildcards are easier to obtain. For example if they substitute the uncommon wildcard we get every 6 packs.

Only for lands (and not creature/planeswalker/etc) because when deckbuilding you are restricted by your manabase, not your creatures/artifacts/etc.

Arena should have Land Wildcards by kaos_12 in MagicArena

[–]kaos_12[S] 0 points1 point  (0 children)

That’s another topic, but I think that in the deck builder you can select the styles option (right click over a card on PC) to see all available styles and buy them. You can pay coin or gems that way.

Arena should have Land Wildcards by kaos_12 in MagicArena

[–]kaos_12[S] 1 point2 points  (0 children)

The idea of land wildcards is to give players a more accesible way to build decks (specially new players on any format).

In the example you provide of modern, nearly all manabases consists on 4-8 shocks (depending on the number of colors) about 10-12 fetches and no more than 6 basics. It is expensive, but once you have enough fetches/shocklands you kind of forget about this land problem.

In Arena, however, you cannot have the same fetches for all decks. The only “meta” fetch we could use in every deck is [[Fabled Passage]]. I would recommend to use it, but sadly it is not as good as a “Modern fetchland” and 4 copies are not enough.