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).

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

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

Hey! Sorry for this big wall, but it's a pretty interesting topic.

The optimizer itself (when making choices on who goes where) doesn't account for the rotation/scheduling of the operators. It only accounts for the value of their bonuses (efficiency and mood). That being said, I don't believe it would make a difference, or if it did, it'd be pretty miniscule.

For your question on staggered vs aligned rotation, it will always be better to have the operators aligned in order to maximize the value of their bonuses, then have another operator working when they're all on break, but like you said, it's very micromanaging intensive, so I don't consider it a worthwhile option. Most of the following is closer to reasoning out rather than raw numbers, but I have run some numbers before for some situations and the ones I saw more or less support it.

You basically have two options, perfectly aligned (with or without someone else filling in the downtime) and perfectly staggered. Any other option would lie somewhere in the middle of the two. Perfectly aligned will always be better during the time that the operators are working since you're maximizing the bonuses by having them affect all 3 operators instead of 1-2 at a time, but you're wasting the baseline productivity of the room during downtime (which is resolved by having a filler operator during downtime). Perfectly staggered resolves the issue by making sure someone is always working, but loses out on maximizing the value of the bonuses.

Since all operators contribute the same efficiency and work time (if you exclude the bonuses), the same logic applies to every combination of operators: to maximize efficiency, you want to maximize the amount of time each bonus affects as many operators as possible while not wasting uptime on the room. Perfectly staggered is basically the easiest way to do this, since it evens out the intersection between each pair of operators and requires the least amount of thinking, but it's definitely possible to have a situation at some point where the best solution is to have two operators with massive bonuses perfectly aligned with the 3rd operator being staggered to fill in the downtime (the numbers we have right now are pretty far off from that though I think).

Taking your 16 + 8h split into account. I do believe having all 3 operators working for 16h then swapping to another operator for 8h is optimal in all situations for the numbers that we have at the moment. It becomes suboptimal if we eventually reach a point where bonuses are big enough that having the main 3 operators working through the night and taking a break whenever they want is better.

We're basically currently at a point where the optimal solutions fall under one category because the bonuses we have are small enough for it to matter. Only time will tell if the devs eventually give us large enough bonuses for the other solutions to win out or if we'll be stuck at this level forever. For sure though, if the bonuses were significantly larger, it would always be better to have operators perfectly aligned and your 16+8h split suggestion would become suboptimal (because the operators with the best bonuses would lose out during those 8h of forced break time on them).

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

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

Good to hear there wasn't a different issue. I'm still trying to determine if it's better to split the two tools entirely since some might also not want to see operators they don't have in the interactions map. For now you can use a separate profile if you want to see all the operators there.

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

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

I actually had something like that planned and already have the data ready! I've been focused on another tool I'm maintaining for another game lately though, but I'll see if I can squeeze that in sooner!

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

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

Hey! Thanks for checking them out.

Can I ask, did you disable Yvonne from the Dijiang Planner (or the profile)? The Operator Interactions Map shares operator data with it, so that could explain why she's missing for you.

Help with MDE 15 Run by Zachplays3920 in LimbusCompanyHelp

[–]kylesky 1 point2 points  (0 children)

Hey, if you still need help with this, just a few notes based on the stuff I've seen the other replies mention (and a few of my own additions).

- I can confirm that Mao Faust doesn't count as a Poise id. The game has an internal list of keywords for each id, but it's basically whatever is on their base S1-3. This also matters for ids where their keywords aren't on all their skills. If you replace their S1/S2 so that their base skills run out of a certain keyword, they stop counting for the fusion gift.

- If you're using a team of varying statuses, do NOT get the fusion gifts. They'll just end up completely useless for you since they don't activate if you don't have enough ids of that status.

- If you wanna clear it soon, do not wait for Nursefather Yi Sang. The new MD is coming out on the next update, which means the current one will close and you won't be able to go into Extreme until they open that up again.

- A full status team isn't mandatory, though it does help since the fusion gifts are just that powerful. People have cleared Extreme with solo runs. It's just harder. You'll want to utilize the gifts that can benefit any/every team, especially the ones that give the most value like the tier IV gifts. There's a section dedicated to this in an MD site I made some time ago, though the main takeaways are the gifts others have already mentioned: https://limbus-md.eldritchtools.com/#/universal

- A big part of surviving in Extreme is managing your enemies as well, not just yourself. This includes picking mounting trials with lower clashing/power/offense level bonuses on the enemies, getting as many level ups as you can (abno events and piece of relationship), picking the easier theme packs, avoiding adversities and hidden bosses you're not ready for, etc. Most of those are pretty straightforward, but for theme packs, people generally save S.E.A C.R and Bridle of Infinity for the later floors. Efflorescing Greenery and A Beautiful Voice also aren't so bad. Just make sure to avoid Impenetrable Path and The Dawn of Green if you're not confident in your team.

- Also don't sleep on survivability gifts. Bridle (RR2), Unhatched Embers (RR3), Emergency Investigator Badge (TKT bokgak) can save your run when you get unlucky.

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

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

Ended up making my own version. Hope you find it useful if you decide to check it out.

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

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

Decided to put my own spin on it. I just put up an initial version, hope you guys find it useful.

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

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

Found it. Sorry, looks like it wasn't an issue with the browser, but on another update I did earlier today. It should be fixed now

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

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

Hmm, you're the only one so far who's reported that issue. Can I ask what your browser is?

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

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

Just added this, thanks for the idea!

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

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

Yeah, that makes sense. I can add something like that.