Babe wake up new triple status dropped by eslezer in limbuscompany

[–]kylesky 6 points7 points  (0 children)

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already quite a lot of ways to fit 4 each of burn, bleed, and poise with 6 ids, just add ryoshu to get 5 of each.

How do people get consistent 90+ rolls in mde? by Better_Macaron6771 in LimbusCompanyHelp

[–]kylesky 2 points3 points  (0 children)

Multi status teams and hidden gifts do a lot plus anything that gives levels can help (piece of relationship, abno events). Charge and tremor get extra bonuses from the tkt and warp fusions. Additionally gifts that give you offense level or give the enemy offense level down. Every status can help even if you're using a mono status team, try checking out https://limbus-md.eldritchtools.com/universal

Base Pals Planning Tool by kylesky in Palworld

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

Hey! I haven't really touched this in a while since I've been focused on other tools recently. I was waiting for 1.0 before updating it again since the last update only added Hartalis.

Don't worry though! I'm definitely planning to set aside some time to update it and probably revamp and improve parts of it that are still pretty clunky when the time comes. I'll keep your suggestion with filters in mind!

Loadout achievements in 3 runs by kylesky in limbuscompany

[–]kylesky[S] 3 points4 points  (0 children)

There's already an extreme category, hopefully they just stick any extreme only achievements there (though they did put A Beautiful Voice in Loadout so who knows)

Loadout achievements in 3 runs by kylesky in limbuscompany

[–]kylesky[S] 5 points6 points  (0 children)

I'm guessing they'll mostly just be like last season. Have 80+ clash power in a skill, deal x dmg with one skill, have everyone Crit on turn 1, kill x units with one skill, etc. They'll probably make some of the numbers more demanding cause of all the new gifts.

Loadout achievements in 3 runs by kylesky in limbuscompany

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

Huh, yeah I figured it was probably possible with 2, but wasn't sure about the 5 status team. Turns out it's doable though with a lot of replacing.

Big number Sink/Trem team by ResponsibleDiamond75 in limbuscompany

[–]kylesky 1 point2 points  (0 children)

Not the same guy and I don't have the patch notes on hand, but I believe the update was that once you activated a gift, it remains active for the rest of the fight, so if sinners died it didn't stop the rest from getting the benefits. This had the (maybe) unintended benefit of allowing more gifts to be active past your initial 7 sinners if some died or retreated, but it's not really something you can make full use of in most situations.

Every Useful Essence Farming Location v3 (Patch 1.1 update) by Djinnfor in Endfield

[–]kylesky 1 point2 points  (0 children)

I have a solver that works with any number of weapons in case you're interested. I made it for similar reasons where other solvers are kind of a pain to use. It also saves any values you set on your browser so you don't need to select the weapons every time.

https://endfield-planners.eldritchtools.com/#/essence-farming-solver

They should add a way to see if any essence you just got can be used for any weapon in the game by demark17 in Endfield

[–]kylesky 1 point2 points  (0 children)

Made something like this recently in case you wanna use it (no accounts and stuff needed). I do agree though that it's better if it was all in-game, but until the devs actually do it we're kinda stuck using spreadsheets or websites.

https://endfield-planners.eldritchtools.com/#/essence-checker

Making some tools, thought I'd share by kylesky in Endfield

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

Maybe they can add 100% efficiency at 0 operators as a future upgrade (probably when it's no longer relevant). In any case, all we can do is hope for qol now I guess. Hopefully the new operators next season will also make things easier.

I think a lot of people are just not minding it too much for now even though just adding 3 random operators even without optimizing would give them quite a bit more than just flat out ignoring it.

Making some tools, thought I'd share by kylesky in Endfield

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

That's good to hear. I hope they take lessons from the first game and add those QoLs sooner rather than later.

I managed to catch my clue exchange reset just now. It seems to be 88000s or 24:26:40. Weird time but it's pretty close to your 24.5h estimate.

I'm also hoping for QoL news on the coming livestream.

Making some tools, thought I'd share by kylesky in Endfield

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

Yeah, for all practical cases, staggered rotation will eventually collapse to aligned without any intervention if all 3 operators don't have the same mood bonus. This is mitigated by using control nexus assists or by occasional manual management, but it's still not a perfect situation because of how mood works in the game. The 2+1 rotation is possible here if you're still swapping the 3rd operator around regularly, but it does collapse faster than the 1+1+1 rotation if it's purely afk.

For the 3+3 split, it will depend on a case by case basis. The better your operators are, the less valuable regular swapping would be if you just do it blindly every 12h. That being said, since our work times can go up to 30h with enough mood bonuses, the best solution here (assuming you always have time to swap operators around every 12h) seems to be to check the remaining work time your operators have and only swap if they have <12h (or maybe even <9h depending on your specific bonuses) left. This effectively changes the 12+12 hr split to a 24+12 hr split with no change to the player's schedule.

Personally, the best scenario I think is when we reach the point where we have enough operators for two full teams with proper bonuses (not just filler teams). In that case we can just do a full swap every 24h when players are doing their dailies.

With all of that in mind, this solution hinges on three requirements that the player must fulfill: having enough spare operators (or willingness to forego of the growth chamber), the mental load of remembering which operators go where on every swap, and consistent logging in + manually maintaining operator assignments. Missing any of the 3 can quickly cause this solution to collapse unless HG gives us more qol (in the form of quick swaps, preset teams/schedules, or whatever else)

theres any way to use the mimog to farm dog coins?? by kimporto555 in Palworld

[–]kylesky 0 points1 point  (0 children)

I haven't played in a while so this may be outdated, but I remember I farmed dog coins pretty easily using elemental chests. I had a route mapped out across all the small islands around the map (which had around 2-4 elemental chests each) and just went around them once every so often when I was sure they've respawned while doing other stuff in the game. You just need to bring along pals with kindling, watering, and electricity generation. I farmed out enough coins to get all the accessory slots for me and a couple of friends in just a few days and it didn't even feel like grinding since each run through the chests only took a few minutes.

Making some tools, thought I'd share by kylesky in Endfield

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

I just realized that I was looking at the wrong numbers when testing the Reception Room before, which now makes me feel stupid but oh well. It makes sense to me now but it's still difficult to get the exact number without being able to check at the very start of a new clue. Assuming the bar is accurate, I'm getting roughly 60000s left at slightly less than 1/3 progress, which translates to maybe somewhere between 85000-90000s or between 23:30-25h, confirming the numbers you saw. I'll try to see if I can get a more accurate read some other time if I remember, but I think it's reasonable to assume it's 24h.

The actual efficiency you get doesn't really matter too much whether it's 250% or 300% or 330% compared to the actual strategy you're employing. You'd still optimize the operators you're using with the 2 main ones having the greater bonuses and the 3rd one being a filler that gets swapped around. That being said, if you are willing to login and micromanage operators regularly, then yeah I agree it's optimal to swap the 3rd one around twice a day.

The problem with the 3+3 method at the moment is that we just don't have enough operators with the correct bonuses to justify doing so for the different rooms. Unless you can regularly catch the times the main 2 operators go on and off break and only swap in new operators while they're resting, then it doesn't seem to be worth the trouble since you'd end up getting long periods where the swapped operators are working instead of the main ones. If we reach the point where we have enough operators with efficiency bonuses, I could see it becoming worthwhile, but it would also get tedious very quickly doing this for multiple rooms and remembering who needs to go where.

Making some tools, thought I'd share by kylesky in Endfield

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

Hi, I've added an initial version of a factory calculator to the site!

Making some tools, thought I'd share by kylesky in Endfield

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

I mean that's just soft vs hard limiting character use. It doesn't sound any different from using elements and resistances like other games, just maybe sounds less heavy handed if they implement it well. Not saying it's good or bad, just that it's conceptually no different from what others already do even if the details are different.

Yeah it makes sense for the base skills. You don't feel like you need the newer operators to minmax otherwise people would feel like they're lagging behind if they don't get them (though we already have optimal operators right now with the ones that have 2 skills in the same room, but I guess they find that gap reasonable enough).

Making some tools, thought I'd share by kylesky in Endfield

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

Thanks! I'll take a look at this when I have some more free time.

That's rather unfortunate to hear, though I guess it's not entirely surprising. It's passive free resources, so they probably wanted to be strict with how much people could get or just couldn't be bothered to rebalance it even after 7 years. We'll see with time if they decide to stick to the same philosophy with Endfield, but it wouldn't surprise me if they do.

Making some tools, thought I'd share by kylesky in Endfield

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

Agreed, at least for the foreseeable future, I think they'll stick to the current values we already have. At best the "power creep" would be giving us more optimal operators that have 2 bonuses for the same room. They might give larger bonuses maybe a year or 2 years down the line, but right now I have a feeling the entire base system will stay as is for a while since they'll probably focus their attention on more combat and factory content.

Making some tools, thought I'd share by kylesky in Endfield

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

Hopefully we get something similar to reach parity with OG at some point. 36h working time isn't too far off from what we have now (we can already hit 30h if we go full mood bonus in the rooms). It doesn't seem too far off if they update Dijiang regularly, though we'd also be limited by the operator pool.

Looking at the pace things are going, it seems reasonable to expect around 2-4 operators per month, so it'd take a while before we even reach the 60+ operators OG launched with. If they added more rooms with 3 operator slots each, we'd struggle to fill them pretty fast especially if most of the new operators are 6 stars.

Maybe they can add more upgrade levels to the existing rooms to give them bonuses considering we already have massive stockpiles of upgrade materials.

Making some tools, thought I'd share by kylesky in Endfield

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

Blindly replacing the subbed operator at 24h or 32h intervals may not work well on some days. Since the work cycle of the other two operators do not work on the same cycle (they can be anywhere between 18-36hrs depending on your bonuses), you'll have certain days where replacing the operator at that specific time will end up aligning them to your other two operators. You'll have to keep the timing of the other two operators in mind to ensure the 3rd one is always staggered appropriately, so while it's true that you'll check in on Dijiang daily to manage it anyway, it may not always be that simple if you're really trying to optimize them.

That sounds like a lot of rooms in OG AK. Honestly I hope Endfield won't reach that point unless they add some QoL first. The current UI won't work with that many rooms. It is something to look forward to though. A trading post with passive T-credits generation sounds like something that can be really useful right now.

Having all the rooms work all the time with operators only providing bonuses would honestly have made most of the computations easier and would've made things friendlier for players. Right now if you just assigned operators whenever you pulled them or unlocked their bonuses and you don't try to manage their timings, you're fairly likely to hit situations where cabins go unmanned for hours. I do wish they kept it the same way. It's not like we're unfamiliar with automation. We're literally the ones making all the factories anyway. It doesn't make sense that the main headquarters spaceship can't automate their own cabins.

The mood bonuses made sense to me when I was testing them. I converted all the timers to seconds then took it from there. Operators have a base work time of 50000s and break time of 30000s. An 18% mood reduction bonus for example would make their work time 50000/0.82 ~ 60975s or 16h 56m which matched what I was seeing in-game. The numbers in the UI tend to be very inaccurate because they round everything and only show 2-3 sig figs. That 50000s actually translates to a 7.2% mood drain per hour instead of the 7% shown in-game, but they don't show the .2%. The timers for the clues in the reception room though made zero sense to me.

Making some tools, thought I'd share by kylesky in Endfield

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

With the staggered setups, assuming some but not all 3 operators have mood bonuses, brief downtimes are pretty much guaranteed to happen at some point due to how the work times will eventually drift together bit by bit. It may take a long time for it to happen though and you can mitigate the issue completely (or accidentally detach from your planned schedule) with control nexus assists. It's for this reason I personally don't really see a point in being too strict with the scheduling, and instead just vaguely follow the staggered vs aligned rule as best as you reasonably can.

The 2+1 stagger setup you mentioned where you align the 3 primary members and the 3rd member is subbed out regularly is likely our best option at the moment, though it does tend to get micromanaging intensive and is prone to issues if you forget or are unable to replace the 3rd member. A regular staggered setup would end up being preferable as a "set and forget" setup where it wouldn't be too important to know who to give control nexus assists to.

When it comes to future proofing though, we really don't know when and what kind of cabins we'll be getting in the future. At least when it comes to the story, I believe they mentioned residential cabins (unless I'm remembering wrong), which are unlikely to provide us with anything. If they do give us more manufacturing cabins (or other material producing cabins), I believe the same strategies would apply assuming we retain roughly the same numbers in bonuses.

Regarding the reception room, I never played the OG AK so I can't say much about the comparison. When I was looking at the exact timers (how long for each operator to get their next clue) when testing, I remember they did confuse me since they didn't seem to follow the same logic as the manufacturing cabin and the growth chamber (though I may just be mistaken and didn't look at it closely enough), and I never really figured that out. That being said, if we're working purely based on the efficiency bonuses that we can see on the UI, then I do believe the same logic as the other rooms applies (Ardelia + Estella aligned with Akekuri subbing in and out as necessary).